#nms-modding
1 messages Β· Page 92 of 1
not pcbanks
ugh, these instructions are so confusing for no reason lmao
@rugged kayak this folder
ok i created that folder but there wasnt anything to remove/rename
so there will have to be code somewhere to run the mods i assume
yeah because its written for people who have existing mods they need to clear
no
literally just put the mods in <NMSinstall>/GAMEDATA/MODS
then start the game
dope it works thanks comrades
sick
They been on a power trip for 2 days now dont worry its not just you
Sorry to tell you, there is no power. Just sharing of information.
Nobody here is better or smarter than anyone else.
...and a heads up, accusatory or derogatory statements about another member is a rules violation on this Discord. Must remain civil at all times.
And where does your passive aggressive nature in everything you have said to me and some others over the last few days fit in with that?
@proper citrus Incivility towards other members has no place in this server. If you have a concern with another user's behavior, you can report it via #contact-us . Stirring drama because you don't like how someone else shares information is not acceptable.
Sure, I'm the problem.
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Updated. All walls are now super strong.
does this also prevent stuff from jumping out when i drive over 40 plants and one of them decides to become invincible and act as a barrier for the junk?
It helps since the walls are higher, but the latest patch on experimental makes it a lot better. Also add zfriction mod
thanks!
I'm driving around now with x1.5 and not losing much, mostly just scrap that's covering my special waste
Who am I kidding, I'm not cut out for this at all
Everything I create is absurdity, and even though I find it funny sometimes, well , funny isn't functional when I do it
is this just that mod that makes the walls higher (and fixes tha gap) but throw on making them stronger too? (that would be awesome if so)
Don't know if it is possible, but rather than stretching the wall's texture upwards would it be possible to retain the original texture and make the added height just "invis" or something?
to be clear, not necessarily a request, totally your call how you want your stuff to look - just curious, since I personally like the OG look
Yes, exactly what the mod does.
In theory yes, but would possibly require a new wall mesh, on top of the existing, without TEXTURE applied. Iffy to do currently, because our tool for working with models is in the midst of getting updated for current NMS, so not running at 100%. Fully dependent on if new GEOMETRY would be required.
is there a mod that disables the corvette building warnings like all parts must be attatched when building a corvette?
Yes, exactly
I could do it, but I really don't want to maintain multiple options for different tastes in appearance
well. time to download that then i guess XD
totally fair π
so i just realised this is the same mod i was talking about and you are the one who made it XD its a super helpful mod though so thanks!
If you want to do it yourself, decompile the flatbed MBIN, find the barrier scale and trans. Put the scale at about 4.2 and the transY at around 10 I think. You can look at the 1x barrier scale and trans to see the exact values I used
Yeah, I just reworked it today to make the walls strong
I might actually rework it some more to make it even stronger, since I'm still getting some things phase through walls sometimes over 40 or 50 ku/h. That will be this weekend, though.
fair enough, also saw you mention when the kit updates you will be releasing one thats a full box with a roof and all, looking forward to that for sure
oh, cool
guess i can do stuff now
Yeah, maybe this weekend I'll be able to do that
hell yeah, was my biggest hope for mods with this updates content that someone would be able to do that
hey, what do the devs mean by
Fixed an issue which caused scrub grass to render incorrectly.
scrub grass? is that a grass type? which one are they referring to, we know?
@round sinew Scrubgrass and newscrubgrass. Which they are specifically refering to, π€·ββοΈ
Most likely wasn't rendering at all.
o/
I'm building a new nms savegame editor .. wondering if there are accepted limits to what we are supposed to make editable?
getting some requests that I dont know if they make sense given 'spirit of the game' in terms of ship modification (paintjob etc)
both existing ones already allow you to edit the json anyway
there isn't any limit other than the one HG hardcoded into the game
Players will use whatever they're comfortable with, so
rgr .. thats good to hear I guess .. not frowned upon either?
it's important to know that limit more than anything else
nobody really cares what people edit into their saves
it's not really consequential because you can't really grief
Some people look down upon glitch building but that hasn't stopped anyone from doing it
k .. so no need to feel bad towards the seed hunting community for making that obsolete?
Probably not, no
I could very easily find my dream planet with seed tools or give myself everything in the quicksilver shop but won't because I'm in it for the thrill of the hunt, as an example
DNA is already a thing
same here .. but I also recognize the not fun part of having to redo the languiage learning shit for instance :p
did a hardcore permadeath run to the center before I allowed myself to edit, but since its more a creative game for me
I mean I got consumerism mod so I can buy whatever I want from the quicksilver shop, but I still have to earn the quicksilver
And I only ever build corvettes and bases in creative mode because I couldn't be bothered to go parts/resource hunting
Really the driving factor here is what is fun for me, because that's what this game is about: finding the way to play that's fun for you
:D
so uh in conclusion
seed hunting obsolete
save editor cool
Neither any of the save editors
Neither the service bot or vanilla ship fabrication did stop people from that
And I doubt your app is gonna be different in this regard
You have an idea, you make it
cool cool .. just wanted to make sure before trying to make something useful that then mifs the whole community :p
By any chance, are you guy on Steam Discussion asking about what peeps want in the new Save Editor that guy is making..? Can i get my Base'd Planet Listing output feature request..!! π
already in π
Base part budget table with per-base part counts, wire counts, and sortable columns
Base library β save, browse, and swap bases from a persistent local library
Base sorting (move up/down) for teleport menu order
Base export/import as portable JSON files
if not covered, let me know what you need and I will ask claude nicely
Awesome, looking forward to the release of it..! π
beta .. make a copy of your save before using!
some features dont fully work yet, but I'm hauling ass again as my 20x just got renewed π
I use it on my own saves no problem, but I dont want to be the one causing 100's of hours of work to go poof
20x?
claude plan
claude..?
An AI..? Wow, things change these days..
lol
cant even take credit for anything but the orchestration
What limits does it have..?
not found any yet .. made it build an astrophysics library in pure python that I cant falsify the outcomes of against GMAT
also had it set up gmat on my linux vm as I dont know how to do that
also had it make test scenario's to compare .. and then compare
I write 0 lines of code myself basically
not claiming its as good as gmat btw .. but I shouldnt even get half-way
Can it rewrite software from one language into another language..? Let's say Pascal into C# for example..?
yeah .. with provenance and cryptographic proof of parity
(on test results)
working on the parser to catch the edge cases
where in the game files can i find special waste progress counters? my mission log entry doesnt have them due to localization issue
Those terms.. i can read them but, idnk what they mean in AI context..
it means that I can prove that the AI didnt hallucinate and everything it claims is verifyable
its moltbot wihout the issues basically
like some huge sophisticated truth table verification..?
not really .. but kinda
most people either micromanage or yolo
there is an in-between
Ok, at least it was kinda, didn't mean to get lost so early in your description of how the AI code is verified, good enough for me..! π
hang on so are my mods out of date again
Reask.. we're done.. π
Keep expecting Updates.. π
Not necessarily
Probably NMS_LOC9_(language).MBIN
Exml based mods can be quite resistant to uodates
I've seen many of the 6.20 strings simply not localized in some languages, so it may just not be in some. It'd best be found by using ctrl+f in the english one for the text that's there
its because he cant do it himself
its not cool, its lazy
where in the game files can i find special waste progress counters? my mission log entry doesnt have them due to localization issue
π
and where can i find this file?
even english
I fully admit that .. yet creating a complete savegame editor from scratch in 4-ish days is neither lazy nor nothing
yeah but you didn't do it.
you asked the AI to do it and are acting like its anything special
In the decompressed game files. You would have to use a tool like https://github.com/monkeyman192/HGPAKtool to extract all of the game files, there's also something called pcbanksexplorer somewhere that I've never used
I orchestrated it .. I dont need to do the things .. I mange the collective
LOL
laugh all you want .. it's coming fast
AI is genuinely ruining software
and you're part of the problem
Wow, that's too harsh..
oh so i cant just go into game files and find it unarmed?
i dont think this is the place to debate over the ethics of AI
You would have to make an argument that is not emotional
dms are always an option
Correct, all of No Man's Sky's game files are compressed heavily into larger groups of things
AI is ruining software, and you are part of the problem. This isn't "emotional." I'm calling it how I see it.
If you want to come in here talking about your project you didn't even write, you deserve criticism.
sure bud .. i would start learning it if I were you
guys
..or praise.. but none the less.. we got the messages you both sent about it..
oh wow AI coding holywar even made its way here
PRAISE? FOR WHAT?
For sitting there and doing nothing and having a hallucinating chatbot DO THEIR WORK FOR THEM? LMAO
I bow out
..Just saying.. there's some creation going on either way..
tried private, you dont want to .. not messing up the vibes here
Yeah, in the same way of how I think about things before I do them. Difference is I actually do them.
And.. Kudos!
by all means take it to dms but this is not a battleground
I understand that non-programmers don't understand how horrible AI is, and how genuinely disgusting this mindset of "it's creative either way is"
i think we all get your point,
the guy youre arguing with isnt even arguing anymore π
I'm not DMing them. I have no desire to talk one-on-one with someone who thinks like this unironically. I'm pointing out the fact of the matter in public then ignoring them and moving on.
Hey, i asked, and was informed, but you had an opinion and jumped in to express it, neither of us bashed you..
Insinuation that asking AI to do something is the same as doing it yourself is insulting. So yes, you did.
My work is worth more than the nonsense that a robot craps out of its word prediction.
if you dont think the imposter syndrome feeling is real, i dunno what to tell you .. but the code is solid, works, and reverse engineers gamefiles .. results are results. I have 25+ year experience in the business .. I know how developers work .. I did nothing special but apply tools .. I am not claiming to be a good developer .. Im not a developer. Im a system engineer, project engineer, and ai orchestrator or whatever that is gonna be called .. and it works .. I have the skills to verify that, and do .. so whatever your gripe with vibecoders is, its not with me
Just as an actual human work of art is worth more than generated crap.
how is that moving on going
I'm not talking with them anymore
Different conversation bro
I already moved on, I blocked the slopcoder
Yes, perhaps so, and i'd want to be free to ask you about that, he did not proclaim AI was better, just me asking how and what..
if you moved on you would not still be talking about it, but anyways, i have some outdated mods to hunt down so farewell
once again, i am not talking to them anymore. it is a different person who i am conversing with and that is prolonging the conversation.
Yes, i'm the other person, an ex-programmer, who was curious about AI code.. I got both view, tyvm. π
just imagine a junior programmer who thinks they know how to code but doesn't and never learns
thats ai
it is utterly useless and anyone building a dependence on it is setting themselves up to literally not be able to do anything without it
Maybe take it to #off-topic-bond-james-bond where yoy won't get told off
Hey, i get the view you have, but to get there i was learning from a guy who is using AI to write his code.. to be fair, that's all it was about.. me learning.
Yo all, just did some hunting in my mods folder and discovered:
- convenient corvette teleporters is what is causing your freighter hangar to be brighter than the surface of the sun
- research trees rescaled is causing research trees (such as those in the anomaly) to not display icons
hopefully someone else with my issues sees these and can save themselves a lot of time!
ah yeah i encountered the rescaled tree issue when the update dropped
i was like, wtf, why are the icons gone
removed the ONLY mod affecting every tree and it was fixed lol
thank you babs! 
and station lods does the same to space stations as the freighter
Any unupdated mod that touches models with lights - regardless of whether the mod actually edits the lights or not - will do that.
The Remnant update changed how light values are stored, they now have to be around a thousand times dimmer than before. Mods with models have to include the entire model they're editing, so if those models include lights they will still have the old values
the colossus is called "Rover" in the files right?
Yes
So I use mods but nothing for my Minotaur except a camera mod that removes the excessive shaking. However using the Bore flashes my screen white and stays that way until I stop. Does anyone know of mods that might effect this?
Also just in general I have this funny issue where, after entering the Minotaur I canβt get out. Exiting teleports me out and immediately back into the Exocraft.
None. Those would be in your save game
If I'm understanding what you're asking correctly
is modding on mac
not so much
save editing (nmsse) works though right, as java is cross platform?
Yes
@meager snow you could do that instead
would smth like ts be on mac
what r benefits of save editing
There is a way to mod on Mac, but it's very much a manual process on the part of the user. Nothing where mods could be published for use and just downloaded and used.
well, can be many, it's a reall powerful tool - but in this case, with a few clicks, you could unlock the aeron parts for example, and then claim them in game to be able to use them. can see this post <#nms-modding message>
Q.. Is there a Mod that can keep the Sun in a certain position all the time, let's say 6:30 PM.. ish..?
Not exactly because the time of day is dependent on where you are on the planet relative to the sun
but you can prevent the sun from moving with Stop the Clocks: https://www.nexusmods.com/nomanssky/mods/1576
Can use the ForceSunAngle property to keep the sun at a certain spot.
Of course you'll need to stay in the same area on a planet to keep it at 6:30 π
Have you considered a feature where your save editor will auto backup saves, on start. That way if something goes sideways, easy restore and not reliant on someone remembering to manually do so.
Ty, will look into that Mod..
Interesting, so if it continuously updated to my relative location it would effectively keep the Sun at a certain angle..?
But it's a static file, read at game start
Give it a try, see what happens
Hmm, nothing will change that i guess..
In the mod exml, set to 0. Try something else and check the results, in-game.
Not going to break anything. Doesn't work out, just remove the mod
Also, you mention it as a property, i'm not sure i know how to access that property, i just learned a bit of CMX's NMSMB..
..are you referring to the "Stop the Clocks" Mod itself..? or the game files..?
Yes, that setting is in there
Ok, will look and play with it, tyvm sir.
Is there any mod that i can use to increase the size/remove the camera distance limit bubble?
(..that would be nice..!)
Are there any mods that increase the thickness of the colossus flatbed walls? Height is no longer an issue but waste just keeps clipping through the back anyway
Not at this point, but latest version of https://www.nexusmods.com/nomanssky/mods/4079 should resolve that issue. Increases the strength of the walls, not thickness.
Because it's not size that matters. π
ah tysm man π
personally the first one's values are a bit inflated (very high camera speed), but any text editor can be used to adjust them
The second mod now only affects the photo mode camera, as the build camera stuff was reworked and separated in 6.00
ah yeah the second mod is exactly what i need
I want to take pics but the bubble is too small for me
Also if you care about the glyphs (and the vignette), https://www.nexusmods.com/nomanssky/mods/2148
ahhh thanks for that man
Good to know things like this exist
So its less about height and more about a clipping bug
Is accessing old expeditions much of a pain? Trying to avoid the pandoras box of save editing and mods that lean more towards the cheat side of things or that make it too easy. (Granted it's all down to personal opinion on what that covers and likely some mods I have probably fall into that for others, but not opening that barrel of worms)
ah icic
tbh iβd play normally bc there is a chance the devs run that aeron thing again right
sure, yeah
what are aeron parts tho js for customization?
well, yeah, to add to your corvette, some of the parts of that set can also add stats
what does the current expedition give
It's a weird mechanic. The barrier works as a one-way force of X strength. Unfortunately, it's spread out over the entire surface area, so if you increase the surface area, you decrease the force in any one place. I decreased the surface area and created multiple instances of the new barrier to emulate a larger area, then stretched the graphic to make it all look like one piece. The 10x wall is actually 14 barriers
see image; also see nomanssky.com/release-log, the remnants release post
hmm are these items worth it, also what exactly do u do in an expedient i didnt want to start one cuz i wanted to know what i was going into
The cosmetics are very nice looking
And the crab legs
It maybe takes 6 hours to do, and if you don't think of it as a chore, it's kind of fun
Great, thanks.
depends on the tool you use - my understanding is that Transcender by the nomansapp dev is the most painless (free but requires a Patreon login iirc)
I've been busy thus far anyway, so personally I've just been waiting for patches from HG and mods from the community to improve the truckin' experience
glad I have too, since there's been good improvements on both fronts
For sure
I'm going to try to increase the wall strength some more over the weekend, but I'm not sure how much I can achieve with reasonable effort
I just saw someone suggest increasing the weight of the waste itself as a solution - they were meaning HG tho, not certain whether thats a value that modders have access to
Ah thanks! I'll have to check this out later!
Considering HG would never see that message, modders are all we got. π
So its basically an invisibly layered shield?
Almost like a sort of spaced armor, but for cargo?
Or i misunderstood it?
Oh that explains why the 4x wall has more cargo clipping through it, interesting
Does adding more barriers decrease performance at all?
Id imagine it would at some point
4x should be the same as 1x in my latest version. Every part of the wall is covering the same amount of surface area
I have yet to install the new version I think
I can check later
I think it's the old version
It shouldn't increase performance in any noticeable way
Yeah, on the old version, stretching the wall decreased the holding power
Stacked on top of each other rather than layered
Ah so it's like a bunch of 1x walls stacked on top of each other instead of one really stretched 1x wall
0.7x walls, yeah. That's how I got the increased wall strength over vanilla
I'll try dropping it to 0.4 maybe this weekend. I just don't like having to calculate all those placements
I want to meet the person who intentionally has the 0.7x wall
Haha yeah I was surprised anyone got that
Also surprised most people took my suggestion of 3x
3x seems like a reasonable middle ground between "too small" and "excessive"
Well, I like 1.5x personally, but I think 3x is best for most people
You should make a 0.1x wall π
The only cargo I've lost on 1.5x was phasing through the wall at high speeds
You could probably make a program or smth to calculate that for you
But even 50 ku/h isn't fast enough for some
It's not that hard, just have to put all those nodes in and make sure I don't mess up the structure
Hmm would putting a lid on the flatbed with barriers be possible? Lol would probably be too easy to transport waste but I'm curious now
When NMSDK exporting gets fixed, I should be able to, but not yet
ah
You can put a normal wall up there like one person did, but I think that's a bad option
Ill probably switch to 3x on the new version later today, gotta stay modest y'know
hmm it would be funny if you could dramatically increase the speed of the flatbed dumping waste so it just like catapults it
Idk if that's possible
Ah
Is there some guide on mod installation?
Putting a roof on could be interesting. With how cargo reacts sometimes I can imagine it might send the truck into another dimension
See here @main adder
Ty
Probably tbh. My colossus already sometimes starts running away when I put too much cargo in it
and it's so fast π’
I watch it out of the corner of my eye to make sure it doesn't run away
Much faster when it randomly Christine drives away than when I drive it
fr
Mine did that last night. Everytime I got back in it'd just immediately zoom forward at like Mach 3
It's another weird physics bug. It doesn't seem to do it as much as 6.21, but still some
Can't wait to turn around, see my colossus is gone, then have it sneak up behind me and run me down
The friction mod might help
I think at like a certain point when you have enough things stacked, the top one isn't counted as cargo and wants to roll forward, but rolls into the back of the truck cab and just propels it forwards.
I have moved it a tiny bit by throwing scrap into the front or back flatbed wall
I did notice that higher up scrap stops counting as in the cargo
Yeah I'll fix that this weekend
I know how but I'm away from the computer for a couple of days
When I was trying to fit bits in, I like forced a box between others and it ended up shooting the truck into the air. I think the physics collisions freak out when enough of them happen and everything goes flying.
Exactly. That's part of what they fixed in 6.23. They need to tone it down more though, or put some checks in for outliers
Before 6.22, the pieces hitting each other amplified the force instead of dissipating
If i see the barrier of the right height, its obvious that the mod was properly installed right?
I wouldnt go too deep into the modding rabbithole, although i am not sure what mods can add what the vanilla game cannot (outside of some annoyance fixes like this)
I think a closed top cargo box wouldnt be bad, if not the physics shenanigans
How high can you stack the pile before it does this?
Not sure, usually after putting most of a waste heap in there it starts trying to escape
I will play around with the expedition on the weekend probably
I have like several weeks to complete it still
I noticed that 5 or fewer pieces get along fine. When you get into medium sized loads is worst, as you have enough to cause problems but not enough to hold things in. Large loads stacked properly can hold things in place with useless stuff on top to hold things down better
someones ship is breaking my game, is there any way to fix this
Disable multiplayer rq
Where are you?
im in the anormaly
Yeah first disable multiplayer then reload your restore point, assuming you haven't saved since getting stuck.
If your autosave is older than your restore point you can try that too
oh so just restore checkpoint and restore multiplayer?
Restore checkpoint and turn multiplayer off
if the other person's ship is the issue turning off multiplayer will get rid of their ship
so the bug ship, there is nothing can be done?
I mean you can avoid it by turning off multiplayer
ah ok understand
Is there a mod that allows you to automatically loot the stuff from containers? I swear I had something previously that did this. ie automatically take out the rust and then loot the actual loot from the green boxes.
i need to figure out how to edit the game files so that there's no 16k save build limit
go to peristentplayerbases
in edit raw json
goto each one of the numbered thingys, do control a , control x
and so on
save
but look for a thing called "persistentplayerbases" or whateverr
Can't be done via regular modding, can only be done by modifying the exe/what it does. Only a very small amount of people have ever messed with that in any substantial way, as it's one of the only things truly "obfuscated"
that is where the thing that controls how much shit you can build is, thats where all the gunk you wanna clean out is
you may not be able to exceed the limit, but you need to amputate some saves you dont give a shit about anymore
Save editing cannot increase the base object limit, attempting to add more than the limit will most likely have the game count your save as corrupted
it dont, but it cleans out the clog
therefore allowing you to resume new buildings
some people have random bases they dont remember making , like i do
A better solution is to move bases that you don't plan on revisiting to a different save to upload from that other save
idk i like to destroy stuff i know was a shit base anyway\
or to a different account, if you wish to still visit the base on your own saves that you actually use
which is like most of mine
Hey I need help with h a ship I got on nomansapp
Idk if I can fly it or I just canβt find the cockpit to fly it itβs huge
Hey how do you edit models in the game?
I'm thinking of making a proc gen part update mod for the other starships
depends on if you are planning on making custom models or do anything more than moving parts of the model
NMSDK has importing updated so you can view in game models and you should be able to change positioning
but any custom geometry you're gonna need to wait
I added the mod for the colossus flatbed
At least i can do the expedition without much of a hassle
Oh
Well I was hoping for custom models so :[
Well you still can if you can be patient to wait for NMSDK to update
In the meantime feel free to unpack the game and learn about how the models themselves work
...further. Make certain that any moving part in the custom model can use existing animations for other ships. We can't make new animations or substantially modify existing.
that should be fine
Just grab Blender 5.01 and the latest NMS 6.2x compatibility NMSDK beta at #994078792932929546 message and you can get started.
We've been told that exporting is about 90% done, but the developer shifted to other things so we'll need to cajole, bribe, and threaten him to finish, because he's not so fond of working on NMSDK anymore. lol
What mods are folks using to make space more realistic/"look better" (subjective!) these days? I've got no space lines/darker space. I'd love a good mod for reducing asteroids!
Oooooh! Ribbons is a great find. I missed that one while browsing somehow.
Thank you so much! Kiss on the forehead or temple?
I use Black Space (w nebulae, though I'd like a more subdued nebulae version), brighter sunlight, and natural nights, plus the reduced speed lines, no metrics lines, no space dust, and maybe a space plasma effect one
https://www.nexusmods.com/nomanssky/mods/1471
https://www.nexusmods.com/nomanssky/mods/3584
https://www.nexusmods.com/nomanssky/mods/1633
Is this the appropriate place to ask a JSON editing question?
Sure, but if it's about editing the save file you may get better information on the NMS Creative & Sharing Hub discord; that's where most of the save file editing experts are.
Alrighty, I shall try there first! Thank you
is there any working mod for adding slots to suit more then one per system?
because this one -> https://www.nexusmods.com/nomanssky/mods/2337
didnt work
is there a way i can manually move my save file from the xbox game pass over to steam
NomNom has a tool to do that, though I can't promise it's currently working. Doing it by hand is a super pain in the ass
Oh, does that tool work still? Maybe I should ping @fallow meadow and @round sinew in case they have more insight on Nomnom
I assumed save editing the JSON via either save editor wouldn't be that complicated, for the pseudo "transfer"
@sterile island Given timezones and other variables, I don't know when if they'll be able to get back. But definitely check here again later when more people are awake 
wait do yk how to use goat fungus because i downloaded it
NomNom has been updated more recently than GFSE, I believe
goat fungus is out dated, you need the unofficial patch if you want to use that one
do yk how to use it
from what i read goat fungus is ("officially") discontinued, and the one person making the unofficial patches is doing it just in their free time, so updates are inconsistent
im currently downloaded nomnom do yk how to use it?
i havent touched it, just know that gf isnt worth using anymore
https://github.com/zencq/NomNom
It definitely lists the feature here. So worth a try
If you have issues with it, don't hesitate to ask here again
Transfer your save to another platform you own the game on.
ty so much\
I'm not doubting you, but do you have a source?
uh, let me see if i can find it, it was just a random steam post i read though
here is the one i read
Sorry if this has been asked before but has goatfungus save editor been updated? I dont see the expedition rewards yet
Thanks, so no official word, but no official word in a long time
yeah
Branch is the best option
please someone help me
with these kinds of things its safer to assume its dead when its been this long with no update or announcement
@shy grove
https://github.com/vectorcmdr/NMSSaveEditor
No Man's Sky - Save Editor. Contribute to vectorcmdr/NMSSaveEditor development by creating an account on GitHub.
He's been slow in the past and then come back, but this is longer than before
Just backup your save and then start messing with things. No one is going to walk you through every click
im trying to move my save from xbox game pass to steam i got told i could do it here
I'm not on my computer but that helps to know a specific goal
Someone on a computer that can access the UI can help you better
would u be able to give me a brief description on what to click because i dont think anyone is active currently
I've gotten the game to see whether my system could run it smoothly. I want to buy it on steam (on my laptop) now and want to save the game so I can play it on my laptop. I can't seem to find the saved game file
@sterile island Best way to transfer your saves, is by using the NMS cloud service you'll find on their website: https://cloud.nomanssky.com/cross-save
It will still work for the foreseeable future
Just maybe not with the newest items
But essential shit is still there
Does that transfer all rewards at the account level though?
I have no clue if it still functions correctly. Using NMS Cloud is the way to go, only if that fails would I suggest to try NomNom
I would assume it does, as it is official. If it does not, I'd recommend raising a ticket
Nomnom
Nomnom works when it wants to
Otherwise you are at its mercy and it's like a car with a bad battery
Or bad ignition
(it will often not even open saves)
While it may have more feature then uh goatfungus, it's not as reliable imo
Never once crashed on goatfungus, constantly would crash on nom nom
But it does have little features that you can basically find and edit on you r own with the raw json
I'm pretty sure not all account-based rewards carried over in the past via HG's cloud based cross-save since HG was doing those per "save". I'm having a hard time recalling the specific example I had in mind. If I remember, I'll bring it up again
Also ALWAYS make backups I cannot stress it enough
Idc if it has to be a whole gigabyte of them
Which you'd need tens of thousands
I did have a much better time with GF before. Sucks it's no longer updated. But at least there's this branch that Gumsk brought to my attention: #nms-modding message https://github.com/vectorcmdr/NMSSaveEditor
I am not even sure if NomNom handles the account either, if it works to begin with. It is meant to transfer saves, although it will likely include an account save too.
Eww vector
I've experienced vector, there's a reason I don't use it
@sterile island Please give the official NMS Cloud a try, which I linked earlier. If after transfer you have issues or are missing account wide items, let me know by giving me a ping. I will then assist you in getting that sorted as best I can. It is likely easier to properly transfer and add remains later, than to rely on NomNom currently.
Oh really? I assumed it did with how it was mentioned here
https://github.com/zencq/NomNom
Transfer your save to another platform you own the game on.
I assumed that included the whole account save, not just a per-save copy which yeah, HG's cloud based cross-save then would be the better option
And by work I mean , it will not open your save file no matter how much you spam click
And it will hang
I found that slapping my monitor makes it work
It seems to work fine for some people and is apparently kept more up to date these days
Idk man unless it's been fixed since October
Could bea windows 11 issue I don't know
I'm not saying it never works , it just is very finicky
Like the actual game is before the patch
I mean I'm grateful we have options
Which save editor to use is a personal preference. Currently both NMSSE and NomNom need work. Whether NMSSE has been abandoned, that's just rumours, goatfungus has always been really clear about continued support, just not regularly. Users being impatient I guess, is all I'll say about that.
GF is the fastest one
doesnt work bevcause i cant actually even get into my game
GF is 2 major updates behind, 1 if you use the UNOFFICIAL patch for it
Can you provide further detail? Is it crashing, or other reasons?
Yeah but it isn't fking broken
ofcourse so i play on xbox game pass on pc but my game is having trouble syncing so its not letting me in the game to enable cross save so that's why i am trying to now transfer my save over to steam using nomnom but i am very confused on how to do that
Is nom nom working or not related to your own pc specs
Damn what could it possibly be taking power from
Let us move to #964865106334875698 to see if we can get this sorted.
i have never touched nomnom
Then what do you use
i dont
:/
dont have a problem with others using them, i just dont myself
So why did you weigh in and be like it's major update behind
because it is...
okay? not sure what i did to piss you off but whatever
Im pissed off at nom nom for sucking
Not at you
I'm gonna go do something else no hard feelings
If the official cross save doesn't copy account data to a new steam account, the only thing you wouldn't be able to recover through save edit or mods are Twitch rewards and the Starborn Phoenix
And even then you could get those items still
I apologize for the way I talked to you
https://github.com/vectorcmdr/NMSSaveEditor/issues/20
Why "NO MAN'S SAVE EDITOR"? Because I want this editor to belong to no single [hu]man.
yeah, having been around opensource and its communities in general for years, can agree to this
@vale iron Turns out NMS Cloud was not an option for this user, as they had a MS gamepass save sync issue. Save transfer using NomNom worked out fine though, so seems to function correctly at least.
In most cases the platform itself would have to allow for it, which is often not the case
No way to add a Mod on Consoles..? Like the game files/folders are locked up..? No file manager and stuff..?
The EXE doesn't even look for mods, and you often don't have permission to put files in there
I would have thought Microsoft with their XBox 4,5,6,7,... would have added such things.. hmm..
They would have added things to the NMS EXE? Or permission to write freely to the drive? PS5 is the most restrictive, maybe after Nintendo, but Microsoft has been known to restrict gaming folders even on Windows desktops
Iβm js fallout made it happen in 4 and with all the people on gta.v modding even on consoles youβd think but on console weβd need premade mod menus and no one has made one of those yet to my knowledge so unless they add that it looks like we will not according to yall
As you literally have to f with the game files
And every new update would in turn break the mod menus
Yeah but this is a company with fewer than 50 developers employed. They don't have the time or desire to oversee something like that
Sounds like they need community help with that then
They make it so we can make mods, but beyond that is way outside their resources
Oh yes! That pesky XBox folder.. i recall now..
Community help with editing their proprietary, closed source code that is shared with their upcoming game release, to benefit maybe 1% of their player base, at best? That doesn't sound like a good business decision
I've gotten the game to see whether my system could run it smoothly. I want to buy it on steam (on my laptop) now and want to save the game so I can play it on my laptop. I can't seem to find the saved game file
!faq-savefiles @dark canopy
-#
to view info below, enable embeds
-# The paths below are relative to your system. If you have trouble locating them, ask in #nms-questions or #nms-modding. For Steam, the save folder name consists of the st_ prefix followed by your Steam identifier, shown as [SteamID] below (e.g., st_0123456789). If needed, attach a .zip or .rar archive of the entire folder when submitting a report to Hello Games
.
Xbox App / Game Pass:
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\[HexFolderIdentifier]\
Steam:
%appdata%\HelloGames\NMS\st_[SteamID]\
Steam Deck &
Linux:
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/AppData/Roaming/HelloGames/NMS/st_[SteamID]\
Mac:
/Users/<yourname>/Library/Application Support/HelloGames/NMS/st_[SteamID]/
GOG:
%appdata%\HelloGames\NMS\[DefaultUser]\
Though if you set up Steam Cloud or Cross-Save, it should transfer your saves automatically
When you see pigs roosting in the trees most likely
This being said, anything posted on the Discord or reddit is a user theory. Only HelloGames could answer definitively and their trolling lurking is minimal (if at all) and they do not respond to user posts, even if they would see it.
Then I do not know where the save files would be stored, I would have expected them to be in the same place as the GOG version of the game
Note that the Windows versions of NMS have it's save files stored in AppData/Roaming/HelloGames/NMS
Can't even mod Cuphead I got from the Microsoft store
Look at the problems MAC users are having atm..
Hey! Are "shaders" editable as in JSON or human readable files, or are we talking decompress and Hex Edit and/or proprietary Hieroglyphics and what not..?
CMK said i'd have to edit "shaders" to clear up the milky water on a Planet, and said "give it a try".., but idnt it's a cake walk at all.., however, perhaps the difference of Noon Sun milky water vs 6am/6pm clear waters is just a matter of overwriting Day/Night shaders with Morning/Evening shaders..?
(Btw, who walks on Cake..?!)
There is a ZERO tolerance policy in the NMS discords community towards piracy. Please do buy on Steam, or GoG, or GamePass. I think on sale on Steam atm.
We're talking decompile\recompile, file names and content within poorly labelled. That is, vulkan shaders are completely non-trivial.
Ah thanks. Was looking in local, not roaming π€¦ββοΈ
Ok, i'll give up those ideas.. tyvm!
Yeah I saw the steam sale. Wanted to make sure it could run on my system.
Deleted the message. Sorry.
Thanks
Ohh, fun..
Yep. It IS doable, but very much a lengthy trial and error affair. There's a reason only one person currently doing a working NMS shader mod.
Oh? Who is..?
Guy who makes Crescent Worlds. He doesn't do Discord. He just does his own thing, outside the community.
Ty, was curious.. π
Last guy who did one, Argh, discontinued his mod and moved on about a year and a half, two years ago.
The rest of us just don't have expertise to draw on and it's so very time consuming to do, nobody wants to. I've been playing with the shaders on and off for about 6 months trying to resolve a very specific issue, which affects one of my mods.
how do you auto unlock all previous expedition rewards?
i just bought this game on pc and realized i was missing alot of stuff
Best (imo) way would be the Consumerism Mod on Nexus
Lets you purchase Expedition Rewards using Quicksilver
can i delete it afterwards to play online?
you can play online with it
Anyone know of a good jetpack mod for infinite jetpack and maneuverability
I think he meant the homophone "trawling"
Quick question, how would one add the "cyclops scope" zoom effect into the standard survey scanner?
I ask because as the standard scanner is now, it's a bit jarring and hurts my head
six seven
Considering this is something new and there are no mods to do so, nobody would be able to tell you how. Will take a significant amount of research, IF it's even possible.
This being said, you can unpak the game files, decompile to human readable MXML and start digging in the files.
hey how did you do a save editor to unlock expedition items?
Edit the account
and how do you edit the account?
You said a save editor, unspecific, so cannot give more specific answer.
Both of them only have one area labelled Account. Just look for that
is better nms safe to download right now
can i give myself any ship i want with the save file editor?
of the unique ship rewards? yes, pretty much. iirc, only ship that needs a process with more clicks is starborn phoenix (see <#nms-modding message>), not sure if it shows up as a selectable reward on the account tab, because of the way this ship was released and unlocked (through the steam dlc way). there might be a mod for it on nexusmods, but i dont know
The collection?
The collection should survive just updates. I purposely built it to be as worry free as possible
Nobody can ever guarentee 100% safety for anything. "Should" be ok.
which nms editors are actually still maintained
goatfungus seems to not vbe, i mean theres the fork but yuh
also wait
for the goatfungus fork
is there a easy way to move an entire inventory to another π
like one ships technologies to another
@sage totem see <#nms-modding message>
pls help with save editing file
or a mod thath makes me not need to do the starborn quest to get a living ship
Not unusual for it to take weeks after an update for Brandon to update
What happens to NPCs placed via UBB if you load that Base without UBB active?
gone
just keep it installed
easy
gotcha - figured that was likely the case, but since they're not selectable I didnt know if the "base asset" just spawned an NPC and then it was there, or whether the NPC was truly the base asset π
what about when major updates happen? π
back up save, wait till update
heyo~ was curious..anyone here play with one of the big biome addition/overhauls such as Terralysis, Lasagna Biome Highlights, Better Lasagna Biome Generation 3 or Varied Large Biomes? Opinions on them?
is the save editor the one from the github or there are other versions? which ones are now working
Here is a complete list with all major saveeditors: https://www.reddit.com/r/NoMansSkyUnlimited/comments/1f9ucn5/no_mans_sky_save_editor_tools_list/
For goatfungus there exists a more up to date fork now by vectorcmd: https://github.com/vectorcmdr/NMSSaveEditor/releases
thank you good sir
if i change something with my character will that affect the ability to interact with online players, save editor wise
Not at all.
even if i like, supercharge all the tiles on my multitool?
Yes.
thats crazy
The game has no form of prevention for this, if it did then it would do so to your save
The thing with the vectorcmd fork is Goatfungus has not given any sign of ok for this. I choose not to use it until this happens.
any idea what mod might be causing a crash when trying to reopen a settlement building?
Any that's outdated
π
Any mod folders in MODS which contain files that are .MBIN file extension and haven't been updated for Remnant would be chief suspects.
Could also be a mod making changes to the GCSETTLEMENTGLOBALS file
Tried and true method is binary search
Pull out half of mods. If crash resolves, problem mod is in that half. If not, is in half that remained.
Basically removing and reinstating mods until you have it narrowed down to one (hopefully only one, much more complex if more).
Yeah, definitely search for MBIN and remove those mods first. I'm probably going to add that to the modding document
In one regard, was easier prior to 5.50....then you pretty much knew almost every mod would be broken after an update. lol
does anyone have a good mod that removes technology overload that is up to date because i downloaded one and it doesnt seem to be working
he's radio silent
I don't think he's gonna reply
that and other shit is what makes no mans sky the goat
Is there a mod that allows me to track how much cargo is in my colussus? I know there's a counter when I'm in it, but would be handy to have something always on when I'm outside trying to load the cargo back in that fell out.
Guessing maybe nothing exsits atm.
is this up to date?
NMS SAVE EDITOR, MODULE CODES: Updated 2026 February.
if anybody has better ones, pls do share.
Most mods don't require constant updating anymore, especially those that aren't made up of MBIN files. The mod works fully with current versions of NMS.
by some reason
it doesn't work on mine pc (other mods still like cosumerism)
do i need to remove all other mods for it to work?
It is completely normal for him to be silent and not update for several weeks after a new content add release. Happens like this for most NMS updates.
There's a troubleshooting section in this doc: http://tinyurl.com/nmsmodding550
NMS Modding after 5.58 (to 6.x) Modding for No Manβs 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: ...
i mean
consumerism works
others woirks
not that one
yes i tried to delete the GCMODSETTINGS file
nothing show
i have like 3 or 4 mods installed
Show a screenshot of your MODS folder
i don't think i did something wrong
Well it doesn't have any numbers after it, so it probably isn't installed incorrectly. Can you show a screenshot inside the problematic mod's folder?
Then yeah, that should be fine/working
and for some reason, it doesn't
Contact the mod author via posts on the mod page.
why do you think it doesnt work?
it should add the legacy tab building no?
The legacy tab in the build menu is in the vanilla game
it only appears if you have something in that category, like all other categories
Certified Nexus Moment π
this mod allows you to unlock all of the objects in that category by interacting with the freighter bridge
Also says that once you buy the blueprints, remove the mod.
What does strength mean in this context? Does anyone know
or for any of these sentinel like behaviours including the stone golems etc
Change the values and see what\how related things change in game.
This is how you find out what a property does
Would probably have a relation to the scan distance
Hello im new here and just downloaded NMS. Im researching for save editors for the switch edition. Any recommendation are appreciated. TIA
There are only two functionally updated atm. NomNom and the vectorcmd fork of the Goatfungus editor. No clue if either work on Switch or not, but it's all there is.
Given Nintendo's hyper strict policy with jailbreaks, I highly doubt there is a save editor for it.
If cross-save is what you're after, HG's cloud cross-save option may help.
And if you're on Switch 2, and you want to unlock certain rewards (one of save editors' uses), you may be better off looking into the "service bot" that the Creative Hub Discord supports. 
if you have a modded switch you may have luck using a conventional save editor. I've noticed people are able to inject past expeditions on switch using the same json as on other platforms. (this is relevant because expedition data is part of save data, this suggests the the switch version uses the same save format as other platforms and isn't encrypted)
if the switch version supports cross save then that would make sense
not sure if it does tho, only have sw2
Anyone know how nom nom save editor works, I am trying to switch from goatfungus to nom nom but the download process is way worse
Yes, I don't foresee it ever breaking unless they completely change the modding system again.
what part of the download process are you stuck on?
as far as i remember you just download the latest release [ https://github.com/zencq/NomNom/releases/tag/6.20.0 ], extract, and run.
I dowloaded it, extracted it, but only got this
Nowhere to actually open it
I will also add I am only downloading it because goatfungus is awful right now and wont let me save my edits because it hasnt updates in half a year so if anyone has a solution for that, that would be easier lol
it looks like you downloaded the repository, which is uncompiled source code. you can't run that without compiling it first, and i imagine that's not what you intended to do, lol.
you need to download from the releases page (see the link i sent)
the releases page will have multiple downloads available, but the most relevant ones are:
NomNom-win-x64-stable-Setup.exe, which will begin an install process, orNomNom-win-x64-stable-Portable.zip, which you can just extract into any folder and run without installing
you don't need both, just one of them will do.
It worked
NomNom
Thank you everyone but I am using wemod to maximize resources. Iβm stuck trying to unlock slots so that part I gotta figure out.
Hey, so is no man's sky considered easy to mod versus other games?
I'm just curious. I do play some pretty mod friendly games.
Honestly very easy, just drag and drop unzipped folders into GAMEDATA/MODS (and make sure they're not a layer too deep)
See http://tinyurl.com/nmsmodding550 for details
Cool. I do like it when games are mod friendly.
This game's mods are quite limited, we can't add new functionality to the game and we have nearly no tools for making things
do texture mods need to be updated constanly because i wanna download a mod that increases cloud textures but im not sure if itll break my game
Not constantly, only when HG changes how they compress their images. That has happened only 2 or 3 times in the past 6 years, that I recall.
i wanna improve the way my game looks any recommendation on mods
Check the Better NMS collection on Nexus for ideas. I included things I find fairly widely acceptable as better
guys i lost one of my starship slots, i now only have 11. I think its because i copied a corvette json file to a new slot and i didn't change the slot number or smth
Any ideas on how can i get that starship slot back?
Also that copied corvette data is there, but no ship & slot ingame
!creativehublink
They know best about save editing
TerraLysis is the only up to date planetgen overhaul mod currently?
You'd have to check NexusMods
I have, can't find anything else
someone might be using what I haven't been able to find, which is why I'm asking
TerraFirma is the gold standard, but author is behind updating, due to irl. I can get you an updated copy early, if you wish though
eh I can wait, I'm fine with using pretty much any terrain gen mod as long as it's not vanilla
at least DUD's recolors and some other mods still work
I wonder, should Crashed Freighters and Harmonic Camps also spawn some Industrial Waste now?
Particularly the former, could be a reason to stop when doing a long-haul clean up route π€
Do yall think the goatfungus save editor is dead?
Also is there another simple save editor for the latest version of the game?
Nah I use goatfungus just fine. I think goatfungus and nom nom are the two main, viable editors for nms at this point in time
Does goatfungus always take this long to update the editor?
Idk I can't say I've really updated it before
We have plenty of other saveeditor solutions out there, choose one https://www.reddit.com/r/NoMansSkyUnlimited/comments/1f9ucn5/no_mans_sky_save_editor_tools_list/
NomNom saveeditor is underrated
Anyone know if this works on the latest patch? https://www.nexusmods.com/nomanssky/mods/3701
If not, any alternatives?
It does.
Expect all mods updated after Jan 29 2025 that don't use any .MBIN files to work fully, I believe there are very few exceptions to that
ones that use .MBIN files it's more complicated, mainly due to the last update changing something in them so outdated SCENE.MBIN files are a thousand times too bright
is there a mod to graphic overhaul my game? like black space and all
can nomnom help me unlock inventory slots?
https://reshade.me/ pretty universal too
ReShade - Advanced post-processing everywhere.
how so? sorry new to the editor.
Just right-click slots to see the option to enable them
doesnt work also it says its bannable
There is also a button that automatically enables all slots
Reshade isn't """bannable""", basically nothing is
so you can cheat too? wait do players in creative mode play in the same world as people in permadeath
Permadeath are locked to themselves/others in PD
You can literally do whatever you want #nms-modding message
as long as it's not like killing other players in the anomaly or something nuts and obviously extremely malicious
installed that my sky still blue as f
Then you most likely installed it incorrectly. See http://tinyurl.com/nmsmodding550 for troubleshooting steps.
could it be because of reshade?
Doubtful
Follow the troubleshooting steps, then send a screenshot of the inside of your MODS folder if none of them fix the issue
can someone help
Help with what?
Is there a mod that allows me to place more than 5 save beacons a planet? Or something else that lets me bookmark locations?
You can place and claim up to 400 Base Computers per save, which act the same but also allow you to teleport back to them
Alternatively, I think https://www.nexusmods.com/nomanssky/mods/1096 removes the Save Beacon limit
but not fully sure
gonna go cry for a bit
I'm loathe to spam base computers everywhere, but looks like I might have to or something.
Thanks for the help.
just don't go overboard or you'll lag out everyone in your Anomaly instances
reshade has a on/off hotkey, read the instructions for the preset you downloaded
if it's there with reshade off, it's not because of reshade
Or do go overboard, and just make sure you always have multiplayer off :p
Can you kill players in the anomaly? Once I had an exocraft in the anomaly and torched a person with the flamethrower for over a min and they were fine. Didnβt even break the shield since no damage message was sent to chat. I didnβt check what difficulty they were on, but I think it was just normal
I know you can take damage in your corvette at least, since Iβll randomly take damage on entering sometimes, but Iβve never taken damage in the anomaly outside my ship
You are not supposed to be able to, but bugs/glitches/mods have previously enabled this. Measures have most likely been put in place to prevent this via normal means now
This is just fall damage miscalculations or something
Is there a mod that effects corvette building. I know I can glitch stuff somehow but I figure it'd be easier to just mod easier placement
Anyone know if theres any other corvette builder websites? I used all 3 of my requests on no mans sky app and want more ships
None that are known. If on PC, you could use any save editor's raw JSON editing function to import corvette base data found online. I think people share theirs in the creative hub sometimes
!creativehublink
Regardless, this would be a better question for there too.
If youβre talking about offset building, not really. Just the base building app. For putting non-corvette parts on the corvette, use https://www.nexusmods.com/nomanssky/mods/1096
I rarely have need to go to the anomaly outside of a few quests and quicksilver
And I can always just use a shuttle if I need to
Is there a documentation/tutorial on how to replace an expedition ship with a custom model one?
Define "custom model one"
Do you mean like a 3D model that is from outside of No Man's Sky?
Yes
If so, only really one mod was made with that and it hasn't made it past updating beyond 5.50 https://www.nexusmods.com/nomanssky/mods/1891
You'd have better luck asking on the modding discord, there's no simple tutorial at all
I used that mod in the past and it's mainly the reason that inspired me to mod one myself lol
Alright thanks
!moddinglink
Been more than gShip Custom Ships. Ships of Moar been around a LOT longer.
This one too: https://www.nexusmods.com/nomanssky/mods/2877
Not updated either though
First part of a three part video series. https://www.youtube.com/watch?v=cqE5YzCIclg
Series: 3D Model Conversion to No Man's Sky Ship
Sections Exhibited:
- Downloading the Model
- Mesh Preparation
Notes: This series is suitable for tweaking 3D models for export with NMSDK in use as a generic No Man's Sky scene as well.
No Man's Sky Technical Tutorial Series (NMS-TTS) is a series of technical videos explaining and educating di...
Thank you
Obviously not up to current, but the basics hold true
A few caveats: The tool used, NMSDK for Blender is NOT currently 100% compatible with NMS 6.2x. In the works. Probably another 2-3 weeks
I'll try tomorrow I'll share progress if I manage to replace something
Alright thanks, is it possible to roll back into an older compatible version in the meantime?
There really isn't a way to give a 100% tutorial, because every ship import\export experience will hit issues unique to that one you'd have to figure out how to work through
If you wanted to install NMS 6.18, BUT the exported model then would NOT be compatible with current NMS, due to changes in lighting and GEOMETRY
Over on the modding discord, in the nmsdk-blender channel, there's alpha8 of the NMSDK plugin.
Noted, so if I make something for 6.18 I'll have to do it from scratch whenever it's compatible for the current version right?
It's a WIP, but should get you by. Must use Blender 5.x
Alright thanks a lot
Oh, before I forget. Winder mentions this somewhere in the videos, but this is really more skinning than anything else. Much of the reason for this is we can't make new animations or even modify existing to any reasonable degree. So, whatever ship you bring in, will be using the landing gear for an existing vanilla ship, as an example.
So NMS on switch is at 6.20 and on PC itβs at 6.23 so I guess Nintendo is too busy to approve patches and updates. I just tried to cross play and it told me βincompatible saveβ
Correct, Switch 1 & 2 are still on save version 4204, while all other platforms are on 4207 (other than GoG for some reason) #nms-commands message
You cannot send saves backwards in save version numbers
May take a few weeks, but eventually switch should catch up with PC. May or may not be Nintendo. Think the main focus right now, with limited man power resources, is bug squashing.
Even on PC, there's discrepencies in releases between the various delivery plaforms. Steam gets released first. GamePass and GoG can be behind anywhere from hours to days.
I uninstalled reshade and it's still there I cant make it black :(
Then either you installed it incorrectly (see troubleshooting steps here http://tinyurl.com/nmsmodding550), or the mod no longer works (probably unlikely)
It amuses me that the first thing I see when glancing at the mods for the first time in forever is that people all agree the collossos flatbed needs to be fixed.
The one where you can trade in scrap metal for the customizations at the scrapyard is a neat idea, too.
Tried again still didn't work
I can give ss of the folder
Nvm I figured it out
I put the metadata folder directly inside the mods folder
Thats why it wasnt working
I added a random name folder outside and it worked
Anyway
Can someone recommend me some more visual mods,
Not sure what you're already using, but these are all go really well with pretty much anything:
https://www.nexusmods.com/nomanssky/mods/1083
https://www.nexusmods.com/nomanssky/mods/1098
https://www.nexusmods.com/nomanssky/mods/1662
https://www.nexusmods.com/nomanssky/mods/358
just black space 4.0 nothing else really
I have a question, If i get mods does it remove the whole could run into a player moment?
regarding save editing the newest version of the game, since goatfungus's save editor hasnt been updated, https://github.com/vectorcmdr/NMSSaveEditor/releases this is the one i should/could use correct (latest release, 1.20.3)?
No Man's Sky - Save Editor. Contribute to vectorcmdr/NMSSaveEditor development by creating an account on GitHub.
no, mods don't lock you into singleplayer, nor does it say anywhere that they would
you might run into some terrain collision issues or seeing some bases differently if you run mods that affect it or play in a party where not everyone has those mods installed
got it thank you
decided to check what corvette mods existed, if any
no new parts, which is to be expected, but
theres one that lets you use your bed as a restore point or modify appearance, and one that has the medbay heal you
honestly these should be what those parts do in game already; a purely cosmetic medbay is a huge l
the system scan is also quite welcome.
is that hard to use
Not really, other than having to understand how to use any save editor's raw json editing to find the base dafa
Which the base building apl/blender plug-in both have documentation that explains how to do that
i do know where to find base data
Well then they explain how to do that in their guides which are in their descriptions I think
Yes
uhhh how do i install it? like every other mods or
is there any mod that make the rear side of the flatbed becomes outright solid wall? I'm ok with the falls on shaking, but not the rear spill, and neither g high wall nor BB collision can block it completely on high speed
It's not really a mod, it's an external program that allows you to move stuff however you want and then paste it's data back into the game
oh alr
Yeah you don't place it in the mods folder, it's like a separate app as grouch said
hmm alr
i just wanna edit the height of my house
built it too close to the ground
it wouldn't bug anything right?
just want to make sure
how do i import the code
Are there any performance/optimisation mods available for the game?
Also, does modding work on linux devices
ok works now
- Not like you're imagining at all.
- Yes, identically to Windows
i assume its gonna remove visual stuff to boost performance?
There's only like two or three mods related to that, one removes grass and another makes a base part that people spam for efficiency really low poly
Again, not any mods like you're expecting, we can't do a lot and the in-game graphics options are magnitudes more impactful
if only they went below standard, at 30ish fps any fps more is a win so
thanks alot!
is there a link to this grass mod
Thank you!
Nexus struggling?
when is it not tbh
They just rolled out a beta for mod uploads and an API. Something might be going wrong with that
always
the person that made the Exocraft Overhaul mod finally updated it for remnant!!!! now the colossus can actually carry waste with the mod installed(before, it was accelerating too fast and waste would spill out of the flatbed). they temporarily reverted the colossus's handling stats to vanilla and let it keep the hazard protection module the original mod gave it, so now you have free hazard protection while driving. i think they're gonna test different stat tweaks for the truck to see what works to rebalance it without making it incapable of hauling waste, or they might just leave it as-is
https://www.nexusmods.com/nomanssky/mods/3489
anything is better than vanilla colossus handling at this point
Is there any lightsaber or Star Wars blaster type of mods?
guys any lua script that auto lock the aim? I play on joystick and its hard asf to shoot, trying to grind derelic right now and some creatures spawn, any lua script that can do that? something like the ship aim that u lock the aim
There's some auto aim properties in GCPLAYERGLOBALS.GLOBAL.MBIN. Have at it.
Think the only one there's a mod for is AutoAim, which is boolean, to turn it off\on.
There are also autoaim settings for each ship weapon: ... ah you mentioned "like the ship aim", missed that ... regardless, not all ship weapons have the auto-aim so you may want to change that as well.
Already a long time unique mod for the other ship weapons
So, unless for personal use only, don't want to do that.
https://www.nexusmods.com/nomanssky/mods/4080 anyone know why this mod isnt working for me? i downloaded it, but when i tried to extract the zip it said it was empty. when i moved the .PART file into the zip and extracted that to mods folder, it also didn't work
i have other mods that are installed correctly and work, but none of them had a .PART file included with the download
Not a clue what a .part file is. Nothing to do with NMS
I don't even see that
Are you using some sort of download manager which breaks downloads into pieces?
nope
That's what .PART indicates to me π€·ββοΈ Could be download manager built into or plugin for whatever browser you use
If that's the case, .PART would be an incomplete download.
@zenith yacht are yall hiring?
Sounds off-topic to the modding channel.
Oh
it was my pc saying the file isnt commonly downloaded so it decided to hold off on the download
But are yall hiring?
do you know what modding is?
Yes
Who and for what?
Bc i wanna help the dc server
jesus christ
you can help by READING CHANNEL DESCRIPTIONS
this is the channel for installable modifications for the game
not a moderator application channel
If you're talking about HelloGames, nobody from there has any part of this or any other NMS related Discord. HG employees are bared from participating in any NMS related social media without the express consent of management and only two people at HG have that.
Ok
Oh sheesh. lol
zand
the process of altering hardware
so why would the moderator team be looking for help in the channel where players are talking about game mods
That's not what happens here. This is specifically modifications to the NMS game and only the NMS game.
@edgy locust if you are looking to apply to be a moderator for this server, you can use the #contact-us channel to submit a form. this channel is only for discussion about no mans sky modding
Hardware alterations aren't a part of anything on this Discord server.
Okay thank you
Good reading between the lines @quick mural . I wouldn't have guessed he wanted moderation
or modifying hardware, for that matter
i think hes not getting onto the mod team either way
So completely OT
his account's not even a day old
anyways i figured out the problem with the PART file, it was my machine refusing to download the whole file
Anywho....which version of the mod are you trying to use, 10x, 25x, or 100x?
Im pretty good at servers though
Ah ok, I was going to download and paste here, see if it downloaded better for you
it turned out firefox was requiring verification before the file would download fully
unfortunate however that the corvette overhaul mod i had this problem with previously has been delisted from nexus
oh
Do yall know any mods that make the corvette building a little easier so I dont have to use glitches
At best, the base building app/blender plugin
Which acts as it's own program to edit corvette base data within and export back to the game using a save editor's raw json editing
@quick mural I know that guy was using vibe coding to do his mods. May have run into an issue. Not unusual for AI to get something wrong.
that does sound notably bad for me who comes from communities like warframe
@thick roost https://www.nexusmods.com/nomanssky/mods/3364 or https://www.nexusmods.com/nomanssky/mods/3308 either of these would do what you wanted
thanks! The lower one is what I was looking for, but apparently doesn't work anymore. The comments had a link to pause be gone thing though. Need to check that out
it really should be a thing in the game already, same with mute while in background
ig it kinda makes sense from a PR perspective but yeah, it doesn't sound too good
like, if you were a big fan of the game and ended up joining the dev team then you wouldn't be able to talk about the game anymore?
meanwhile for warframe after each update I usually see ppl from the art team and the like showcasing stuff they did for the update online
Hasn't really happened, but correct. They've a strict employee NDA
I'm naming my firstborn after the author of Exocraft Overhaul
vehicles finally feel like vehicles instead of Hot Wheels toys
Not really bad or good, just the way HG has chosen to do things, since the beginning.
Can't fairly apply how some other game company does things. Like saying pancakes are better than waffles. Both different.
well, anyways, I wanted to ask, is there some kind of mod that re-adds the mining speed stat to the multitool tab?
or at least some way to be able to see it
I swear I saw this today
Without a mod
Do you just have a module without it?
oh no, I meant like the multitool's total mining speed
Oh
No and most likely there won't be
Modding UI is a pain in the ass
And even if we did find the correct file and put some new stat bar or other display in it
There's no way to tell the game to display specific stat / variable there
How hard is NMS modding anyway?(I have experience modding other games but idk)
It's not difficult but it's fairly limited
All we do is tinker with values of predefined paramaters hosted in game files that are loaded on boot
Changing value X to move / scale an object, to give bigger rewards, to get higher weapon damage, to change red to blue, that kinda thing
Nothing involving adding new properties/ variables / logic, just tinkering with whatever stuff HG already provides
Go to Nexus Mods, download some of the recently released mods that have EXML files, see for yourself how simple mods look like
Ah tbh I wanted to see if I could make a less cheesy way to perfect X-class modules than existing mods(like a quest or crafting recipe? - like combining the much less rare only maxed in in one stat modules with others until perfection)(existing ones just directly do it without much gameplay, and save reloading feels cheesy and takes forever)
If itβs like that then I donβt think I can do my idea
We can make proc tech craftable and we can modify the ranges of stats rolled
We can't make the modules roll specific stats
Nah I know existing ones allow high stats by just upgrading the range
I meant like actually having a balanced way to do that, like requiring one module that has perfect stats in each category, and then crafting menu giving a perfect module from them
I donβt think it matters much though because from what you said I doubt I can put a recipe for that
Again, nothing that would require adding new logic, variables, functions, behaviours can be done with standard mods
If vanilla game doesn't let you do that, neither will mods
What about expeditions, I know they can change the rewards and stuff
Do you think itβs possible for me to mess with the expedition files until I get balanced quests that reward perfect modules?(Note I do realize I probably canβt get it to create a new βexpeditionβ and only kinda replace a previous one)
Like Phase 1(Exosuit)
Phase 2(Spaceship)
Phase 3(Multi-tool)
Etc
I don't deal with expeditions and I don't think that would change anything
Since random upgrades rewarded by individual milestones are still subject to the same procedural generetion
Otherwise all players would get exact the same upgrades, down to name and each stat bonus
Ima check real quick
Tbh I think it might be possible but these mission selections look odd, idk where to find the reward names, like β^RS_S1_PARTYβ
In unpacked and decompiled game files
NMS Modding after 5.58 (to 6.x) Modding for No Manβs 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 started with decompiling game files
the game used to have it, wouldn't it be possible to find it in an earlier version and just copy it into the newer one?
oh, kinda like sticker fusion from cassette beasts
yeah that'd be neat
if anything you could at least post it in the HG NMS feedback page
could maybe also combine it with the sticker fusion upgrade mod which lets you combine 2 attributes of the same type to upgrade one of them at the cost of exponentially increasing the cost the closer it is to the cap
Tbh I donβt really have idea of what would be a balanced quest for rewarding 3-X-class upgrades(perfect)
Also donβt expect much as I am often wrong
If the variable is removed then no
It's like trying to send a letter to someone who no longer lives at an address
@ocean root HG would have also removed or changed functions in the exe, which allowed it to work. This cannot be restored.
Soz, meant to reply to bla π
if swapping terrain gen mods resulted in putting my base underground and the mod I used before is too old to work, I'm out of options, aren't I
If I move my no mans sky to a different location will the mods still be in the same place or will I need to re-download them to the new download location
you can try to move your base ig
if you installed mods manually and are moving the entire install manually, you'll be moving the mods themselves already
if using vortex, just make sure vortex detects the new install location
vortex's problem now
it's on steam deck so
https://cdn.discordapp.com/attachments/1474697793120505972/1476344211996409958/3ADD111.MP4?ex=69a0c831&is=699f76b1&hm=c06a2621a72454bc2db5312974abb737d367683d8fee564b94273109b7f73101& finally changed this. I hated how weak the jump was, albeit, its too strong right now, but I never liked how bad they were at jumping beside the mech.
Jumping spider
Just for fun, crank the jump force up to like 9999, I just wanna see your colossus launch into orbit π
Fair enough

