#nms-modding
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Nvm fixed it
For anybody with same issue
When you download mods from nexus dont put the whole mod folder into the no man sky MODS folder. Open the download mod folder and only copy the folder inside
If that make sense
Is there a mod that makes my freighter actually good at defending me?
what could possibly be the context of this planetary fling
Attention seeking
what?
The context
What could possibly be the context of how about you shut ur mouth
Are you suggesting I'm only allowed to make and do things for the benefit of others?
Wait who am I even talking to?
Nor did I
no, i was just asking a question
You asked a question that burned into my very being
Why do this shit?
Is what you asked basically
i think im a lil confused
Nah, Yutaka takes offense easily, no offense Yutaka ๐
What I'm trying to say is , he asked me something nobody else has yet "what's the purpose of this?"
It's a valid question. Hell, most of my mods I don't use, but I figure it makes things fun for somebody
It...broke thru to me
One I made myself
cool
Besides, getting mad at Socrates for asking questions is a millennae old tradition ๐
i dont need to be reminded about ancient greece
Didn't socrates flip off a guy in that picture
It looks like he's giving them the middle finger
he's my favorite philosopher
I think it was his index finger, if I am thinking of the right one
it was my index
Jacques-Louis David, I just had to look. Anyway, we
There will never be as good of art as the Sistine chapel again
we're off topic now ๐
I want to know why people think what I did was attention seeking, is it because of the uh.... Well ..the uh... hundred or something similar things I've posted
I mean , kinda obvious like , but damn reality hurts like that
Now I'm sad
I don't feel like playing or doing anything with my mods today... Not after...you know
Well , there has to be a point where I ask myself, why don't I put my strength and time to a useful purpose, and it's been lingering on my mind for a couple weeks now
without that tradition, where does my power come from
Im posting so many videos trying to relive the glory days , to chase that high I had one time
This is why so few people talk to me, because all it takes is looking at me the wrong way for me to go off like a firecracker or begin to wallow in self pity and depression, why do I feel like this is like the 5th time this happened in this server alone?
hm, idk, ima have to think on that one
That's me right now except my hand is covering my face
Most of my mods I have never published
I'm not sure how strict the quality control is in nexus mods, and if they'd tolerate an equivalent of shitpost mods
They certainly allowed me to post two of mine
But I made at least 10 since then
And all of them are just files that literally anyone can edit on their own themselves if they decompile the mbin that they extract from their game's files
People modding isn't hard, what's hard is... Having fun
I'm a modder , just not a good one .
I feel like I'll only be good one if I import custom skins and models into the game and I have no clue how to do so yet despite there probably being an easy guide, I'm a slow learner but I'll figure it out eventually
You're doing great
Thank you...now I need to go do something but I'll be back
no but i keep seeing it on nexusmods and im thinking to myself. people really have that much trouble organizing their mods?
I uninstalled it the moment I saw that it does shit without my knowledge, and backs things up that I didn't specifically ask to be backed up.
Ur own risk really
I probably am spreading misinformation aren't I ?
Considering nobody even mentioned Vortex, seems odd and out of place
you ever make something, only for it to somehow not work at all, and then be upset for about an hour
Maybe years ago. NMS modding is rife with so many brick walls and hardcoding, there's no point in getting upset. You try something, doesn't work out, move on.
its the reason i have a pebble in my shoe and im so heated atm
Experience with NMS modding doesn't necessarily allow you to be able to mod more, what it mainly does is allow one to identify things which won't work out sooner, reducing time wasted on frivolous ideas.
i tried to do some stuff included in the debugoptions
mxml
lot of it failed
at least some worked
also the mod i wanted to force a planet to have water didnt work
that variable did nothing
I believe that I'd informed you before, much of what's in debugoptions is either deprecated or is geolocked to those within the HelloGames offices.
Lots of the global files have a few deprecated setting here and there, just much more prevalent in debugoptions.
Many of the properties in there are specifically geared towards the developers and only the developers.
its quite sad when something doesnt work and find out you arent elevated privledge enough to make any use of it, and dont have the keys to the kingdom so to speak
keys to the kingdom being , allowed to do stuff the devs can do
i fear id probably abuse it anyway
Not at all sad. You didn't have access to X before trying to make a change, you didn't have access to X after trying to make a change. No difference, you haven't lost anything.
and why is there a reference to IOS in a ton of the files
No one outside of HelloGames can answer why questions with certainty. Would just be guesses. No point in asking why.
but you do know what im talking about
Ostensibly, because HelloGames wants it that way.
Nope, can't say I've every noticed, nor cared, since I do not use anything Apple.
why was my xbox dummy account able to see my giant sentinels mod that i have on pc? (my memory is poor , and i think i was told the reason before )
since i use both xbox and pc same time to test mods and see if they work online and are visible to others
cross-save?
it wasnt a save edit
it was robotglobals
i edited my robotglobals for sentinels to make them extremely powerful and a lot bigger and more health
idk what cross save has to do with it
this mod makes the sentinels ridiculously strong... it works on multiplayer
changing this value makes the summoner drone make a bunch of other sentinels really fast
im too embarrassed to publish these shitty mods tbh
Is there a mod that makes the Nutrient Processor UI less trash? ๐
Nope.
are there any mods to give you more space for storing starships?, I'd like to have more than 12 and 18.
This is impossible to modify, it is hardcoded within the exe
At best, you can store the data for your ships externally
whether it be the base data for a corvette or the ship entry for a different ship etc
ah dang it, ig that's just how it is then
or even document the coordinates of your ships to then get another one later
Is there any mod that makes ur squadron good?
not stats wise but deal more dmg
are there mod that let ship to have collision with exocraft when the ship flying?
any mods other than better rewards can help with hunting words?
There was Atlas oRama or whatever it was called specifically for Atlas words from it's stations
danks!
Is there a way to increase the chance of predators or aggressive fauna on a planet? Other than the ingame settings? Itโs already at max ๐
Yes I found afew on nexusโฆnot sure about all fauna aggressive ๐
Gpredators mod looks like it might cover it. Just not sure I should still run the ingame settings at max
Give it a shot, won't hurt anything and you can see what happens with the mod and difficulty setting at different levels, since difficulty settings can be adjusted on the fly, while in-game.
Ya Iโll try out tonight. I would assume it would only apply to new planets I discover? Also Iโm playing in abandoned mode where fauna are more rare. Hopefully it doesnโt change that
May work for existing as well.
is there a mod that shrinks the oversized info window when I hover over an item in my inventory, or at least makes it delayed? Incredibly annoying when I'm building something with lots of steps:
I think Lo2k has a mod which does something like that
Thanks
I was at work, answering from my phone, before, so couldn't hunt and get you a link. This should be it: https://www.nexusmods.com/nomanssky/mods/1285
Awesome, thanks again!
Game does not read data from the LUA script files
Those are only used with a 3rd party app called AMUMSS
Used to compile / update mods based on currently installed game files
NMS Modding after 5.58 (to 6.x) Modding for No Manโs 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 to get started with modding
Perfect mod for a hardcore permadeath run
This sounds like fun ๐ what do you do see if you can get to the core without dying?
As far as I know achievements donโt work with mods installed
This is incorrect. Mods do not affect your ability to earn achievements.
so do mods work as of the recent update aka Remnant
For some games Mods do affect that, I.e fallout 4
Of course they do. http://tinyurl.com/nmsmodding550
All mods last updated before Jan 29 2025 won't work at all, and mods that affect model things from before Feb 11 2026 may have an issue where their surface is brighter than the sun
Well it is not the case in No Man's Sky.
yeah
For me some mods dont work
Follow the troubleshooting steps in the guide that I linked
If you still experience issues, post a screenshot of your MODS folder here
is consumerism borked for anyone else?
Want to do the new expedition on a new save since there's no advantage (during the expedition) in using an existing save. Don't think I have a free save slot though. Is there a good mod to manage save slots on PC these days?
Is 15 saves the limit now or is it more now? Maybe I have a free slot if it's more now.
Never mind. I'll just backup my saves and delete one.
Why not do it within an existing save in that case? The whole "start an expedition within a save" system was created for this exact purpose (having too many saves)
Just you
ok :)
is there a mod that lets you select desired tool or weapon with 1 thru 9. im always missing the intended tool when cycling thru quicky and drives me crzy
No.
!hg
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
damn ok thanks
It's something that's requested as a mod very frequently but is impossible to implement through modding
at best, move certain things to other multi-tools
yeah thats what ive done. but its far from ideal. i submitted a request. hopefully they listen. thx
Do quick menu bindings not work on multitools? I haven't tried
They do, that's what I suggested
Ah, I missed it
Man I increased predator frequency and beefed up their damage. Itโs like a whole new game ๐
Also removed all fauna and predator hud indicatorsโฆ. Itโs a blast for anyone looking to freshen up the game. I have to actually search for fauna now instead of looking for red dots. And nighttime is no joke. Only two hours in Iโve already had a couple good jump scares.
has any one who has modded AI in space combat/or ground considered making a mod that does one specific thing: stops AI ONLY prioritising player instead of other NPCs. seems like "gamey" game design, in a game where your not meant to be the centre of the universe, it sure feels like it when even during freighter battle, little old you become the centre of attention for enemy guns. i would like the AI to target my squadron for example, making them semi useful as distractions
im not sure if there is any value in the files that effects AI prioritisation of targets
to that end,would it be possible in a similar way, to change companion behaviour to attack sentinels?
Not really possible to adjust in these ways with NMS.
theres not any mods let you remove photon cannon from corvettes are there? probably not
whats the general store for nms mods since there is no workshop ? Nexus ?
cool coll thx
havent done any mods yet is there some kind of special loader for this game or do i just add the files?
Just folders in GAMEDATA\MODS
k cool thx
why is the modding scene so little compared to other similar games
If you need help:
#nms-modding message
There are thousands of mods, which seems more than most games I try to look for mods for'
AC Shadows had like 4 I wanted, while my NMS list is about 90
but most are abandoned
There are literally hundreds or thousands since January 28th 2025
615 mods since January 28th 2025
and how many of those are actually usable
Almost all
The modding system changed with Worlds Part 2
Which released end of January 2025
EXML mods will survive most updates. Most of the mods use that. Some use MBINs still, and some of those are consistently updated, so they still work
The ones that don't still work are the MBIN mods that haven't been updated
i want something to improve flora and fauna, cant seem to find anything
is the location mods are supposed to be placed on my game drive or c drive? not sure where this games files are
it just said game data/mods unless i missed something
yeah doesnt same where this games files are
no match for GAMEDATA\MODS in c drive or game drive
how do mods that change world generation work, if i get a mod that makes all trees bigger will it affect existing trees or only trees on a brand new planet ?
shit i forgot i could find it thru steam. i too stupid
All trees
The game is procedurally generated, which means it takes a value and then creates everything based on your files and that value. Change the files and the resulting appearance changes for everything that uses those
make the MODS folder yourself
game doesn't come with it
so just find GAMEDATA
i actually did have a mods folder somehow. but its working. thanks for the help
not by any chance a mod that centers the internal stairway of corvettes is there? kinda urks my need for symmetry
If I have cloud games enabled, where on my pc would savegames be stored on windows? The %APPDATA%\HelloGames\NMS\DefaultUser folder only contains a cache folder, no savegames.
"cloud games" sound like Xbox, yeah? If so it's something whacky like C:\Users\[Username]\AppData\Local\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\xgs\
yup, found it, thanks, almost what you posted, it was under xgs instead of wgs
Aight, I'l update for future generations
I am playing on PS5 but I also have it on PC, just having a hard time optimizing the settings there, I just wanted to get a backup of my save for safekeeping
ahh ok, i figured like most games once you mod it, acheivements dont update
Hi everyone. So is it possible to make an appearance mod for nms? Is there any tutorial on this matter?
Define "Appearance Mod"
Like add new customization options? Basically not possible, like it is but it's hell and we can't make use of bending meshes like how the vanilla ones do, so it would look bad (and has looked bad before)
This is the only time I've seen someone manage to do it, and it had to work around the limitations described above
Wow. Thanks for clearing that up and sorry for me not being clear. Yeah I was thinking of this kind of mods like adding new customisation options to the existing pool.
In addition to the limitations Grouch mentioned, we also can't make new or appreciably change existing animations.
So the old mod in the screenshot above, the movement was horribly janky, as the animation coordinates in the existing one used, didn't line up well with the new models.
So yeah, not really possible to do in any way that doesn't both look and act like a steaming pile of.....
If so, it'll be on NexusMods.
Define improve. Too vague to answer. What you think would be an improvement may be a detriment to others.
It's the correct size. ๐ Have to keep in mind that only a percentage of players can use mods (only Win and Linux. Majority of players are console who can't use them). Of the people who can use mods, less than 1% do.
NMS mods are also highly restricted as to what can be modded\achieved. Don't need 40 mods which do the same thing. lol
Hi. Thanks for the info. So when it comes to nms modding there is no need to actually model or texture something in a 3d software I guess. Modding animation for a game is always one of the hardest. Ages ago modded total war animations. Phuh. It was bad. ๐
For models, (mostly involving removing meshes), we have to use Blender with the NMSDK plugin (plugin is for importing and exporting). TEXTURES are DDS files, so to a great extent the best option is Photoshop with either Intel or NVidia plugin. Gimp won't do BC7 compression, which is what most of the DDS use and Paint.net has had issues with making working TEXTURES on occasion.
Stuff like models and animations, HelloGames uses proprietary formats, so most other modelling software out there is of no use with NMS.
I see. By "removing meshes" what do you mean by that? Is it possible to "replace" existing ones? For example can one do new custom helmet designs with replacing the existing ones?
The dds plugin for photoshop I know that. ๐
Mesh is a section of a model
Say you want to remove a part of a model.
You can try making a custom helmet in Blender, exporting into NMS formats, then getting the game to attempt using it. Good luck with that. Only helmet mod is https://www.nexusmods.com/nomanssky/mods/853
Thinking about it, helmets may be an ENUM, which would mean set hardcoded list. I don't know without looking. If it is, couldn't add new, could only replace an existing, pointing to the new model and not the vanilla one.
There you go
One of the things with NMS modding, lots of different types of mods. Unless you've made a mod to do X, you may not know how to or the details of those file types and how it all works. Like I do some model mods, but haven't ever worked with helmets specifically. Impossible to find someone who does everything, because none of us do. Some even specialize in only one particular field.
Oh thanks guys to giving me these directions and links. I'll dive deep into this. ๐
Im talking about real ecosystems, different animal behaviours, dynamic population numbers and wild breeding and hunting, pack behaviour and so on
basically anything that changes the animals to be more than just roombas
None of those would be possible via mods, only HelloGames would have the capabilities to change any of that. NMS modding is changing values for existing properties in static game data files, loaded when the game starts. There's no API, cannot add logic, cannot change things there's no existing properties for, nothing resident during runtime, cannot add new features. Basically, we can change a 1 to a 2, a false to a true, or green to blue kind of things.
Afer 9+ years, if you don't see a mod to do X on NexusMods, it's not because nobody has thought of it before, it's because either not possible to do or would be such a massive time sink to do that just not worth the time\effort (recurring due to game updates breaking mods) due to the highly limited mod user audience for the game.
NMS modding has always been very limited in scope, just the way it's been since the beginning and not going to change.
ok then can i ask if you know mods that change the economy of the game ? like right now its so easy to abuse markets, something that changes the loot tables or changes the prices to make more sense ?
There are some. Probably the best example would be https://www.nexusmods.com/nomanssky/mods/2225
Which is more of an overhaul. Many mods offered in one big package, but you can pick and choose which you wish to use.
Most mods dealing with economy fall into one of two categories. Give more, for those who want things easier, or give less, for those who want more difficulty (grind).
that does look like the thing i want
Reason being, those are what most people ask for. Mod authors want to make mods more people will use. I publish some very niche mods and always a bit disappointing to only get a couple of dozen downloads per update cycle, especially if a bit of time and effort went into development.
Xen0nex is good and spends a lot of time with research and testing for his mod.
i am stuck in update limbo, every few months when a new update drops i redownload the game hope its finally fixed, play for a few days and get disappointed every single time, wait for the next update and repeat
Each new content add update also tends to add a bunch of new bugs, initially. Then the next few weeks after a big update, we get hit with a slew of hotfix patches to clear the majority of new bugs.
Would be great to have a bug free initial release of a content add update, but the game code written by humans and we are all fallible. ๐ Can have content add updates about every 2-3 months with bugs or can have just one a year, tested ad infinitum before release, bug free. Can't have both. Only so many man hours of dev time in a day\week\month.
That's the trade off for more and more frequent new stuff for the game.
There are people who do choose to just freeze their build in-place and turn off the game updating. They are then frozen in place. Won't get new bugs, but also won't get new content\expeditions and also can't use new mods as they come out, built against later builds.
So, with PTSd as the example.....if you stay with NMS 6.24 and hold at that point, when NMS 6.30 comes out, PTSd will be updated to take into account changes HelloGames has made to the game files and leverage new stuff HG will add. On NMS 6.24, you won't be able to use those mod updates, probably would crash your game.
ngl i would be more than happy to pay like 10-15 bucks for an actually feature complete update with propererly added features and mechanics and well tested
people give praise to free updates... but judging by the state of the game, maybe they shouldnt ๐
Just not HGs business model or way of doing things. I've been with the game since day one and been involved with the mod making community since 2019, so very used to it.
Maybe complacency, but I don't dwell on things I don't like that I have zero ability to change or affect. Life is a bit less frustrating that way, lol.
i understand
We've a little saying in the NMS mod authoring community. When someone asks why something is like it is with the game. As we've no visibility into HelloGames planning, decision making, or development, the only definitive answer to such questions is "Because HG." ๐
i think i get now, this is just not the game i want it to be
somewhere i read that NMS is the arcade game of space sims, its like comparing World Of Tanks to Warthunder, or Minecraft to Green hell or Vintage Story
NMS will never have proper survival, combat, npc factions, economy or even diverse planets because thats not the point, and expecting a change will only lead to more disappointment
Yeah, its' base design concept is a casual game. Jack of all trades, master of none. Every few updates we (the mod authoring community) get requests to add more flight sim capability, like lateral movement, which we can't do. It just isn't a hard core flight game.
Most players don't just keep playing the game all the time. After the initial fun drops off, they set it aside. When the next new feature add update hits, they'll pick it back up, play through the new expedition, goof around with the new features for 3-4 weeks, then set aside again until the next big update hits.
wombat
The fk did you call me?
I am not a wombat , thats some kinda Australian slang or something
Sorry
I didn't say that in any way shape or form. Just one word, wombat, as I thought we were now making random, non-requested, contextless posts, not germane to the channel, in violation of server rules 2 and 3.
What the it's just a video of a mod im working on
To make the truck drive on water
I didn't know I needed permission to post that
At least it's in the right channel..this time
Might I then suggest that you also post verbiage to explain that, when you post videos like that. Else how is anyone supposed to know. Hence why I said contextless.
Else comes across as spam.
Now everyone knows what it is. ๐
I like cheese
I just did it in a way to illustrate the point
I don't know how it violated rule 3 , it wasn't a misleading link, it wasn't unrelated to nms, it wasn't self promoting
Lots of people won't play a video without knowing what it's for
If it's in this channel Its obviously for what the title of the channel is
But I guess you think I'm a shit poster
Could be seen as attention seeking. Wasn't what you were aiming for, I know, but again context helps to avoid misunderstanding.
The category in which the channel exists is
It's ostensibly for modding support, whether use of, finding, or creating. Again, now that it's been explained what the video is of, all is well.
Just assume every video I post is that
And we're all set
What should I put text in the beginning
Except there's lots of people who come here who have no history of viewing the channel. Wasn't that long ago you were new here as well. Sure. You can put text in the same post as an attachment.
Is it a quality control thing
Wait is this channel for talking about , troubleshooting, and help modding?
Oh crap;
Man I'm an idiot
It's a so everyone can understand what's being posted thing, which will also get you more views of your videos.
Wow that ambiguous
Nah. We can all fall into the trap of assuming others inherently understand what's going on in our heads
I'm impressed I got the truck to drive on water somewhat correctly
Totally by mistake
Very cool
โMistakes are the portals of discovery.โ โ James Joyce
Or rather they made it way to easy for people to mess with the game files
I had no clue what damping was but I knew that the lower it goes the faster and more chaotic things are
Negative value damping and friction makes it go insane
They being HelloGames....not really, was more eMoose and Monkeyman192. Credit where due.
Negative torque also
Original and current author of MBINCompiler. Without that, we'd still only be able to mod NMS via hex editing.
Also just letting you know I make bad/weird mods on purpose
Because it's entertaining to some people, I have a couple people that like what I do
I know you do, good for laughs, as you've said.
I'd just say weird, much more than bad.
Perhaps somewhat uncanny
That's the best way of putting it.
It's like a two headed cow
I'd go with that in future, rather than using bad.
Or a cow with wheels on it
"The wheels on the cow go round round round"
I want my game to be as close to a fever dream/hallucination as I can
Textures/sounds are next in line for me to corrupt
For Textures, you got Photoshop?
Yes
Good
But I also want the game to have the textures be like noise
Either intel or NVidia DDS plug in will do
For sounds, to be blunt, you REALLY do not want to go down that road. The sounds system is very arcane and highly frustrating and time consuming to deal with.
I'm afraid that some things I do have potential to cause problems with some people's conditions
Not like a gun is held to anyones head to use a mod.
No but a video , they might not be prepared for
I would not do that on purpose
One person told me that one time I nearly caused them problems visually
Epilepsy
With how fast I move and how much I move my camera
And I play this game like I'm a 5 year old with hyperactive disorder
Most game sounds are held within BNK archives, labelled as only numbers and multiple files can be used to make one single multi-second sound in-game. There is a partial somewhat index, but highly incomlete. So, in searching for a specific sound to make changes to, you may have listen to hundreds to find what you're looking for.
But I can't make the pitch be random
There are variables for how frequently the animals make sounds
I made my sand worms spam their sound, and other players hear it
Also dealing with the BNK to WEM conversion isn't great either.
Tested it with my Xbox account
All the behaviors my sand worms do , another player will see and hear
Other animals have glitchy behavior as well that my Xbox dummy account was also able to see
The point of that ? Bored/because nobody said I couldn't/shouldn't
Cross platform playing with two controller PC and Xbox at same time
As an example of what I was mentioning with sounds, related to what you were just talking about, here's all the files which comprise the sandworm bellow, as it leaps out of the ground
The roars they make
10 files to make one 3-4 second sound.
I want to make a mod that my character can do so
Like a Skyrim shout or something
Like , one of my emotes triggering the sounds
I want to scare/annoy people with it
For shits and giggles
I made one sound mod to silence that roar and will NEVER touch sounds again. Just too frustrating and time consuming to do.
But I wanna make a mod that I can trigger the sound manually without a sand worm present
Like my guns making the sound
Go for it.
Sound effects for different shit can be swapped right?
Surely there's a mbin file that controls what sounds are assigned to what
I'm not trying to modify the sounds themselves
Sometimes yes, sometimes no, very much depends how the call for the sound is implemented in the game. HG uses several different methods. The sandworm roar remover is really just a swap. I replace the vanilla files with blank\no sound WEMs
There's not a file that tells the game what things play what sound?
Nope, there's no master files for sounds saying for x action by y object, play z sound
Awww
That would be so cool tho
And you know I'd abuse that
Imagine somebody comes into the anomaly and starts making the sand worm sound
And it be not just client side
Sounds call are all over the place. Frequently can be found in ENTITY files for specific objects, as part of the MODELS, BUT there are also a lot of calls which are hardcoded. For those NEED to edit the sound files themselves.
Am I confusing you?
Nope
Ah so you know what I meant by making myself able to manually trigger sounds
Yes
As I recall, there isn't a call for the sandworm roar in the game data files, hardcoded, hance why I had to edit WEM files to remove the sound.
I'm guessing they did that to prevent someone as evil as myself from ... Altering that
The hardcode aspects of this game
Would have been MUCH easier and taken 2 minutes instead of 6 hours to make if I could have just removed the call in a sandworm ENTITY file. ๐
Theres a lot I would do to my game that I can't do. If I had access to what hello games has access to , the game would be upside down
Corrupt
In terms of sound, probably not so sinister. More likely the original dev who was assigned to make the sound system for NMS used a method he\she already knew and was comfortable with. There's other games which use a BNK\WEM based system.
No they are right in preventing modification of those particular things , trust me I messed up team fortress 2, another game I previously modded to hell, made it have corrupt sound effects that were not just client side
AND HelloGames does not take ease of modding into any game design decisions. They do what they do with the game in the best\most efficient way for HelloGames.
If they took mod authoring into consideration would increase both dev time and costs, so they're not going to do that.
But they are alright with people modding the game it would seem
There's no way they are not aware of it
Not talking about myself
I know I'm a nobody
Yes, they made it so. HelloGames allows mods to work on PC and Linux versions of the game, BUT it is officially unsupported.
I'm a member of that club.
But people respect you
Because usually you are in turn respectful
And you are also not insane
If you contact HG and even mention the word mod, you get back a form response saying to remove all mods and highly doubtful a human being will ever see that support request.
Then why am I not yeeted no matter how much reality distortion I attempt cause
Not yet anyway. Probably another 10 years before dementia creeps into the picture. lol
Because the shit I make is not strictly clientside
We can mod all we want, HG will not deal with it though. The sole exception being if a mod allows harming other players in game. Been awhile, but HG has banned people before for that.
Therefore, in the expedition, anyone nearby saw giant sentinels
I don't harm players
I'm totally against any form of killing or pvp
I advocate for it's removal from the game
Only been a couple of mods which could be exploited and used to harm others, neither ever published, only seen by a few in the modding community.
We should not fight
Oh you mean crashers don't you
Shit that will crash anybody in an instance
Sorry, I can't give any details without giving enough information to possibly replicate
No no id never
Id never do that intentionally
I have absolutely no ill intentions
Other then being really jarring perhaps
Like I have made it so that people see my player model teleporting everywhere even while not moving
I personally don't do PvP, or really any form of MP, with NMS. Some people do enjoy PvP though. Just not my thing. There is a toggle for it.
The animation bugs you would have seen if you watched some of the things I posted , are not strictly clientside
I Did that on purpose
Because hardly anyone interacts with anyone at all
Not like that would change
One thing I haven't asked myself , "why?"
Well the base game got boring to me , and I wanted to do something more in line with the game being a visual experience of craziness
The engine for nms has limitless potential
And yet is so restricted
Good convo, but unfortunately time for me to go to bed. Up much later than I expected to be. I can stay up as long as I wish, BUT with small kids, when I have to be up in the morning does not get any later, haha. Have a good night\day.
Thanks
damping is reducing
So high damping does a lot of reducing
how rare is it for two planets (not a moon), to be like, right next to each other
I dont think we know amount of spawn points for planet in system so its hard to tell
are mods capable of making say, a scientific specialty system spawn more scientific vessels ? would make sense. im hesitant to just dive in and look at all the mods or ill have 500 in no time. hoping mabey somebody knows one specific already so i dont bog down my game
no and most likely can't be done
ok thanks
since the starship archetype weightings are linked to the races, not to system economy types or tiers
hmm tell me more? linked to races you say?
each race has different preferences so to speak
Gek systems spawn more haulers, Vykeen - fighters, Korvax - explorers
i knew they did on like fighterss but didnt know it effected frigates. or is that not what you meant?
it doesnt affect frigates
oh ok thankns
It's pretty common like 1 in 10k systems or something like that. I'Ve once datamined a list with a few hundred collision planets for someone.
Whats actually super rare are dual biome planets how I call them. These are two collided planets with the exact same size that are melted together with only a minimal distance under 1000u. That way they look like one single planet with smooth transition and two biomes.
I have two of these planets found to use them as private home planets
if i go looking at mods what date should i make sure they were updated t omake sure they most likely to work?
If the mod is a zip with some exml files then it has a good chance of being ok. If it's a pak file then it won't work. If it's a zip with some mbin's then you should do a diff between the mod mbin's and the corresponding game mbin to make sure the schema didn't change, if it didn't then likely ok.
For ship spawning look at GCSOLARGENERATIONGLOBALS.GLOBAL.MBIN SpaceshipWeightings, it's a list where the index is tied to the AlienRaceEnum e.g. SpaceshipWeightings[0] is for Traders. Can also try looking at METADATA/SIMULATION/SPACE/AISPACESHIPMANAGER.MBIN.
Generally, after Jan 29 2025
The ones I personally use/recommend are here https://www.nexusmods.com/games/nomanssky/collections/ixxnzr but it's all personal preference https://www.nexusmods.com/games/nomanssky/mods?sort=updatedAt
ok thanks. hoping to find one that will center the interior stairwell in the corvette. wanna use it but it being off to the side makes me crazy. well more crazy
Ah, I don't think there's one like that yet but it's definitely possible
Ive never been able to teach myself mod making on any game unfortunately. taken a swing once or twice but realized i was kidding myself. suspected it would be possible. it would be complicated? i can pay people to make a mod?
no need to pay anyone for a mod
Modding NMS mostly boils down to tinkering with text-based files which host various parameters / values for the game
http://tinyurl.com/nmsmodding550 - see this article to get started
NMS Modding after 5.58 (to 6.x) Modding for No Manโs 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: ...
unpack and decompile game files, then start browsing them, see what parameters are there and try modifying some
u overestimate me friend. my typing and attention to detail is horrendous. its really quite beyond me personally.
and really thats the only thing ive noticed that urks me enough i would try. dont know how you would use text to center a stairwell anyway that sounds crazy. im confused
you wouldn't, that would involve changing the actual geometry files for models
but 1) that's not something you start with in modding
hence the recomendation to just get to game files and seeing whats inside
- HG changed geometry files recently and the tools modders used to work with those haven't been fully updated yet
exporting a custom / modified model may produce some issues in game
i appreciate it.
For NMS there are no best or must have mods. Mods are HIGHLY subjective. Depends 100% on how you want to play and what you do in-game. A mod I may like, you'd hate and vice versa. The smart recommendation is you choose the mods that interest you, based on your game play. https://www.nexusmods.com/nomanssky/mods/newrecently?page=1
right. but it s a good place to start to not have to go thru all 2500 mods personaly
Taking anothers mod list, verbatim, you will probably wind up with some mods that aren't going to be what you like\want.
Well, there aren't 2500. Only mods from 29 January 2025 would be possibly functional.
most in grouches list are pretty great. a few i wouldnt need but i imagine i could delete them from mod folder after geting collection
Kind of why collections are a major fail with NMS. There's only 2 or 3, out of dozens uploads that are fully up to date, not containing mods which are outdated and non-functional. On the bright side, Grouches list is one of those 2 or 3. ๐
Unlike some games where a mod, once made, is good forever, with NMS game updates kill mods. Not as much as it used to do, but still an issue.
So collections and individual mod choices need to be maintained and re-curated for major updates every couple of months.
right i gotcha. ol grouchy here updated this yesterdy so i trust. but thanks
If anything does weird stuff, harass me please
Definately do look through the link I gave though. Tons of great and popular mods not in Grouchs collection, and, of course, some crappy ones too. lol
yep just fighting vortex and a bad internet connection
The struggle is real
hi i just got no mans sky on my pc for the first time what mods should i get as im not sure what to
but still, no point in going for mods if you're not familiar with vanilla gameplay
play the game as it is to learn its mechanics, to get hang of it, then see what could be improved based on your preference
ive played the game fully a while back just moved to pc
can yalltell me howto get vortex to download the optional mods in grouches list?
Sorry, I don't use Vortex
nvm i figured out thx
would someone please explain how to set up amumss, the pre-existing instructions aren't very idiot friendly and i have borked it up twice now
Any mod for more prefab building's spawn?
This can lowkey help with finding collosal archives
You can use this mod to directly ping a colossal archive
https://www.nexusmods.com/nomanssky/mods/1930
3 times
one of the mods ive downloaded does away with the reticle on ships and multi tools . trying to nail down which one. might there be any guidance yallz could offer me on best way to hunt it down?
Mod doesn't work
I have other mod's
Yes, it does.
You installed it incorrectly
See http://tinyurl.com/nmsmodding550 for mod installation/troubleshooting guidance
If the mod continues to not work, post a screenshot of your MODS folder in this channel
Can you show the insides of the Firmware Update for the Signal Booster folder?
That should be fully working, so I'm not sure what is wrong. What happens when you interact with a Signal Booster?
1 dialog option
Like always
Then I am not sure. Did you download the latest version of it?
6.22
And you have rebooted the game after installing it?
Yes, exiting to main menu never, ever reloads mods
it also never repopulates GCMODSETTINGS.MXML
Lowkey weird
both require a full game boot
dw i gave up after 3 tries
I figure this before
I don't know about menu thing xD
ok, your call
@final hazel do you have a reticle on your multitools or ships? would help to rule out your recomended mods if you still have a reticle on your stuff
No, none of the mods in my collection modify multi-tool or starship reticles
ok cool thatl help alot thanks
Btw I forget to say. Thanks
well damn this is broke. my dumb ass shouldve tested this imediatly when reticles werent working so dumb sometimes
https://www.nexusmods.com/nomanssky/mods/3885?tab=description
Which version were you using, Type 1, 2, or 3?
- didt try the others
I actually updated Type1 for another guy a few days ago. Give me a minute.....
oh. wierd i just downloaded it today
Try this, should be fine, other person said worked fine. ๐ I contacted the original mod author to see if he wants me to take over the mod or not, but I can't do so without his permission, per NexusMods rules.
NP, let me know how it goes. ๐
Would love to have a mod, where when you land, your corvette's exit stays shut. We have this nice big red button to exit easily without it having to open. Or when you tp to another location and your corvette follows, the exit just ends up open again. I dont find that convenient at all. Had some random player entering my corvette, only noticed mid flight, had to stop and let him out. lol. Can someone please make a mod that when the ship jumps to your location, or when landing, the exit stays shut, unless you pull the lever on the inside, or click the corner of the exit ramp on the outside to open. Pretty please with cherry on top. ๐
Just to set realistic expectation, it is EXTREMELY rare any mod author will do requests. Even with a pretty please. Most of the authors here have substantial catalogs of mods they publish and mod ideas of their own that need to be worked on.
That and may or may not be possible to do. Might be a hardcoded thing. Not saying it is or isn't as that would require substantive time to look into and research.
What is this?
They sent the same thing to #nms-questions without context or elaboration. That which is indiscernable from spam/self promo...
Wouldnโt help the random player problem at all, you donโt need to be inside the corvette to interact with the open hatch button through the walls
Exactly. I reported
๐
Some mods for cord's/compass?
Can you elaborate?
I wanna find rare mob's on in example "North" side of planet. How to know where to go?
Or maybe some tool's what can help me
Follow the north compass marker (which is missing due to a bug, so just go the opposite of the south one)
The latitude/longitude appear on the starship first person screen when in-atmosphere, this does not require mods
mods would not improve this
Just make the first number more than 0 I believe
You mean in a scaner?
It's on the compass when in any mode
including flying your ship, on foot, etc
as long as you have the Analysis Visor installed on your multi-tool
I lowkey don't see it
Show a screenshot of what you see
It's always present when in-atmosphere, and you have the Analysis Visor installed
Isn't that N at the top the north?
Ah i see
See the compass at the top of your screen
Yep
again, N is missing in the vanilla game rn due to a bug I believe
Thank's
N is there in both screenshots...?
Oh, then dk, may be conditional
may just be missing from ships, idk
Basically, follow it and pulse in/out of atmo
When your latitude is greater than 0
but it may be better to increase it further
Can also look at the world in Discovery, will point to where you are at on the planet
Just download a save editor #nms-modding message and use it to unlock the account data entry for it
or use consumerism https://www.nexusmods.com/nomanssky/mods/2062 if you don't want to use a save editor
(+ https://www.nexusmods.com/nomanssky/mods/3420 if you want it to be free)
For just the one thing, much easier than the other two routes mentioned.
anyone got the share files for any of aresemers corvette builds??
Don't know what an aresemers is, but good place for corvettes is the Creative and Sharing Hub Discord.
BTW, posting the same thing to multiple channels is considered spam, may want to delete two of the three before gets reported and Moderators take action. Just saying.
ok mods might actually make this game good
why isnt modding more widespread for this game, seems like such an obvious thing
Most likely due to limitations on what the mods can do
they can't do a lot, and constant updates break some of them constantly and others randomly and unpredictably
guys which file is directly associated with space station mission rewards?
is it simulation/missions/tables/missiontable.exml?
files in this directory are just lists of missions that game can roll for given mission source / agent
rewards should be still hosted in METADATA\REALITY\TABLES\REWARDTABLE.MBIN
ex. missions from outlaw mission agents have their rewards declared in R_PIRATEBOARD_A object
if they have a big update in the future that makes modding better, that would be insane, but it would be hard i think, cause if you have say a mod that adds a new building type, and you have it, if the other person does not have it, can they not visit you? is it invisible? thats the real big limitations,
we already had an update that made making and using mods more streamlined
as long as LNF uses the same engine or some variation of it as NMS does, they will not open the game for modding
There's only so far they can push the engine in terms of mods, I don't think NMS was made with mods first unlike say Bethesda Games
is there a fix for haulers around?
what needs fixing?
playing old expeditions is a sort of mod?
i mean - i did move a file, so i guess that makes sense
personally I consider it being its own kind of thing
different aspects of tinkering with the game require working with different files, tools, require different skill
yes, you are modifying the vanilla game, but in a different manner than what mods or save editors do
oh that part is working well, i am nearing end of stage 2 in omega- but the echo locate is not finding camps, it could just be acting finicky
remember that you need an inhabited dissonant system, where there's at least 1 dissonant planet that doesnt have gold or rusted metal on the list
this isn't exp specific
no? idk i did mod to get here tho, it makes sense. All the regular reqirements are met, like there is a dominent race there is dissidence on the planet. and in the system they usually work from space when in the correct system?
have you confirmed if the dissonant planet(s) in that system have rusted metal or gold on the resource list?
because if they do, that system wont spawn harmonic camps - which means echo locator will always error out with "no harmonies detected"
i didn't look for any metals specifically
but i'm telling you to
yeah i will do
because not all inhabited dissonant systems will be able to spawn harmonic camps
its an interesting aspect i hadn't seen before
so gotta confirm 2 things - if system is dissonant and inhabited, and if dissonant planet(s) in system dont have any of the mentioned resources yeah
and fwiw, this question would have been fine to ask in #nms-questions , since it's not expedition specific (we can use echo locators in non expedition mode, it's not exp unique)
so, there is two metals that cancel the locator. now its clearer
lol
fragmenting me further. ?
so many channels head spins
my thinking was the exped was clocking when I used it. is why i was thinking that
yeah, no worries. you were looking for help and ended up getting it ๐
yup- you are a wealth of info, but you must bounce from channel to channel a lot
server treasure to be honest.
btw what is your native tongue? mind my asking?
portuguese ๐
Hey everyone, I have a problem. Basically, I started a new game on PC and, just because I was too lazy to start all over again, I used a save editor. I saw that you can get exclusive ships and expedition ships with this editor, but I can't synthesize them at Quicksilver Station the circle fill up like i collect it but it does nothings
check this post <#nms-modding message>. i'd strongly recommend using consumerism mod to unlock stuff instead of using the save editor, much cleaner. and for starborn phoenix just import the sh0 file that's pinned here <#nms-modding message>
Starborn Phoenix and twitch rewards are account based, means game checks with servers whether you have them unlocked properly
So either go fully offline to edit the account data and launch the game to redeem, then go online
Or use other methods like importing ship file or using dedicated unlocker mods
Consumerism won't work I think because Winder just adds expedition rewards, this aint it
So i unselect them save the change then go offline reselect them and collect it
i dont know what "unselecting" would do
either ask someone with actual save editing experience
or use the other methods I mentioned
Ok i will look that when i go home
yeah sorry, was mentioning consumerism for all the other exp rewards ๐
aparently I was wrong and it does include the Phoenix: https://staticdelivery.nexusmods.com/mods/1634/images/2062/2062-1733955067-1982799068.jpeg
So what consumerism is it a mod ?
oh! nice! i didn't know either! ๐
yeah. it's linked to in that first link i shared earlier
Ok tanks i can get it via vortex so, bc its a nexus mods ?
i dont use a mod manager, but i think so yeah
Ok thx for the help i will try all of that
Is it within Realm of possibility to modify item textures? Like if I was to replace the texture of 1 poster with my own design
Yes
Awesome! Can you point me in the direction of the relevant files for the modification of poster textures?
After extracting the game files from .pak, using HGPAKTool, will be in the TEXTURES folder.
DDS. Will need photoshop. Either intel or nvidia DDS plugin will do.
Make certain you use the same compression method used in the vanilla file. If BC7, user BC7, if BC3, use BC3, etc.
Take a look how this mod does it
This might be a bit overkill since it adds new builadable items
Not exactly how that mod does it though, as it's old and mods are no longer .paks. ๐
But maybe it will offer some directions to where textures are
Hmmm? Says it's updated for Voyagers?
Thank you both! Wanted to see if it was possible, everything posted here has helped massively
-# Mainly to add Umamusume posters I'm gonna slap in my Corvette
But then will also need PSArcTool
To unpak the old mod. New .pak, as used by current game versions, to unpak the game files use HGPAKTool. Old mod .pak need PSARCTool. Both same extension, but HG changed things for the format.
Hence an older and newer tool, to do the same thing.
These tools strictly windows executables or are there Linux applications for them
Not that I'm particularly fussed because I have Wine
PSARCTool, no clue. HGPAKTool python based, so shouldn't matter, as long as you have python runtime.
Oh yea I got Python runtime that's fine
I haven't used Linux since 2013, so I pay no attention to such, sorry.
Nah its fine dw. I only recently switched to Mint so I'm reorienting myself
I'll take a look at PSARCTool first
I will say, some NMS modding tools aren't very Linux friendly. Chief among them being AMUMSS. Being windows command line based, won't work with any compatibility layer tools, like Wine or Proton either.
Texture modding is all I worry about rn
We'll see how this goes
So PSARCTool, HGPAK, Photoshop and DSS...Does the DSS care about what hardware I'm using given I don't have any Intel or NVIDIA hardware
Bit of a silly question Ik but I've never touched DSS in my life
DDS is a file format, doesn't have anything to do with hardware
Right
You need software that can read and save it
Yea the plugins
Hence mention of Photoshop or you can try Photopea online
Was what I was referring to
Worked for me in the past
Sometime in the past year, with changes HG made with their DDS, Photopea and Paint.net started to become very hit and miss.
Photoshop always works.
I was thinking of using GIMP in all honesty
Then probably won't work at all
GIMP don't do BC7
That's annoying
It'll read BC7, but can't write\save in BC7
So, for full compatibility with all the DDS, only good option is the expensive one
I think the issue with paint.net and photopea are the mips, which HG makes heavy use of.
Overall, not much simple and straightforward with NMS modding, always some brick wall to run into. lol
Very familiar with that lol
Anyways made a note of all of the things brought up, will pool over it all tonight
Thank you again
Anyone know if the nms save editor can make stuff go beyond the max limit set by the game?
Like, someone said they had 30k hyperdrive range on their freighter
Some stuff yes, some stuff no
Is there any way to make tech upgrades with custom stats using a save editor (or anything for that matter)
save editor will let you only have upgrades with stats and ranges defined by vanilla game
if you want custom upgrades, you need a mod
but even then you won't be able to set the stat values freely
game doesn't save all the different values like +damage +fire_rate, only a seed value to generate those
They guy told me he edited the .json file
then ask them for more details I guess
Any way to export the corvette to an STL or some other file that I can have 3D printed?
Import model to blender and then convert it to 3d print file maybe? Idk
I made micro-model. There are any option's to copy/paste some of my prop's?
Thanks
yo anyone got any share files for corvettes any cool ones???
Yes, at the Creative and Sharing Discord.
inv me
DM sent with link
ok
You definitely can, but it's best to edit raw JSON.
whats up chat, I'm getting bored at late-game, I can standstill and tank every boss or sentinel and enemy in vanilla; I'm seeing alot of "fixes" but all they do is make you get less money or add a zero or two to astroid or flora damage, is there anything more substantial that makes the game really harder? or any other must-have mods?
I make city rn. There is any option via mod/save_editor/others to place any of special station's? Like starship upgrade station? Anomaly shopkeeper's in any form? Autophage station? Some time ago I see some of special prefab's in corvette
And if it is. What option's we have? Maybe some of settlement's building's?
if you're looking for increased difficulty, see the PTSD mod
For now I found mission radar from corvette
apart from that, no must-have mods, all modding is highly subjective
go to Nexus Mods, browse through recently updated or newly released mods
what do i need to save edit in no mans sky...im trying to recover a staff multitool i lost
dont pick mods from before January 2025 as those will not work at all
you pick between one of two available save editors, Goatfungus or NomNom
you install them and then you edit the save data accordingly
I did take a small look at it but it looks like it just increases prices and makes the game more grindy rather than difficult, is that accurate?
I dont know, I don't use it
but it's the most comprehensive difficulty overhaul mod
you can check Nexus for other mods but I dont think you will find any other package like that
check out Gumsk or Babscoole's mod pages, they have plethora of smaller individual mods, pick from those what strikes your fancy
Yeah I got a bunch of smaller mods, quicksilver and additional quests, more underground spawns etc
But compared to other games, and how large and popular the game is, the modding scene here seems alittle lackluster
the game isn't large or popular by any means
and modding is fairly limited and for the longest time mods became outdated with nearly every patch rolled by HG
Really? I was comparing it to something like barotrauma, I guess I was misinformed
no idea what that is
Yep, as said, we are highly limited as to what can be modded and how.
so unless someone was willing to stick with the game and update their mods dozens of times per year, they quickly dropped out
For the most part, there's a small contingent of long term NMS mod authors who make the majority of mods available.
it's been only over a year since the modding system was reworked to allow for more streamlined creation and management of mods
Yeah I guess that's fair, I guess I'll visit back occasionally to get an update on things, not much to do other than cosmetic collecting right now
Then a revolving door of onsie-twosie folks. Usually rehash somebody elses mod, stick with it for a couple of months, then abandon and move on to a different game. Quickly replaced by the next set who do the same.
is there a mod that fixes the bug of corvettes not being attacked by pirates? im also curious what exactly has caused the issue or if its deliberate from HG's
Nope. There's no way to know the root cause as most likely something in a function in the exe which we've zero visibility into, if a bug. We'd also have no idea if it was a deliberate design decision on the part of HelloGames.
Most NMS bugs are exe based and not wrong values in the game data files. Usually any game data file based issues are resolved in the first two or three hotfix releases after a major release. Example, NMS 6.24, as I recall, was purely exe based changes.
if i click Verify integrity of game files, will it delete anything ive gotten by editing accountdata.hg or similar
i assumed this too, which means it may infact be a decision by HG. Its a terrible one imo. Reducing danger when there is already so little of it. i hope it is indeed a bug. if i recall, upon voyager release, there was this issue reported,seemed to not be an issue after a hotfix, now it seems to have returned. so if anything was changed in the exe regarding corvettes or pirate spawns in recent patches,thats likely it. would hope a dev could give an answer
HelloGames employees don't and can't come here or any other HG related social media. I suppose they could just lurk in their off-time, doubt any do, but specifically barred from interacting in any way, due to NDA.
i submitted a ticket at zendesk
Cool. Hope you get the clarity you wish.
hope so, or i will be not using these new corvettes
such a shame, i built one last night in creative mode just to test this. its a sour intro to them for me
You wouldn't be the only one
I've one, minimal parts. Too much of a waste of time and effort to run back and forth to\from the ramp and cockpit. lol
Each to her\his own though. The beauty of NMS, different people can play in different ways.
I doubt they intentionally prevented pirates from attacking corvettes
wait you can add mods to nms how
ah thank you
Are there any mods that adds Outer Wilds stuff to the game
Mods cannot add new features or content, only alter existing in game values we have access to
We can still do quite a lot with that but not really adding anything
Damn Tjat sucks
It would help if I knew what "Outer Wilds Stuff" is. I played the game and still don't know
Planets, the space ship, the spacesuit
Heck even these guys
The suit, no, anything involving animations is so hard as to be pretty much impossible. No sane modder would do them
Which means suits
Is there a way to use what weve currently got to make a convincing Spacesuit from OW?
Planets work completely differently. They are very carefully sculpted and very small in Outer wilds, but 1000s of times bigger but not crafted in NMS
True
It's possible but unlikely
I don't think any of the people that might have the skill are willing to try it
I mean, I did make one from memory but
If you could create a model/skin that mirrors an existing piece in geometry, someone could probably do it
If anything veers outside of existing collisions and animations, it likely won't work
Iโll send what I made with the base game gear weโve got
Im here praying to the sky gods for a mod that will center the corvette stairs. I bring offerings
would something like that be resistant to game updates?
nope
HG can change things at their whim any time and there's no guarantee stuff will stay the same
with the Remnant update they changed how light is calculated, meaning all older mods with scene MBIN files utilizing old lighting values would produce extremely bright light sources when loaded into the game
and over a year ago HG reworked the modding system entirely, rendering all mods outdated
aahh sheet. ok thanks.
Something like that would be the least update resistent of mods, due to the file type it would need to be changed in, which can only be full content replacement type mod, not a patch mod.
Anyone got a good resource on building lua files for mod compatibility?
the only real resource is the AMUMSS script rules document shipped with every AMUMSS install
otherwise there's the LUA script repository hosted on Github but it contains outdated scripts as well
If you don't mind asking, why would you need such a resource for "mod compatibility"?
Mainly so that my mods wouldn't clash, unless EXML files don't overwrite each other?
they don't
the whole point of making EXML patch mods is that we can use multiple EXML patch mods on the same file without having to worry about mod conflicts
Ah
if done properly, each EXML patch contains only the changes to specifc file segments for given mod
think of vanilla game file as a printed document and EXML patch mods as sticky notes, you slap them on the document and write your changes
as long as you dont try to slap different sticky notes on the same place on the document, you're good
Ok, thanks
I had to do that for model mods so I instinctively thought I had to for EXML too
That simplifies things a lot
MBIN mods utilize full file replacements, those need to be merged in case of conflicts
have one file carry over changes from multiple mods to the same vanilla MBIN file
http://tinyurl.com/nmsmodding550 - recommended to give this article a read if you haven't already
NMS Modding after 5.58 (to 6.x) Modding for No Manโs 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: ...
Hello. Im trying to make a mod. I believe its tied to an animation.
I would like to speed up the time it takes to turn on a autoswitch. Its default value is exactly 1 second. Which is super slow even for switching stability.
Normally 1 second isn't a problem. Until you have 100s of switch all working together to run program.
It literally takes my autoswitch relay computer 6 minutes to type Hello World.
It takes 1 hour to play 3 levels of break out.
And this is with years of optimizations. I think I hit a break wall and finally must mod the game to push it further.
Any advice on anything I should consider first. Im thinking if I can find the animation file I might be able to edit its speed.
I haven't looked into anything like that, but there might be an entity tied to the model with a 1 second delay for the switch. I would check that first because it would probably be the easiest thing to do.
What is an "autoswitch"?
I assume a base building part?
The files aren't named like that, so any description would help.
@jovial echo
cool thanks. yup autoswitch is a base building part. works just like a relay.
One of these 2 files might be what you're looking for?
models\planets\biomes\common\buildings\parts\buildableparts\utilityparts\switch_bytebeat\entities\data.entity.MXML models\planets\biomes\common\buildings\parts\buildableparts\utilityparts\switch_transistor\entities\data.entity.MXML
Didn't notice a purposeful delay, so it might be instant and relying just on animation to complete. There is an animation speed setting in the entity.
@jovial echo
Uhh the larger sized file is from the switch_bytebeat directory, and the smaller from switch_transistor
oh wow they actually labled it as switch_transistor lol thats funny
Since there doesn't seem to be a purposeful delay for the action triggers:
I would look at the animation speed setting:
@jovial echo
I'll stop pinging you now lol
oh wow ill give it a shot, thanks.
I can update my switch mod if you want
It extends the time for switches
oh cool that would be soo awesome. yes. to be able to speed the switches up as much as possible and still be stable would be awesome. i literally have 1000s of switches doing actuall computations.
this is the project im working on. im now up to a full 5 bit relay computer that can compute bitmapped graphics lol. https://youtu.be/YkYr5Tk40uU
Dear god, I did a 4 switch locked door once and it was like 1/1000 of that
I'll do it tonight or tomorrow mornign (730pm forme)
Holy crap...
nexus mods is so bad
that website so patchy for anyone else lately?
and is there anywhere else to get mods for NMS?
What's the problem with Nexus? I run Brave and have no shit loading or being blocked. If you have a specific problem, I'll pass it on through the bug reporting from mod authors
Don't like NexusMods, don't use NMS mods. That's the upshot.
There is any option to upload base from more than 3k element's?
There is any mod to make higher Player limit in session?
Anyone know why goat fungus isnt seeing my .hg file?
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Anyone know why goat fungus isnt seeing my .hg file?
Got it to work but now i might need guidance bc i wanna change my freighter warp range in the json file editor but i dont know which set of values it us
You don't need raw json editing for that, just go to the freighter tab and increase the hyperdrive bonus I think
You could also install multiple Reality De-Threaders in it's technology inventory
Dont have any
What do you mean? You are using a save editor, just add them
Ohh thought u meant in-game
post the screenshot of goatfungus window
We can't add multiple of the same blueprint tech in-game
the account hg file is not a file you open / select from a list
it's just another tab that should be always active (once you select the folder with save data)
Says item not fojnd
then you searched the wrong term
just type in Reality, then press search
it will then automatically locate that technology entry
each Reality De-Threader gives 800 LY, so you should easily reach 50,000 LY with 50 supercharged ones
Isnt there only 60 tech slots?
Yes, that is true
doesn't the freighter have a base warp range stat bonus that can be cranked up?
similar to manuev. on starships?
Ok, why is the account tab greyed out?
Yes, I said that already
That would also multiply the hyperdrive range given from these technology blueprints
I do not know
When i click save changes am i done? It just saves the .hg file and doesnt make another?
Yes, it saves to that specific file
if you still have the game open, you must reload that specific save slot
(odd numbers are autosave, even numbers are restore point)
So i uh...it works....but i dont have 50k range, i have 688k
Then you probably increased the hyperdrive bonus % on the freighter itself too
My multitool has 400k damage ๐คฃ๐ค
I did
My ship broke bc the maneuverability was like 70k so i was forced to remove some of my upgrades lmao
Yes, some stats break when increased beyond intended limits
i've been looking at all the great builds for corvettes and came across a guy with a really REALLY big corvette... so now I am curious: how did he get freighter parts and constructable items into the corvette? I also saw someone else who did the same, but with base parts and contructables; his ship had base storage containers shrunk and implemented into one of the walls in his ship. It was cool to see it, but how do these people do it?
thanks so much ๐
Also grab this if this is your first mod
https://docs.google.com/document/d/18k5VfvzLXbpBrAGGO7LK30c2Ta_lWQ5F5YgEpuwKZ6M/edit?tab=t.0#heading=h.b5ry1egi20g9
NMS Modding after 5.58 (to 6.x) Modding for No Manโs Sky has changed significantly with the Worlds Part II update (v5.50). It then changed again with 5.58. Information for both users and authors is below. For Mod Users For Mod Authors Mod Loading Order Known Issues Link to this document: ...
this is awesome help... much appreciated
im going over the games OG patch notes, pathfinder for example, and i see on the screenshots of patchnotes , steam workshop posted mods for base's that were built and published
was there steam workshop support for modding in the past??
Introducing Path Finder (Update 1.2) The Path Finder update introduces planetary vehicles, base sharing, PS4 Pro support, ship/weapon specialisation, permadeath mode, and much more. It shows the path for the future. Visual Updates Weโve introduced a host of visual improvements, allowing you to explore the universe in even greater detail. ย Hi...
if so what was the reason for removal?
it looks like it's just a way for other people to share bases, not mods
I imagine the reason for its removal is that this particular function is no longer needed to be done through steam workshop
Steam Workshop was just for sharing bases, yeah.
At the time, you could only build bases at dedicated base building POIs, in which you were limited to only building within the flattened circle of terrain. With the Workshop integration, you were able to download shared bases into your game at any of those base building POIs (I think it was limited to creative mode).
It was removed when NEXT came out because that update made it so you could build bases anywhere, so you couldn't really copy paste bases in anymore because they wouldn't fit with the terrain
Same reason you can't move your own bases between planets anymore
wow how far weve come
hey guys, is there any mod that adds more filters to the star map? like sort for dissonant systems like for species? i didnt find anything on the nexus, thought i still ask in case im jsut blind
No. At best, there's one that colors things differently like text and icons to make it easier to see these
https://www.nexusmods.com/nomanssky/mods/3914
But nothing that changes what the game filters
There's also a separate color deignation for outlaw systems im the conflict filter, but it's set to the same color as high conflict in the vanilla game. There is a mod that fixes/changes that too https://www.nexusmods.com/nomanssky/mods/4055
sadly no, in general we can not add new functionality to the game
almost most of functional stuff is controlled by the game's executable, to which we have no access
this looks super helpful tho
so i can check for different solar parts to build my own soon
really healthy
Sweet
actually iv used others mods for a while, now after going throught their EXML's iv decided to take a crack at learning to decompile the MBIN files to create my own difficulty overhaul
actually could anyone help? im more of a visual learner
is there any videos recent for teaching how to use the MBIN compiler?
i simply wana get in some files and change some tech sell prices to start with
and the only video i see on YT is 3 years old
On a pc you should be able to just drop a mbin file on the mbincompiler.exe and it will generate the mxml, or drop a mxml on it and it will generate the mbin. You just need to make sure you are using the correct mbincompiler.exe for the mbin, it's game release specific.
@marble field
dw, i fixed it, i accessed mydocked starship from beneath
nice
so the mbincompiler gets (needs to) updated each game version? (monkeyman github)
i can somehow change the mxml to EXML with compiler too?
therefore generally not needing to update that EXML in future
yes, mbincompiler gets updated with each game release. you have to manually create an exml from an mxml, or i believe amumss may generate exml now when the lua scripts are run.
ok
i cant actually find the exe for the MBIN compiler
i have downloaded MBIN compiler folder
actually i may have DL'd the developer stuff
6.24.0 pre 2
is that correct?
ah ok thank you
so i just DL the exe and run it?
does it generate a folder structure/do i have to create a folder structure?
just need the exe, the dll is if you are creating an app and want to link to the dll to do the converions to|from mbin|mxml. they both use the same underlying code, the exe just wraps the dll code with the command-line parser and processing logic.
i see, thanks. one more question , i assume im looking for a file called "GCPRODUCTTABLE.MBIN" however i nNMS / GAMEDATA / PC BANKS I only see a bunch of pak files and none corrospond to this
what exactly should i be looking for to drop into the compiler if i wana edit tech sell prices?
the game pak files are like zip files, you need to find the right pak file and extract the mbin from it using something like hgpaktool: https://github.com/monkeyman192/HGPAKtool/releases, or extract the contents of all the paks, or use nmsmb which can unpack and decompile and view all the pak contents without having to first extract to disk.
i understand now, thanks
@vale iron hey bro, i found another really interesting mod you made. any chance you coudl update this too some day? https://www.nexusmods.com/nomanssky/mods/3361
sec wronmg link ^^
but also anyone got an idea, how to recreate the first link i sent? after the trash update that made the visual bug, but the person was last active a year ago. many interceptors look so wonky with the unlit engines. if anyone here is skilled enough and has toime to do that casue they want it too ping me if theres ever an upload ^^
if you're familiar with AMUMSS, you can try recompiling the mod from the LUA script someone else made
sadly i am not familiar with anything and failed badly. i only managed to edit the files of 2 mods to adjsut hte cvalues of tech modules and mining yeilds
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see 2nd link to install AMUMMS, then run the script I posted earlier through it
Which color?
i wiahed the base glow was red, fitting to the red trail
red reail looks a lil goofy withthe default purple engine light
Give it a shot and see how it goes
As far as Full Engine Flames for Sentinel Ships, as FriendlyFire says, process the Lua script he linked through AMUMSS to generate an updated version of the mod. Nobody else is going to redo that mod or touch it in any way without the original authors written consent.
hell yeah, looks dope
sadly somehow https://www.nexusmods.com/nomanssky/mods/2870?tab=description of gumsk doesnt work
i also have this https://www.nexusmods.com/nomanssky/mods/2954?tab=description but that mod even mentions that it works with gumsk
Should was just updated in February.