#nms-modding
1 messages · Page 93 of 1
I made it myself
Its a simple change value i didnt upload it
Okay I'll record the jump now to show you it at a crazy value
give me a bit
ok about to test it lol
blast off time
@empty trail Here
Lmao
Who needs a starship when you have the all new Ford F-150?
It made it disappear lol
Does it let you set a negative value...?
Probably not
I now set all the jump forces to be a lot better and the air control too, so ima see how this plays out
I accidentally created bunny hopping lol
I see why they dont increase the air control as much. You can go really fast lol
I could fix that though
Any mod to place galactic scaner on corvette wall?
Define "Galactic Scanner"
If you're referring to the Scanner Room interaction, which only scans an entire star system, https://www.nexusmods.com/nomanssky/mods/3779
since i dont watch streamers, but wanted the companion that you could get from the twitch drops, i used save editing to "claim" it (added it via the discovery tab), but its not showing in my companion menu. Did i do something wrong?
don't you just claim the eggs from the quicksilver robot man
idk.. i checked but it wasnt available through him
then you prolly did do something wrong
read #nms-modding message
Recommended to edit (add) UnlockedSeasonRewards in the Account Data to then claim in the Space Anomaly.
ahh yeah that might be what i did wrong...
ill retry and see if it works using that method
https://www.reddit.com/r/NoMansSkyTheGame/comments/1507txf/pc_how_to_unlock_all_expedition_rewards/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button Im trying to get expedition 20 rewards, following this post and i did everything correctly, but when i go to the quicksilver dude it tells me i cant get them, what did i do wrong?
try following this instead #nms-modding message
heyo, so I have a question. For NMS, I have vectorcmdr's version of NMSSE and I was curious if the weapon or ship export and import option work, and if so, how
They should work as they did before, creating a file that contains all the data related to the ship. These files do not support corvette base data, and the way it shifts around the list can break corvette linking with the base entries they are associated with
You might also try nomansapp.com. You get to pick and choose what you want that way. Like for one of them I only wanted the Singularity Engine so I used that to get the Tech then installed it.
So if I were to take a multi-tool and press export, and then go to another save and press import, it should work?
Yes
alright cool. Thanks
as far as I understand, the seed of a ship determines its looks?
where they ever reverse engineered in a way that you can fully design a ship/freighter/frigatte yourself?
and then save edit the seed onto your ship?
Yes, but this information is classified by Hello Games, so the only person who ever has is under NDA after Hello Games found out.
They did make a website that works off of this, which can be used semi-freely https://nms.center/
pure gold
sadly freighters are jank
There's also websites like https://nmsce.com/ that allow user-submitted discoveries of their own stuff, including freighters, with somewhat better input functions
this one I already know
hi, are there any mods that would cause a person to fall through the ramps of minor settlements? And accessing the NPC's of such minor settlements not to work, as there is no buttons apearing on the right of the screen. Is this a mod or a glitch? If a mod, does anyone know which mod causes it? I have been very conservative with adding mods, nothing that changes the environment what so ever.
Vanilla bug, fixed in the next patch. If you suspect it is mods, disable them and then reboot
thanks. looking forward to the update.
No mod to adjust or make changes to minor settlements
but conceptually, this is exactly what I was looking for, the jankiest part is the GUI
I sometimes see mods that claim to change terrain generation or planet size (never used one) how does that affect multiplayer?
does it work in multiplayer
Multiplayer would truly be unaffected. Other players would continue to see what they normally see, while still connecting with you
So I moved my install location on nms and I thought my infra-knife was overloaded it's not it's still got the 14 million damage supercharged
Moving the install locations won't change that if A) You also moved any applicable mods that you're using B) Using the same saves.
I still got my save and my save mods
I am looking at installing goatfungus to my steam deck ik it's possible
So I'm happy either way
How would I go about to installing goat fungus to steam deck
like how you do it on windows
I just download java to my steam deck as well?
it's alright
but since java is cross platform you just need to make sure it's installed
you should be able to choose the platform in the java download site
it's prolly cpu platform dependant
No, but it still works for all basic stuff
ship imports/deletion are kinda brokey with corvettes in your list though, and exporting corvette base data is still all manual
as well as the latest exp rewards aren't immediately available to add
Does anyone know any mods that add like, ambient environmental audio? I haven't seen any
It's in the vanilla game. It is more noticeable on certain planets, most notably weird planets (especially the contour subtype)
well, could still add to it ^^
true
Also, I added some visual mods and now my game like, doesn't launch? It doesn't crash, Steam says it's running, but it's not. Any common suspects for that? Or will I have to just go through all mine
which visual mods?
(or a screenshot of MODS folder)
When I was downloading them I checked the Bug and Post tabs in NexusMods, and any that mentioned not working I didn't add
You're still not mentioning which visual mods
(there's a couple non-visual mods in here, but it's mostly visual)
was working on it ^^"
I did also add ReShade, if that could cause issues
If there's no obvious culprits I'll probably just like, binary search until I find the issue
Ah, I found Dud's Skies to crash the game upon load, and Robot Lights to cause weird lighting issues
Also why do you have pak files in there
The pak files are from mods that those were the only file in the folder, so I figured that the should be put in here?
Well Duds were updated like, this month so I didn't think they'd cause issues; I'll try without the mods folder first (to see if it's ReShade's fault), then the pak files, then Dud's
Ok it's not ReShade's fault, altho I am getting this error
Not the Pak Files
Ok it's at least one of DUD's mods
Yeah, I suspect it's Skies causing the issue
I found that Skies crashed immediately after loading into a save
I work fine with all of them except Asteroid, DisplayGlareReducer, and ExocraftMechanics
That's because I didn't download them
Anything I can do with that crash ID?
binary searching for a mod that crashes the game when loading into a save is gonna be a lot more annoying than for a crash on launch
I've had no idea what those would be used for, aside from reporting a bug to HG (which this should be a mod issue)
assuming there's only 1 mod causing the crash, it only takes log2(number of mods) iterations
I suppose, it's just that loading in takes time
well, more time than just hitting play on steam
true
huh, I brought it down to just these and I'm still getting that error. I wouldn't think that DUD's mods would be mutually incompatible
Ok it's Skies and something else
Or the error box is wrong and it's just Skies, I'll try that out
Skies on its own lol
lol
as I said 35 minutes ago
Do you have an alternative you'd reccomend?
I just removed it
well yea, I meant a different sky mod. I saw several ^^
Someone should make a mod that fixes it crashing when I have my second monitor turned on istg. Having to turn it off and on again every time I launch the game is getting old
I wonder what mod is causing this massive seam here. It's not something I'll deal with now tho
I've also encountered those, and they are probably lines of longitude + latitude
@tender prawn Dud (Jasondude) uses MBIN files and does everything by hand, so any update to the game (two weeks ago) is highly likely to break his mods. Look at the Modding After 5.58 document pinned here for troubleshooting and getting help steps
Ambient sounds could be added, but haven't been. Usually people want them removed. You would need to specify what items you want to have ambient sounds and provide the sound file, and then hope someone wants to make it for you
Oh, I double-checked and while I thought most of these were updated in February, I must be thinking of some other mods since it says they were updated 4 months ago
It'd be cool to learn modding, I'm just not sure how complicated of a process it is for NMS. The only game I've successfully modded is Terraria, and it was a pretty basic mod at that ^^"
I could piece together the steps for what you want fairly easily. It's not NMS modding 101, but not graduate level neither
!moddinglink
:O
Dissonance Resonator is breaking something with the lighting. For now I'll just pretend that they're very bright I suppose
What other mods do you have? That looks like a common bug in model mods in 6.2
most likely the dud's robot lights
Oh, I thought he had removed the Dud's mods. Yeah'
the lights coming from corrupt drones rather than the resonators themselves
Oh!
I can try removing the robot lights mod
You should remove every Dud's mod with an MBIN in its folder
yep, robot lights
which subfolders would those be in?
or not?
All those "DUD" folders and search them for MBINs
MBINs are full file replacements, rather than patches. That means if the file has been updated by HG, there are likely problems with the old file made by the modder
EXML files are patches, so they only change individual lines, leaving the structure and other updates intact
so even just having the color filter mods can cause the sentinel drones' lights to turn into flashbangs?
because I'm only running the newest Relight and I still get the effect
If the sentinel's lights are blindingly bright, that means you're running an outdated mod that alters the Sentinel models in some way (including but not limited to anything that touches their lights)
colour and filter mods won't have anything to do with that so they shouldn't be the cause, unless something was merged that wasn't supposed to be
Purge mods in Vortex then look manually at your MODS folder. Take a screenshot and post it here
eww vortex is probably malware
I only used it once to install like 30 mods in one go because I'm not that insane but then purged it from my device...so bad
I'll keep using it specifically to trigger people
😭
(and myself, depending on the game)
it's atrocious in special cases but I use it for multiple games without problems
only for Bethesda games I'd opt for Mod Organizer 2 instead due to external tools and file handling
Any mod to edit size of corvette's part's?
Only need to make one reactor smaller
Or invisible
Or in other part
One of those
Then you can use either of those to do that, read their documentation
does anyone know a good mod that increases stack size that is currently working
i downloaded all the mods again that had an update after the update, shoudl i try removing all mods and adding them in 1 by 1 again in case they casue some issues or jsut add the updated ones?
casue i had one that made my ship glow, but that one wasnt updated
like my corvette callilng is also buged. thats really sad
nvm its the whole corvette, then ill do a lot of rmeooooving again
Search your MODS folder for "SCENE.MBIN" and remove those mods
ok, theres a mod updated yesterday that also has that. so all mods that have that or only old mods that have that?
Anything updated in the past week is probably ok
so those files shoudl be the only that mess me up and the mods that dont have those files are good?
Those would be what might cause glaring lights
what about your corvette bacta and mission terminal mods, they say they were updated at the 12th
ok, ill try to play then now and if i encounter more issues maybe try reinstalling all again, that was a huge help already 🙂
btw love that the med and bacta work again, soooo cool. youre the best
why doesn't the game have replacer mod? like the one where they replace the astronaut with dinosaur or something for example
Because we can't really do animation modding and bones are difficult
I see, so I mean it's not because it's bannable, right
rest of the mods looks good so far, no issues
can i determine load order somehwo? i ahve this mod https://www.nexusmods.com/nomanssky/mods/3489 but since the dude doesnt play anymore and jsut changed something in the colossus id like to also use this mod https://www.nexusmods.com/nomanssky/mods/4089
Exocraft overhaul says it doesn't change the colossus so they probably wont conflict at all. But if you want to force load order to be sure, rename the mod you want to have higher priority so that its first in alphabetical order and then delete the modsettings file so the order is recalculated
Anyone here?
I need help...
If I want to delete the json for deepest planet...
Should I delete the entire entry?
hi
would anyone know of any mods which completely remove corvette building restrictions, i dont mean just removing a parts restriction i mean something like removing the no hab warning
Do you mean that you want to reset your wonder record for deepest ocean? Just find the value in the wonder planet records and set it to 0
If you delete the entry entirely (like more than just the number), the game would most likely fail to read that part of the save and consider it corrupt, which would be bad
hey guys im looking for a mod that removes the corvet building limit
It's the first one on nexus when you search "Corvette"
idk
i cant find oneä
thanks
?
There isn't any mod that does that, but if you use any of the external corvette building tools or even just a save editor you can have a corvette without required parts (think you always need a cockpit though)
It's not a mod, it's just replacing a file and keeping your game offline https://cwmonkey.github.io/nms-expeditions/
alr, do i use vortex?
Again, it's not a mod. Vortex would not have data to comprehend that file or know where it goes/what it replaces.
i mean for mods in general lol
Oh, yes, you can use it for mods
okay thanks
NMS mods is just dragging and dropping folders though, so it's absolutely not necessary
yeah i know how mods work
does changing any of the difficulty settings in the website affect characters with difficulty locked?
Probably not at all
how can i make that i cna acceess other expeditions? i need the jetpack of ex 1 for my outfit
pins
#nms-modding message
save editing, or Consumerism mod
oh consumerism loks good, tehn i have more motivation to do daily missions
do u need to do more with consumerism than to add it? the stuff doenst show up
Then you installed it incorrectly. Review the mod installation/troubleshooting steps here http://tinyurl.com/nmsmodding550.
ah little progamer me copied the unziped forlder and nothte tome within this time ^^
casue i was too excited
this seems like a possible amount to gather haha
The creator of the mod has refused to change the value of these items, for whatever reason
(the value is normally their unit value)
i mena i dont need all, jsut wanna get some oif the stuff while i cant play expeditions
is there a mod that adds more galaxy map filters
I just don't touch the price because it's in product table
At best, there is one that makes outlaw systems a different color in the conflict filter https://www.nexusmods.com/nomanssky/mods/4055
People can just get Communism anyway
Why not?
I was hoping to filter by star color at least, gray out all systems that aren't purple etc
At best I have one I've been using that I could send that makes the colors super obvious
I've been procrastinating posting it since it's so small
ty
To make it even more clear, use one of the colorblind options which make space white and disable most of the space fog effects. To remove the remaining effects, use https://www.nexusmods.com/nomanssky/mods/1586
(with the mod, I made the colorblind options use the same colors as normal)
is there a mod to make items stored in corvette storage modules count towards building and crafting or one that makes them increase the actual vehivles storage, its kinda annoying having to get on my ship and look through my storage and find the box that has the items i need.
also what has the most mods for the game, i just went to nexus but idk if this game has more on another site or app
There is not. At best, you could use the Matter Beam on your freighter to achieve this I believe, especially since your freighter's inventory allows you to browse through all 10 storage containers far more freely
Nearly all mods for NMS are on nexus.
ok thanks
Fortunately the entire ship is like 1000 quicksilver on the next page or two
Öööh that's the razor crest thing! Didn't realize that. I don't know if I'm buged but I can only trade those ships in for my current one for nanites and it doesn't cost any quicksilver
But the most important thing was that expedition 1 jetpack, I'm really pretty now
but thats cool,. so i could buuild a cargo thing with that parts and customize the color then, seem slike no other ship has that
you can also edit the quicksilver into your save file
i want to modify this mod file so the derelict freighters have an even hihger chance for salvaged frigate modules. someone commented values to change, but they are differetnt in my file. where do i need to adjsut values? right at the top the percentage3 chance up and for amount the values in that thing too?
im jsut confused casue the comment looks different
is there a mod that adds an altimeter to the UI or ship cockpit dashboard
Mods cannot add new functionality like that, so no
I mean, there's a mod that adds a colossus tech tree to the scrapyard UI, so ¯_(ツ)_/¯
Tech trees already exist in the game, that is not new functionality
that's just replacing one existing interaction with another existing one
(though the way it works internally is super goofy due to customization options not being easy to just "give" since they're not blueprints)
I greatly dislike arriving at a new planet, only to find that it's currently storming and I can't see the ground to know if I'm about to nosedive into a mountain
external building tools?
thank you
any mods to increase the jump power of exocraft (preferably with customization) or anything that has that as part of its features
https://www.nexusmods.com/nomanssky/mods/1348 makes the star colors better, among other galaxy map upgrades
The reward table has changed some since I made the mod. If you want to increase chance, just increase the number in the EXML
Is there a mod to improve the experience in VR?
yeah you can pretty much fuck with anything you want to in any of the EXML files, and the results can be either absolutely nothing, your game crash and it not even work at all, it work and be insanely broken
*not * any, and plus they are MXML, you gotta save as EXML , yall ALL already know this shit, but yeah , any fuckin number value you find, i dare you to change it to anything you want, and load up the game with that in ur mods
anything up to the max unsigned 32 bit integer both positive and negative, (i assume, dont quote me on it, i am litearlly not knowing what i'm even doing, but i just literally throw paint on the canvas and hope something happens)
its a shot in the dark
that is if you are like me and stupid
like I dont even know what damping means, but the lower i make it , the faster stuff goes
and when i make it a negative number, it goes crazy
oh lol, thats also one of yours xD. so that first paragraph woul dbe the right one with the numbers changed for derellicts?
im using nms save edit to fix my game and after doing so this showed up, i dont know which to chose, should i replace my save or do another one or like what? i dont want to risk messing it up
save into a new slot
always have a backup, always
anyone else here using Prepare to Sky Edition? if so, do you have tips for on foot combat in the early-ish game?
My shields are getting drained way too quickly to kill even one sentinel. I have 1x S class and 1x A class shield upgrade, the personal forcefield, and supercharged boltcaster + supercharged S class boltcaster upgrade, plus a Barrel Ionizer and another A class procedural boltcaster upgrade.
And I cannot avoid the combat because I need to kill sentinels to open the facility doors to progress the Artemis and Armorer questlines
Do you have the laser? That with the paralysis upgrades can stun lock enemies
Yeah, any of those lists are still good, just the default values have changed some and there have been new ones added, so the math won't work out the same; but, increasing the value will increase their spawn chance. It's a relative weight system
What do you mean by "the laser"?
I just saved it without doing allat and it's fine
am i able to get aeron blueprints with nms save editor? they arent showing up
or do i gotta go back and do the expedition
Multitool, blaze javelin
is there any such thing as a mod manager for nms?
not in the sense how most games utilize mod managers
Vortex, if you really dislike manual file moving
let me ask how exactly is mod msngaing
manual one
like in nms
will i have to manually spread a file across hald a dozen folders or will it be more so unpsck a zip in a folder or drop a file in a folder
guide is in pins
do i have to make the mods folder myself? or am i looking at the wrong place
opened local files from steam
went to gamedata
asking just in case im supposed to be looking at some other file locstion
Most of them are abandoned
there a mod i can use to resize corvette parts
resized corvette parts act weirdly
namely phasing through them from what i seen
i wanna make the engines/ generators really small
bc the two by one generator is really obnoxious
At best, you can use external editors like https://www.nexusmods.com/nomanssky/mods/2598 or https://www.nexusmods.com/nomanssky/mods/984
You could just... not place that one. It's bonus isn't very substantial, especially since corvettes already have an insanely high shield bonus
what abt like madusa
i like min maxing my ship
also do corvettes usually have such low maneuverability
Yes, when unupgraded
When you have three thrusters, some Medusa reactors and all the pulse engine stuff includong 3 upgrades then it feels normal
yeah ive got all the parts
im just remaking it
it was too bulky and large
mainly on the corvette bc its insane damage
Beyond Base Building might allow resizing corvette parts; I'm not sure
It doesn't, they fully rely on snapping
do u know what the span chance per container is rn? i think the code refers to any of those after scan pinbk glowing ones? to know to how high i need to adjsut the thing, i want more frequesnt spawns of 1, so like 3 at least from one freighter looted
and I think the corvette editor just doesn't support resizing on a fundamental level, similar to rotation on most modules
3 in one loot? The mod doesn't change the quantity, so that won't happen
Just experiment. Triple the one you want and see what happens 🙂
not 3 in one chest but 3 after having looted all chests. but the mods files also say quantity min and max?
I would have to look, and it's honestly not on the top of my priority list
It's been a long time since I adapted that to 5.5+, and much longer since I made the mod
so the blue for chance to have one in 1 container and the green how many you get each time or am i missing something?
Lmk when nom nom works again
It won't let me edit my save aside from the raw json
Any of my saves lmao
Goatfungus works 100%
I think I've gotten it to work only a couple of times
Blue is a weighted chance based on all other chances in the same list. Green is the min and max, if the blue is rolled
<?xml version="1.0" encoding="utf-8"?>
<!--File created using MBINCompiler version (6.17.0.3)-->
<Data template="cGcDebugOptions">
<Property name="GodMode" value="true" />
<Property name="TakeNoDamage" value="true" />
<Property name="InfiniteStamina" value="true" />
</Data>
free godmode put this into notepad save as EXML
put in a mod folder , the foder inside that name it GLOBALS
and you will never die no matter what difficulty
even permadeath
just copy paste that shit i put into notepad, save as EXML, entirely skip the whole compiler thing , just a freebie im giving away
you gotta name it this GCDEBUGOPTIONS.GLOBAL.EXML
dont save as a .txt
idc copy this whoever gives a shit enough , then you can fly thru space without a ship
copy this for every gun be semi-automatic (shoot as fast as you can pull trigger or click mouse, without delay or recoil)
i have turbo controller so it just looks like mines automatic
if i tell you the base is 2.5%, can you tell me how much this amount of 20 weigs it?
No, because it's a weighted chance. It depends on the total number of "percentage chance", divided by the "chance" of that particular item.
It's not actually percentage
@trail brook is this not how they are supposed to be?
do i gotta dig in the folders more?
note only one of thwse i tested and see it didnt work was the customizeable third person one
all of the mods I have installed by extracting the folder from the packaged zip and theyve worked
the others i havent had the chsnce to check yet
What does it look like inside of "NMS Customizable Third Person Camera" folder?
ooooh
i see the issue
i missed a chunk of the mods description
havw to move some files to binaries
always always always read the mod page lol
the entire mod page
i did but apparently phone version of nexus page cut some bit off
indeed 90% of the time theres a mod problem some minutia on the modpage explains a detail that causes problems if you miss it
nexus on the phone is absolutely wild
yeah i was rereading the page on phone cus on my pc it was behaving strsnge
ok it should be working now
lets give that a try
gl
my mods were made by a spastic (me)
it always takes a unique variant of lunatic to dedicate the time to making their own mods
i like making stuff that makes my character spin at ftl speed
and teleport everywhere
its something of a curse because once u start making ur own, you're compelled to learn other systems for new games youre into, and some games have modding logic that defies all rational
i do what i want as long as i dont kill other players or crash their game
or mess their own game up
rimworld modding is the most frustrating to deal with imo because it combines the absolute suffering of writing code with trying to make all of the other assets and such function together, but if youre really good at C# then you may not have the same experience
nms is very unique though since, like you said, ur mods can impact others
i may be crazy , but i dont want people to be sad or angry
from my antics
i just want to be laughed at
i like making people laugh or say "wtf"
just a little bit of tomfoolery
I can't imagine a reason a camera mod would need to be in BINARIES
custom controls to modify the camera inside the game
its this mod
this a lil video i posted of the mod working
im guessing having 3rd person camera that is modified on the fly is a little bit more complex but i aint got any idea of mods in this game nor what is or isnt normal
Mods cannot add new functionality like this, this technically is not a mod. It's more of a memory injection thingy
i aint got any idea what any of that menas
It means that it's external code that modifies how NMS functions, whereas all NMS modding normally is is file replacement/modification
i see
This normally is not done, as the exe/memory is very hard to document due to obfuscation and not following known stuff, and small updates can break mods like these much quicker
makes sense
I'm not familiar with the mod nor the author, but it looks legit and I can see why it would need to be in BINARIES now. Thanks.
Hi, I would like it if somebody could tell me if this mod works for other game versions from other stores (GOG, XBOX). I'm curious to know!
im thinking about changing how the mod is installed. I could put the .mods file and the .ini file in a folder that goes into No Man's Sky\GAMEDATA\MODS (like .pak mods) and have the modloader(version.dll) go into No Man's Sky\Binaries
All versions on PC are the same so yeah
Splitting between two different folders would be more confusing for users. Best to keep it all in one folder, if possible.
There are no .pak mods anymore, haven't been for over a year.
Get what you're saying, just .pak mods are no longer valid and will not work.
Awesome 👍
I agree, I'll stick to the current installation method, but people seem not be familiar with mods like this for No Man's Sky
Got it!
What’s the quickest way to get parts for a corvette? I keep seeing I need to collect scrap ship parts but how do you find those?
Are you asking about how to find corvette parts normally? This channel is for asking/talking about about mods for the PC version of NMS
Well kind of yes lol. Are their parts in the save editor that I can unlock? I’m using nomnom
Yes. You can unlock the expedition-exclusive corvette modules in the account editing section, under "Collect Expedition Rewards"
Ok I did that but when I go to the ship modular in space station everything is greyed out
Did you claim them from the Quicksilver Synthesis Companion?
Also, this would only unlock the expedition-exclusive blueprints
Oh when I go there, it says everything‘s already owned, but I don’t know how to collect anything in the Quicksilver area
If you want to build freely, just set Crafting to Free in the difficulty options
The only thing that’s available to purchase is a void egg, but it won’t even let me buy that
Ok gotcha thanks I will try that
Do you have enough Quicksilver to purchase it? All of the Quicksilver offerings require the currency, even if Purchases is set to Free
Yes I do
Where do I build them?
Build what?
Corvette
At the Corvette Workshop, aboard any Space Station
Ok I found it, I have to actually build from scratch lmao. I thought there were some already preset ones that I could use, but I guess not.
Ok thanks for your help
You get to 380 your screen goes black
At least that's what happened when we tested it years ago lol
i made sure that doesn't happen by setting a range from 1 to 240
Surely at 16,161 fov you become god
anyone knows a mod out of mind that makes so the window at the anomalys shops doestn close after each purchase?
or one where you can purchase freighter stuff with regular salvageable data?
We wish
the game decided to disable mods game wide after a crash. how can i reenable it?
Man wouldn't a console command thing be so cool
Where it's like source engine games in that you can spawn stuff , sv cheats, noclip, many many more
Delete No Man's Sky/Binaries/SETTINGS/GCMODSETTINGS.MXML
no.
Okay
I misred it then
Just cuz it caused a really bad crash once for me
If it's a one time thing it's morw likely a game bug
it happened totally randomly
Yeah moreso towards the case of the game freaking out randomly
Was wondering, I have the No Mans Sky assistant app that I guess I can link up to my game using something called nom nom save editor. Is it worth it? Or can it cause issues?
How do yall even mod NMS like do yall have to go into the files and mess with stuff
http://tinyurl.com/nmsmodding550 just paste folders into the MODS folder
Thx
nope
Since I'm doing Expeditions via the offline method, I wonder if any of these other settings on the generator are worth messing with: For Remnant (Even though it's the active Expedition) or others. I noticed some of them come with "Warnings" of course.
Yall know any good graphical mods for it?
does anyone know if there's a nms mod that allows you to get the vertical take off landing gear like the one on this ship?
At best:
https://www.nexusmods.com/nomanssky/mods/1316
https://www.nexusmods.com/nomanssky/mods/1083
https://www.nexusmods.com/nomanssky/mods/4050
https://www.nexusmods.com/nomanssky/mods/2866
https://www.nexusmods.com/nomanssky/mods/3025
https://www.nexusmods.com/nomanssky/mods/3736
https://www.nexusmods.com/nomanssky/mods/3409
https://www.nexusmods.com/nomanssky/mods/3308
https://www.nexusmods.com/nomanssky/mods/3904
https://www.nexusmods.com/nomanssky/mods/1915
Anyone know any editors for the switch version? I just picked up Switch 2
If switch can run Java, then would need to be Goatfungus or its' fork
There any good performance mods? (A quick yes or no would be fine.)
Not really
you can make your game eat more resources if you like
less, no
no mans sky can run on a fart bro why would you need performance mods 🥀
Some people just think that every game has it's own form of Minecraft's Sodium/Lithium/Nvidium/etc
... A question regarding the current "paradigm" of how modding is done:
Is there stuff that's specifically "off limits"?
Like, are people only "allowed" to modify some aspects of the game...?
Is it regulated?
The reason I am curious is because...
I've seen mod authors replying to user comments by saying things like "that's not possible to mod" or "no one will EVER create a mod that does that"
...when what the users are asking for is stuff that you can actually do in vanilla but is just tricky to pull off due to timing/reflexes.
I'm honestly surprised there isn't a mod out there that REINFORCES the "glitch building" techniques that are practically the single saving grace of the game's entire construction engine. Clearly there's stuff happening in the software already that is extremely advantageous to enterprising and creative builders. Is there some kind of RULE in, say, the EULA, that declares interacting with these software phenomena using third party programming as off-limits?
I'm just trying to understand why this isn't a thing.
I don't know if I honestly am capable of learning how to mod all by myself just to look into doing this, but if there IS something that will stop me dead in my tracks lest I be banned from the game or something, it'd sure be helpful to know that BEFORE I waste a bunch of time trying to study a skill I won't be able to use >.>
All we can do with mods is change existing data files, we don't have access to the exe and we don't have the tools that HG have access to to interpret said files
Ohhhhhhhh...
Okay that actually does somewhat answer it for me.
Unlike some other games, it's sounding like there are certain aspects of the in-game resources that are less obfuscated than others, whereas with games like Minecraft the community has practically jailbroken, entirely reverse-engineered, and vicariously "de-obfuscated" the core code, but since that hasn't been NECESSARY to achieve stuff in no man's sky, that bridge hasn't been crossed before...
(So crossing it would be a big deal due to lack of precedent)
And goodness knows how hello games would feel about that bridge being crossed. Some developers are cool with it, and it takes a great degree of trust to just let your user base in like that...
Not sure what the specific example you have in mind is, but yeah, that's pretty much it. If someone said that a mod to expand glitch building isn't possible, it wouldn't be because thats disallowed, just that the values necessary to do so aren't exposed to the files we can modify with No Man's Sky's built in mod loading system.
The EULA says not to reverse engineer or modify the game at all, which could apply to any and all mods. Obviously they don't enforce it against mods and they've given us a built in mod loading system so they're cool with what we do. There have been a few cases of people working on 'script extender' type projects before, and Hello Games has never stepped in on any of those as far as I'm aware (though they have stopped some other reverse engineering projects before), but those sorts of tools tend not to survive the frequent update cycle so there haven't been that many
Oh my, that explains a whole lot indeed! So if I did learn how to inject code that made the timing window for "universal adjacency" or "wire" or "scale" glitches wider, it'd only last a couple weeks until another hotfix comes out perhaps.
Well. I just really hope HG doesn't patch out the glitch techniques x.x;;
Because holy cow they are useful.
It's a game changer being able to snap all the disparate construction objects to a unified reference point.
Lining up Universal Building System walls/floors/ramps perfectly with prefab cuboid/large hab/corridor pieces and structural adornment primatives creates some extremely satisfying geometry
-# (architecture is my oldest, dearest special interest...)
So I've just read the bit about mods being 100% compatible with multiplayer, and want to confirm mods such as flatbed friction and beyond base building, mentioned briefly here #nms-expedition message. How does driving a colossus in the anomaly work/look for other players, and I'm guessing scrap in the truck is client-synced so other people wouldn't see scrap regardless of if it's modded or not?
... Okay so from what I've been able to glean from my own prior investigation on this subject is that what makes mods "compatible with multiplayer" is that they are not bringing in any bespoke assets that other people would need to download in order to see.
Everyone has the models and scripting for the appearance and behavior of the Colossus in their vanilla game. Bringing it to the anomaly .. would probably not be very good of an idea because the place just ain't built to accommodate it. But even if you did bring it to the anomaly, as far as I can tell, it'd only get there by being summoned to the deployment platform. Which teleports it. Which I'm pretty sure drops everything in its cargo bed. If you try to fly your Corvette with the Colossus summoned, your Corvette and the Colossus just phase through each other don't they?
I have no clue but that would be my presumption, I just wasn't sure if the other clients would even accept the idea of a colossus being on the anomaly lol. The flatbed question is a different question about whether others would see my cargo flying everywhere or not
Other players would see the colossus same as if it was on a planet with them. When you have scrap in your truck bed, the physics calculations are happening on your end and the postions of the scrap are being synced to other players, so they should see the scrap doing whatever it's doing on your client
I believe the other clients would render the Colossus at least while it's within the instance volume of your Corvette... But I also wouldn't be surprised if it just clipped through the floor of the anomaly once you drove it off your Corvette >.> Or if it just didn't render. Or if it were instantly despawned.
Okay ayymang knows way more than me so I shall defer to the statement ayymang said.
so glad that NMS isn't really a pvp game so you can do client authed physics changes like that 🙏
It follows the same collision that players use, and it's position is synced with other players regardless of anything I believe
I suppose you could also always create macros with external programs to get the timings for glitch techniques perfect
lol
I believe the reason I couldn't get the timings to work on Linux for universal adjacency was something to do with the compatibility layer steam uses to relay keyboard input into the game client session... But I could get wire glitch to work because the mouse inputs were not being held up / delayed / quantized like the keyboard inputs were.
So I might try the macro route
Perhaps it can bypass the keyboard relay by emulating "virtual" controller button presses.
Quite possibly! (I have no idea)
Well you gave me a neat idea I'm looking forward to trying sometime so thanks for that :D
Ofc :)
Glitch building is harder on PC than controller (I almost exploded making my last build... so much wire glitching. I mean it's fine unless you have about a 2/3 chance to fail the wire glitch every time) so that's when I came up with the idea for macros to make it easier
Also to everyone else here, thank you all so much for being patient with me and taking the time to explain the greater context of the modding scene for me. I have over the years come to recognize that I often sound more argumentative than I ever want to... So it means a lot to me when people keep a cool head and don't perceive my unintentionally harsh, blunt, or otherwise disagreeable tone as an insult or a challenge--because it truly isn't x.x;;; I'm just socially inept a lot... My only defense is mindfulness so sometimes all I can do is be grateful when I don't make a mess, heh.
how do I know if the mods are installed correctly and doing what they're meant to? Not seeing any obvious indicator and the friction still feels fairly slidly on the flatbed one I added
You would get a mod warning on startup, as detailed in the mod installation and troubleshooting guide http://tinyurl.com/nmsmodding550
Not a good indicator. If you have a single folder in MODS, with one level too deep, you'll still get the mod warning
That too, which is why I linked the guide
Sort of read as, if you get the warning, all may be ok
That the only mod installed? Can you post a screenshot of your MODS folder, including the address bar?
Exocrafts (except the Minotaur) work in the anomaly. Everything there has collision. The nautilus can just fly around. You can even attack other players, but even though there are damage numbers, it doesn’t actually seem to do anything to other players. You can summon them by placing an exocraft bay on your corvette. Note that most of the time if you summon the vehicle from the bay, when you get out of the vehicle you will clip through the floor of the anomaly. It’s okay though because after falling long enough you can just call your ship.
I got it fixed now, it was vortex not installing it properly
looking for a mod to mute the personal refiner, i found one on nexus but it hasn't been updated since 2022. if none exist, how would i go about making my own?
Go to modding discord, then audio channel. Answers most likely there. Not familiar with audio process in NMS, but some people have def done that type thing a few times and discussed it there. @slender token
This should do it
im actually the same person you replied to in the modding discord LOL
and it does indeed work
bless
All credit goes to @vale iron . His mod actually, I just updated things to current. 🙂
thank you Discord users Gumsk and Babscoole, you have saved me from the NMS version of tinnitus
Hey travelers,i badly wanna change color of pirate frighter bridge stairs,can someone point to correct file?
MODELS\COMMON\SPACECRAFT\COMMONPARTS\HANGARINTERIORPARTS\BRIDGE.SCENE
May be in there directly or in a file referenced from that one. NMS uses RGB 0-1 for colors.
Good example of why asking the same thing in multiple places at once is a bad idea
if stuff like scrap and vehicles are player authoritative, it should be possible to change the physics surrounding scrap and the flatbed entirely right?
(like change the mass, change how it stays on the flatbed, etc.)
To an extent, yes.
Here's what the physics values we can change look like, these ones are for the medium sized scrap objects:
what overhaul mods are you guys rocking or recommend for a new modder?
Hallo, there was a way to play all of the expeditions and get the rewards by playing offline. There was a site about it, but i cannot find it
Can someone guide me
The website itself has a small guide on it
Thats all i need, know what to do without a guide, thanks mate
Not much in terms of overhauls. People prefer pick and choose as you wish the mods you use to be.
Fyi, mods new or last updated prior to 29 Jan 2025, are not useable
so anything after this date is working?
Can't guarentee all, but most should be. Potential exceptions being model mods, which should be updated for NMS 6.2x (within the last three weeks)
Model mods will have files called something.scene.mbin in them
is there a way just to unlock all rewards from expeditions and play vanilla game
Using a Save Editor https://github.com/zencq/NomNom, or just use the Consumerism mod with Communism to claim everything in-game for free https://www.nexusmods.com/nomanssky/mods/2062 https://www.nexusmods.com/nomanssky/mods/3420 which can be uninstalled after you have what you want
Thanks
is there a mod that helps with visual spawning (drawing distance) im am roaming sometimes throu planets looking for harmonic camps or whatever and they spawn too late imho
Is there any way to mod the game so that frigate fleet expeditions refresh more often than once a day?
Only thing you can do is set your system clock ahead, to get next days allotment
alright, thanks
How much does this option matter for the Pioneer Redux Expedition?
from my understanding, yellow systems has majority of the starting resources, starting on a non-yellow system can potentially leave you trapped, or can result in you unable to return to the system till you upgrade your ship with a special drive.
Not much. I changed it to a yellow star because that’s what it originally was, but during some update it flipped to a blue star system, so as soon as you load in it auto completes the milestone to go to a blue star system. Just trying to maintain the spirit of the expedition.
Possibly green, I forget.
does anyone have a good hud mod?
It's green. That's kind of funny though. Was this a freebie Milestone originally in the redux or did Soshal just change it's type due to the mentioned update?
star colors have been the same since like 1.0 I believe, or at least the NEXT update in 2018
More reason to uncheck that box. Just that one tho, the General Patches feel mandatory.
What's a Soshal
I mean I doubt they originally put the expedition on a green star and added a milestone to visit a green star system.
The System you start in.
Oh right, I'm checking youtube to see if I can figure out where it was originally
Remind me to stop giving HG the benefit of the doubt
LOL It's still not a bad option if someone wanted it tho.
Yeah I was tempted to remove it, but maybe I'll just fix the description and drop the (Recommended)
Now to see if I've made this assumption elsewhere, lol.
Good is incredibly subjective. All the mods for NMS are at https://www.nexusmods.com/nomanssky/mods/newrecently
Thx,will start there
there was a guy at the anomaly that tamed a sentinel walker. im pretty sure itspet unlocker, but i wasnt been able to tame even hardframe sentinel. anybody can help me to have one of those?
hey anyone wanna trade for atlas corvette modules
Question, using a mod I found that allows more then 100 parts (2k I think) should I make a huge corvette?
This is going to be personal choice. Myself, I say no, others may say yes. Be aware that large corvettes taken to the anomaly will cause issues for other players.
It will just be used for a lil base on planets, I’m gonna make sure not to bring it to the anomaly, I found a cool way to make big rooms
@agile bone Please reread our server rules as Grouch linked to you. We do not allow self-promotion.
how hard is it to get a corvete
That's not modding related
Not very, but also it has nothing to do with mods
I think I asked about it before but that was quite a bit ago, can't remember what was said
Generates SEASON_DATA_CACHE.JSON files so you can customize and play No Man's Sky expeditions and earn their rewards offline anytime.
Either
alright, thank you!
I swear I tried my best to spare this channel these types of questions
Don't sweat it, well known and accepted users can't be bothered to read. 🙂
Can @hallow osprey use the mods with game pass?
This is the mod I use
No mods for that
can't be done. Closest you can get is backing up multitool/ship/wonder data from your save
haven't touched mods much, but is there anything that helps with sorting out like, visited planets, and other catalogued discoveries?
Nope, nor can mods do that. That data is stored in save-files, which mods cannot directly touch
I think it is lowkey possible. Make gui/program who switch json file's in number's
The ask was specifically about mods and holds true. You can do more with 3rd party external programs, but those are not too common with NMS, because few people with programming expertise in the community and those 3rd party programs are VERY succeptible to NMS update based breakages.
How do you download mods in nms? Im playing on steam if that changes anything
http://tinyurl.com/nmsmodding550 By placing unzipped mod folders into GAMEDATA/MODS.
Thanks!
Something with a SCENE or GEO file
yeah removing everything that's not an exml
trying to just setup with MO2 but it keeps using the wrong directory
okay that's fixed.. x.x
really hope it's not meta mod, i like being able to hide the backpack T.T
it was meta mod T.T
Yep I think so
That is so cool
Anyone else using the "Weather Indicator" mod? It's great, but it has a couple of bugs that I have reported that went unanswered. Thinking it has been abandoned. I find some planets that show weather as the variable instead of translating it from the file properly
Any mod's to build in settlement's? And any issue's with that? I talk about fully S and all building slot's on
@minor portal see image - i had to use vectorcmdr's fork of nmsse to see them
i didnt check why there's so many albatross cargo tanks though lol
@minor portal just make sure you backup your save folder before doing anything
what mod lets me unlock all the past expeditions
thank you. is there any way to get them faster instead of manually selecting and adding each one?
hmm, not sure sorry
None that would currently function. Only one there was is outdated. I pinged the author of it awhile ago.
I checked in POSTS and BUGS for the mod, not seeing anything reported from Thal. If you sent via DM, LOTS of mod authors will ignore those and never check them. We get pelted with a lot of DM for things which should be posted in public, because it would help others with the same issue or question.
This is an updated version to current. GIve it a try.
Install the mod, place the base computer, save. Remove the mod.
For a little more info about what the mod does, see the mod called Have a Foot in the Door on NexusMods
Interesting, it must not have gone through. I will double check the report
If this is simply some text issues, can fix them for yourself by editing the LocTable.MXML file in the mod folder. Wouldn't be surprised by typos as the author is ESL.
I posted under a different name, just changed it to TheRealThal. Bug was posted 2/8/2026. 08 February 2026, 7:26PM
In finding planets with the weather of reeking or marshy the weather under planet data comes up as WEATHER_SWAMP_EXTREME# with a number sign. The text file has the correct info but it doesn't translate to ingame.
I am using the Detailed version
I did check the LocTable.mxml file and for example <Property name="Id" value="WEATHER_SWAMP_EXTREME9" /> is what shows on the planet scan and the table has the English values as "<Property name="English" value="Boiling Catastrophe - Frequent Storms" />" so not sure why it isn't translating
Not a huge thing but haven't seen another mod like it
Might not help at all, but minor change I had to make in some of my mods using LocTable awhile ago.
hi, any mod to remove this engine lines?
Thanks, I will give it a go
I checked and the ids haven't changed, still WEATHER_SWAMP_EXTREME1, etc
Let me know if the version I gave you helps at all
Will do
or someone know how to edit the values for a less line?
Maybe Better Subtle Ship Trails
Thx! find this one, but no update.
That's from 2018. No mod from prior to 29 January 2025 has any chance of working
See what this does
sry, im new here..
is just for copy and past in the specific folder?
i moved the .zip to the mod past in the game and no work, still see the trails
Is there a mod that lets you extend teleport cables to unlimited length or like up to 2000 u?
I have NO idea what "to the mod past in the game" means. Extract the .zip contents into GAMEDATA\MODS, like every other NMS mod.
No such thing as unlimited, always a limit of some sort. https://www.nexusmods.com/nomanssky/mods/1369
This looks like more than enough. thank you!!
Is it possible with the offline expeditions to go online and come back to them later, or would going online kill my progress, etc.?
The moment you go online, game will replace the old exped file with current exped file, messing it up completely
You need to stay offline to complete older exped
Rough. Appreciate the answer. 🙂
Playerglobals is such a fun thing to edit
and so is vehichleglobals
hell most of the globals
You can go online as long as you don't load that save. So you can play other saves online, close the game, go offline, replace the json file, then load your save.
most of the globals and tables are a monkey in a barrel of banannas
for me anyway
i feel like a monkey in a barrel of banannas
why did HG make no man's sky so damn fun to mod
Nice, shame I only have the one save. Gonna try and get through it as soon as I can then. xD
like this isnt singleplayer what im doing , why am i allowed to abuse mods so much ?
im more abusive to my game then a drunken man is to his spouse
ok, I wanted to make sure I tested this before saying it:
You CAN go online on your expedition save as long as you switch to your primary save first.
- Click
Return to Primary Savein theOPTIONSmenu - Once your primary save is loaded, close the game, go online, and open the game again
- Do whatever you need to do online, save your game then close it
- Go offline, restore the expedition json for the expedition you were on, then load your game
- Resume the expedition at the expedition terminal on the Anomaly
Oh dang, that's great. Thanks for the follow up. 😄
How do you kidnap people in this game, lol ?
I'm trying to find information regarding a specific Mission using NomNom. I've found where it says current mission is WATERSTORY1, but then I can't find that in the individual folders under MissionProgress. When I click on MissionProgress, the pane on the right I can find WATERSTORY1, but I don't know what to make of the information. This is the Dreams of the Deep mission.
Most likely progress value refers to specific step in mission structure chain
Mission stuff is hosted in game files, you need unpacked and decompiled game files if you want to take a look
I don't know why would you need to look into the files for missions but I recommend not to, it's an absolute mess only few people have dealt with
I don't actually know
So how can I do something I don't know how to do not want to do
Even if I learned I would not do it because that's just a evil move like they don't even know what hit them
if they're in your corvette when you leave the anomaly they stay in it
I see some people corvettes have sideways thrusters, is there a mod to turn the thrusters?
https://www.nexusmods.com/nomanssky/mods/2598 or https://www.nexusmods.com/nomanssky/mods/984, see their documentation/guides
ah dem, need blender.
No, you can use the Base Building App instead if you don't understand Blender
but i assume the blender one can do much more right?
like doing a fine detail and such
Both have the same possibilities really
If you understand Blender a lot, it may be better
tried to understand blender but i gave up kekw
but thanks for the info, ill look into both of this 👍
What's the problem? I play for half an hour and it crashes.
the game
if it's random and not replicable then it's just game being buggy
ha?
yeah
I'm relying on translation assistance. Could you please be a little more descriptive? I would appreciate it.
I play on steam
the game is buggy
the game is the problem
My save file?
I verified the files, deleted them, and reinstalled them.
that is irrelevant
the developers of the game can make mistakes
those mistakes make the game buggy
it is not your fault
do not worry
is there a way to make the json editor of nomnom not so laggy?, everytime i open it and try to scroll down its so laggy, worse when opening a folder in it especially if it has long name cause the window keep resizing it self.
as far as im aware thats just how nomnom is
it was laggy for me and if it was fixable i would imagine that'd be default behavior
ah yikes, guess ill just live with it
How does it compare to the goatfungus NMSSaveEditor?
tbh not sure, so far i'm only using nomnom
I haven't used nomnom since the goatfungus one has done what I've needed so far. The json editor is a little janky but seems overall fine.
hmm, seems like every json editor is janky, might be because its a big file getting edited
Oh most definitely. And also because rolling your own text editor is always a bad idea.
Unfortunately it'd be hard to use an existing json editor because NMS uses invalid json.
is it possible to edit the json via external editor?, something like vscode
goatfungus has a simple export feature, but if you use anything that validates json or rewrites broken stuff etc it may complain/break your save.
haiyah.... guess ill just leave with it (2)
editing the saves are nice, but this lag will just make it less nice
Unfortunately it'd be hard to use an existing json editor because NMS uses invalid json.
really? is this a byproduct of how tiny the save file sizes are with how big the expanded JSON result is? something is lost in compression?
I honestly don't know how the hell they managed it, but it uses an invalid charset. This generally only comes up when you have packaged X class upgrade modules, but those are saved with characters that are out of range of utf8/16/32. It also uses null terminators and the old windows line breaks, which actually increase the size of the json for no reason, but those aren't invalid.
I wrote an in-browser save editor for fun and quickly realized if JavaScript even so much as read the data, it would re-encode it to utf8 and break any save with those types of characters. The only way I'd be able to do it is if I kept it as a binary string and made edits in a binary string object before writing to a download stream.
Decompressing the LZ4 was slow as shit anyway so it was mostly a dead-end thing anyway.
That's how HG wants it to be. They design things to be used by themselves and ONLY themselves with their own internal tools.
HG isn't going to change things to be used by players more easily with 3rd party editors because there's no need or desire for them to do so.
I mean it's all easy enough to get around. I think that's just legacy crap they have that they don't really need to fix.
yeah probably
In fact, if you were to have an issue with your save after save editing with Goatfungus, NomNom or whatever, and were to contact HG about it, they'd let you know that this is unsupported and to go pound sand.
as they should
The windows-style line breaks and old-school windows charset make me think they ended up using some old, non-compliant json encoder from the stone ages. Which makes sense given how everything else "works" in this game.
its kinda ridiculous to expect official support with that anyways
Exactly. Same thing with mods.
The ability to mod exists, anything beyond that is unsupported and at own risk.
yeah thats why the mod warning shows up every launch
I'd bet you there was a time when the save files were XML, and there was a last-minute decision to make them json instead so they wouldn't be 30 times bigger for no reason, lol.
using the NMS Base Building App to edit my corvette but what is this?
and this thing somehow also got moved somewhere it wasn't suppose to be originally
Base Building App author has his own discord for support. Linked on the description tab on the app page at NexusMods
Might get an answer here as well, but will probably take longer for the right person to come along and answer.
Any mod to speed settlement's option to instant?
Yes
https://www.nexusmods.com/nomanssky/mods/3230 This work's on exotic?
Like on this
Yes.
At least if these properties work as you would expect
I'm planning to make this any tips for those who use the base editor program, and no I didn’t draw this ship, I found it off Pinterest when looking for corvette design ideas.
May want to try in #nms-corvette-discussion . Much more likely place.
I already asked they told me to come here lol
i'm new to the base editor program but i think the only problem for this is the door, but tbh i see some people use base parts (not corvette parts) to make their own kind of room, maybe try with it?
Middle part using base parts, but i think this is trickier to do, the corvettes cockpits are fine because they don't really need a door/sealed like the habs of the corvettes so you can just place it normally, only the middle part that is tricky the rest are just easier to do.
above is just an example ig
there might be another way to use the habs so it can have a hole at the back, unless you don't really want back access
I see
If you own a settlement on one of those planets they're not supposed to be on... I'm guessing other players can't see it (unless they have the mod too)?
That is correct I believe
That is how structures normally work at least
can you change a ships color with a save editor?
By changing the seed
All DUD'S mods updated for NMS v6.24
Most include various tweaks and enhancements!
https://www.nexusmods.com/profile/jasondude7116/mods?sortBy=name
@round sinew
👆
(FYI still been messing with the headlights stuff lol)
oh wow, still?! persistency man, you're it. 😄 anyways, thanks for the updates as always. hope you're doing good. get some rest! 🙂
I'm so glad modding can give us access to legacy building parts back... for now.
i know the Universal Building Standards basic modules are more streamlined and lighter weight for performance but ... man. they just don't hold COLOR the same. When I want to hold onto a thematic color scheme, the Timber, Stone, Alloy, and Salvaged parts barely respond to my color selections. it's all so frustratingly muted unless I glitch colors from the prefabs onto them, and even then, it feels like some of these pieces have comparatively little actual response to color selections.
like, most of their materials aren't recolorable at all!
Only color mod for buildables is SACS
Yep. Really wishes that Goatfungus worked with Linux. Wanted to do a quick save edit on my windows virtual machine and now it's endlessly doing updates.
We have some web based saveeditors too where you select the savefile on the website: https://www.reddit.com/r/NoMansSkyUnlimited/comments/1f9ucn5/no_mans_sky_save_editor_tools_list
Like this one https://gecky.app
You just drag and drop your savefile into it
Imo nowadays everything should be a webapp. It's so convenient, no install, cross platform.
It's Java. It should work. Just use the .jar version and not the .exe one
kinda ignoring that web development sucks lol
...and not so handy when internet access not available.
All development sucks.
Damn, that gecky.app thing is really fast. Either the lz4 library I got is slow, or they are doing it in a way more optimal way.
Anyone know if the method for editing a ships color via save editor has changed? I've changed multitool colors with it before but the subsections supposedly associated with ships seem to be devoid of any alterable properties (unlike the multitool subsection)?
I found a reddit guide that elaborates on the process but i'm just uncertain if it's changed or if i'm just missing something obvious https://www.reddit.com/r/NoMansSkyMods/comments/dkob5c/manual_ship_and_multitool_color_customization/
the contents of the ship related subsections all just say:
{
"SelectedPreset":"^",
"CustomData":{
"DescriptorGroups":[],
"PaletteID":"^",
"Colours":[],
"TextureOptions":[],
"BoneScales":[],
"Scale":1.0
}
}
the only thing I can think of is just pasting the relevant color-changing code into the relevant blank-by-default section
That would be how you'd do it. The section is blank because by default, ships don't store their colour data they just generate it from the seed every time they load in.
probably wasm lol
not really.
development is fun to me; web dev is just misery trying to get your styling just right (and keeping it maintainable), keeping your bundle sizes down (for performance & latency), using javascript (made slightly better if using typescript), dealing with browser inconsistencies if you want to use a weirdly supported API, it's just....agh
oops sorry for off topic
Alright, thank you
Can someone explain to me when I did the mod folder the screen does not give me the mod warning but the disablemods file is not their
DISABLEMODS.txt has not been a factor in NMS modding in over a year. Please read the mod installation/troubleshooting guide here http://tinyurl.com/nmsmodding550
You most likely followed an outdated guide that also specified the previous mod folder location, GAMEDATA/PCBANKS/MODS, which is no longer the place that mods go. Mods now go in GAMEDATA/MODS, and are in the form of unzipped folders instead of .pak files.
All mods last updated prior to Jan 29 2025 will not work with the current version of the game, due to following the old format/game structure
Thx
Was able to get it. Just has to start it from the terminal rather than just execute the jar file. All good now.
Quick question : Do you guys feel it is fair to unlock the 'legacy structures' tab using a save editor? Obviously only at the same time that i unlock the modern equivalent? (Wood = Timber , Concrete = Stone, Alloy = Metal) I really like the look of the holo-door but i don't want to potentially do something others may consider unfair
There is no 'fair' in a non-competitive game
Do it if you would like to play that way. As long as you don't screw with other players, you're good
Alright, thanks. In totally unrelated news, just 'unlocked' all the legacy parts. And only at the cost of 3 salvage data! (I figured it made sense to clear what i had)
seems like i need blender to actually edit corvettes in detailed, using the nms base app are nice for some easy changes, but because of the textures its hard to know where the edges of some parts are, so far i'm just going back to back savegame > quit game > edit in app > copy json > opengame > see if its correct > if not go back to savegame, its a mess.
have anyone ever made something in blender but its broken in nms?, if not guess ill just start learning blender again
can i somehow unlock the mechanical legs for the colossus with a save editor?
anyone interested doing buildable settlements admin console with manage all settlement button?
Haven't checked to see if Goafungus/NomNom have it (though I assume they do). Looks like this has the new stuff:
https://www.reddit.com/r/NoMansSkyTheGame/comments/1507txf/pc_how_to_unlock_all_expedition_rewards/
May not be possible
Also, VERY rare someone will fulfill a request, except by commission
thx ,thought there would be more interested ppl in it
are you refering on the newest update for nom nom?
i fixed mine by downloading the previous version then update via the app
alright
Thinking about it, that manage all settlements button is quick menu, right?
think so,doing it for speciofic settlelemt would be problem but this global one shouldnt
If so, wouldn't be doable. Quick menu stuff isn't in the game data files we mod.
Quick menu is 100% in the exe, so we've no means to call those functions
yea its not quick menu,thats just to see state of settlements
manage all settlement is menu in settlement admin console
any chance to make those hydroponics trays in settlements usable?
ok, that would be possible then 🙂
nyce,let's hope someone do it 8-)
Untested. Quickie, as I have to head back to work shortly, lunch break almost over. Let me know how it goes. It'll be in the buildmenu where furniture is, labelled as SETTERMINAL
gonna test right away
works only in settlement,not in base or freighter
also gives option only for that settlement like console should when u firstly select it.
Ok, but can place it in all three.
yea
May not be possible to get the selections without being in a settlement. I'd need to dig in further, which I can't do now. Potentially several hours of research and testing. Modding for NMS is highly restricted. Not like Oblivion or Minecraft, as examples, where you can mod anything you want. This is why 95% of mod ideas are not achievable and also why nobody really does requests. Most turn out to be a waste of time. I'll have to see if the limiter is accessable in the game files or if it's something hardcoded.
thx man,just ping me here if any testing is needed
I'll give it a bit more time tonight after work.
Sorry, going to have to push it back, probably until the weekend. An hour late getting home from work tonight and some other IRL stuff hit.
No worries man
In the meantime I just mess with all of the shit that's possible to be messed with
Just numbers
Not hard
Don't even know what half of them mean in the vehicle globals
Like damping
Idfk what that meant but it makes stuff faster and more chaotic when it's value is negative
most of the params just mean what it says in the name
so damping may just mean its dictionary definition
Well seems the lower I made that the more chaotic things get
Which is hilarious
Angular and linear damping negative 2bil
I need a mod what lets me build anywhere on a freighter, or at least the command center
Hangar building would be impossible, as the freighter base is fully unloaded when in the hangar
Oh right
Good to know
just a few g forces
Please, we need a mod to remove that annoying settlement whistling you keep hearing.
I don't hear it. Keep the volume down. 🙂
as specially when you stand in front of the management console.
I'll check it out and take under advisement to do it.
I've played NMS for 300 hours and never tried a mod. What kinds of mods are available?
Most, updating since 29 January 2025 are useable. Anything before that date, not.
I thought I heard that Nexus was lost forever? Some ownership change?
I remember uninstalling Vortex
Did change ownership, but not lost. Has still functioned the same after.
and is the only source for NMS mods.
Oh there's no Steam Workshop for it?
Yep I'm making conversation
If it were Steam workshop I wouldn't bother. Steam gets all the benefits and authors get no benefits
Yes, I think the second line of the JSON is the galaxy number (in 0-based indexing)
There might be a UI way to do it, too
There's also https://www.nexusmods.com/nomanssky/mods/1312, which may not be in-tune with purple systems being added but it might also not care if it supports access to phantom stars
idk if goatfungus save editor counts as modding, but I think I f'ed up my corvette manoeuvrability and I have no idea what to change to make it go back to normal
I set the manoeuvrability to 1000.0 originally just for fun, but changing it back to 20 did nothing at all
am I js permanently screwed
cus it's also my favourite ship and iont wanna rebuild the entire thing
I'm terrible at offset building and it took me like 2 hours to figure it out
Take a look at it in the raw json. What's the value there? BTW, a base maneuverability higher than 60-something is bad.
Makes ships spin like a top.
Yeah, corvettes don't go past 15 maneuverability bonus % normally I believe
try to uninstall some modules, reload save, and put them back
yeah i would set the manoeuvrability to something low like 5-8 or something to see if that is better. its just all your tech mods enhance it so much you spin like crazy if you boost anywhere. around like 9k mark is ok anything above that is too much
Ok
Do you people know of any mod that will allow me to spawn plants I've scanned where I want them?
Like for example, if I wanna have a tree in my base
I dont think there is a mod like that
Some flora is ulockable in qs shop and over time HG is adding new ones
Just use a Wonder Projector
Hmm, maybe a mod to get rid of the holo effect on the projected image... so that the tree looks real?
None exists
If you want to research if possible, go for it.
Ultra Base Building allows non-buildable vanilla objects as buildables, including trees
i logged onto my save from a while back and all my exosuit slots are supercharged, but if i remove the supercharge and save it doesdnt even save
nomnom
nvm it mightve fixed itself
This normal for the Cartographer expedition? @frigid grove
They sometimes change those keys, I'll go see if there's a new one for that
Apparently it wants UI_EXPED_BURIED_PROP2_NAME_U and UI_EXPED_BURIED_PROP_DESC_D
Heh, so they added the keys that made more sense in the latest redux, then removed them.
Prolly a dumb question. Since there is this Chanel. But no man’s sky completely allows modding? What i mean is. What modding isn’t allowed?
Aight it's fixed.
From the shenanigans I've already seen some do in here, I'm not sure there isn't anything you aren't allowed to do. It's largely a single player game with multiplayer support, so at the end of the day it's probably more play your way. So far all I've done is abuse the Expedition Generator from cwmonkey here and make my scanner colors clash less though. LOL
Should I (and also would it be safe to) apply that while I'm doing the expedition?
It's safe yeah. Totally not necessary, though.
that sounds primissing
Any base building mods that don't add objects but make it easier to build tricky bases without the need for the wire/small wall tricks I've seen on YouTube?
Nice, scaling sounds a bit extra but more importantly this looks like it works with MP too. 😄 Thanks.
Always worried about any mods that would break playing in MP.
Yeah, both of those mods work fully with MP
as they solely rely off of pre-existing things
Are you asking playing with mods or creating mods?
You can use whatever mods there are. As far as mod creation, just due to how things work, lots of restrictions and brick walls, limiting what can be modded and how.
It allows modding so long as you aren't like , putting absolutely horrible content into your game, or offensive content
But offensive content does not require modding
However don't be a bad person, don't make offensive things , don't make certain windmill shaped ships
Well aren't you considerate? Lmao
Much more considerate then myself
My rules for myself are
1: never make offensive/horrible content
2: never kill anybody
3: never cause players to crash
Well, the considerate thought in MP would be that it doesn't break or interfere with others' experience.
That should be the norm & basically what you've listed here.
I see
Well I do fly around thru space really fast without a ship
And I teleport everywhere
I just mean when I do go online, it doesn't completely block the feature playing with friends, or make my creations and actions like bases for example: broken, invisible, or not interactable.
Like DBZ style teleport
Causing as little desync as possible too, altho that seems to happen without mods anyway.
Like I can be one place then 1000 u away instantly
Like when I jump in someone's Corvette and end up in space.
I don't fly in people ship
Although thinking on that now, that may be more of an "Anomaly" issue as it only shows for those who summon it.
I've seen your vids on here. xD
No, just wacky, if I had to attach a descriptor. LOL
I may try some of that later on, but I started fresh, so my goal at the moment is QOL mods.
Like the base building mod without additions above, not pausing on alt tab, making the blue of the analysis scanner not drown out the other colors on my screen. That kind of stuff.
I've seen your videos so far like this, that felt like you hadn't a grip on where your character was going.
Like your own personal Space Odyssey.
No I was in control
I just made it look like teleportation because that looks cool
Makes me think of the Shooting Stars memes.
Oh, I forgot about one other bit of "modding". I've started doing the expeditions offline to get the full experience/rewards.
Means I can play the game without FOMO.
While I have my mods running on PC, if I join a public instance , the sentinels turn gigantic and friendly for the players too
Harmless ones
But big
Yep giant harmless sentinels
That's my dummy account the Xbox
I Xbox and pc at the same time
Those are definitely chunky. I think the biggest creatures I've spotted so far were fat-bottom bugs from one of the expeditions.
While I was in that instance , giant sentinels were visible to my Xbox clone
As well as myself
So it's not purely client side
So long as it doesn't add custom things from outside the game itself I'm sure a few things are visible to other people
Awesome. BTW, outside of the reality breaking stuff you do, anything QOL you'd recommend for now? 🙂
Hrm, I suppose that's a good point.
I am a reality altering entity like the G-man
That is disturbing to some
Most ignore it
These are self-made mods , I'm a modder. Just not one that makes helpful things, rather makes things that are rather bad and glitchy for my own sick humor
Breaking the game is hilarious to me
Even working on making textures break
That's a Blursed Galaxyf for sure. xD
Though textures break for me anyway on some things, so I can't completely avoid it.
Like when terrain disappears from under me at someone's base or a Corvette appears to only have the areas you walk around in. LOL
How easy would it be to make a new part? It would basically be a horizontal corvette wall
bro that exocraft has some serious moves is it good at carate?
It's good at crashing my game
zoooooooooooom
quick question if i were to use 3rd party software like blender to build my corvette, is there a part limit i shouldnt cross that would compromise the game?
i might or might not be at around 650
Keep it under 3k parts is my advice. 3k parts is also the sync limit for normal bases in multiplayer so its a reasonable upper limit.
ok ty
does no mans sky in the xbox app on pc let mods work ? or i cant
Sending the same message in different channels in a short time frame trips our spam filter. Space them out a bit more if no one is answering, or the bot will end up muting you automatically.
You can use mods on Xbox pc, yes
Not eay at all
it seems that 72,000 is the maximum possible displayed speed on the exocraft spedometer
72,000 ku/h
even though i know the real speed is much greater then whats displayed
i already move at relativistic speeds
vanilla exocraft usually don't exceed a thousand or so ku/h
do yall know a mod that makes your freighter shoot at ships attacking you when near it?, better freighters is outdated and doesnt work
Can anybody help . Mods dont seem to work im trying to use the dark space mod and fast action mod . I made a MODS folder in gamedata files and the modsettings file is set to false . Mods are correctly installed with extracted folder inside the mods folder