#nms-modding
1 messages · Page 95 of 1
I'm out, getting WAY too needy. One or two here and there, fine, but I'm not fixing up every bloody mod you see. Responsibility to fix and update mods lays 100% with the posting mod author.
Really need to make a bug report or POST on the applicable mod pages.
nono, i jsut mentioned that it somehow doesnt work, i dont expect anything from you ❤️
i will have a look at this amums if that can automatially update the files to be fitting in the current system
Can only update IF there's an Lua script.
I processed this one though AMUMSS for you
Given all of these touch ship trails, I'd be amazed if there wasn't conflict.
I've no idea. Need to look at the files being touched and I have to head out, for now.
omg thanks, ill try that. im reading through the pdf how to amumss rn
usually im pretty smart but here i feel like a lil baby again xD
i folowed the link and the guide said to download ".NET8", but mine says 10. that jsut means its an updated version right, or is it something different and i clicked the wrong button?
casue the guide also mentioned a .net5 and 6, dont wanna download the wrong thing
i dont kneoif i am encountering some files that are legacy, should i jsut also get the other 2 numbers right away?
ah, i cliced on the download on top that brought me to the new version, found the right button now
would u reccomend to install 5 and 6 too immediately? casue i get a warning ther
nope
trying to find info on modding server
if I understand correctly, .NET5 is only used if you plan on tinkering with old game files
officially requirement is .NET6 Desktop Runtime
ok so i get the net.6 in addition to the 8?
i onl yhave the 8 now and i think it worked
i dont full yunderstnad whats the difference between full dev and experimental, i jsut used the D and P like in the screenshot
if i am done with hte mod i need to remove the .lua file from the modscript folder again? so there is always only the lua of the mod i want inside of?
OMG guys this is beautiful, im so incredible thankful for the help!
nice
Full / Dev / Lean options change how much information is displayed in terminal window and logged in report file
doesn't affect the actual generation of the mod
Public / Experimental is selected based on which game build you're running
Experimental builds might include changes to game files which require new version of MBIN Compiler to work with those new files
after you compiled the mod you can remove any files from the Modscript folder
i try to find a lua of the mod i had that fixed the trails of solar ships and dint get updated!
you mean this? https://www.nexusmods.com/nomanssky/mods/2257
was updated this month
oh amazing
that was broken aat the trash update
ok i jsut added this mod and it removed the multiple trails
then i jsut stick with interceptors haha
because the mods conflict with each other
they affect the same files which need to be modded via full MBIN replacement
so if you want both working together, you need to merge them with AMUMSS
understandable, is there some way to do some load order like i wa sable to do with conflicting files of skyrim mods in vortex?
ah allright
then ill read what the pdf says to merging
i jsut updated an engine mod of gumsk, lets see if i dod everything correct
thats also not working together
hell yeah, combining worked! now i jsut need to check with what mod the other updated engines mod conflicts
is there a downside in jsut combining all engine mods right away to avoid conflicts?
https://github.com/MetaIdea/nms-amumss-lua-mod-script-collection/tree/main/Gumsk/Gumsk Mods Uncommon/gShip Engine Colors i got gumsk's lua from a 2024 mod here, put it into AMUMSS and removed all other starship mods, but it stil doesnt work. if anyone has an idea what i could have done wrong lmk. or is this some legacy stuff i need .NET6 for?
this mod relies on DDS texture files
AMUMSS operates only on text-baed MBIN files
you're not gonna get it working with the script alone, you need these textures
you'd need to download the original mod, unpack it, get the textures, put them in MEFTI folder and then run the script
ok then the engines stay purple of the rest
casue i dont find a folder called mefti in the amumss dictionary
babscole seems to have fo9und the right thing for the color of the interceptor at least
but when i dont download the lua and only the original mods they are all .pak files, i dont know what do do with them
i mean if you could explain to me more hwo i find all those i would try, but im ad a dead end with my skills rn
i jsut found GlobalM'EFTI is that it?
or are the .pak the textures?
gogle told me its compressed like .zip but i cant unzip i
how big is it, just out of curiosity?
Think of .pak as .zip
With current NMS the tool for unpacking/packing is HGpaktool. For earlier versions of NMS and mods that are in pak format, psarctool is what you need. Google it.
will do, google said i can also use my 7zip to unpack it but i got an error
Google was wrong
Just unpaking the gShip Engine mods won't get you workable files. As I recall HelloGames changed the compression method used for those DDS files, so you'll just have to wait until Gumsk updates.
i have files now tho
shall i try putting all the files on their ow into the mefti, or the whole textures folder?
Ok, don't listen or read what others are telling you
i jsut have hope, they dont look unworkable
but when you say those wont work then i listen. you jsut said they wont work before i sent them
Those were compressed with BC3, the modern game expects them to be BC7.
I'll look at it in a couple of hours, ok?
id be really thankful
dont know if you read everything, i managed to get some old filed updated and even merged 2 conflicting ones 🙂 im really happy with the outcome
Here, try this
hell yeah!
Again though, ALL mods last updated prior to 29 January 2025 are unsupported. The right way is to try to contact the original author via POST on the mod page. I went through some of the Gumsk ones to update back in December. Everything I did was provided to him. Up to Gumsk to update on the mod pages. 🙂 Even with the original Luas, many mods from prior to that date will not work because the scripts require surgery due to changes in the game files.
ill jsut use that with the vanilla mods then 🙂 amazing
yeah i posted something in one unsuported mod too
now i onyl need to do the main quest to get glyphs and then get the final form of my new ship
haha, vanilla ones ^^
Many older mods from before the "date of doom" have been updated to current, with new mod pages and permission of the original author. Just depends which it is.
the cadmium trail. i saw on the github that gumsk had even more versions with different shades of red, but this is is now
Without that permission, an update can't be published by someone else.
NexusMods rules and responsible mod authors in the NMS modding community abide by the rules. 🙂
Is there somewhere I can ask people for seeds? I have a freighter ive edited in the past, it was the largest size when i got it and an S class, BUT the seeds color was blue, very noticeable against the ships red and black theme im going for.
So I entered a seed someone gave me which changed the color issue, kept the S class (thank goodness, took 5 hrs to get) but then after that i dont play for a while, i come back and my ships size went from being the largest size to the smallest, wanting that daunting piracy bounty hunter lord vibe i guess, it falls flat HORRIBLY.
SO I am looking for a seed now that I can put into my save editor and just get the size and color of the command room.
Replace it's model seed in a save editor with 0xD2805F0AB38B0470
The color seed ("Home seed") that you got before is #nms-questions message
Oh dude thank you! I was going to try to ask you but i couldnt remember where I asked, your amazing!
@final hazel
Perfect its fixed and looks great! Thank you so much!
There is any mod what's allow summon npc's to their station on my base for my friend's?
Even if they be they
I mean like armorer
Or farmer
EUCLI and Ultra Base Building allow for some NPC placement in bases. Static though.
EUCLI ones are more customized. UBB are "as is" vanilla models.
Babscoole could i trouble you for a little help? im attempting to turn a LUA into EXML but the instructions i am not able to understand
when i DL the GITHUB AMUMSS my folder structure looks different. i am trying to generate the mod Jarros fiends(you have a LUA for it) into EXML
downloading AMUMSS gave me these folders and files : CONFIG/MODBUILDER/README/TOOLS and others. i see "BUILDMOD" batch file, i assume i use this after putting the Jarros feinds lua somewhere, but im unsure where
Im also really nervous about doing anything wrong as reading this comment on Nexus for AMumss "Don't know if anyone reported this in any of the outlets, but running the modbuilder from a symlinked folder nukes the folder.
ie: drive:\user\name\symlink\mods\nms\amumss
It will delete the symlink 3 directories above it (and start spewing errors about directories not existing).
Gave me quite a fright when it happened."
Wow. Learning so much right now about the save editor when it comes to editing raw JSON files pertaining to freighter base parts. Seeing how to really edit parts to match the rest of the freighter's overall color scheme! Also tried manually moving bases between saves in this way and was successful every time. Any more insight will be useful but other than that things should be awesome. Found that editing the color in the JSON file was under the "User data" part of the specific part. It's a single number. Just edited it to match the numbers with the rest of the base.
Don't know where you found those instructions. but outdated and wrong. https://www.nexusmods.com/nomanssky/mods/2626
In a nutshell:
Download latest AMUMSS from https://github.com/HolterPhylo/AMUMSS/releases
Unblock the downloaded .7z
Extract the contents to a folder at a root of a drive (c:\AMUMSS, d:\AMUMSS, etc)
Run buildmod.bat. You should see MBINCompiler being updated to latest version, if not your AV is blocking and you'll have to remediate.
Place script into ModScript folder, run buildmod.bat, answer prompts.
I don't know if this is the right place for this but can someone put a teleporter on my Corvette im on Xbox I'm available around 8pm east coast time
hi, can i use creature mod that allows me to tame creatures that is not normally tameable? like flying birds
Yes, of course you can https://www.nexusmods.com/nomanssky/mods/1868
thank you, i'm using this mod and was curious if i could be banned for having a giant sandoworm
that's not something that can happen with mods/save editing/anything at all, unless you are ruining the experience for other players in some crazy way like finding a way to kill people on the space anomaly
oh i see thank you, unfortunally i cant modify the eggs of giant sandworm as the game crashes when you spawn the hatched egg
do you happen to know a mod that increases the variety of creatures?
Define "increase variety"
We can't really add new variations at all, adding models at all is extremely difficult
for example, most of the aquatic fish has the same head type and round body
Well we can't change that very easily at all, so a mod does not currently exist that changes that
aww, i hope they make a creature expansion in the future
!hg
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
though they already have done so multiple times so far
in theory, if i wanted to unlock (some of) the breach expedition rewards using a save editor, is there something special i need to do? i used goatfungus' save editor to edit the account portion and "unlocked" some of the rewards, but when i go to the anomaly and try to get the rewards from the vendor it just says that i need to complete the expedition, so i assume there's something i've missed?
Did you click file > save?
If yes and it's still not working, you might be better off installing a mod that allows you to claim them
https://www.nexusmods.com/nomanssky/mods/2062
https://www.nexusmods.com/nomanssky/mods/3420
http://tinyurl.com/nmsmodding550
do mods work on macos?
Save editing works on Mac, mods do not work on Mac
okay. tyvm 🙂
People have figured out a way to use mods on Mac, but the method is not as straight forward as Win. For more info go to NMS modding Discord in “mod-mac” channel. @analog sandal
hey, idk if it's okay to ask that, but I just came back to the game and realised I'd missed the last expedition, including the heirloom set which is stunning
Would anyone appear to have the updated d4u code with the new rewards in order to edit my save?
What's a "d4u" code? Just use a save editor, it should be a simple checkbox in account data
"^VAULT_ARMOUR","^VAULT_BOOTS","^VAULT_GLOVES","^VAULT_LEGS","^VAULT_TORSO"
You can also just google it. There's a reddit and Steam post that are usually updated quickly.
Would yall reccomend just making a save with all the everything and playing from now on to unlock whatever there is
Is there anything in json or whatever that i can access with a save editor that saves my corvette's tech layout so I can put it back if it scrambles?
It does not save the locations of the techs from the corvette parts, if I am not mistaken, that's what I noticed when I was using save editir
you can copy everything in the persistientplayerbases section located in your json that you can find with the save editor, click that , find anything that says "playershipbase" control a control c , open a notepad instance, control p, save as a text file for later use
your corvettes are located in persistientplayerbases
Thanks a lot!
i think this is a personal decision? -- it really just comes down to how you want your experience. unlock everything and play for now on, or just start fresh and go from there (or anywhere in between 🙂
guys, how would i go about creating a custom sentinel sharship
and if i do, how will it show as to others?
i found the nms.center site, but i can't view stuff in 3d there
and i'm not ever sure i can use it for my use case
also, can i modify sc slots and ship stats regardless of ship seed?
if you get it from NMS center, it will show to others just fine
if you use my sentinel farbricator mod, it will not show to others properly
both SC slots and ship design is tied to the seed and you won't be able to control those separately
you'd need to use save editor to manually assign SC slots where you want them
wouldn't i need to generate the ship from seed via save editor if i use nms center anyway?
also, can i create sentinels without an account using nms center?
I believe NMS center has a delivery option via service bot
and pretty sure the sentinel customisation requires a patreon subscription
Better to ask questions about NMS.Center on the Creative and Sharing Discord. Official support there.
Here it'll be more "might", "I believe", and "maybe".
thanks
what about just modding a found ship with nomnom? stats and sc slots
would that modify its appearance in multiplayer?
Only changing the seed should change appearance
nomnom portable is very slow, is it just me?
also, any tips on how to generate procedural tech? it seems to only generate some stats
any way to keep both saves?
You can backup your local save copy
Does anyone know if there's a mod that expands the galaxy map filter functionality to be able to search for multiple different things at once, for example the type of system such as water, dissonant, gas giant, race, conflict level, and economy relative to what were searching for?
nope
standard mods can't introduce new fuctionality to the game, that's the domain of the game's executable for which we have no insight into
I see, so modding is actively limited, even with an objectively good quality of life tool like advanced filtering
yup, all we do is change values on predefined parameters hosted in various game files that are loaded into the game
can't add new properties, functions, logic, only change what's already there - make model 2x bigger, change color from red to blue, make a reward 10x bigger, and so on
Something like this ?
Or for looking for stuff, the region dump?
I'm on PS4, so idk how the galaxy map filters for pc are, but I was thinking along the lines of advanced galaxy map filter to let you, for example, filter for a conflict level 1, economy 3, korvax dominant, gas giant star system, and darkening all star systems outside that criteria.
Currently, I have to D-pad to the lifeform filter, than search in the sea of now red and yellow colored stars for the blue ones, or in my current case, looking purely at purple systems for gas giants, and take considerable time scanning each one to find the rare gas giant system that has the previously stated prerequisites minus economy, as well as travel to it and see if they have decent moons for settlements.
Essentially, a mod for advanced filtering to shorten the time searching for hyperspecific star systems
If you're on PS4, even regular mods would be no use to you?
Have nms graphics mod?
I'm planning on switching to PC, this was just a general question of if I could look forward to a little better quality of life away from PS4
It is i just am autistic, and i have a hard time figuring out how i want to experience NMS
It's not a black and white thing. Completely subjective. You may have trouble making your own decisions, at the same time, you'll get as many yes as no (and everything in between) answers to the question you posted. As such, will not be the least bit helpful for your decision making process. Better to ask an IRL person you know who's played NMS, as they are much more likely to know what would work for you, given your disability.
Fair enough, Thank you for that
Assume console games to be unmoddable in general outside of very few circumstances (e.g. Bethesda games because the game ended up being changed to work that way), but PC games in general are much more moddable than console due to it's far more open nature
There are mod's what made ship's archive have more slot's?
No, nor is that possible
Because the archive is in your save and mods cannot directly affect or access save data
Mods can only change values for existing properties in game data files
Back from the dead! -
DUD'S Ship Headlights Plus v624-B
New mod! -
DUD'S Corvette Headlights v624-A
Update -
DUD'S Swamp Colors v624-B
- Fixed several vanilla tree texture bugs.
- Procedural coloring for dead trees.
could anyone reccomend a mod to remove complexity limits on corvettes? i need to add not even 10 more items its so sad
there you go it was literally updated yesterday
It's a one-value EXML; not sure why it would need updating
The ones that can be found at https://www.nexusmods.com/nomanssky/mods/newrecently
hey guys i spent a few days trying my hardest to get into modding NMS, i was unable to run the various tools, i researched what was needed and tried installing and couldnt, i have given up. was wondering if anyone could help me with a mod that i believe might be a simple EXML value tweak in the rewardstable, i just wana tweak meat drops from all creatures to be alot less. i run modded game where all resources are at 10% of normal values , but i still get insane meat amounts from all the fauna i kill as those mods dont seem to touch that. could anyone help us out?
The mod is EXML. You can edit the values in a text editor. The values in the mod are vanilla/default. Change to your liking.
The values you wanted to tweak are theKillRewardAmount variables.
I also included HarvestAmount variables (for when "harvesting things from previously fed creatures and pets.) If you don't want to change those, then just leave them alone or remove those lines from the mod.
There are any mod's what give in ship gui option to use system scaner?
I mean regular ship
No corvette's
That would not be possible to do.
Closest you'll get, for scanning, is Galactic Positioning System
i really appreciate thank you so much
Does anyone know which mod I need to unlock expedition rewards for free?
Install both mods, both consumerism and communism and I still can't get the suit of the last expedition
It probably hasn't been updated yet, either use an offline expedition generator and play through the expedition to get the rewards (it should have expedition 21), or try checking the save editors and see if they have updated for expedition 21. Failing all that, wait until the end of the year where the expedition is likely to be rerun
Consumerism is updated. Either 1) Mods were installed incorrectly or 2) failed to follow instructions for use of the mod. See the screenshot at the top of POSTS tab on the mod page at NexusMods.
Oops, my apologies
Venom
hey travelers
is there a mod to improve inventory managment?
for example a search bar or sort out items
hi...its me again....remember a couple days back i said i needed help in recovering an accidentally lost multitool...the relic basilisk staff....
i got the save editor on....im in....what should i do next...i don't wanna mess with any unnessecary files
can someone help me?...how should i add it?
Possibly just import the file for it, I have it here
Is it ok to ask about dragon eggs in here?
You can, but not very useful. We're more about modding
I was mainly wondering how to obtain one. Dont want to mod my game in other ways as I'm on switch
@worn ermine https://www.nexusmods.com/nomanssky/mods/3308
the lags were ok, that the game paused while warping was the bigger issue, i like to tab out on loading screens
ty
can anyone offer insight? im using the more freighter battles mod, up to date one, the exml file i tweaked to have 30% chance (OG value was 100/all the time) but even with 30% i still experience them everytime i jump system
<?xml version="1.0" encoding="utf-8"?>
<Data template="GcAISpaceshipGlobals">
<Property name="FreighterSpawnRate" value="30" />
</Data>
<?xml version="1.0" encoding="utf-8"?>
<Data template="GcGameplayGlobals">
<Property name="WarpsBetweenBattles" value="0" />
<Property name="HoursBetweenBattles" value="0" />
</Data>
from GCAISPACESHIPGLOBALS and GCGAMEPLAYGLOBALS respectively
I think the freighter spawn rate is for the stellar freighters, not the chances of enountering a space fight
im not sure i follow, with the settings above i experience a large battle after i warp, one is i neliebe the big red sentinel frigate
Yes, that setting is caused by the warps and hours, I don't think the FreighterSpawnRate setting actually affects the battle spawn rate, it affects something else entirely
Because I have never messed with that setting, it's default is 40, and I have not failed to spawn freighter fightes when it's time to do so
Also in the game files what is the fauna that are herbivores named as? for example this is an entry for predator : "<Property name="PredatorSmallHealth" value="1500" />" i added a line that had "<Property name="HerbivoreSmallHealth" value="1500" /> in order to bump up non predator animals health but it doesnt work. i was guessing that "herbivore" followed by small/medium/large/huge was the the correct format
If where did you find the predator small helath?
in a mod, under "GcCreatureGlobals"
not creaturedata
its from Gumsk
his stronger predators mod
It doesn't work because that variable doesn't exist
i just had the idea to edit it to also give all animals more health
herbivores all have unique ID's?
No idea, but a quick search of the MXML file on github, the Predator small health variable exist, herbivore small health does not
try CreatureSmallHealth
ahh i see, thanks for making me not waste my time further. im unable to get mbin compiler/AMUMSS working so im kind of working with what i have editing existing mods that are EXML
good thought, il test
All the values in EXML are derived directly from their corresponding original MXML files
editing the values of MXML doesn't require either mbin compiler or amumss, the main use of amumss is when you want to combine two "sort of conflicting" mbin mods together
your a boss
this works
so the two variables for fauna are creature and predator
You can make the game export full MXMLs for any file you edit with an EXML if you use the 'Enable MXML Export' mod. Good for getting values without MbinCompiler and also for checking if your EXMLs are actually loading properly
this is extremely useful thanks alot
Speaking of MXML, how does one download only a subfolder of a reposittory? I am using github desktop to download nms-archive, but I only want the 6.24 files and I have been failing at that, as it seems to not able to read the sub folder's pathway
Incorrect on "the main use". That is A use. 🙂
i stand corrected
Third party web sites allow for this. Nothing native to Github does though
Much appreciated,
Shot you a DM
Has anyone been able to convert a mesh file (like stl or obj) into NMS Objects JSON?
Like I've been trying to work on mine, and here is how it looks so far:
The top image is the original stl file, and the bottom is the result of my program, which basically reconstructs the original stl out of base parts
tbh, I've been trying out different ways, but as you can see, it is not that good. Just wondering if anyone has tried this before
_id="PIRATE_BOUNTY1"> this refers to the random pirates that appear in space correct? does anyone know the ID in reward table that specifically refers to space station pirate bounties?
NMS models don't use JSON.
No they don't, but it is pretty easy to convert nms data to json, and there are json editors that lets you do that so
eh
Probably not done before then. Seems would just add an extra step to any modelling process, changing to a format not used by the game. If you want something that can work with the actual game model format, NMSDK plugin for Blender.
im trying to edit the EXML for REWARDSTABLE. I am unable to locate the entry that corrosponds to pirate hunt missions in the space station. i found 3 entries that stated PIRATE BOUNTY low/med/high and assumed this was it. but i changed the reward value and it didnt show ingame. i am thinking perhaps that value corresponded to the randomly spawned pirate ships
thats a modified REWARDTABLE. its hard to understand what im looking for, alot of things just say "index 0" , "index 1" for example. just trying to increase rewards for the pirate hunt missions
am i even looking in the correct file?
full example, i edited this assuming its the pirate hunt mission info: <Property name="GenericTable" value="GcGenericRewardTableEntry" _id="PIRATE_BOUNTY1">
<Property name="List" value="GcRewardTableItemList">
<Property name="List">
<Property name="List" value="GcRewardTableItem" _index="0">
<Property name="Reward" value="GcRewardMoney">
<Property name="GcRewardMoney">
<Property name="AmountMin" value="500000" /> # CHANGED
<Property name="AmountMax" value="680000" /> # CHANGED
</Property>
All of the station missions correspond to one of several REWARDTABLE entries. R_MB_LOW, R_MB_MED, R_MB_HIGH, or R_MB_MEGA. They are shared and not split up by mission type. To find which is used for the specific mission(s) you are trying to figure out, you'll need to dig and find it\them in the mission files at METADATA\SIMULATION\MISSIONS\TABLES. Simplest way to do so is get some bit of in-game text unique to this sort of mission. Find that text in the language files, which will give you the variable name for that text block. Then can search for that variable name in the mission table files.
Generally guessing what something is based on a variable name will always be a longshot. Have to follow the trail through multiple files to definitively find things. 🙂
i see what your saying and yes its not as simple as i expected. i had tested things like wild and plant type plants from reward table and they were simple enough, one line edits. some, like the pirate hunts as you say are not
Probably in NPCMISSIONTABLE or MISSIONTABLE
<Property name="SpecialRewardTable" value="GcGenericRewardTableEntry" _id="R_PIR_TRIBUTE">
<Property name="List" value="GcRewardTableItemList">
<Property name="List">
<Property name="List" value="GcRewardTableItem" _index="0">
<Property name="Reward" value="GcRewardMoney">
<Property name="GcRewardMoney">
<Property name="AmountMin" value="500000" /> # CHANGED
<Property name="AmountMax" value="1000000" /> # CHANGED - this as an example, is referencing disabling and boarding pirate dreadnought, wouldnt this amount min/max be a simple edit,only located here and nowhere else?
The above is my methodology for finding things and usually works pretty well. A bit time consuming, but high accuracy.
as to what you said about mission tables, here is one i found but all values point to 1 <Property name="Missions" value="GcGenericMissionSequence" _id="G_BOUNTY_MED">
<Property name="DefaultItems" value="GcDefaultMissionItemsTable">
<Property name="AmountMin" value="1" /> # CHANGED
<Property name="AmountMax" value="1" /> # CHANGED
</Property>
I can't say for certain, as I've never looked into changing rewards for the dreadnought. Can't speak to specifics if not looked into something. NMS doesn't always do the same thing the same way. Kind of based on which dev coded something and for many years HelloGames had a revolving door, constantly removing old and bringing in new jr. devs.
yeah i had noticed alot of entries arent really even coordinated near or next to each other, the variable names/ID's and their naming are all over the place, making it very time consuming. thanks though i have more to go off now
thank you i located what i needed. so the R_MB_LOW , i found a index with monetary values, index entry 47 and changed it
<Property name="List" value="GcRewardTableItem" _index="47">
<Property name="Reward" value="GcRewardMoney">
<Property name="GcRewardMoney">
<Property name="AmountMin" value="25000" /> # CHANGED
<Property name="AmountMax" value="50000" /> # CHANGED
</Property>
now i can see the missions relating give adjusted amounts
THANK YOU!
YW
PLEASE tell if there is any mod that disables the stupid messages this things produce
ggui clean multiplayer'
does that work with no problems in multiplayer or do i get compatibility issues ?
#nms-questions message Causes no problems at all, whatsoever, like any other mod like it really
thanks
theres also this , highly recommend https://www.nexusmods.com/nomanssky/mods/3073
https://www.nexusmods.com/nomanssky/mods/1357 https://www.nexusmods.com/nomanssky/mods/208 and these 2 if you want to remove space station and ship icons markers. makes things a little more immersive when you have to use your eyeballs
None of which are even close to what the op asked for.
He'd already been given the info for the exact single mod he was asking for.
the first mod does exactly what he asked for. actually in the mods description it isnt written there, i use the mod and first thing i noticed was that eye sore of a info panel on bottom right was gone
Communication balls don't give notifications in the corner, they show their messages across the center of the screen
does anyone know how to extract the sound files from steam
i know you can get pak files from finding them but i dont know what to do from there
Answered to your post on the modding Discord. Zero point in cross posting questions to the different NMS Discords. Same people who could answer on all of them.
Need some advice, I added mods, then removed them, now the new ones do not want to work, I'm thinking about reinstalling the game, unless anyone has any other advice
Just so you know, GOG has a verify function also
Have you followed the mod troubleshooting guide here http://tinyurl.com/nmsmodding550?
will go through it now thanks
@raw roost your the goat thanks for helping me with my ship
Delete the GCMODSETTINGS.MXML file
bak
oh maybe i misunderstood op's statement. thought he meant the notification box
Anyone know the software to make your own corvettes?
And how to import them from blender?
Hello, is there a mod for companions like gek korvax or vykeen
Top of the day All
https://www.nexusmods.com/nomanssky/mods/984 . Read\view all the information on the description tab to answer your questions.
There is not. Closest thing would be https://www.nexusmods.com/nomanssky/mods/1017
finally on the last peice of gear, Airadne's Flame, any hints on where to find the seed for it by chance ?
or is opening 100s of upgrades the best way ?
Seed for anything you have in inventory should be in your save. Somewhere in the raw JSON, you'll just need to poke around.
lol, what a ditz, its a standard part, not a boost oyyy I'll learn one of these day's
no boost or flamer upgrade for minotaur that I can find
Just read that there are none, so fruitless search all in all
wellllll the only thing left to fix is the order of saved games, it stuck and wont change the top one to the last game played, any suggestions would be appreciated.
Just a thought, are the pets seeds in there also ?
Need to go, bbiab, Good hunting and Best of luck
Blueprint technology does not have variance, so no seeds
ok, thanks much for the information
hello, a week or so I found a mod that removes the background sounds for the storage rooms in freighters - just that sound. For some reason can't find it again through search. Anyone know what mod it might be?
supper time, bbiab
oook, bak
I'' bb on Thursday, Good hunting and Best of luck
@broken tangle
did u use any mods yet?
can reccoimend its dope
Hey no, not yet
Can i still play multiplayer if i add that one?
yes, all mods jsut change your own game, no impact on others
im not one of the crackheads here that are able to mod you everything you desire for, but ive managed to change some values in existing mods and update them to the current system now at least! there is soooo much QOL stuff you can get
Alright this one works ty
is there a mod that lets me custom color my corvette
i want hot pink or electric yellow
I'm new to the no mans sky mods, what do you guys recommend to use?
chech the popular ones, i found a lot of great stuff there. faster settlements, more nanites form missions, terrain manipuolator changes, a lot of corvette optimizations, craftable freighter modules, faster refiners, fixes to starship trsails and colors, more salvaged data, and a unstuck button
the mods jsut need to be updated after some time in 2025 casue modding changed there
buggy ass save editor
I would like to have a mod like inventory optimazation, or something that give more options to the inventroy
Mods can't do that. Inventory is stored in the game save file, which mods do not have direct access to. Try a save editor
Have you reported on the save editor home site? Nothing anyone here can do about it.
I remember seeing a mod that lets corvettes land at alternate landing pads but I didn’t dl it
I haven’t been able to find it since, anyone else know where to find it???
(Saw originally on nexus but can’t find it anymore)
This one?
When searching for mods on NexusMods, best to only use one word, lowest common denominator, in this case corvette. Then sort by last updated. Yes, you will get more results that have to be looked through, but you will find what you need. Much better than being more specific with more words, but zero results, if not correct.
It wasn’t this, it allowed corvettes to land and normal alternate landing pads
I’ll try this, cheers 😁
An emoji has been posted, modders brace for impact
Bit late, single emoji was posted yesterday, with the triple today. We all already knew.
Both were posted in the correct channel. 🙂
Is there a mod that lets me remove the walls between habs in the corvette
No
Sell your console.
true
is there an alternative to Amumss for converting a LUA file to EXML? I have a mod i want to do that with but from my limited knowledge im lead to believe not every converter converts the same way, lua tables/lua scripts etc
MBIN compiler and AMUMSS wont work for me i think its a conflict with multiple .NET instances and i really dont want to go though my PC and remove/add something
I would just make my own EXML, since the LUA file itself should indicate what file it creates and what variable are modified, I would just make EXML of the same file name, and look for the MXML file of the same name, and take that variable (and all of its "container" variables) and paste them into EXML file. They are all readable by a text editor like Notepad
you mean take for example an existing EXML file, delete all info within,copy and paste the lua info from other mod ,its this btw (https://github.com/MetaIdea/nms-amumss-lua-mod-script-collection/blob/main/Babscoole/JJs MODs/Jaros.Fiends.lua) into the new EXML and then rename that EXML ?
actually, that looks like it's modifying MBIN file?
oh hang on, it does make EXML files
would it be easier if I just uploaded the output files from AMUMSS?
yeah if you could help me with a copy of the exml version id be delighted
the mod is in MBIN only, Babscoole said i could use his lua version to generate EXML but as said, i cant use AMUMSS
extract that into the mods folder and see, I did not try it.
i will test right now thanks alot
The mod only modified MXML files apparently
Possibly will want updating anyway when patch lands?
I'd recommend not sharing other people's mods on Discord or other channels unless you got explicit permission from original mod author
my bad
hey sorry if what i asked caused trouble
it works, thanks for helping me convert it to exml
those files are tied to world gen as i can tell that usually need updating after game updates which is kind of why i was hoping to make an EXML version, shouldnt the exml version still work after updates?
since its considered more a "patch" than a file replacer
EXML usually work after updates
yeah so even if the items referenced within changed somehow (CRYSTAL_LARGE_UNDERWATER.ENTITY.MBIN
SHARDS_MOUNTAIN.ENTITY.MBIN
CYSTAL_SMALL.ENTITY.MBIN
MEDIUMROCKSCAN.ENTITY.MBIN) in an update (which to my understanding would be unlikely) the EXML containing values,(in this case detecting if a crystal is destroyed) would still function correctly,right?
just trying to understand a theoretical situation in which it could actually break
Correct
It's the type of file the mod is that matters, not what it alters. All EXML mods alter MBINs
i wanted to ask you what this value represents
name="SpookFiendsSpawnTimer" value="Vector2f">
vector2f?
normally value is just a number
That means it's a 2 value subtable, an X and Y value
Probably min and max time between spook spawns
i see and would "MaxFiendsToSpawn" value="10" />" , this value,actually then apply to the other mods value that spawns fiends from harvesting rock?
i assume so since that mod has no similar values, it just draws from base game(or in this case,your mod)
Not sure, would need to look, and now is not ideal since update just dropped 😄
i t did?
ohhhhhhhh
cheers man
looks like we can swap pet skills but i cant seem to figure out health or damage variables
the child of helios pet seems busted stock , hp ranging from 1000-3000 and 1 shots you naturally lol
not played nms for a while I have consumerism cb remove tech overlaod communism mod and unlock all titles do they need updating or
nvm I updated them anyway
At this early stage after an update, few if any are going to know what does and doesn't need updating. Mod authors in North America would still be at IRL work, at this point. European would have gotten home from work just recently. That being said, majority of mods will not need updating, from a brief cursory look at file changes.
guys, i uninstalled nms and lost my save
any way to recover it if i had backups in nomnom?
even nomnom doesn't see any more saves on my machine
NomNom has its' own Discord. May want to ask there.
Hey can anyone direct me personally on how to download and operate blender for ship building I have the basics down with the nomans builder mod but not blender I use to use that to fix my ship
Seriously need the help learning so I can fix my ship and I don’t wana ask people to help when I can do it my self just don’t know how to get it going
I’ll even take a video link if some one doesn’t wana explain it
@solid hawk
If you go to the base builder plugin page on NexusMods, on the desciption tab, the author has links to video tutorials and to his Discord. Between those, should get you where you want to be.
Ty
anyone have a low fly mod
seems the xeno update broke two of my texture mods i use for UI elements
no ship marker and no space station marker mods no longer work. UI/HUD/ICON/PLAER/SHIP. Im suprised UI stuff got broken
does that mean HG's changed the name of those files?
3rd UI mod overall that either broke or caused issues since yesterday, i wonder if devs are later doing some overhaul for UI
What would the InventoryType be for a corvette component when doing save editing?
is there a mod for a placable xeno arena?
UI stuff gets broken often
Something, wouldn't know without looking
Not an overhaul, but stuff was added to support the arena things.
New properties = unupdated UI mods break
Properties removed = unupdated UI mods break
Properties renamed = unupdated UI mods break
New sections added to UI game files = unupdated UI mods break
etc
As those game files MUST be MBIN, full file replacement, extremely susceptible to breakage from any changes HG makes.
Hey Gum your gDamage mod probably still works, right? Been holding off on using it until I jump through the centre in order to sort of implement the change in a rp friendly way, but there haven't been any major updates which messed with that file right?
Should still work. I can't think of anything that would break it short of very majorr changes
Majority of mods, if EXML patch mods, would not need updating, potentially ever.
hello everyone I need help in navigating to the planets in my previous save, which sadly I have lost what I have is the cache directory of the older save. and I have dds files of the old save bases. I believe the first 16 numbers in the filename of the dds files represent the galactic coordinates code. so I tried copying it in the nomanssky portal decoder under galactic coordinates. but it throws invalid error.can any one see what am i doing wrong here.
It is a save from 2021 but I hope the dds file name format is like this [location hex code][save type][region name]
I believe you are correct about that as two of mine in the same system are identical besides the number indicating the planet, but it's not in the signal booster format
it's most likely in some internal format that requires a converter that knows about those
this miiiight be the coordinates
or might not and i did a typo, but I don't think i did
The 00 part in the middle makes me think this is the universal address format
Basically a combination of hexadecimal portal glyphs+ galaxy index thrown in the middle
it's basically the glyph format but remove the first 2 0s and those middle 2 0s
There should be an article on wiki about it but yeah like Grouch said, remove the 00 bits
i have no mans sky on an other steam account and i want to get the save file on my main steam account but it just keeps getting ovridden can someone help pls
You could use NomNom to do this, overwriting a save from the new steam account https://github.com/zencq/NomNom
using it's Edit > Save Transfer feature
Also, you could try disabling Steam Cloud temporarily
Hmm could be due to endianness. I byte swapped the digits except the first 4 and got a valid glyphs. but couldn't say if it's the same planet.may be I need to trial and error in my existing save dds files
i did
Did you try the glyphs that I posted? I compared the process to my home planet and it worked for it
Just tried but couldn't say if it's the same planet as it says first contact. thanks
There's a good chance you never uploaded the planet back then too
that, and Worlds Part I and II rerolled most planet subbiomes, making many seem unrecognizable
regarldess, it is the planet that the base you highlighted was on
Yeah right.i have multiple similar base dds files. I will try to go to all planets using this method. I hope at least some planets are untouched
Oh man, the Leviathan expedition is rough. Collected and refined resources, stored everything in the ship, died as part of the quest, only then did I discover it resets the full expedition (including my ship). I'd thought it would be like survival mode and only empty my backpack upon death. Next attempt I died to a walker, in a storm.
@radiant sonnet download base builder app then watch a YouTube tutorial
Cool cool I'll take a look
It should be on nexus
Where can I find creature parts/creatureIDs?
I've been looking for a few days now and I cannot seem to find the internal stuff
found it
I lied. I did not rip
But I did find some interesting stuff..... Still, curious how people got the sentinel walker as a pet. I know there is a service bot, but I'd rather do it myself
so if anyone knows how please let me know 👍
I think just put it's creatureID as ^WALKER
similar to how you can get a Sentinel Hardframe by inputting ^MECH
I see, I'll try experimenting later
thanks
YEAAAAA thank you Grouch you're awesome
METADATA/SIMULATION/ECOSYSTEM/CREATUREFILENAMETABLE.MBIN will have all the creature IDs in it
thanks will use this too :D
So I’m new to modding, is there a good well known mod to allow me to build anything on a corvette??
Beyond Base Building https://www.nexusmods.com/nomanssky/mods/1096
Cheers bruvva
Does this include further scaling or do I need a separate mod for that??
That'd require this https://www.nexusmods.com/nomanssky/mods/3291
Beyond Base Building allows for more objects to be scaled, than vanilla. The other one Grouch posted increases the range of scaling sizes.
For awareness, due to how HelloGames does such things in NMS, scaling breaks snapping. It's because scaling is dynamic, while snap points are static. So, you scale up or down too much and snap points for an object will either be outside the bounds of the object or buried within. Hooray for free placement. 🙂
It’s mainly just to add some more functionality to my corvettes
Such as the planetary probe
I like to let people who ask about scaling know, so it isn't a surprise
Yeah I had problems with wire scaling way back when so I can assume it would break still
These two custom objects can also add the planetary probe feature:
Note that the planetary probe feature of corvette supercomputer is broken from 6.30, at least for me
I’ll stick to the other ones cos I play with my gf who likes to be passenger princess
So I can get her to be my probe operator lmao
That's what she said! lol
Doh
I downloaded both and it feels like the scale still scales to default scaling
Is there a specific place in the load order for it to go???
Would it be before or after bbb???
Load order does not matter, they modify fully separate things
Hmmm
you most likely installed them incorrectly in some way
See http://tinyurl.com/nmsmodding550 for mod installation/troubleshooting info
I use vortex mod manager and downloaded through nexus straight to vortex
Then maybe Vortex installed something incorrectly
it's been known to sometimes prefer the old mod folder location, and do other janky stuff
Where should it actually be then??
The scale mod that is
inside of GAMEDATA/MODS
Everything else has worked fine
I’ll try moving it if it’s wrong
It’s in the right place it seems
if it still continues to not work, send a screenshot of the inside of your MODS folder, and also try deleting No Man's Sky\Binaries\SETTINGS\GCMODSETTINGS.MXML
how do we save edit in the new companions?
Life-sized Battle Arena when?
When HelloGames decides to implement such
Probably same way as old companions
That would also apply to your no teleporter mod then right? I wanna go for an rp where my character has amnesia after jumping through the centre, and is stranded in the new galaxy for a while.
Tbh it's kind of funny how all my roads lead to your mods when I'm looking for the few things I actually want^^. Just trying to keep my game Vanilla Plus basically, you and Gumsk have done a really great job on that front.
Oh yeh nvm, you updated it only a few months ago. Ofc it's gonna work 🫡
Yeah, should be ok. If not, just make a post on the mod page and I can get it updated quickly. 🙂
Thanks. Gumsk and I do try.
Hi there would someone be able to help me get these cute bird creatures to catch 🙁 ?
yeah that was just a me problem my changes broke it ig, redownloading it fixed it
What mods are recomended for no mans sky, like fun ones?, wondered if there was star wars ones, but think thats just me being a nerd
Subjective. You won’t find a better answer generally. A lot of people use QOL mods (whether or not they are ACTUALLY QOL is debatable) but it’s really just pick and choose until you find ones that stick with you.
My personal tip, you will probably have a rush playing with tons of mods, but will find you actually don’t like most of them. It’s all about getting a feel for it.
is there any already updated fork for any editor?
i kinda wanna unlock all new supposed to be inaccesible piecesof this update
note: bbb doesnt allow you to scale everything or place everything on the freighter and such
Most parts can be Scaled except prefab building parts, Exocraft Geobays, Mineral/Gas Extractors and Base Computer (Door attachment points bug out when scaled, and issues persist with scaled base computers and geobays). There may be others not listed. Be aware, scaling breaks snapping.
Many parts can be built in a Freighter. Exceptions include the Base Computer, Industrial Mining parts, Vehicle Summoners and planet-based teleporter.
Many parts can be built at a Planetary Base except the freighter teleporter and the Orbital Exocraft Materialiser
All parts can be built above and below water
All parts can change color and material
All parts, which can be deleted, can be deleted without also deleting attached objects except Decals and Posters
No build-count limits except for parts related to resources harvesting, certain terminals, beacons and message capsules (and others with limits that are hard coded into the game, as they are added or changed by Hello Games).
Unlimited Storage Containers—*This does not increase actual storage amounts: Each numbered container acts as an index to the store rather than a physical box
Foundation, Pavings and Communications Station can be placed anywhere (not only on bare terrain)
Non corvette parts buildable with corvettes
you can remove those tho but they exist for a reason for ppl who arent educated enough
has anyone else noticed all biome gen related mods are gone in Nexus?
Lasagna, REDMAS, etc.
like literally all of them
except the ones that are outdated or haven't been updated in YEARS
Lol. You do realize I'm the author of BBB, right?
Unknown, nor does it hold any importance to anyone but them. NMS mod authoring isn't a prison sentence. People are free to come and go as they wish.
I mean being authors of the only mods that expands the repetetive vanilla biomes in the game, many people are def going to be curious on what happened and why lol.
even if assuming lasagna got lynched for that BPG remake, that still doesn't explain why Redmas also left and simultaneously too
unless they're the same person
Wasn't simultaneous. You just happened to notice now. Was months between.
yes i do and i know u put in the limits for a reason that was meant for other ppl maybe looking at the comments
you replied to daboii stating that mod does stuff and i added "it has some limits for safety" cause a lot will try to rescale prefabs and stuff
:3
-# weeeee
Is there a mod that removes the blue hologram outline glow effect from creatures in arena battles?
Only if you see one at https://www.nexusmods.com/nomanssky/mods/newrecently/
Xeno Arena was released on Wednesday, so only have to look back three days to get your answer.
anyone know how to change vortex modmanagers target mods folder? it put it in GAMEDATA/PCBANKS/MODS instead of just GAMEDATA/MODS, and I can't see how to change it?
do I just have to manually install
Lots of the "old-timers" just do manual installs. May want to check in the Vortex support forum at NexusMods.
Yeah nothing yet. Can't even see any older mods that remove the hologram effect from companions in the anomaly either which would be cool to have. I wish I knew how to mod NMS coz I would make that myself. Surely it's just about disabling the effect in the game files right?
hey guys, I'm having this issue whenever I warp out of the system my game crashes, I have the crash code and the mod list, I don't know if there is a log that I need to post, but here is everything that I can get to show you guys whats happening.
hold on might be the warpFX
no but different crash ID
seems to be caused by terra firma 3, I want to use that mod but lets first check to see if maybe compat with another mod is crashing it
doing a little research on modding to see if i can work it out myself, ive modded other games before, i feel like AI has been getting dumber lately but decided to ask chatgpt and deepseek to see the different responses and deepseek told me to use the PSARC tool to start, but in pinned messages the document says that no longer works. so its like oh yes u need to wait for mbincompiler to be updated to work with post 5.58 and I'm like... the github says it was literally updated 3 days ago... so i guess deepseek is actually useless and doesnt have updated info even with search internet enabled lol useless
All AI is worthless. The information you receive will always either be outdated or just plain wrong.
yeah im verifying everything it say with the official modding wiki to make sure its correct coz i dont trust AI much anymore. im having an issue though where I drag a pak file onto mbincompiler and it just closes and can't see it making a file anywhere
mbincompiler does not decompress .pak files
oh im an idiot
yeah so chatgpt is almost as useless as deepseek then lmao
god its amazing how bad ai has become now
i remember when it helped me mod fallout new vegas with basically no issues
does psarctool not work anymore?
I don't think it's related to nms modding at all now
ok sweet
Is it possible to mod on a mac?
Like the pins say, no. #nms-modding message
ok thanks!
Hey so i have a question
I mainly play on console but i do own nms on pc but because of work travel etcetc i just cant play on it, so if i modded expedition rewards that I’ve missed into my account will that then cross save over to my Xbox? It is the same account
If you claim them, yes
Ah youre the best appreciate it man🙌🏻
Oxygen Harvester's work's on corvette's?
I know there be propably need of placeholder
Still good to ask before I be digging in json
need slight clarification on hgpaktool usage, it says to drag the .pak onto the .exe or binary. Does that mean to launch the exe and drag and drop it onto the hgpaktool program window or the actual exe file in the folder?
Grab pak files and drag them on top of HGPAKTool.bat
I have the .exe not the .bat file
Then idk, I don't remember it being an exe and the new version just doesn't open for me
Probably this, with the .exe instead
an alternative on the cmdline would be hgpaktool.exe -U -O output_folder input_folder i guess
okay yup it was just dragging it onto the exe file itself
I dont suppose anyone knows which .pak file has the hologram texture data in it thats applied to creatures in anomaly and xeno battles etc
May be a shader rather than a texture?
honestly i had the same thought may as well check
hmm i dont think it is
Thing is, HelloGames doesn't necessarily follow its' own .pak naming scheme. There's .paks named with metadata, texture, etc, but it's not infrequent that files will be put in another .pak, contrary to the naming.
Best to unpak everything.
yeah lol the hardest part of this seems to be just finding the right file so i can edit it to disable the effect lol. maybe i will have to do that but then how do i know which file to look for inside those folders
is it just gonna be called hologram texture or something else like cyber or digital etc
May even be more than one file or hardcoded in the exe
No way to tell without putting in the time to look into it
yeah hard to know, im trying to look at references on different wikis
You'll find little to no information documented. We (the NMS mod authoring community) did precious little documenting in the beginning and almost none in years. Just have to dig through the game files. Same thing we all go through.
yeah lol and files have changed over time too
Exactly, huge reason why everyone stopped documenting. Became a huge time sink where, over time, any work that you did would quickly become outdated and worthless.
yeah bit of a pain
Hi All, Do birds or other creatures (worms) you get through modding have stats like the regular fauna to use in battles?
They do, yes
@frail surge i came across this (see image) the other day, looks like it might be related to what you want
ooooh thankyou! can I ask what program you're using to look through all those mxml files so easily?
thanks!
You extract the MBINs from .pak, using HGPAKTool, then decompile the MBIN files to MXML with MBINCompiler
Can use ANY text editor to look at MXML
yeah thats what I had been doing looks like they had an easier way of searching through them all though lol
The easy way to search through MXML is grep
sweet im extracting all the paks now so i can just find that mxml easily
yeah, that'll be in the root folder basically
I have the same issue, kindly let me know if you found a solution as I haven’t yet and I’m not that good at modding to try figure it out myself ahaha
if its in the root folder, is the filepath for it just mods name/ and then put the .pak in there? no subfolder needed? I think I got it done
oh wait i dont even have to convert it back to an mbin or pak file thats nice
ok I tried setting the alpha to 0 and then tried deleting the property entirely and im not seeing any changes in game I'm not sure if the mod is actually activating or overwriting the default properties
i also did it to the property for PetOffPlanetEffect which i believe is the scanlines effect you see on them in the anomaly and the anomaly effect is still showing too so i dont think the mod is activating properly and i dont have the disablemods.txt file
oh reading the document for mod authors I see I need a global subfolder that must be it, and i had it as xmxl instead of exml
ok im stuck now, tried converting it back to mbin instead as a replacement instead of a patch and put it in the root of the mod folder instead of a globals subfolder and still not seeing a change in game
Try this, I've rebuilt the mod for NMS 6.32
See ^
There's no such thing as disablemods.txt. Hasn't been for well over a year.
Game does not see or use MXML, exception for LocTABLE files. EXML is not just MXML with the extension renamed. EXML is a patch mod, containing only the changes being made and potentially necessary pathing data, so the parsing engine can find what you're changing.
Game will not see or use loose files in GAMEDATA\MODS. You need to put your global MBIN in a mod folder. Example: GAMEDATA\MODS\RemoveHoloEffect\GCCREATUREGLOBALS.MBIN
This is as a full file replacement MBIN. If you were to create a properly formed EXML patch, the pathing would be different.
omg im so dumb i had the mods folder in the wrong location lmao its working now!!!!
Does it have the effect you were hoping for?
Yup!! no more hologram effect!
Cool. Be aware that modding in NMS is local. That is only you, with the mod installed, can see the effect.
now to upload to nexus so other people can use it lol I've never done that before do i just upload it as a zip folder?
yes i know 🙂
Yes, has to be zipped.
sweet will do it now
One sec....
You still have it as MBIN, right?
Some files HAVE to be MBIN, but this is not one of them. You really will want it as a patch EXML, else it becomes a potential conflict generator, keeping people from running other mods which affect that file.
yes, im not sure if it will work as an exml file? coz of this part:
It's a global, NOT any of those.
ohh okay so i should make it an exml then right? for compatibility with other mods?
DM me the modded MBIN or MXML and I'll make the EXML for you
oh no its okay I can save it as an exml already with notepad++ thats what im using 🙂 just wondering do i need to delete the rest of the text that isnt being edited? so it only has the 2 <properties> sections that are edited?
Depends on if those properties are top level or not. If not, will require additional pathing data in the file.
okay ill leave the rest of the text as it is then
quick test now to make sure its right, i put it in a Globals subfolder
BUT, you do not want to publish an EXML with everything in there either. Again, this is going to cause issues for others using mods for the same file.
Would need to be something like:
GAMEDATA\MODS\RemoveHoloEffect\GLOBALS\GCCREATUREGLOBALS.EXML
yup thats the filepath I used and its working with the exml now and the mbin removed 🙂 so I should delete the rest of the text then before uploading to nexus?
Like this?
That should be good enough for a first iteration. Can also remove lines within a section which aren't being changed, BUT you'd want to leave header lines intact. Those are providing the path to the lines your're changing.
okay cool and are the header lines the <data> part?
mornin! hes been very helpful
No. Example for one of your sections, not knowing exactly what you're changing.
<Property name="PetBattlerEffect" value="GcScanEffectData"> <Property name="Colour"> <Property name="A" value="0.000000" /> </Property> </Property>
oh right yeah I will do that to be safe so it doesnt mess with other mods potentially
There we go, short and sweet.
Yep, should work fine. 🙂 Always want to do a quick check in-game, just to be sure though
yup tested and it works! thanks for all the help I'll upload to nexus now ❤️
NP
Would be nice if you give a shout out to bk201 on the mod page for finding the right section for you. 🙂
Shot you a DM
haha I was just about to say I gave u guys a shout out 🙂
Cool, thanks
You are a lifesaver ! This will be so usefull for taking screenshoots
of course! couldnt have done it without your help
It takes a village 🙂
Heya. Sorry was helping PotentialLegend with something. Left my multitasking hat elsewhere. 🙂
np, just saying g'morning
How do i increase the 100 part limit on corvette?
There's a mod for that. Search NexusMods for the word corvette, then sort by last updated. Will be in there.
Alright thanks
Now I haven't tried the new update yet, and dont really plan on doing this since it feels unethical (against other real players anyway), but out of curiosity: how much effect can save editing have on a pet's battle stats/effectiveness in battle?
You can change the stats. Real effect in-game, no clue.
That's something you'd have to determine via emperical testing
Change stat, try in-game, rinse and repeat too many times. lol
When you factor in random chance results also being a factor, would have to do a metric crapload of times.
hmmm
Too much effort. lol
can you give them moves or mutations or anything else with save editing?
i think their biome has to do with their capabilities which i know you can change
Especially for what's ostensibly a minor feature add, the sole purpose for which is to test arena out for LNF inclusion.
ah
I believe you can change the moves assigned to a creature, BUT I haven't specifically looked. Could also be encoded in the seed, where it picks from the applicable game data file which lists all the moves.
I myself haven't done arena combat and most likely never will. Doesn't interest me. So, I haven't dug into it. If I wanted to play pokemon, I'd play pokemon. haha
lol fair enough
Is there a mod that records information about systems, planets and/or fauna you discover without being overwritten like the in-game discovery system?
NMS modding, we cannot add new feature to the game, only HelloGames can do that.
What no mans sky mod adds everything purchasable to the galactic trade terminal at stations, I’ve forgotten since I’ve not played in a big while
Thank you.
No problem, enjoy
it probably can be save edited, as at level 30 you can reroll skills. Might still be the seed though.
If its seed based then probably a hopeless endeavor unless someone develops a seed finder for this somehow
what would i use to run mods on this
The game
check out this post <#nms-modding message>
can there be a dark mode for that i got flashbanged
If you entered the game and there were super overbright lights, then you were using old mods.
i mean the link on the google doc
ah
Recently the way lighting works changed in the game
So older mods, that changed lighting, caused white-out conditions in-game
ah i see where the mixup came from
i'm surprised there isn't a mod that makes rotating stuff easier on corvettes
either that or i'm blind and haven't found it yet
It's just not something we can affect
unfortunate
Anyone knows if we can "overwrite" pets looks via editor by swapping the mob ID but without switching the stat grades? 
The way it's inplemented by HelloGames is that corvette parts, for each rotation, is actually a separate object model, not the same one twisted around.
The looks are determined by seed
So should be able to change the seed and get a different looking creature with different parts.
but would the SSS stats stay on it? Thats my dillema
That being said, there is no "decoder" for seeds.
Possibly. No way to know except by trying. These combat stats are new, just added a few days ago, so very possible nobody has messed with this yet.
Backup your save, so you can revert back, then adjust the seed and see what happens from there.
This sort of thing is controlled completely by the exe, which we've no visibility into, so no means of telling what's going to happen without doing.
by chance does anyone have the CUSTOMISATION_MOD-ADVANCED_PLAYER_SCALER_and_Modifier_VERSION_NO_BACKPACK mod
it is no longer available on nexus mods and I was wondering if anyone had the file download by a miracle.
Need to call it a day, Good hunting and Best of luck
managed to figure out how to get absurd damage out of a creature using save editor
ok. You want a cookie....🍪 . 🤪
this is what -17000% combat effectiveness does (health goes up by a crazy amount)
You have to be standing on ground, though
If you can't get high enough, use your terrain manipulator to build an earthen stairway
appreciate it, also does anyone reccomed any othere mods aswell. I have ed-e jetpack. better planet colours, and 2000x scale manipulator
Choose from there, to start
appreciate it
are sandworms still findable ?
im looking for them on a planet I found on no mans sky coord app but, I already discovered all species and worm isnt one]
alright thanks
You can temporarily use gcreatures sandworms if you want to pump up the spawn percent
what that?
Does anyone know of a mod that increases technology slot limit from 3, to 5? I'm not wanting to download a mod that effectively gives me unlimited slot usage, as I still want some difficulty, but I would really like to have multiple movement mods, so my jetpack isn't running out so fast haha
A mod, search for it on NexusMods
alright!
You can increase and activate slots in detail using a save editor. As much or as few as you wish, within the maximum hardcoded limit.
I never thought about that!
There's a 5 version
what was those mods which add expedition rewards.
and the other make it for free.
Consumerism and Communism
What the best mod that I should install
on Nexusmods?
Everything is on Nexus
None
Or whatever mods you deem that interest you. https://www.nexusmods.com/nomanssky/mods/newrecently
how do i unlock all the iteration heads with the save file editor? is there a more efficent way rather than searching for them in a list with thousands of items?
just use consumerism mod+its "everything is free" addon "communism" and buy them from the qs shop
thank you
Top of the day All
is that it?
That's one of them, yeah
alright
You’re an absolute legend, thank you so much for this :)
Guess it resolved the issue. 🙂
Hey gang. Someone on nexus asked if I could also remove the scan effect from creatures in wonder projector but I have no idea where the property for it in wonder projector would be stored. There's nothing in the gccreatureglobals except the two I changed already. Don't suppose anyone knows where the one for wonder projector might be? It's not a big deal or anything just something one person asked for. I personally don't mind it on wonder projector as much
does formatting matter for mod file names? As in does it matter if the Globals subfolder in a mod folder is in capitals like "GLOBALS" or "globals" or same for the exml file, will that stop it working? not my mod that isnt working btw just one from nexus
Shouldn't matter, as long as the structure of the mod mimicks the structure of the vanilla files
Though I member textures needed their extension DDS capitalized
yup you're right, i tried changing the folder and file names to the same cases as the originals but it doen't make a difference no idea why this mod isnt working, its the faster xeno arena battles one
no conflicts or anything, hopefully they can work it out
GCGAMEPLAYGLOBALS.GLOBAL
oh thank you! you're a legend
Did you extract it properly? Go into the mod folder and screenshot where the GCGAMETABLEGLOBALS.EXML is, include the address bar, so we can see the path
That was a likely location, lots of the scaneffect sections in there. Can't guarentee it though, without digging through myself.
yeah its not in the zip, and the only other mod i have is my one that doesnt touch that file as you know
all good I'll have a search through it soon once ive done my morning routine lol
Ok, path looks correct. Sometimes people will extract the archive contents into a folder named after the zip, so winds up as GAMEDATA\MODS\somemod\somemod\...., so the modded files are one level too deep and the game can't find them.
Other mods still working fine?
Can try deleting the GCMODSETTINGS.MXML file
in No Mans's Sky\Binaries\SETTINGS
EXML is formatted properly
You running any other mod which touch the GCGAMETABLEGLOBALS file?
Got to get up to speed on this troubleshooting, because people WILL have problems using your mod and as the author, it's your responsibility to troubleshoot with them, for years. 🙂
Baring a game update killing your mod until it's remade, the first two points I make at #nms-modding message , will cover 95% of mod not working issues.
Guys quick question is this mod working ?
Should be, but I don't use it. Check POSTS on the mod page to see what other users are saysing.
I want to make a huge corvette any mod that can help with it ?
Okay and yup the only other mod I have is the one I made and doesn't touch that file so there is no conflict. I can try deleting that file see if that fixes it
yeah deleting that didnt fix it sadly, my mod is still working but the other one isnt.
wait in the video on the mod page hes using it in the space station and not the anomaly against oceanus, ill see if it works outside the anomaly
nah false alarm still just as slow in space station battle
I can't see anything wrong with the code myself either when comparing it to the original file, and the mod appears to work for the author in his video so not sure what it could be.
There is any mod what can give me option use mineral extractor from corvette? I have industrial peak and this be lowkey fitting vibe
There be good if mod be having option/gui in game on/off and also if there be need to land on planet
mod author said hes on gamepass, but I don't see any differences in the code that would make that matter? they seem to be identical.
ooo k, bak
feel free to @ me in here. I'm not sure why it's not working for you..
oh hey! yeah im really not sure either! was trying to figure it out but i cant see any issues with your file at all. im completely stumped
i just tried removing my hologram effect mod to be certain there is no conflict and yeah there isn't.
yea, i did run file as downloaded from nexus on its own and I can't replicate ...
But I also notice I didn't get a mod warning pop up in the main menu after removing my mod, so it seems the game isnt detecting the mod
u mean its not working when u download from nexus or cant replicate the issue?
the mod is working properly for me under each situation I've tested 👀
thats really strange then idk why its not working at all for me, different versions shouldnt matter coz it all seems identical
ye i doubt HG would arbitrarily change the parameter names but that's the only idea i had
yeah this makes no sense then lol
did u use the newer mbincompiler v6.33.0-pre1
Btw question has anyone made like a spreadsheet with all the attack IDs and effects already
i used v6.30.0-pre1 but let me try the new one
im using 6.30.0.1 according to the text document
what text document 👀
yea i got no clue lol
if you have no mod warning pop up then something else must be up
yeah exactly, it still shows up when i have my other mod installed so for some reason game isnt detecting the mod at all
i tried moving your mod file to the Globals folder that my other working mod was in to see if that changed anything and still no luck. those were my last 2 ideas
6.33.0.1 is only when on current experimental build of the game. If on Public, should still be using MBINCompiler 6.30.0.1
looks like there was no diffs on the params i changed anyway
i wish i knew the solution 😣
me too. im so confused why its not working :/
I just tried it, gametable in a pirate station. I couldn't tell a difference in speed of the opponent, but I'll want to do a few iterations both with and without the mod to be sure. I might try some values higher than 0, like 0.100000. Sometimes the game doesn't like 0.000000 for certain things.
it should noticeably skip the AI trying think about their next move. i didnt try it in a pirate station; only anomaly, trade post and normal station
There's other points of differentiation as well. I'm running on current Experimental. Wouldn't be the first time that HG accidentially or on purpose has deprecated (disabled) properties in the exe. I'll play with it a bit tonight and will probably roll into tomorrow as well (have work in the morning), and report back.
I'll update the 0.000000 values to 0.100000 if it helps mitigate issues
I won't know, at least on my end, until I play with it a bit. 🙂
I know, as it is currently, works on your end. Can see that from your video.
going to call it a night, Good hunting and Best of luck
Good to cya Babscoole
l8r
i am on experimental too, so that could be related but the files i extracted myself are the same as the mod file. and changing values to 0.1 didnt seem to fix it for me either sadly
Theoretically, they might have instituted some checks to make PvP more balanced
in experimental that don't exist in public
Done a few combats, with and without. I think it is working, but the effect is more subtle than expected. Perceptably the difference between one or two seconds isn't huge. Just for kicks, thing I'll try running the properties values up, to increase the time. 🙂
That should be more noticeable
the ai thinking time by default i believe is 2-3.5 seconds
i also like sanity testing by inputting large numbers too 😅
Somewhat easier to tell timing the whole battle, rather than individual rounds.
movement of the lifebar should be imperceptible too
So, mod is working, just a matter of managing expectations. Not going to be over in 30 seconds. lol
i'm not familiar at all with that workflow 😅
have always done paktool and mbincompiler
okies
BTW, you may want to revisit your nautilon lights mod. If you load it up now and doesn't crash, may find yourself completely blinded. Update or two ago, HelloGames did some reworking of lights in models. Got rid of FALLOFF_RATE, changed FALLOFF to numerical value, added a RADIUS attribute, and drastically reduced the scale of lighting.
thanks, i'll take a look at it in a bit
To convert from old value to new for INTENSITY, the formula is (old intensity/10 000)². That is old intensity divided by 10000. Then squared.
that particular mod is a pain in the bum too haha
Just a means of semi-automating building mods. As well, for conflicting MBIN mods (model files and UI), can be used to combine conflicting mods.
so mods are ruined now?
because in amuss metadata pak is gone
its just precache
and globals
i mean shit does already still work when i edit it as far as shit i already made
but like, i need to find metadata.pak
and its not there
ok im an idiot
they moved everything i need into precached????
fuck that means it wont work
what are we gonna do now?
if we attempt to edit what's in precached wont it just... reset itself
or the game shit itself?
Morning folks, I am looking for a mod to speed up refining. I searched and found a whole bunch, so looking for recomendations. I do most of my refining work planetside or on my pirate freighter, if that makes a difference.
I've been looking through gcgameplayglobals.global, to try and find the scaneffect applied to wonder projector things, I can't tell which property the wonder projector is called in the code if it even is in this file. theres 33 things using the effect, like "binocularscaneffect" and "BaseBuildingPreviewSelectionScanEffect" etc, none labeled wonder projector. guessed by picking closest one seems to be "CommunicatorEffectTable" but that wasnt it.
Sort your search results by last updated. Only those updated after 29 January 2025 are useable, so will greatly dimish your choices. Other than that, they'd all be the same, changing the same property values.
As there's no existing mod to do this, chances are nobody else has looked into it or would know specifically. Then it befores trial and error process to find.
yeah i tried searching for a wonder projector mod on nexus hoping to look at their mod file to find out what its referred to lol
Related, when someone asks you if you can make a mod to do X, never promise, as you can't guarentee the outcome. "I'll look into it". 🙂
Personally, I also like to provide a timeframe, which will always be realistic. X number of days, weeks, months.
Then a follow up message after that time.
and of course, there is nothing wrong with saying no.
yup i didnt promise I said I don't know how to edit wonder projector so if I do it now it will be unexpected for them lol. I had a look in 3 other mbin files, buildingglobals, placementglobals., simulationglobals, trying to guess which other one it might be in but none of those so far have a scaneffect section
May not even be a scaneffect section. With their dev turnover, not unknown to have the same thing done in a completely different way, because the old guy is gone and now a new guy is working on that.
i feel like it will be using that, seems like everything that uses a scan/hologram overlay effect refers to that
also the new xeno arena update still used that to apply the effect to creatures in the arena
Or may have to extend your searching outside of Globals. See what's in the ENTITY for the wonderprojector.
i wish i could just search "wonder" in all the mbin files at once instead of converting and searching each one at a time lol
May not even be a new person. Could have been done by someone they borrowed from the LNF team for a few days. Consistency in coding not as important as it works to HG.
Should have all the MBINs unpaked and Decompiled to MXML, then get a grep program.
yeah i might do that
Top of the day All
Bottom of the 8th, runners on first and third.
why cant i build colossal corvette with the colossal corvette mod?
Im using these two to import Corvette into game but when i copy paste In Json and save and load game i dont see new one i only see old one
Are you loading the correct save? make sure to load the save you edited either Restore or Autosave
There are 2 save and i dont know which one it is
On goatfungus it say save 2.hg
Here im getting confused
Even numbered saves are the Restore points Odds autosaves
Make sure to select the save you want to edit in gofungus
in game load your restore point
Oooo
I had to load restore point
🥹
Wait let me try
Thanks a lot man
It worked fck i was so fckin confused 🤣🤣
Its was a simple step
🥹
yeah the game was loading in on your auto save
always take note of the save number n you'll be good
Yeah
Game will always load the most recent of the two saves.
i still cant get the faster arena battles mod to work on the new experimental patch. i re extracted the pak file and mbin with the latest version of mbin compiler uploaded 2 hours ago and the original file still has all the same property names etc as the mod so i cant see why it isnt working. maybe it needs to be an mbin instead of exml?
Is it not allowed to have a mod that removes my warp distance limit? Not saying there is one just a hypothetical
you can do whatever you want (so long as it is possible ingame)
just so long as you arent griefing other players or smth, anyway
wsp peeps
@burnt shuttle I tried converting your mod to .MBIN and that actually made the game detect it and give me the mod popup on main menu, but the battles still don't seem any faster like they are in your video sadly. Trying the exml again and no mod warning pop up so it seems the game isnt detecting this mod as an exml for some reason
that's so weird..
i wish i could help troubleshoot further but i cant do much if i cant replicate it 😔
it might be something in the new experimental patch meaning ur mod might stop working once the update hits gamepass
no idea what it could be tho its so confusing. i even replaced the mod again from the zip file download to make sure its all untampered etc
microsoft taking their sweet time approving the patch
oh wait, 6.32 got pushed out, i will check right now
good timing lol
it seems indeed it's not working on 6.32
i'm guessing the nms binary is blocking changes made to gcgametableglobals for "competitive integrity" 🤷
since there's also some cheater stuff in there
ah damn that would make sense but thats a shame it has to also block the aiwaittime stuff
i also have a personal mod to make the creatures a bit bigger and it's no longer working either (same file)
oh wow okay then yeah, coz the file also has stuff related to xp gain and npc difficulty etc so makes sense why theyd block that from being edited for cheaters
so does that mean theres just no other ways to make it work? i dont know much about modding nms
not that i know of. i only mod the game occasionally haha
Modders! I have a question for you lovely people
same lol
since every mod-ready platform should be on 6.32 by now guess i'll hide the mod until if/when it works.
kinda funny it got endorsements when i think most everyone is on steam where it isnt working
yeah good idea hopefully someone else can suggest another way to make it work. i really wanted it to work i hate how long u have to wait for ai to pick a move lol
Is there a way for you people to make a mod on nexus to make the egg hitboxes bigger to collect them?
no clue personally, ive never seen a mod alter hitboxes
it would be easier just to use a save editor and give yourself the eggs in your inventory
yeah im very impatient when it comes to noninteractive gameplay, so probably i wont even do xeno arena anymore until can speed it up again
yrah thats fair i can tolerate it but still annoying
Well really big eggs can’t be collected
not sure what eggs you mean, I thought u meant the vile brood eggs that spawn around abandoned buildings and spawn aliens when u mine them
The ones that you collect when your companions drop them
oh yeah just use a save editor then
i never collect those i always forget lol
Even if their super mega massive
btw nice Remove Creature Hologram Effect mod. its something i wanted but was too lazy do
im not sure, if u cant collect an item then its not something that changing hitboxes would affect
thank you yeah it was bothering me so much too lol
I have it already. And there’s a collect hit box for those eggs if the egg is too big you can’t get to it to collect it
im not sure then ive never encountered that
Sighs in vy’keen
if u have it already then just give yourself more of that egg in your inventory with a save editor
I don’t that’s the thing
What about an auto collect mod that where it drops it auto goes into your inventory?
so ur companion laid an egg on the ground that ur meant to be able to pick up? are u using a mod to make companions bigger?
show a screenshot?
More so the eggs themselves
Not technically at the moment doing it I been researching that you can’t pick up the eggs cause they’re too big so I’m trying to find a solution for that and one second I can send one of another person with the same issue
Try asking in #nms-fauna for eggs. People will give you eggs for whatever you want
HOW THE HELL
Some mod that makes the eggs bigger didn’t really know how they did it just they said can’t collect cause too big
was that meant to be to sebastian?
And it will hatch that big
also good morning
i have no clue then lol if its a modded egg
this creature will become death destoyer of worlds
Or be a fluffy big beetle
Yeah, sorry about that. WAS going to reply about the battle speedup mod, but saw further down was already addressed.
haha all good yeah seems like the mod is being disabled somehow by the game probably to prevent cheating which is a shame
Seems the egg solution is very simple DON'T mod eggs to be stupid big. 🙂
be nice if HG could put that code in a different file so it can be edited without affecting game balance stuff lol
adding competitive anything to a game always makes it a bit worse in my experience...
im just playing against npcs anyway lol like when i play pokemon i dont care about comp teams i just play the story and use what i think looks cool
Orr we can find a work around to collect eggs that big and be able to give them to people
HelloGames does not make changes to the game data files based on modability. Modding with NMS is officially unsupported.
Yes yes we know
yeah sucks
yea i was just playin it for fun. i noticed in my preview video i wasnt even using correct type advantage

