#nms-modding
1 messages · Page 91 of 1
Most EXML are fine
For some authors
MBIN, when you can't do EXML
Oh for shit like models
More complex mods aren't just value changes
You talking About models right?
Nvm I. An idiot
Opinion of the WeMod tool? Or flingg
Now called Wand
It's a nms trainer
It was broken until late last night
regarding ||goatfungus's save editor||, ive downloaded it around 2-3 weeks ago, but i cant find ||the corvette parts of the previous expedition||. is this because i have an older version or has it not been updated yet?
It hasn't been updated with new item/reward lists since Voyagers I believe
That doesn't stop you from editing them in yourself via raw json editing, but that's incredibly complicated compared to just right clicking and typing stuff into the UI. It may be better to use a mod that allows you to purchase modules or previous expedition rewards etc
i see
the only expedition exclusive items since voyagers have been the corvette pieces right? (excluding the items from the current ongoing exp.)
- no need to spoiler / censor stuff here
Also the Aeron Starship Trail, and the Debris Rangefinder etc
- if memory serves right, the github issues page for goatfungus had a link to 3rd party patch
that added items released past last update to the SE
so you can try looking into that patch and see if it works for you
No Man's Sky - Save Editor. Contribute to vectorcmdr/NMSSaveEditor development by creating an account on GitHub.
what is the Debris Rangefinder?
The item from Expedition 20: Breach that was used to locate the corvette wrecks in space
im not too fussed about the corvette parts rewarded in the last exp.
It was an item used during the expedition, not a reward
ah so theres no use for it in normal gameplay im assuming?
the wrecks can be located outside of the expedition rarely while piloting a corvette as a random pulse engine event, also located manually using Anomaly Detectors
ah i see
The item is usable outside of the expedition, but you're not really meant to get it outside of the exp
yeah
in that case im not too fussed about not having those items, and since i didnt just start playing right before the exp ends this time around i can play without needing to rush it and get all the rewards
besides the twitch drops ofc, but im sure vectorcmdr will release an updated version for that
thanks!
are any of the save editors up to date and NOT broken?
Any idea if its possible to make the new Colossus Excavation Blade Attachment capable of collecting planted resources?
Could really improve the potential farm possibilities
Does anyone know a good place to make seeds for multitools? I do wanna make one of those cool Atlantid Multitools
!creativehublink
Thanks
The excavation blade works by modifying the existing behavior of exocraft being able to destroy objects they drive into. Unfortunately that system only applies to objects placed by planet gen so it's probably not possible
just wait for one of those extend harvest radius mods
For sure, I was just more thinking from a this would be cool additional functionality for the Colossus standpoint, not a open field farms are totally impossible as is standpoint, but I do agree that your solution would work for folks only concerned with mass collection
most likely it's either that or you don't have any way at all
it's not optimal but it's just the limitation from the game
Personally I prefer to do the harvesting myself, hence thinking this could be a good way to add a lil variety to my farms
Twitch Drops - Season 12
https://twitch.nomanssky.com/drops/12
well I am going to remove the old mods anyway since they are almost a year old and play bare bones for now lol
This is not meant to discourage, just setting realistic expectations. NMS modding is highly limited, as to what we can do. No API, so, for the most part, simple value changes for existing properties. 99% of mod requests from users just aren't possible, so those of us who can, generally won't take on requests. In most cases would be a waste of time. Especially in the weeks following a major update. We've our own mods to update and work on. I do more requests than everyone else combined and that's MAYBE a couple\year.
'ppreciate ya Babs, and no worries - just didn't know if the attachment and how it worked had been looked into yet, and whether it might be a case of adding the relevant asset IDs to a collection table
Would be nice if something like that could be done with excavators, but we can't add new functionality.
For the most part, everyone is focused on updating existing mods, more than doing new stuff, atm. Gumsk threw out a new mod earlier today and I have one in the works.
By chance do you have one of the gravity gun things?
I do, yeah 👀
You going in-game sometime today? I'm up to my eyeballs in updates, so will probably be days before I get in-game. Mind if I DM you?
dont mind at all, but I may not be in-game today unfortunately 😔
Expedition Rewards - Seasons 16-21
do mods work after the patch or did it mess something up?
ALWAYS messes something up, just a matter of how much. 🙂
Is there any way to give myself the colossus titles and customization rewards? Gathering all the waste and processing it takes so long...
At the very least, I heard there was a mod for increasing the colossus speed?
So I've been meaning to go on an expedition marathon for a while now, wanting to play through all of them chronologically (even the ones I did already participate in).
Truthfully, I am actually doing this mostly to gather whatever lore bits I can, and for the missing rewards secondarily. The default recommendation of the expedition generator suggests doing the redux versions of the expos, and it'd be my choice too, mainly because of the time savings.
But I've been wondering, since the redux expeditions are usually condensed a bit with easier milestones and such, does this also affect lore and story bits? Like have some dialogue or other lore related bits/encounters of the original expo been left out in some cases?
I'm honestly not really expecting an answer, since I doubt there are many people who played through several versions of an expedition, and also payed precise attention to the lore thingies. But if I could get an answer on this, perhaps from someone who also has file knowledge about the reduxes and what exactly gets changed, i'd greatly appreciate it.
You don't miss much. Not any lore. It's things like destroy 20 asteroids, instead of 50.
Same milestones, but need to do less to complete
Where are gaem logs? Want to try adn see if i can figure otu what mod exactly is crashing
Nowhere, there aren't any
Diagnose it manually by removing some mods and reopening
or all of them if you don't have the time for that
Welp its hard to binary search a crash that takes anywhere from 1 minute to 10 minutes
Aight, thanks for elaborating. This a pretty huge relief for me. Then I shall soon begin with this project 🫡
The crash may not even be due to a mod as well, it's HGs generic catch all message from a crash. Right now, with a new major update out, TONS of bugs in the game. Happens every major release. Then over the next few weeks they'll release hotfixes to slowly whittle away at the long list of crash bugs.
is there a way to skip the artimis questline and atlas path?
Anyone able to make the flatbed lock in salvage?
I've looked at it but haven't found a simple way yet
what are so qol mods what are good for this game ?
That's entirely subjective, how you want to play the game. All mods can be found at https://www.nexusmods.com/nomanssky/mods/newrecently. Be aware that no mod new or last updated prior to 29 January 2025 can work, so only ones that date or newer have a chance of being functional.
I need this mod.
Check the Better NMS collection on Nexus
Anyone know a save editor that can get breach parts
are there mods that work on linux? if so, how do you install them?
Same way as installing them on Windows I believe, just place mod folders in GAMEDATA/MODS
Refer to the installation and troubleshooting info here http://tinyurl.com/nmsmodding550
thanks
How do I save edit in the new colossus parts?
by adding their respective product IDs to the known products list in your save data
since no save editor has been updated yet, you need to do it manually by editing raw JSON data
if you don't know how to do it, better wait for SEs to get updated so you dont risk borking your save
What about using nmsapp
Nvm nmsapp is also not updated
then it's best to wait for mods like Consumerism to be updated
least risky method IMO
Can we like take our base and put/paste it on another planet or system?
Without building it again?
Through the save editor
Yes, but it's not going to be easy nor clean
Sorry, no, I'm working on updating mods. You'll have to dig into it yourself
well thanks ig
huh, someone already made a mod to make the Grav Gun more powerful
any good mods to increase visual quality? I been using Exosolar's mods but I dont think they been updated
What are their IDs?
I've done a lot of Raw JSON editing before
The Exo mods are most likely all up to date. Babscoole maintains those
I like Beyond Base Building cause it lets me build planet style bases on freighter, and those parts on planets
is there any places other than Nexus for them? the ones I use havent been updated in a few months so I dunno if the current nms will play nice with em
all active mod authors post their works on Nexus Mods alone
all other platforms are likely to host stolen mods from there
well there's one certain individual who doesnt post on Nexus anymore on their own volition
one I use is Exosolar's and Babs' Expanse, updated 5 months ago
its possible its still good to go if it's an EXML patch
it should be guessing based on who maintains it and what files are needed for that
still too used to mods not playing nice before Hello Games updated modding capabilities
and I honestly havent played much, health issues, boredom, waiting for expeditions, etc
go to the mod page, see if it's an EXML mod, if yes its good chance it doesnt require an update
install it, check it in game, if it performs like expected - good, if not - let the author know on the comment page on the mod
is there a mod to disable multi-tool auto-holstering? (like when you point at a friendly), seems to trigger randomly while in VR and its annoying
There was one bug regarding holstering that was fixed in the recent patches. If a Babscoole mod was updated in the past year and is EXML, it is 99% likely good to go
hoping someone can make a mod to force a multitool with the Grav Coil to always use that model, I like it
FF is working on something like that
not quite
is there anyone who fixed the minotaur left frame arm yet? just asking
Fixed it in what way?
well, that module supposed to deal +400% laser damage to stunned targets. it doesnt working since singularity, i believe
Ok, maybe ping back here in a few days. Not many of us have time to work on something new right now. Make sure you mention that damage thing so the next person knows what you are talking about
Quicksilver Shop 108-116
Note: Shop 110 still has tier 2 missing with tier 3 listed twice
uhhh we are 111 now I think so it doesn't really matter
True, all good by now, just noticed it
!creativehublink
@limber charm Check the Discord above, specifically the save edit channel they have
ok
Is there way to remove space station teleporting from the game? Other than just not using them? 😂
No
Ok, I know back in the day NMS didn’t have station portals. I thought there might be a mod or way to mod files to bring that back
you cannot simply mod out a logical function of the game, NMS modding is too limited for that
I’m not looking to mod them out. Just simply block their use for a fresh playthrough
Ok wasn’t sure if it was possible or not. I know nothing about creating mods
I feel like the option to remove their use in difficult settings would be a nice option. That’s something for suggestions though. Thks for the info
in theory you could remove the interaction component from the teleporters entity file
One simple change completely changes the way you play the game
make it just a prop with no interaction
hmmm, kinda sucks since you cant use them anymore but i guess that's whats desired anyways(?)
Ya I thought there might be a way?
Just to block. If they are functional the temptation is too strong 😂
I’m not looking to remove the portal model or anything just their functionality
if someone knows which file i can "modify" i would appreicate it. I don't think there would much more to it then that? But like i said, i know nothing about modding
you have the game files unpacked and decompiled?
Only installed on my PC if thats what you mean
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: ...
read this article, get the game files decompiled, then you can start tinkering to make a mod
i cant wait till my tool is done
thks ill check it out
guys i just installed nomnom save editor but i have no idea how it works any help is appreciated(i might not respond cause i have to get off in 5-10 mins)
question, does goatfungus 1.19.14 work in this update? I tried it but it doesnt update the game and vice versa.
You can check the NomNom Discord for specific info. In general you load a save, then check the tabs at the top to make changes to various things. Keep in mind there is also the ability to directly edit the save data (JSON), and a separate section for the Account Data
!nomnomlink
1.19.14?
I assume you are using vector_cmdr version then?
ngl not sure
Ah yes, looks like that matches: https://github.com/vectorcmdr/NMSSaveEditor
probably
Should work the same as the original version. He just updated it further. You may see some warnings for missing mapping names, but otherwise it should still remain functional.
i noticed the names for fossils and certain upgrades but ever since the update i havent been able to edit anything
Can you go into some more detail on what exactly you are editing and how?
i tried editting my exocraft to get some booster upgrades since i wasnt in the mood for getting them normally, and when i load up the game it's inventory is the same
Ok, and you are adding those boosters through the regular UI, not through JSON edits?
yes
Ok, so you then save and when you load the game, it does not show the changes
yes
Yo I play in swich 2 and my friends in pc I was wondering if they could play ver 6.2 with a code or smth
@coarse wagon It could be the game does not quite like the changes made, and then loads the other save (either auto or manual save), so you do not see the change. Can you test by editing something really simple, a single stack size change perhaps?
sure
You both have to be on the same version. Your PC friend is likely ahead. You can check versions with the !NMSversions command in #nms-commands Downgrading version is not really advised though, so you may just have to wait
We are starting at 0, they are at 6.21 and me at 6.20
alr it works-
i guess it just doesnt like exocraft then
also on the topic of goatfungus is there a newer version out?
Apparently, but not sure what exactly is not right about the edit, but it does give a clue. You could try figure it out by checking the change made in JSON
alr
No newer version of goatfungus, still 19.0. while vectorcmdr is still on 19.14, which does not have the Remnant changes. Very likely this update changed exocraft
makes sense ;-;
I'd really suggest you wait to catch up on PC version, but this may take a bit as there are usually quite a few patches to follow a new content update
@limpid valley If anything, your PC friend could try force an older update if playing on Steam. They would have to look into something called 'SteamRE DepotDownloader'. Again, not recommended, but the only way I am aware of downgrading version
Alr thanks
Im ngl, maybe I'm misunderstanding and everyone else is right, but isnt this what you're looking for?
https://www.nexusmods.com/nomanssky/mods/3621
(unsure if this works post Remnants, so ymmv)
If you want a middle-ground, this mod keeps Space Station Teleporters but makes them have an associated cost:
https://www.nexusmods.com/nomanssky/mods/4062
You could also edit the station scene to remove the portals completely
Please tell me someone is working on making it so our haul doesn't bounce all over the place...
^
^
Thank you! Now I need to figure out how to install mods once I get back into the game tomorrow.
I'm working on the bouncing today
Is there by chance a multiplayer optimizer?
Not sure what you mean by optimizer. HGs netcode is quite lean, as synced data is minimal.
What are the limitations on modding this massive space game? Can I get mods for the starships?
in general, modding NMS fairly limited, boils down to tinkering with values of predefined parameters hosted in game files
we can not add new functionality, mechanics, variables, settings to the game, only tweak or reuse what HG already provides
nothing like script extender or any runtime thingy that would allow us to change things in real time
(not quite there are some attempts but still very much work in progress, nothing publicly available)
Nexus isn't letting me sort collections by last updated and I'm not seeing anything updated for Remnant, assuming it's too early to expect mods to be updated but if anyone has a link or uses a collection that works save for a few mods that need to be disabled, I'd appreciate it as I'm not willing to go through the headache of doing 50/50 or read all the descriptions to figure it out
no, I don't need another reminder about installing collections or how using mod managers is not recommended, just a link to something that's working, if possible - my save is modded so I'd rather wait a week or two for mod updates rather than risk having broken worldgen or items disappear
there are only 2 collections I could vouch for, I dont know their status per se
but I wanna say that mod authors have been updating their mods right as the tooling become available
lots of updates available on Nexus, so I'd recommend checking them out, instead of assuming it's too early to expect anything
is there a mod to let us drive the freighters
Not something that mods can do.
aw :(
NMS mods cannot add new functionality, only HG can do that.
👀
Can you play this game online modded?
Is this games’ mods mostly on nexus or steam community or where
, exclusively on https://www.nexusmods.com/games/nomanssky/mods?sort=updatedAt
Ok I searched there and was happy to find there was one that unlocked all the glyphs off rip 
I plan on getting this mod, the one that reduces movement and one of the headlight mods.
Yes but very difficult
You're free to learn how to make them yourself if you have time to dedicate to it but don't expect anyone else to do it
can you get mods for starship? or that not possible? 🤔
you need to specify what you mean by "mods for starship"
there are mods that import custom models into the game
mods that change stats on vanilla technology modules
mods that add new texture options for fabricators
custom models. But I found those mods that have “unlocker..” thing.
what unlocker thing?
here; let me show ya rq
are these legit or just those placebo effects?
all those mods client sided? I would assume so since these are mods that I will be installing on my end
all NMS mods are local, modifying contents of game filed you have installed on your PC
alrighty, and if I had use those mods like the unlocker for the Starborn phoenix and use it. If I cross saved my steam to switch? It’s will appear as normal looking ship on that platform right?
you won't be able to cross save to Switch because of version mismatch
but yeah its the same ship as you'd get from the expedition
The mod doesn't add the ship, it just adds an extra way of obtaining it
i see, and is it like client sided like FF said.
yes, all mods are client side for NMS
The mod is client side, so other players alongside you cannot make use of it's features (unlock the ship for themselves)
The ship is a ship that's in the vanilla game though, so the mod is not necessary for it to be visible once acquired by any means
as grouch says, the mod just adds a different way to obtain the ship
the ship exists vanilla, so other players will see the ship if you have it set as your current/active starship
you'll also retain the ship if you unlock it and then remove the mod
i see 🤔
i have installed some mods and how do i access them in game? @final hazel
Use the gestures, like the mod description says
i.. idk how to use gestures 🙏
While on-foot, Quick Menu > Gestures
i pulled up the gesture menu and it doesnt work. does it has to be the specfic one?
It's the one from the mod.
If it does not appear, you may have installed the mod incorrectly.
Refer to the mod troubleshooting guide here http://tinyurl.com/nmsmodding550
i installed directly from and with the vortex mod manager
Did you get a mod warning when booting the game?
yes
Send a screenshot of your MODS folder, like this
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: ...
read this article if you actually start installing mods
covers how to install mods properly and basic troubleshooting
also recommended to stick to only newly released or recently updated mods from the last couple days
since we're after a major update that changed some things big time, you might run into issues running outdated mods
Neither of those mods are those that use the gesture menu to activate the exchange menu for ships
then i will have to find other mods that has it?
Has what?
Please specify what you want
gesture menu for these mods or wtv i have to get these to work.
I hope someone makes a mod to elevate the colossus, even with mechanical legs it gets stuck easily, at the moment wheels work bit better.
one of the mods work for the S class ship to spawn in easier now! that good, but gotta figure our the gesture thing
Again, neither of the mods you have installed make use of the Gestures menu
thats fine, i gotten one of the mods working. I will figure out that one when i can
Read the Description tab of the mods you have installed to understand their function
or ask on their Posts tab
i will tmrw
I realized I’m a moron… I didn’t have them downloaded. 🤦♂️
sorry about that grouch
🙏
Is there an up to date mod to boost how fast you learn words?
what is the best mod would you recommended for someone like me to make the game experience better? like gameplay wise overall
Personally, the ones in the collection I made https://www.nexusmods.com/games/nomanssky/collections/ixxnzr
Objectively, whatever catches your eye and is up to date https://www.nexusmods.com/games/nomanssky/mods?sort=updatedAt
It's up to you to decide how the game operates
bet, thanks you boss man 🙏
So I just want to say thank you to the modding community. You have made transporting scrap a heck of a lot easier and less stressful.
I'm rather new to NMS. Do mods like Buy All Corvette Parts, the parts gained from them show up to other people?
Can someone recommend a mod for more control on building parts ? i need more precise control for accurate positionning, especially for building in corvette
Yes, as the parts are in the vanilla game.
also, i don't know if it is the mod or me
But it isn't working sadly, other say it works for them though
You most likely installed the mod incorrectly
Did you get a mod warning on startup?
See the mod installation/troubleshooting guide here http://tinyurl.com/nmsmodding550
It's my first time modding, so do I maybe need to enable a deployment method for the game?
I do not know what that means, though I assume it's related to Vortex
I don't use vortex
Well then I definitely don't know what "enable a deployment" means
It comes up with the 'You are playing with mods' screen
What is that in reference to?
Just doesn't pop up in game, and I don't know why.
I really cba to grind out these corvette parts 😭
Send a screenshot of what the inside of your MODS folder looks like
Like this #nms-modding message
You placed it one folder too deep
Place the "Buy All Corvette Parts" folder inside of MODS
OMDs thank you so much! I'm so dumb, haha!
I kinda forgot how to properly install mods >.>
do it go like this, or do each mod put in separate folder?
add a MODS folder under gamedata
if thats what ur asking
it is in mods folder, but do the mods get separate folders under mods or will it work with the globals/metadata/models folder in the base mods folder?
Basically, just unzip your mods
Each mod goes in a separate folder
If this is what the inside of your MODS folder looks like, then it is very wrong due to that
Like this
each mod should have it's own folder, with the game's file structure inside of those individual mod folders
thats what confused me, my brain didnt retain how to mod since its been so long since I have
Does anyone know of a mod that would allow one to noclip through objects? theres a major bug with the purge questline, invisible wall blocking completion, figured something like noclip might at least be a bandaid fix
What kind of wall?
||when you go through the final portal and get teleported to the atlas, theres a "console" there where you initially interact with it, then, when you choose to reset the simulation, the atlas disappears, but the invisible wall where the console was remains present, and blocks you from progressing to the area where you're supposed to select your new galaxy type||
Ah, I think that's in the experimental updates as a fix. I saw inaccurate collisions in Atlas Stations mentioned
how would I go about downloading this experimental update?
!experimental
-#
to view info below, enable embeds
See patch notes »
Build 161171 (4206)
🗂️ Notes History »
-# Run !NmsVersions in our #bot-spam channel for more info.
but it's better to just wait for HG to release a proper public patch
I have the game on gog unfortunately
But in any case, that's not something we can easily add a mod fix for, I don't think
Oh, it might be in the latest update, because I don't see it in the expedition notes. I think GoG should get that update very soon
yeah it may not work but if its just collision it might fix it
apparently its been a pretty common issue
!whatsnew
Update 6.21.1: https://www.nomanssky.com/2026/02/remnant-6-21/
https://www.nomanssky.com/remnant-update/
-# Trailer: https://youtu.be/IXWYo58yiz4
-# Grab #roles
for #nms-announcements pings. Check #nms-news-ticker or run !NmsVersions for latest platform info.
Hello Everyone,
Thank you to everyone playing No Man’s Sky – Remnant, especially those taking the time to report any issues they encounter via Zendesk or console crash reporting.
We are listening closely to your feedback, and have identified and resolved a number of issues. These fixes are included in patch 6.21, which is now...
Introducing No Man's Sky Remnant (6.2).
Upgrade your Multi-Tool and physically manipulate objects with the Gravitino Coil (gravity gun) module in update 6.2, Remnant! Magnetise, carry, and launch stacks of industrial waste - and transport your haul in your off-road Colossus. Deck out your vehicle with an array of new wheels, cabins and modules,...
Hmm, I thought there was a 6.21.1
Hello Everyone,
Thank you to everyone playing No Man’s Sky – Remnant, especially those taking the time to report any issues they encounter via Zendesk or console crash reporting.
We are listening closely to your feedback, and have identified and resolved a number of issues. These fixes are included in patch 6.21.1, which is n...
Oh yeah
it does comment on atlas stations so idk
GoG is usually a day or so behind others, as they build custom installers
hope they release it sometime today then, Ive been really looking forward to actually being able to engage with the content locked behind story completion
shit happens I suppose
could anyone tell me some good mods to use for easier gameplay?
My recommendations are here:
https://www.nexusmods.com/games/nomanssky/collections/7qowkp
What Gumsk says above, BUT mods are highly subjective. A mod one person would like, another would hate. Choose the mods which fit what YOU want to change in-game the way you want them changed. https://www.nexusmods.com/nomanssky/mods/newrecently
Generates SEASON_DATA_CACHE.JSON files so you can customize and play No Man's Sky expeditions and earn their rewards offline anytime.
Question
What happens to the saved expedition when the next one comes out
Will I just have to do the process again
Nothing should happen
You only download the latest expedition data when online. Setting your game to offline/removing internet connection prevents this.
A new expedition releasing has no impact on your ability to go offline.
I can't find the mod cache for nms
!faq-savefiles @deep frigate
@deep frigate
-#
to view info below, enable embeds
Steam 
%appdata%\HelloGames\NMS\st_<Steam64ID>\...
Game Pass 
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...
GoG 
%appdata%\HelloGames\NMS\DefaultUser\...
Linux & Steam Deck 
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...
Mac 
/Users/<yourname>/Library/Application Support/HelloGames/NMS/st_<your steam ID>/
When sharing saves in a report to Hello Games, it is best to create a package/archive of the full folder shown for your platform above (.zip/.rar).
thats for save files
im looking for mods folder
Oh, I assumed you were trying to set up the expedition cache.
Browse your local files, go to GAMEDATA/MODS. If the MODS folder does not exist, create it. Further mod installation and troubleshooting info can be found at http://tinyurl.com/nmsmodding550
I am looking to do that too but I am doing mod related stuff atm
Just that there's no "mod cache", just a MODS folder
I assume naming it MODPS won't work
(Mistype when naming folder)
oh btw grouch those fonts pinned in this channel, since you made them are you fine with them being used in an (open-source, when it's finished) project? i would assume so, since they're pinned here for anyone to just take, but i want to ask just in case
i already intended on giving credit but i dont think you have a github
I did not make any of them, I just corrected an error in one of the characters of one of the glyph fonts
alright time to see if it worked
One of the glyphs' width was misaligned, it was wider than the rest
ohhh wait, is this the font the game uses?
To my knowledge, you can use all of the fonts there for everything you wish
May or not be a starborn phoenix unlocker
🤫
is that why it's so good? 
why is the mod warning so small
you and me both
The futura one is directly used by the game. There's also another one that you can directly rip from your own install of the game that I think is public idk
well shit
i was thinking of using the regular NMS font for most of the app but i dont really want to step on any copyright toes
I don't think it matters, but idk
surely glyphs would be fine for a hex -> icon converter though
Many apps that exist already use all of the fonts
hmmm should be fine then i suppose
That is what they are, yes
ye ik, i made a converter already just in my discord bot lmao
uses this server's emojis
so I've been having issues with my main corvette, the camera and maneuverability seem to both be behaving as though it thinks the center of my ship is waaay far away from it, like the ship is gigantic. I've been looking through it's data in the save to see what could be causing it, and some parts have this kind of thing going on
"Up":[
999.9999974752428E-9,
0.7436609864234924,
0.0
],
"At":[
0.012357000261545182,
-999.9999974752428E-9,
-0.9999240040779114
]
Is this anything? (the fact that some of the values are 999, while it seems like they should all be unit vectors, I mean)
I'm hesitant to modify it too much in game, since I built it with glitches that have been patched out.
The save data has nothing to do with camera placement/movement.
Is your ship very large? Any mods in use that affect the camera perhaps? I know some use mods to be able to properly fly a large custom made corvette. Maybe post a screenshot to show the view
@merry willow
I'm hesitant to modify it too much in game, since I built it with glitches that have been patched out.
Reading this does make me wonder if the origin of the base may be out of whack. Possibly due to the way you built it abusing a glitch(es)
The ship is pretty small. it's also the only corvette that has this issue for me, so it has to be in the corvette's data somewhere. I don't have any camera mods, and I also play the same save on a device with no mods, same issues there.
I had a feeling that something's up with the base, but all I could see that seemed obviously strange was these giant vectors. I think if the origin of the base were messed up it would place the camera in the same spot every time, but it seems to pick a new one each time I boot up. Also the ship lands centred on the pad
these giant vectors
Not actually all that giant when you see the E-9 at the end. They are all normallised vectors (values between -1 to 1)
More likely the position vector of objects that may be incorrect?
If you can, make a backup of your saves. I can take a look at the base data if you wish?
Can you show an image? So I get a better idea of the issue at hand
😅 geez you're right. I didn't see any crazy values for positions, which is what I was originally looking for. that's what made me zero in on these. That said, base json is pretty long, I could easily have missed something.
I think if the origin of the base were messed up it would place the camera in the same spot every time, but it seems to pick a new one each time I boot up. Also the ship lands centred on the pad
I agree, this is odd indeed
I'll get the pic/json, thanks for taking a look!
Sure, no problem
Looks ok at first glance
The image you provided shows it at the freighter spot. Can you provide an image where you are flying it with the camera misplaced as you described?
oh yeah, for sure. that makes sense
Also, do you have multiplayer enabled, maybe playing in a group?
it isn't that bad right now, sometimes it has the camera so far away that I can't see the corvette, even if I go into photo mode and look around for it. Multiplayer's on, nobody's around. turning it off made no difference.
Does switching back/forth between 1st/3rd person view help?
And how about some of the base stat values? Made changes to those, any weird or large values, possibly from mods?
Considering those values work in tandem with the tech installed, it could possibly have different effect depending on the ship in use. Just sort of guessing at this point.
The image is still quite a ways off, expecting the view to be right behind, not that far down and to the left
the maneuverability in game was like 4000 before the update 😅 the value jumps up to something reasonable if I go into the corvette editor and quit out, but it doesn't seem to reflect in the actual handling of the ship
this has happened to me with a vanilla corvette
it used to just show like 3k manu
then i'd restart and itd be normal again lmao
The base stats look ok to me
I actually have an earlier version of the corvette that doesn't have the issue that I copied out of an expedition. I've tried removing any parts that are different between them, but it doesn't fix it.
So maybe the difference is with the part of the data unrelated to the looks? How about the ownership and all that??
Are you 'Pizza' or is that part of what you copied?
The regular starship data? I'll double check, but I think it's all identical. I'm pizza on steam
It's likely not an issue anyway.
How about the data for ShipOwnership > [3]
That should be a BIGGS reference for a ship (Corvette), maybe some awkward data there?
It will contain the base stats too. Anythign special done with tech, or supercharging additional slots?
I did double check. they're not actually identical. So far it just looks like the tables are in a different order, but i didn't pour over it just yet. I wonder if I could retarget the bases between the new and old one
I am merely guessing at this point though. All appears to look fine to me.
nothing in that regard that's different from the older one without issues. I used the old glitch that lets you remove required modules to get some dead-weight corevette tech out in place of more useful stuff
I honestly do not see anything out of the ordinary at a quick glance
All I can suggest is to possibly fully replace both the Ship data and the base data with the working one. Perhaps you overlooked something
I was afraid of that 😅 thanks for your effort though.
Other than that, if mods are disabled and nothing else really done, I'd report it and provide your save data, explaining the issue in detail
!hg
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
You've given me some ideas for things to look into, but if none of that works out I may just have to submit a bug after all. Thanks again, you've been super helpful!
You're welcome. Hope it works out for you. Let me know if you figure something out
is there any mod that allows you to exceed the limit building on corvettes for the remmenant version?
i have Corvette No Complexity Limit but it doesnt work in this version
Then you installed it incorrectly. Refer to http://tinyurl.com/nmsmodding550
@merry willow If the camera placement is changing randomly, that sounds like something in the EXE is bugged, not in your corvette. If it were because of bad data, I would expect the same weird camera placement every time
this helped, thank youu
Yeah, that's what made me question those floats at first, since I could see a fpp issue causing non-deterministic stuff like that. I feel like the exe is kind of ruled out by the fact that I get the same issue on two devices, but I'll have steam verify files just to be sure
The game may not handle those scientific notations well. Could round those off and see if it helps
Any cool mods I should check out
Any mod for building work after updates?
All of them should, as nothing relating to building was changed
Anyone have .pak of Exosolar's and Babs' Beyond Base Building?
For what version of the game?
Specifying which specific legacy version of the game you are playing is necessary for this, unless you want to just use the lua script
If you did not know, .pak files are not read by modern versions of No Man's Sky for mods, since the Worlds Part II update on Jan 29 2025. An up-to-date guide on how to install mods can be found here http://tinyurl.com/nmsmodding550
Newest Steam update. No beta
I check
Thanks
Works
Not working xD Still they found mods. Propably version problem
Beyond Base Building is updated for the latest version of No Man's Sky. You most likely installed it incorrectly.
Check the troubleshooting part of http://tinyurl.com/nmsmodding550
What is number of newest steam version?
!nmsversions @carmine surge
@carmine surge
-#
to view info below, enable embeds
-# Known Versions (title screen bottom-left corner)
-#
Exp: 161216 (4206)
-# 
6.21.1 161038 (4204)
-# 
6.21.1 161038 (4204)
-#
6.20 160955 (4204)
-#
6.21 161038 (4204)
-#
6.21 161038 (4204)
-#
6.20.2 160961 (4204)
-#
6.20 160315 (4202)
-#
6.20 160315 (4202)
Steam Branches
-#
Public: 21918502 (<t:1770980658:d>)
-#
Latest Experimental notes 
-# For
#nms-announcements notifications get the respective
pingable role & follow 📰 #nms-news-ticker for updates as they roll out to each platform.
Read all patch notes in the NMS Release Log »
Experimental patch notes: Latest » | All »
PC update issues?
Get Microsoft store help »
but this is extremely unimportant, as most mods after jan 29 2025 that don't contain MBIN files are fully version intercompatible
6.04 is newest in files. Try these?
Newest for what? Beyond Base Building's latest version was built for 6.20, but again that barely matters as it contains 0 .MBIN files
I can't find that one. Can you send me file on priv mate?
It's... the only file available.
Maybe I do something wrong in game
You build on standard "z"
?
Huh? Yes, the default button to open the build menu is Z...
Then I don't know what is f... up. I have warning about mods in first try when i download and delete folder from binaries
Still no additional furnitures
On freighter
Gui
Send a screenshot of the inside of your MODS folder
Like this #nms-modding message
As the troubleshooting guide says, that folder is one level too deep
Take the folder inside of that, and place it in MODS
O
That's solve problem xD
Lowkey stupid
Thanks friend
Anyways
It's to safe play this mod daily?
Yes
Then again thanks and have a good day
possibly
"Cool", as all things with mods, is subjective. Cool for you may be anathema to others and vice versa.
With NMS and mods, you do you.
Example, one of my favorite mods in called Anti-Phobias. I don't use it, as I don't need to, but allows some people to play the game who otherwise would not be able to. Now that's Cool!!!! 🙂
Any acutal mod what can make living messages around buildings in freighter? I wanna make story of every block/tavern
And write this to others
Like signs with text
We have Message Modules in the vanilla game, but those are very limited
Limited and don't work on freighter
Even with mod
Glitch maybe
moding station broken right now? doesn't extract pcbanks
probaly cause i don't have dotnet. And for people asking, I'm finally updating my popular mods.
Not just right now, has been for a very long time. Will not ever be updated, it's dead.
You can extract the .paks using HGPAKTool or NMSPE (which comes with AMUMSS)
Then can use WinMerge or NPP ComparePlus plugin to do compares
meh
Sent you a DM sir
is there anything that works nowadays to increase the drop rates of the buried tech stuff for base unlocks?
everything on nexus is years out dated
Is their a simple menu or trainer to download for no mans sky?
I'm hoping someone knows if there's a mod:
..to make water clear from the air, or non-existent..?
..or, that can locate/mark every building (or a single type of building) on a Planet..?
..or, that could find a particular underwater Flora..?
These are three ways i could locate a lost item under the water on a Planet that i can think of, so please let me know, tyvm!
Define "lost item", like an object that you placed?
Objects that you have placed are defined in your save file, you could find precise coordinates to them using a save editor (though I'm not sure how these coordinates could be made human-readable or if they could be used to reposition yourself to them etc)
Ty for your inquiry, by "lost" i mean i lost the coords to a item's location that i could identify if seen again, not an placed item per se, but an actual in-game item.. It has no marker.., i could find if i could locate all buildings bc i'd search nearby at each one.., or plants, bc it was near a particular plant..
I found a hover mod, and a clear water mod, any other possible mods please ping me here, tyvm in advance!! 🙂
Just found a Larger Flora Mod, hope it works for underwater..!! 🙂
Q.. The Mod - Transparent Water is a .PAK file all by itself (no folder), it mentions the old PCBANKS install location for MODS, how is this mod installed..? Do i just put it in MODS ..?
You don't. It's out of date and won't work
Anything with a .pak file won't work
TYVM Gumsk! Any particular recommendation for water visability..?
I don't know that there's much in the way of water shaders, since they are fairly new and a bitch to work with
..possible water remover, lol.. ??
It's possible I'm sure, but I don't think anyone has done it since it would be such a niche mod
I found a few in your compilation i'll try ty, like Brighter Sunlight, that may make seeing thru water happen.. 🙂
None of your three suggestions will work now.
As far as water goes, a bit over a year ago, HelloGames completely revamped how water color is done. Very heavy usage of Vulkan Shaders now, especially on the surface, with reflections.
Those changes completely killed all water color mods.
I'm the only one who's been trying to actively fix, for my Abyss mod.
I've made significant inroads, but mostly affects sub-surface now. Reflections on the surface are ALL shader, which is extremely difficult to change without breaking things.
When you see the mod called Abyss updated, you'll know I've cracked it. Been working on the shaders on and off for about 7 months.
No means of scanning for a specific flora (or fauna), the game "code" doesn't allow for this. Same thing with showing all iterations of X on a planet at once. A) X doesn't exist until spawned B) With a type of flora or common building, that number of markers would crash the game.
With NMS we don't get to mod what we want, it's closer to we can mod what we're allowed.
It would be easier to mod no water
I see, tyvm for explaining all that to me, i guess hovering, and extending the day, adding more Sun light, removing dust fog & storms, and time & luck will have to suffice.. 🙂 And, this is a one-off thing anyhow.. 🙂
Hope you find the thing you lost. I've been there and done that myself.
Hmm.. It seems No Dust and No Fog are not working, cannot tell about more Sunlight, Bigger Plants also doesn't seem working on land or water.., water is the same..
Why isn't this working..? I reduced it to one mod, still nada..
And you have tried deleting the file BINARIES/SETTINGS/GCMODSETTINGS.MXML?
I sent you the link to the installation/troubleshooting guide (http://tinyurl.com/nmsmodding550), the fact that you still faced issues made me assume you had followed the troubleshooting steps.
Deleting GCMODSETTINGS.MXML is the third troubleshooting step in that document.
Finally updated! Down from 4300+ lines to about 220, and very little of that is actual script.
is there a way to write a mod with a custom shader for the skybox?
Yes, but it's not easy and I'm 99% sure you'll give up
oh ok
dont be like that
encourage them to try
you encouraged ME to try or at least i think you did
to try modding or maybe you didnt
maybe you would have told me hell no
Aight so I just discovered i can mod this game. Do I need a mod manager and how do I do this mod stuff as ive only used steam workshop
shaders are hell
i wish everyone could mod
you don't need mod manager, just unzip copy paste files
all active mod authors publish their stuff on Nexus Mods
I didn't encourage you to try creating a custom shader
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: ...
Do I need to create a folder for everything to download to then?
I've been doing this six years and last week I looked at the shaders again and immediately said "nope, I still ain't touching this shit"
you didnt encourage me period but headcanon you did encourage me to keep modding (my memory is bad)
read this article to get started, covers installing mods and basic troubleshooting
Ah ok thanks
Go open an SPV file and tell me what you want to change
plus i dong give a sjit about shaders
He asked about creating a custom shader and I gave him an honest answer
my irl friend said he would actually give a shit what i do if i added custom models to the game, and i cant yet deliver on that
i know fuckall about blender
It's not easy, but it's doable with patience, once NMSDK exporting is updated
what does modding do in this game like what do the mods consist of?
Usually simple static value changes. More complicated things can be done, somewhat, but we're fairly limited.
Just take a look at Nexus Mods and you'll get an idea
I wanna have access to items and just add a little more fun to it, what mods do yall recommend
Consumerism and possibly Communism
Beyond that, "fun" is very subjective
Enjoyable Quicksilver, probably
fun to me is breaking the game
go to Nexus Mods, browse through newly released or recently updated mods, pick what strikes your fancy
visual improvments?
mods are highly subjective plus after a major update some might be outdated and cause issues in game
im an issue
but nothing to be concerned about
thankfully im not malicious with mods
Some can be done, yeah
Crescent Worlds is a good one for that
gumsk , be real with me , i annoy the hell out of you dont i ?
eh doesnt matter
the keys to the kingdom are mine and mine to do anything i want with
nothings gonna stop me
Trust me, some of my friends have been far more annoying than you 🙂
If there's nothing malicious in someone's actions, I try to not be bothered
i like to be a ufo/anomaly
literally
onlt thing i dont have is changing my playermodel to a classic alien ship
this game doesnt have a ton of classic 60s or 50s type starships
some friends eh?@ what are they junkies?
cus i am a former junkie kinda
yeah i switched back to regular notepad why not
I got tired of trying to figure out how to do it manually and downloaded the manager lmao
Damn it was that simple how amazing
putting these NMS fonts to good use
@merry willow I just learned something new. Can you check your Corvette build for one or both of the following items and remove them:
DRESSING_TABLE = Appearance Modifier
B_ROBOARM = Large Crane (from settlement)
These will cause camera issue. There may be other parts that I am not aware of, but these are known (credit: @tazmd)
Hi guys, is anyone here using NomNom 'S mod ? I got a question, can I give myself a Freighter without having one ?
@patent fog No, there is no way to get a freighter using the normal features of a save editor. Technically it would be possible to add one through JSON editing, but this is not recommended as there are various game mechanics involved to reach that point properly. Just get one as soon as you are able to, following the quests/storyline. Can purchase an NPC freighter in space soon enough, or for free from a battle. Use !faq-freighter in #nms-commands
To add, you can adjust game difficulty/settings to make things easier/free if you wish. Once you do own one, you can change it if you wish
Oh I see thanks man appreciate it
I know someone already requested this on Nexus, but adding the Waste Processing Plant Furnaces/Disposals as Base Assets would be so cool - especially being able to merge them onto a Corvette and not being reliant on planet RNG for how far you gotta haul 🤔
Would it be possible for a mod to make the minotaur AI only use the minotaur cannon?
How does one edit in the aeron parts from the expedition that we missed?
I heard that the modding community has a safe way of doing so
Okay so this was my first expedition where I needed mods, I've never needed to mod no man's sky before.
Should this minor patch cause any issues with no man's sky? I only have mods that raise the walls on my Colossus, affect the scrap movement and Colossus headlights.
I know that major patches can mess up mods
Maybe, maybe not. Can't say until people try and report.
Okay, thank you.
Are you going to teach him how to work with shaders in NMS, because there's exactly NO ONE to do so. ZERO information or guidance on how to get started, tools to use, what to look for. NONE.
Uhhhh I don't remember saying that
No I'm not , and I was 2digit IQ to say so
If something is not possible, we're going to tell the person that. Not about trying or encouragement. It's about giving a realistic assessment based on realities.
@solid hawk (Um, not trying to interrupt too much here..) Did you see my Mod note about Smoke & Ash on Nexus..?
Idk why I jumped the gun to reply to this one
Not yet, just woke up a short time ago. Holiday for me, so I slept in a bit.
I'll get there shortly though
NP.. 🙂
Will be in next update of Ultra Base Building
speaking of UBB - what version would you recommend grabbing off the Nexus page?
I already rock BBB and a couple isolated "base asset" mods 👀
If using BBB, just use the regular UBB, not the Unlimited one
thats what I thought, and tried, yesterday but was getting a CTD as soon as I opened the Build Menu
😔
I'll upload a bit later today. Will be in the UBB-OTHER-I Tab, in BUILDINGS category. You'll see Incinerator, then can expand and see the other scrap yard stuff I added
Think I maybe see why. HG added a few new properties in 6.20, but then removed them for 6.21
Working on correcting that now
'sall good - I'll wait patiently 😁👍
Hell yeah
Huh... I don't remember there being an annoying flashing light in the cockpit of a Corvette by the seat.
I just checked on a low atmosphere planet and clear as a bell. By chance are you running any BIOME mods? Like Biome Randomizer that would put volcanic stuff on these planets, which wouldn't be there in vanilla.
To disable mods do you just remove them from the MODS folder?
Yes
or go into the GCMODSETTINGS.MXML file and set DisableAllMods to true or simply disable individual mods there
I haven't played in like a year, would running the save without mods affect it not booting up with mods? I updated all the ones that have updates etc.
Although making changes to GCMODSETTINGS.MXML is the more difficult route to take
Nope, but if there's non-updated in there, that would cause issues.
I was running a few Mods to clear the air & water, no matter the combo i got smoke & ash.., i will try with just those two Mods and if i still get smoke & ash i'll send you the glyphs.. ..or i can just DM you the glyphs in advance..?
I logged in today to check on that since I do have one of those parts on my ship, and it turns out the patch today fixed it 😅
I learned a few things about how corvettes are handled by the game though, so at least the effort wasn't wasted. Thank you for keeping an eye out!
I got lucky, as seemingly found the broken mod(s) in the 1st half of culling. Now to pinpoint.
Good to know your issue got resolved. Do however keep an eye out on parts like that being used. There has been some discussion about it in the tool's Discord (link in pins).
I'll check it out next time I break something or need to do a strange edit, it's probably a good place for that kind of information
I noticed while i was struggling that all the parts on the corvette (and any base) have a timestamp, so I think that's probably how the game decides priority for corvette tech when there's not enough slots available for it all. I have a feeling I can use that to make the game let me remove the photon cannon
I am not sure how it iterates over the parts to apply as Tech, but could well be it takes them in order in case there are more than allowed. To figure things out, trial and error is the way to go for sure.
To add, I seem to recall this is only done upon initial creation though, not during edits after
Yeah, glyphs and galaxy would be good
Back when you could still do it, I deleted the cockpit and all the hab modules from my corvette, then filled up all the slots before replacing them which let me use other more useful tech in their place. I've had to be careful editing my corvette since then, since a mistake would bring them back. I've noticed that it seems to be the parts placed least recently that get priority for tech slots. I wasn't sure how the game kept track of that before though. I'm guessing it's either the timestamp or the absolute placement of the part in the base json. I'll have to mess around with it and see what I can do
Would it be possible for a mod to make the minotaur AI only use the minotaur cannon and none of the other equipped weapons
in theory yes, there seems to be a SelectionWeight property for each weapon module for the mech in GCVEHICLEGLOBALS.GLOBAL.MBIN
ex. terrain manipulator has it set to 0, so maybe you could try setting it for all other weapons
decompiling the game files, finding the file and making a mod for it
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: ...
this guide has info how to get started with unpacking and decompiling game files
Thanks!
Great ! i was looking for a file like this
I've never mod in my life and i installed blender today, however i can't manage to import file in blender, do you have a tutorial for that ?
i already have amumss and mbincompiler
My goal is to import a base buiiding parts ( any will do, even a wall ), make a modification ( even a basic one ) create a mod to add that specific parts in the form of a mod
Or is it impossible on no man's sky ?
Unpack the game and use NMSDK
yes i have nmsdk, however when you say unpack the game....you mean all the files ? all the pcbank data ?
so far i've only unpacked a few files to see if i can open them in blender..so far no success
If you have any tuto or video that show the whole process, that would be awesome
Current version of NMSDK doesn't work with NMS 6.2x. There is an Alpha version, BUT a lot of stuff will still not work right. Work in Progress.
Due to the recent update ?
Any idea how i can practice even if it's stay on blender and never make a mod ? it's really just to practice
Guessing, and only a guess, two weeks or so before fully fixed up and released version of NMSDK
Alright, that's ok i can wait
Bu while the NMSDK need updating, any idea where i can find a tutorial so i can prepare when the new plug in is ready ?
yes i'm on 5.0.1
Once installed, set your PCBANKS directory here:
Thanks for the invitation
Then
Last mentioned, yesterday, viewing unpacked files is still broken. Can only import what's in the game .paks
That's the tutorial 🙂
what do you mean by that ? i copy the full pc bank file ?
Somehow i'm missing a piece
yeah ok i'm an idiot...
Thanks a lot for the tutorial 🙂
And i see that you can also add the unpacked folder, is it advised to have a copy of all the pcbank unpacked ?
yes all of them if you can
so basically using hgpaktool on all of them ? that will take a while
but ok i'll try that tomorrow
When the NMSDK update is finished, you wont need to have unpacked files anymore because it will be able to access the files from the .paks directly. The alpha version can't even use the unpacked files right now, only the raw paks
So, basically i've just picked the worst moment to get on blender for NMS ? 🤣
How do you import corvettes via NomNom? This is what I got when I tried to import a Blender (BIN) file:
You will if using custom models. 🙂
You mean custom models referencing vanilla data? Wouldn't it still be able to pull the relevant files from the paks, or am I missing something?
No it won't at least not for a good long while.
Because custom models have to be in the same relative path as the vanilla files they are referencing
right, I see
Can be done, but would require a fair amount redone from scratch. Don't think we'll have dev focus for that long, this go.
I mean, if you aren't trying to import custom models it wouldn't matter
just keep the blend files around to reexport
We'll have to see how it goes, because the deciding authority is a committee of one. 🙂
Does anyone know if there's a Mod that specifically allows searching for Observatories from a StarShip roaming across a Planet..? Looking at Auto Scanner Plus, but it says it locates a whole slew of things..
No mod for just observatories, but take a look at https://www.nexusmods.com/nomanssky/mods/2144. Make not work currently though, until updated
Yes, nmsmb has 2 ways: one will create a map specifically for observatories (and any other items you want), and the other will give a marker as you fly over the planet.
in the nomnom save editor where can i find the expedition 20 breach that way i can unlock it onto my account?
see this pinned post
@shut beacon ignore instructions talking about DISABLEMODS.TXT that's not used anymore
oooohhh
read this pinned post <#nms-modding message>
Hi CMK..! In my ignorance idnk how to USE NMSModBuilder, how simple would it be to do what you are saying, with no prior experience..?
TY Babscoole, as mentioned I tried ASP, but it made me repeatedly press the scan button (tiring) and was unspecific, better than i could do though.. However, i just found Better Buildings Scans - BBS and will try that mod now to see if it is better for my problem..
I still gotta pay for them with quicksilver lmao 😭
well atleast its there ig
there's an addon to make it free
oh man i keep missing things
its the communism addon yes?
i think so yeah, it's mentioned in consumerism's page iirc
im dying 😭
thank you so much it worked
now i can use the aeron parts
So I don't know if it was caused by a mod, but 2x today, my Colossus ran off on its own after I exited.
I think I had 15-20 pieces of scrap in it.
Hasn't done it in the incerator
Btw, mod suggestion: A combo incinerator truck bed. The incinerator is great, but it can't really deal with the large pieces.
is there an updated answer?
prolly not
no
👍
is there a mod that lets you replay previous expeditions?
i really want previous expeditions rewards but going in the files thingy to get them doesnt give you the satisfying feeling of earning them
The pins of this channel describe a way to do this, though this doesn't really involve mods https://cwmonkey.github.io/nms-expeditions/
seems kinda complicated
it's far simpler than installing mods, just one file
and setting Steam to offline mode (or fully disconnecting from the internet on other platforms possibly)
i need to do that when doing it?
Yes, it is described in the directions for it
If the game is online, it will detect that the current expedition data is incorrect and replace it
alright ill look at it thanks
unfortunately still CTD with the new version when opening the Build Menu 😔
From the screenshots, works for me, there is no experimental build right now, so we're both on 6.22 public. Don't know what to tell you then. Something goofy on your end that isn't on mine. If Issue isn't happening for me, not much I can do. Interaction with some other mod, a corrupt file, 🤷♂️
Feel like I've overlooked an obvious instruction 😅 😔
these are the mods I have installed, dunno if you spot any obvious issues
Everything works until I try to add UBB and open the Build Menu
Hey folks, is there a mod (or mods) to get rid of the "streaks" and "dust particles" in flight?
I'd have an easier time searching for the mods if I knew the proper words for these effects, I think, lmao. 😂
Search for CSO I think, or speedlines
omfg I could kiss you on the facehole
Thank you so much ❤️
I modded back in, uhh, oh gods, 2020? 2021? I used AMUMSS or whatever.
So hopefully I can still figure this out. :panic:
I use reduced speed lines, no metrics, no space dust, and maybe a plasma one
It's much easier now
If you want to read about the modern modding system
Goodness gravy biscuits, you are so helpful! Thank you so much!!! ❤️
Hey I’m trying to mod my ship damage can I use something on nexus to help
Remove UBB and see what this does
Doesnt crash, but cant find them in the Build Menu either
Yeah, dont have that tab at all either - I'm guessing BuildFrame is also not working right for me 😩
'pprciate ya trying to help tho 🙏
May just want to try
- Game file verify
- Delete GCMODSETTINGS.MXML
In that order
Also, I did update this,#nms-modding message , so may want to redownload. Not sure if you grabbed it before or after I updated. Only change was icon for the tab
I tried both versions you sent lol
(independently ofc, not at same time)
kk
Hmmm, hard to say. NMSMB comes with two scripts in the cmk project related to what you want: Scan_Auto and Starcharts. You would copy both those .cs files and drop in a new project folder in the nmsmb/scripts/mod/ folder e.g. nmsmb/scripts/mod/CoreScan/.
The Scan_Auto script start with:
public class Scan_Auto : cmk.NMS.Script.ModClass
{
public bool EnableShelter = false;
public bool EnableAbandoned = false;
public bool EnableRadioTower = false;
public bool EnableFactory = false;
public bool EnableObservatory = false;
public bool EnableShop = false;
public bool EnableOutpost = false;
You would change the EnableObservatory = true;
The Starcharts one you could just leave as is.
In nmsmb select the project folder in the Mods tab, click Compile All. Then in the Build tab click Execute then Save. Should take a couple seconds to gen the mod. Note that it only creates mbin mods, not the newer exml mods. You could use mbincompiler to convert the mod mbins to mxml then generate a diff against the game versions of the mbins (mxml's) and manually create exml's.
Tyvm! I'd definitely be stalled wo this starting walkthrough, i'll give it a try asap..!! Btw, does it repeat the scan over-and-over, or does "auto" mean doing something else..?
If my friend on pc has a mod, can i as a console player join them or will there be an issue because I can't use mods?
#nms-modding message You can join them just as you could before
The starchart one just makes starcharts you can buy that only find specific targets. The auto-scan one is always working and as you fly over a planet whatever ones you enabled (made true) will have markers displayed when you get within about 1200-2000 units distance (max possible). So if you want to find one on the planet use a starchart, if you just want to fly around and find them use the auto-scan. I created them initially to help find crashed ships to salvage.
guys does anyone know how to get "project potato" mod to work? it says i have to copy one of the files into the GAMEDATA\PCBANKS folder. i copied one and i dont see any difference. tried with vortex but still no difference
Mods that were last updated before Jan 29 2025 do not work with the current game.
Also, the MODS folder now goes in GAMEDATA/MODS, not PCBANKS/MODS
See http://tinyurl.com/nmsmodding550 for up-to-date mod installation and troubleshooting info.
do you know any similar performance mods?
There are basically none, besides one that removes grass for a very small performance gain. What you seek can best be reached by lowering Display & Graphics options.
i tried but its no difference for some reason. sometimes the game runs 50+ fps and another time it runs 15fps at the same spot so i dont understand what's wrong
i tried monitoring it with msi afterburner overlay and its the same consumption
That sounds like either multiplayer or a background process
Turn off multiplayer if you haven't
Tyvm sir! 🙂
hello, i never got into nms mods, may someone introduce me to the most important mods and stuff?
i= am confused about 1 thing lets say i add a mod will that completely remove multiplayer off my game
there is no "most important mods", modding is subjective
browse Nexus Mods, sort by recently updated or newly released mods, pick what strikes your fancy
mods that were not updated past January 2025 will not work, that's when HG reworked the modding system entirely
http://tinyurl.com/nmsmodding550 - read this guide to get started
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: ...
what mod should i download to increase graphics
what are some mods people would recommend? not looking for anything specific, just mods people enjoy or are so used to they couldnt go back to playing without it, dont want to really comb through youtubes new search algorithm to find any top x lists now that you cant even sort by date anymore and its purely what the ai wants you to watch
Just scroll up the chat and see my previous post
this one or?
I meant from here: #nms-modding message
oh, as i said, im not looking for anything specific, just wanted to know what mods people enjoy here
Save editor hasnt been updated. Ive had to replay the expedition to get the stuff
yooo its all good because the mod that the person provided was awesome :D
thanks bk201
no mans sky wth these things should be acquirable by making them super expensive or something 😩
exactly what i was asking about, thanks for the suggestions!
There are also a handful of Colossus mods that will massively improve your time in the current Expedition, if thats something you're after - I just haven't tried them out myself enough to recommend any specifically
i have already done the expo, but i did see the higher walls for the flatbed mod that i might add anyway
Mostly a ton of QoL mods that make my life a lot easier, mainly from Grouch's modpack which you can find here: https://www.nexusmods.com/games/nomanssky/collections/ixxnzr
Some of these may be broken because they're not updated, so be careful if you decide to download them all
I also have the minotaur movement mod and all exocraft slots supercharged (edited just to affect the minotaur) mods so I can turn my minotaur into a gundam 🤑🤑
Also the Corvette technology fix mod or whatever it's called that gets rid of the photon cannon on corvettes if you don't have it installed... That one is so nice
Again, mods are completely subjective. What I may like, you would hate and vice versa. As such there are no must have mods. Just look through https://www.nexusmods.com/nomanssky/mods/newrecently and see what appeals to you. 🙂
agreed
Just depends how YOU want to play, because with NMS there is no one way to play the game.
so true
No AutoLadders is a must have ☝️😏
(ofc subjective, but I cant imagine anyone enjoys the forced lock-on)
so i worded my request the way i did for a reason, didnt say must have once, i was simply asking what people like
what mod should i download to increase graphics\
thats... not really a thing?
Like, there are a handful of texture replacers I've seen that provide higher res textures for specific assets, but nothing that comprehensively increases graphics across the entire game
there are a few mods that subjectively alter the look of planets, space, etc. - but idk if thats what you're after
okay well then what mods should i download
outside of that, ReShade would really be the only thing to "improve" the look of the game afaik
any recommendation on mods in general
is the better nms mod good or does it add to much
Subjective. You have to decide that for yourself, based on what you want.
For some it's just right, others too much, others not enough.
Example, currently I'm running ~170 mods for NMS. More than many, less than some.
just get the piss mod
All of which are to change something specific that I want to see changed, not arbitrarily based on someone elses recommendation for something I don't do\see\use in-game.
are any of u familiar with RenoDx mod
Asking for general or best mods to use is a road to an unhappy modding experience. If you ask more specifically, like what are good mods to change something specific, like spy colkors, for example, that's when you'll be good targetted recommendations.
That's a reshade, not actually a mod technically. Few use the reshades. Being a 3rd party software overlay, can incur a performance hit.
what if i just want to know what people like so i can pick and choose anything they say that i might want?
Hi, anyone else experiencing clipping through the settlement floor, and not being able to interact with the trader as there is no buttons on the right of the screen to choose from?
a glitch with the last patch update?
you're in the wrong channel my guy, #nms-questions
ok thanks
Because you'll mosy likely not hear about some that would be perfect for you, as opposed to just looking at what's available. 🙂 everybody plays different.
how are you going to say everyone plays different then in the same sentence demand everyone conform to your ideal method of finding mods?
Only been doing this for 9+ years. You do you.
i did do me, and it resulted in someone recommending mods that i am now using
Does anyone know which mod(s) may be causing my freighter hangar to be brighter than the surface of the sun (literally can't see anything it's just white lmao) or do I have to go hunting in my mods folder
like, mods known to cause this in the latest patch
Anything that affects freighter hangars or starships
Literally any mod that affects models/scenes that's outdated will do that, as lighting things were changed in 6.20
Does enoyone know a mod for very accurate parts placement ? a mod that would allow the selection of an already placed parts without moving it with the mouse but with drag on arrow ? or something similar
No such thing exists or can exist in-game
With NMS modding, we cannot add new functionality
We can change values for existing properties. A true to a false, a one to a 2, a blue to a green sort of thing. That's the extent of NMS modding.
A fairly accurate barometer, if you don't see a mod to do x on NexusMods, after 9+ years it's most likely because it's not possible, not that no one has ever had the idea before.
there was one that made it so your camera didnt "jump" when selecting a piece, so it would stay where it had been but become selected
Not sure if it works since the update tho
unfortunately, outside of that, as Babs says there's just no way to add "features" such as precision placement
I'd highly recommend looking into glitch building if precision is something you're after, as you can use the game's built-in "snapping" to get things into exact rotations/positions if you master the glitches
Thanks for all the info, i'll look into glitch building
i'm trying to place very accuratly handrail on the corvette stairs, and i'd like both of them be exactly in the same position 😉
i have a mod that add handrails...but not a big fan of it
if you want some accurate then you should use either the blender base building plugin or base building app
( corvette are great but really need a polishing update
Thanks, i'll look into that !
i mean the best wuality of life mods or smth i dont reallt know about mods
What uhh, what mod or mod combination do you think might be causing this? Heh...
I'm going through the lighting/effect mods now to see if they are somehow broken. I made sure to add things that were updated for Worlds II, but perhaps Remnant caused issues not yet reported on those mods' pages?
My list of mods are attached as a text file.
Any mod that comes with a scene.MBIN file is a culprit
Any which affects lighting in any way, that hasn't been updated since last Wednesday
Also, for several mods, you have multiple version of the same mods. May want to fix that.
Oh, crud. I was using Vortex and installed two packs, and realize now as I edit what is in mods, it was reinstalling...
Luckily both packs are what I am after, so just manually creating my own from their lists won't be a big deal.
Okie dokie, finally managed to get it down to possible culprits, now I just have to do the half-on/half-off approach until I find the real breaker:
Better Deposit Colors 2.6
Data Warps 1.2
Extreme Industrial FPS Booster
Freighter Room Teleporter Fix 1.9
No Glowing Plants 2.2
No Laser Flare 1.5
Red Diamonds Warps 1.2
ReLight 5.4
SentinelShipAnims.v3.8
Smokeless Stations 1.4 - Full
Ah, ha! It was just ReLight. Easy as that! Phew. ❤️
I think Relight is listed as not working properly.
Omg this is useful. Thank you so much!
is after february 11 considered properly up to date for mods
Very much depends on the game files involved and the nature of the changes HG made for the update. Many mods from 29 January 2025 onwards will work fine. Others will need to have been updated for this latest 6.2x game update.
Not a black and white thing, more grey, context based.
i see
is there a mod that lets me spawn corvettes anywhere without a block?
nope
my corvette too goddamn big
Probably
If one of those ridiculous massive ones created by modding up the part count, A) will frequently run into collision issues B) If taken to the Nexus, will cause other players FPS to plummet to a slideshow.
If you can't tell, I'm not a fan of those. 🙂
im not talking abt htose, im having terrain spawning issues because of my corvette's shape
On planet, getting it above the surface level?
yeah
Especially tough on terrain with lots of height changes, like in mountains
yeah
im on a rlly montanius planet and i cant spoawn anywher
I don't know if it will help, or not, but closest thing there is, that might work, would be https://www.nexusmods.com/nomanssky/mods/2116
Give it a shot. Works, great. Doesn't, you're no worse off than you are right now.
Could also swap out to a regular ship, just for this one planet, then swap back.
is it possible to edit the colors or physical configuration of sentinel interceptors with save editing
No
Those are all determined by it's seed
Changing the seed at all "rerolls" the entire shape and color of the ship
ah, figures
i suppose that means if i found a good seed i could convert an existing interceptor to it but i might as well just go get the interceptor delivered with service bot at that point
Pretty sure the FPS problem is from NMS’s horrible reflections performance. Still, definitely the corvette owner’s fault if they acknowledge that there’s a problem and still take it to the anomaly
The issue doesn't exist if using vanilla corvettes. Only the massive modded ones.
I'll give you that some are amazing to look at, in screenshots, just don't want to play anywhere near them. lol
I’ll trust your word on it, but can’t say I’ve had the same experience
Most of the people with the "problem children", learn quickly not to take to the Nexus, when everyone starts screaming at them.
Doesn't affect me much, because on my main save I'm in a region with nobody. All the systems discovered by me, and don't have need to go to the Nexus often.
Quiet little corner of galaxy x. 🙂
how do i run the game as an inactive window?
Alt-Tab out
when i do that the game stops
or it doesnt close but it freezes
like if im using some refiners, i want it to keep running
that's a thing the game does to reduce system load when it's not focused, you can't get around it
they do
meh
I don't use it, so can't say if it works or not, but https://www.nexusmods.com/nomanssky/mods/3308
Built in property, as are all NMS mods
This one was added arounf NMS 5.50
So @rugged kayak may be able to rescind the meh
yeah i thought surely there was no way
i should look in the debug options sometime....i did once to toggle the show fps to true and it didn't start showing the fps so idk
might have dependents
Lots of interesting properties in debugoptions, BUT only about half actually work
That is work outside of the HG offices.
GeoFenced and must have access to source code on the local network. It's not for us to debug, it's for HG. 🙂
lol <Property name="ForceTgaDlc" value="false" /> is this for the starborn phoenix? 
Try and see
i already have it so i wouldn't know how to check
I don't know what it is, but people seem to think that every mod author for NMS knows all of the tens of thousands of properties in the game.
cant say i follow the rest of the convo but ill try the link
Any given modder ONLY knows the properties he\she has tested him\her self
i just asked the question, i didn't expect you to know
I don't mess with goofy debug properties (as mentioned) many of which won't work for us. I don't have the spare time for that kind of random spelunking. 🙂
😉
lol i just wrote code for this last night
one sec
C:\XboxGames\No Man's Sky\Content
i mean, yeah
it's microsoft, and windows is their PC OS
more accurately xbox is just highly secured and controller-friendly-UI-ified windows
the description says the new modding system so i can do this with other game pass games?
or is it gonna have a fit
pretty sure it means the no mans sky modding system
in which case that's only for NMS
oh this is how every player mods nms
idk what description you're reading though
from the site given above
PC player, yeah
ah yeah it means the NMS mod system then
i think....i think the description is wrong?
it needs to be GAMEDATA/MODS/folder/foldercontent not GAMEDATA/folder/foldercontent
this part, ive only ever modded through the steam workshop
yes but replace the obvious steam path part with the xbox game path
^
maybe C:\XboxGames\No Man's Sky\Content\GAMEDATA\MODS? idk i dont have it on gamepass
ill dbl check when i get it