#nms-modding

1 messages · Page 98 of 1

hardy auroraBOT
#

-# pointdownto view info below, enable embedsexternallink

**Latest Release:** 6.36

-# ­Known Versions (title screen bottom-left corner)PointDownSm
-# steam Exp: 166684 (4215)
-# steampc 6.36 166684 (4215)
-# steammac 6.36 166684 (4215)
-# gog 6.36 166684 (4215)
-# playstation5 6.36 166684 (4215)
-# playstation4 6.36 166684 (4215)
-# xbox 6.34 166006 (4213)
-# switch 6.30 165773 (4212)
-# switch2 6.30 165773 (4212)

­

steam Steam Branches
-# spPublic: 23076725 (<t:1777897365:d>)
-# spLatest Experimental notes ExternalLink

­

-# For DiscordFollow #nms-announcements notifications get the respective NmsWavepingable role & follow 📰 #nms-news-ticker for updates as they roll out to each platform.

solid hawk
buoyant abyss
solid hawk
#

It's ok, happens. 🙂

buoyant abyss
#

I cant work out how to find my save file with this one

graceful egret
#

what you guys use for modding i just started out and i heard nexus/vortex was a good one

graceful egret
#

if i use mods can i use my old save file or do i have to make a new one

solid hawk
#

Can use existing save

graceful egret
#

ok

solid hawk
#

Mods cannot directly make changes to save data

graceful egret
#

another question but with modpacks it tells me to have a certain version of nms how do i change versions

fresh arch
#

you do not

#

you find mods that are compatible with latest game version and use those

#

January 2025 is when HG changed the modding system completely, any mod that wasn't updated / released past that date will have 0 chance to work with current game

solid hawk
#

The "modpacks" or collections as they're called aren't wildly popular for NMS. Not well curated or maintained, most containing broken mods.

#

You are much better off selectively choosing the individual mods which appeal to you.

fresh arch
green meadow
#

are there any guides that help with how we can export assets from NMS into blender, make something, then import that back into the game?

#

i'm specifically trying to jerry rig corvettes, if that helps

final hazel
green meadow
#

as in, i want to design a corvette using in-game assets, in blender, and then import that into the game, if that makes sense

final hazel
#

That makes sense, as the base building blender plugin is designed exactly for that and has lots of documentation on how to set it up and use it

green meadow
#

is the base builder plugin different from the NMSDK and NMSSE programs?

final hazel
#

Yes, if it wasn't then it wouldn't have it's own NexusMods page.

green meadow
#

fair nuff

#

thank you

buoyant abyss
pallid salmon
buoyant abyss
#

see hello games

#

which tales me to NMS

#

to default user

#

to cache

#

then to 3 files intro feed json intro feet mft and season data

#

nvm found it it was in local not roaming

pallid salmon
buoyant abyss
#

yes thats what I thought but its not in there

calm cove
#

.

#

.

#

.

#

.

#

.

#

.

final hazel
#

Do you need something?

#

or are you trying to trip the spam filter?

solar smelt
#

they play on switch so if they did its not like we could help them much

green meadow
#

heyo, is it ok if i ask a few doubts regarding corvette building in blender here?

final hazel
#

Probably

green meadow
#

so, i made my first blender corvette, and some parts, the images i'm sharing, aren't exactly loading where and how they should

#

but this is how i placed them in blender

final hazel
#

Maybe it's a difference of how the blender thing renders them

#

you could ask for assistance in it's home discord server, but that might take a bit

#

!djmonkeytoolslink

hardy auroraBOT
green meadow
#

will do. thank you

ocean pine
#

is there any kind of save editor to complete all main storyline missions?

slender crow
#

I got NMSE working on Steam Deck so if anyone needs that guide I can try and help

#

I did do it in a very backwards way because I didn't know how but it works! It is a functional way to use the save editor on deck

solid hawk
trim flame
#

Anyone know if the custom freighter mod with the Star wars designs is working rn cuz I read the comments and they all talka bout how they hope he can fix it soon

trim flame
#

dang

trim flame
solid hawk
lament aspen
#

is there a mod that will let me export my corvette as a model?

solid hawk
#

Your corvette is stored in your game save. Mods cannot access game save data, so not possible.

gusty flower
#

im first trying this game, any QoL mods that i should 100% use??

final hazel
gusty flower
#

i just try to have the vanilla experience but maybe with better perfomance and grafics, but my gpu isnt that great tho

#

maybe new items/mobs/things are great too, i dont mind

final hazel
#

that's pretty much what mine is, maybe minus the performance but the game feels a lot better when it isn't pausing every time you alt tab

gusty flower
#

ohh

#

nice then

lament aspen
#

is there a way to theoretically get the corvette part models and just piece it together maself

buoyant abyss
gusty flower
#

@final hazel sorry for the ping

#

but, your modpack asks for more perfomance?

final hazel
#

If you enable the optional mods, yes

#

mainly FineLOD and the grass render distance one

gusty flower
#

those are..

final hazel
#

and possibly the 4k clouds one but it's one texture reused across up to 6 planets

#

if you're worried about that, there's a 2k option

gusty flower
#

hmm, i see

#

im downloading all

#

how do i know

#

that the mods work

final hazel
# gusty flower that the mods work

By if the game displays a mod warning on startup (which means that folders are in the GAMEDATA/MODS folder) and that the mod's individual effects are present

gusty flower
#

yeah they where not

final hazel
#

When I first installed Vortex, it placed the mods in GAMEDATA/PCBANKS/MODS, which is not the mod folder location for modern NMS

gusty flower
#

D:\steam\steamapps\common\No Man's Sky\GAMEDATA\MODS here?

final hazel
pallid salmon
gusty flower
#

so, let me be clear

#

i downloaded the mods

#

it shows that the mods are downloaded, somewhere

#

i need to press something here??

#

if i open game mods folder it shows no mod inside

#

They are in the mod staging folder

#

i need to move then to the game mod folder?

#

or that will break?

pallid salmon
#

afaik most ppl use mods for nms don't bother using vortex, since it seems to not work correctly a lot of the time, and it's not like installing mods manually is that hard
this is how the file structure should look, "Exocraft Overhaul" in this example has been extracted from its zip file into the MODS folder
(globals and metadata in this example are mod specific, other mods will have other things)

solid hawk
gusty flower
#

wait

#

i closed all

#

and open it again

#

and worked like a charm

#

idk why idk how

#

but when i pressed (again) deploy mods, it deployed

placid mauve
#

sorry if it's a trivial problem, I'm a bit of a noobie. Has anyone gotten mods to work on linux? I've tried downloading any mod from nexus and as long as there is any single mod inside MODS, the game crashes. I also tried deleting the mod settings file but that didn't help

fresh arch
#

modding on Linux works the same way as on Windows PCs

#

copying the mod folders into dedicated MODS folder

#

if you try to run an outdated mod, game might crash

placid mauve
#

hmm, I only got ones from the new releases section

fresh arch
#

if you're new to modding, recommended to stick to newly released and recently updated mods

#

which one? you can share the link here?

placid mauve
fresh arch
#

that's just texture replacement, 0 chance its causing crashes

#

should be still fine

placid mauve
#

that's weird because I tried both on their own and the crashes persist

fresh arch
#

post screenshot of MODS folder

#

you can use #nms-media channel and link it here

placid mauve
fresh arch
#

does the game crash with no mods present in the folder?

#

have you tried to create a new save and see if that loads up fine?

placid mauve
#

nope, the moment I remove this folder it works

placid mauve
fresh arch
#

hard to say, downloaded both mods and game starts just fine

#

both existing and new save

#

I suspect there might be an issue with the game installation, since both these mods should not cause any issues

placid mauve
#

makes sense. I will try to empty the proton prefix. Thanks for the help

rotund quartz
#

this hasnt done anything to my corvette building

#

or my base building

#

its installed to nexus mods

fresh arch
#

post screenshot of the MODS folder

rotund quartz
fresh arch
#

I dont know about Vortex, its recommended to do manual installation

#

unpacking the mod folder into dedicated MODS folder

#

make sure you put the correct folder in, without the extra numbers at the end

solid hawk
#

Yep, the mod folder is one level too deep

#

Bad extraction

rotund quartz
#

i cant open that link for some reason

#

but 1 too deep so the file needs to be in nomansky not in mods?

fresh arch
#

maybe something funky going on with link shortener used

#

we don't know what "nomanssky" folder is, we mod authors usually don't deal with Vortex

solid hawk
#

This is the bit in the doc that covers your issue

wheat lake
#

Any mod recommendations?

#

Rn I use the fast interact mod and the Holo arena table builder but that one doesn’t work

#

And buy starships parts from terminal

rotund quartz
#

so this is the folder vortex puts mods in

#

when i follow manual method and were to put it and extract this is were

#

i tried changing the staging folder to the second too

#

everythings normal still

fresh arch
#

make sure you put the correct folder in, without the extra numbers at the end

#

you need _Beyond Base Building in your MODS folder

#

not _Beyond Base Building With A Bunch Of Numbers At The End

#

this extra folder messes up with structure of game files, game does not see them, game does not apply them over vanilla files

#

also refer to the image Babscoole posted, shows the good structure of files inside MODS folder: #nms-modding message

rotund quartz
#

thank you so much

gaunt star
#

Modding skybox into this would be amazing

solar smelt
fresh arch
#

issue is different mod authors use different apps to compress / archive mods to upload them to Nexus

#

and different players use different apps to unpack / extract mods into their PCs which handle these archives in different ways

#

hence general recomendation for manual mod installation - extract, copy and paste the mod folder manually into MODS

vestal breach
solar smelt
pallid salmon
solar smelt
#

kk

solid hawk
#

Considering skybox is mostly shaders, should be especially nightmarish

vale iron
vale iron
solid hawk
#

As far as the downloaded zip having the long string of numbers, this isn't done by mod authors, it is done by NexusMods.

solar smelt
# vale iron It's not a packaging issue; the contents of the archive do not have that folder ...

The way I package my mods makes it so they can't package into another folder. I tested the same extraction method on both my mod from nexus and someone else's mod and their's unpackaged into a new folder whilst mine didn't. Considering one way makes it impossible to fail, I would consider that the correct way to package it, but thats also not to say that the normal way is wrong since it works only if you extract it right.

pallid salmon
#

I just tested it and default windows extract actually extracts it wrong, puts it inside another folder
7zip ftw ig
don't know how winrar differs

final hazel
#

I still extract stuff with windows cuz of bad experiences of "Extract Here" filling my downloads folder with the guts of portable programs

#

even tho that wouldn't happen if I simply don't press that

vale iron
#

If you're packaging without a mod-name folder, then extracting the contents to MODS will put the files in the root and they won't work

solar smelt
#

I'm not sure I follow. Are you saying that if I extract specifically to the mods folder with no steps between it will work flawlessly? I'll re-read the doc on how to extract real quick

vale iron
#

Extract contents is how I wrote it

pallid salmon
#

for instance this is correct zip structure (before extracting)

solar smelt
#

When I download a mod I just hit Extract All and then use what it gives me. Usually, makes that extra folder I need to drag the inner folder out of and into the Mods folder

solar smelt
pallid salmon
solar smelt
#

hold on a sec

solid hawk
#

Correct, the game won't see .zips

vale iron
#

This is how we package mods and vortex uses them properly this way:

pallid salmon
solid hawk
vale iron
#

The contents is the mod-name folder. Some people do it manually and don't understand what the contents are and do it wrong

solar smelt
#

First image extracts into second image because of the way I packaged it, which the second image works

vale iron
#

You can also just go into the zip, control c, go to mods, control v

solar smelt
pallid salmon
#

when using 7zip choosing extract here on a mod that's been zipped correctly will do it right
but as Gumsk said it's how vortex needs it ig
also, having the numbers is just ugly imo

vale iron
#

It will screw up vortex, I'm pretty sure, and we would need to rewrite the document, and we wouldn't be able to immediately tell that someone installed correctly if they have a bunch of junk at the end of the folder name

solid hawk
#

That's how the game works. Must be in a sub-folder within MODS for the game to see and use.

vale iron
#

I think I use windows zip and don't have a problem, but I can't remember the menu and am away from home for a few more days

solar smelt
#

If it screws up vortex then that's a good reason. I wouldn't have guessed because I don't use vortex

pallid salmon
#

the default windows unzipper unzips inside a folder of the same name
same function as the extract files... option in 7zip

solid hawk
#

Changing, to not have a mod folder within the zip, to cater to windows build-in zip would completely mess up with every other archive program out there, both windows and other platforms.

#

People who have this issue are the minority of mod users.

vale iron
#

I just know that the way I pack mods works with vortex for me. Some people report problems, but I've never been able to figure out why. I believe vortex would take your mods and dump them in root

solid hawk
#

Either way, it's going to mess up for somebody. Simply a matter of whether it messes up for the few or the many.

#

We prefer the few.

vale iron
#

Are there not two options when you right click on a zip in windows? Wish I was at home

pallid salmon
#

for me at least on win10 you can see it above 7zip just extract all

solid hawk
#

I'd personally rather help a handful of people troubleshoot this issue per update cycle, than a few thousand. 🙂

vale iron
#

Ah I'm on 11, might be different

#

I might also just be going into the zip and copying the folder out because I know how it needs to be

#

Maybe I should put a comment about default windows behavior

pallid salmon
#

honestly tho half the time I won't think about it and click extract files on 7zip instead and have to move it out anyways lol
plus if someone zipped their mod wrong...

solid hawk
solar smelt
#

Ok so it doesn't want to extract with 7zip but works fine with windows 11/winrar

vale iron
pallid salmon
#

in the document!!!

vale iron
#

I'll think of phrasing. I think I can do that from my phone

#

I won't be able to add screenshots, but might not be needed

solar smelt
solid hawk
#

Has to be in sub-folders. Game will not use game folders\files in root of MODS.

solar smelt
#

Maybe I used the wrong term because my files work fine as mods for the game

pallid salmon
solid hawk
#

Again, majority of people have zero issues, as things are done now. Changing it, MANY more people will have issues.

#

Damned, to some extent, either way

pallid salmon
#

well you either extract and it potentially spews the contents out in your mods folder and you have to make a new folder for it
or
you extract and it's potentially a folder too deep (current way)**

solar smelt
#

I guess I should specify what I do is right click to make an empty zip folder and then drag the unzipped folder contents into the empty zip and ship the zip folder. I only do it this way because hitting the Compress to Zip file button created that annoying new folder inside. I didn't know it wasn't compatible with all file extractor apps so I considered it better this way. Thanks for pointing out those problems.

solid hawk
#

Just had a little back and forth with a particular new user of a mod, because he didn't like how it was packaged with multiple variants in a single zip. Extensively documented on the mod page to use only one variant. He wanted each variant to have it's own download. 1) As mentioned well documented in multiple places on the mod page, just have to read 2) Mod has been used by thousands, with one dissenter. 3) Splitting up like he wants takes my time to update the mod from two minutes to over twenty minutes. As a one off, not such a big deal, but in the grand scheme, updating and maintaining over years, incurs a massive unnecessary time expenditure.

#

We do what we do to cater to both the majority of users and as authors to our needs as well.

vale iron
#

For exmls, I split them up so they can be used with vortex, but anything that would require frequent updates I would definitely put all in one zip

vestal shore
#

is there a mod that adds more in-depth star filters on the galaxy map? and/or a mod that makes planet atmosphere color more obvious in the star system menu?

#

second one's not as clear so I can explain it better rq

#

let me grab a screenshot

final hazel
#

And planet atmo color isn't shown at all from the system details menu, to my knowledge

vestal shore
#

yeah it's just all white rings

#

super annoying

final hazel
#

We can't add new things that don't exist normally

vestal shore
#

having to fly to every possibly suitable planet only to see a tinge of red and know that the mostly blue look from space was a lie

final hazel
#

!hg

hardy auroraBOT
oblique hawk
#

Anyone willing to bless me with a holo arena battle table at my base or on my corvette?? Pls 🥹

void marsh
#

hey how would i change textures, do i make a file named mods in gamefiles/pcbanks? or just paste it in

pallid salmon
# void marsh hey how would i change textures, do i make a file named mods in gamefiles/pcbank...

mods do not go in pcbanks anymore
follow modding guide for general install http://tinyurl.com/nmsmodding550

void marsh
#

ik that much but i need help with PAK files

#

i know thier like ZIP files but i need to know how to decompress them and use them

pallid salmon
pallid salmon
#

link it

void marsh
#

i wanna get rid of those damn lines as AMUMSS refuses to work for me as the wording is horrid to understand

pallid salmon
#

the mod you linked doesn't have any pak files in the download

void marsh
#

it does

#

its foldered

pallid salmon
void marsh
#

but how would i use EXML files then?

pallid salmon
#

if you read the modding document that was linked you would know...

#

extract the zip that's downloaded to GAMEDATA/MODS
if it extracts a folder too deep then just move that out to MODS, there are some inconsistencies with unzipping tools

void marsh
#

alr done btw do you have any good immersion mods for me to try?

pallid salmon
#

I'm not the right person to ask about that, don't really use any

solid hawk
#

Mods for NMS are highly subjective. What one person would like, another would hate. Best off just browsing though based on what you want to see changed.

deft onyx
#

my nms is stuck at 72/30 fps on screens and in game, sometimes 20

#

this is new, what can i do to fix it?

deft onyx
#

thats my version of immersion

round sinew
deft onyx
#

it wasnt a mod, per say, it was running all the same mods and it was at a certain amount, then i used some programs, came back, and bam

round sinew
#

might also be because of having a large amount of mods yeah

#

was about to say

round sinew
#

another thing is low latency on nvidia control panel (should be off)

deft onyx
#

large amount of mods likely, so u think maybe. ah low latency as well ill try that

#

i enabled gsync from loseless scaling

round sinew
#

yeah, large amount of mods could be doing it

deft onyx
#

and thena few times later

#

bam

round sinew
#

gsync could also be related

deft onyx
#

turning off gsync hasnt fixed it thp

round sinew
#

especially if you got vsync enabled elsewhere

deft onyx
#

ah low latency was somehow on custom

#

50 pence said its likely that

buoyant abyss
#

anyone know why whenever I use the save editor+ creature creator to add a fauna i created into the game the fauna just doesnt exist when I load in

#

its not like the game delegates the fauna

#

its still in the files

#

just doesnt appear in game

round sinew
#

@deft onyx i went back to search for posts from that other user, and they also found out that if they took out all mods, started game, save+quit, enable mods again - it works good

deft onyx
#

thank you. low latency was on custom inside nvidia control

#

its at 144 now

#

i also installed riva statistics tuner just in case

deft onyx
#

but ya tyyy

solid hawk
#

save-editing is covered here too, just not so common to have a save-edit guru swing by here

solid hawk
#

If the tool hasn't been updated in a long time, probably abandoned and broken.

round sinew
#

maybe try a diff save editor?

#

looks like they're using nmsse

#

hasnt been updated to xeno-arena afaik

#

perhaps try nmse?

buoyant abyss
#

I got it working in the end idk why it was having a fit i was using goatfungus and also the creature creator to create the code i needed for it and the game just refused to read it

#

I think i ended up using nose as that gives u to options to edit it within the software instead of importing code in

deft onyx
#

i accidentaly deleted my version.dll from nms

#

anyone have a current version?

#

aha pun

final hazel
deft onyx
#

didnt work

final hazel
#

Well there aren't any files in my own install called version.dll

deft onyx
#

oh, wonderful

final hazel
#

maybe it was something for a previous version of NMS

deft onyx
#

yea its from an fsr thing but i screwed it all up

#

time 2 reinstal lol

pseudo wren
#

just checked in my files too and i dont see a version.dll, im on steam though not sure if that matters

final hazel
#

or might be something AMD GPU specific

spice geyser
#

anyone know what these are and if I can just delete them when editing a ship?

#

something called ^BIGGSCONNECTOR and one called ^U_PARAGON

pallid salmon
spice geyser
#

true

empty citrus
#

can someone give me a good base building mod that doesnt require amumms?

pallid salmon
empty citrus
pallid salmon
# empty citrus i want kind of a vanilla plus mod, like something that stays true to no man's sk...

Again, you should be more specific, because "more building stuff" could mean anything
If you're looking for additional buildable objects, I don't believe anyone has done (or can do?) that
What you're looking for is probably just Beyond Base Building
https://www.nexusmods.com/nomanssky/mods/1096

Nexus Mods :: No Man's Sky

★ FULLY MP compatible, this mod adds an extreme degree of freedom to the vanilla base-building options

empty citrus
pallid salmon
hearty wasp
spice geyser
#

has anyone found a way to choose what refiner type spawns when using the base builder app?

final hazel
#

so basically, no

spice geyser
#

ah. and placing it and deleting the hab takes it with it

final hazel
#

Not necessarily, but without a hab in the correct position the wall unit will default to the titan version

amber narwhal
#

-happy gek's noises-

solid hawk
brazen pollen
#

@rapid sandal Ping! Can NSMMB make Xeno Update Mods currently? ..or do i need newer v6.36..?

#

^^ ..or anyone..?

pallid salmon
pallid salmon
#

it's in the same folder as the MB .exe
wherever you installed that

brazen pollen
#

...jas..

pallid salmon
brazen pollen
#

..delete these two..?

pallid salmon
#

delete the shorter one and rename the v6.22 to libMBIN.dll

brazen pollen
#

They're both OLD.. pre Xeno..

pallid salmon
#

then open up the exe and generate a new one

brazen pollen
#

I ran MB, but i can't seem to find the command to re-dl lib..

pallid salmon
#

whatever dll the exe generated, it's updated to your game
just replace the old one with it and see

brazen pollen
#

That's what i'm asking, my MB version is OLD too.. v6.20..

pallid salmon
#

in the exe there is a github icon

brazen pollen
#

Yes, i clicked, but old dl's old apparently.. So, do i need a newer exe..?

pallid salmon
#

the dll doesn't need to be updated on github
it generates it from your game

brazen pollen
#

But, does v6.20 work with Xeno..? The Git's say it's outdated..

pallid salmon
#

if it doesn't generate the current game update, then yes download the newest version of MB

brazen pollen
#

Which version are you making your Mods with..?

pallid salmon
#

I don't use MB to actually make mods
just to find things in files
easier to just do it all raw with MBINCompiler/HGPak etc

brazen pollen
#

I'm at bottom, where is your version..?

pallid salmon
#

ah right
you might need to update cmkNMSReleases.txt

#

I need to update mine actually, still on 6.32.02
still works tho, generally I believe major releases are sectioned off like you see

brazen pollen
#

Where'd you get..?

brazen pollen
#

No no, not the readme, the newer version of MB.. I want to find dl and install newest working MB..

pallid salmon
brazen pollen
#

Ohh, how do i update DLL then, delete those two files..?

pallid salmon
#

as I said before, delete only the libMBIN.dll, then rename the v6.xx whatever to libMBIN.dll

brazen pollen
#

I thought MB was v6.36..

pallid salmon
#

generally doesn't need major (version) updates for most game updates afaik

brazen pollen
#

Does not compute, they're the exact same binary..! And, i'm running newest Steam version of NMS..

#

..so i think i need a newer version of DLL, correct??

pallid salmon
#

so to generate the new dll, you need to path to your game files first
select 6.36 and then select No Man's Sky in your steam install
then it will generate the new dll
you should be able to click on the steam option after you've done that from now on iirc

#

if it doesn't need a new one (as in nothing needed has changed) it won't generate a new one
for instance I selected 6.36 and it didn't generate one, so 6.34 is fine

brazen pollen
#

This took longer to give to you bc i had to F10 it etc..

pallid salmon
#

yeah, the dll should now be in the folder for you to rename

pallid salmon
brazen pollen
#

Um, ok ,but i have OLD DLLs.. ..can we solve that ..

pallid salmon
#

delete all but the generated 6.34 dll and rename it libMBIN.dll
only delete the libMBIN.dll files, not any other dll files

brazen pollen
#

from above.. same binary, different names..

pallid salmon
#

you don't have the 6.34 dll?

brazen pollen
#

I DO NOT.. lol

rapid sandal
pallid salmon
#

might be misremembering what the process is
it should just generate it tho
what does your cmkNMSReleases.txt file have? up to 6.36? I think you already showed but double checking

brazen pollen
#

Please set me on the correct course of actions to update.. tyvm CMK & Mariti..

pallid salmon
rapid sandal
brazen pollen
#

I delete both DLLs, gawd.. Now MB won't start..

pallid salmon
#

right click and undo delete?

rapid sandal
#

to use nmsmb for a given game release you need to put the correct libmbin.dll in the nmsmb folder. the tooltip over your game icon (steam, gog, game pass) will tell you what you need.
in your case you currently have 6.22.0.1 but it says that the current game release you have needs libmbin.dll 6.34.0.3. you can download the libmbin.dll from https://github.com/monkeyman192/MBINCompiler/releases
i.e. for you download https://github.com/monkeyman192/MBINCompiler/releases/download/v6.34.0-pre3/libMBIN.dll and drop it in the nmsmb folder, overwriting the existing libmbin.dll

brazen pollen
rapid sandal
#

yes, you have 6.22.0.1 and need 6.34.0.3

brazen pollen
#

Hi CMK, TY for being here, MB is v6.22 (old?) and DLL is old too..

rapid sandal
#

nmsmb doesn't need to be updated very often, only the libmbin.dll needs to be updated.

brazen pollen
#

I cannot find the UI button to update DLL..

rapid sandal
#

there is no ui button. like the tooltip says, close nmsmb, download libmbin.dll from the link above, and put it in the nmsmb folder then restart nmsmb.

brazen pollen
#

Ohhhh, it's all manual!!! I thought you auto updated from Monkey's Git... 🤦‍♂️

rapid sandal
#

for the libmbin.dll that is loaded by nmsmb.dll and used for modding you have to update it manually. the ones with a version appended to them are ones nmsmb downloads to view mbin's, they're not used for modding or to show the info in the various tabs. libmbin.dll is used to fill the various tabs on the left, that's why it's linked when nmsmb is compiled as opposed to when nmsmb is running.
i'm in the middle of rewriting a new mb app that supports multiple games, and in that new release i'm going to try and get rid compile-time linking to libminb.dll, if i can then it will auto-update and use whatever one it needs.

brazen pollen
#

Sorry, fighting MS Edge to KEEP that DLL.. wth..

#

Okkkk... MB is happy, I'm happy.. 🙂 Now the the fun starts..

CMK, may we shift to DM..?

rapid sandal
rapid sandal
glossy juniper
#

hello nerds !

#

anyone have probability tables for giant planets subtypes ?

final hazel
solid hawk
echo wedge
#

is everything just the color green

#

aww

brazen pollen
#

Hi, is there someone who can help me create an exml or mbin Mod that changes two variables in the following..?
METADATA/SIMULATION/SCENE/EXPERIENCESPAWNTABLE.MBIN

pallid salmon
brazen pollen
solid hawk
#

That's the info needed. Is a tutorial.

#

Written by people. 🙂

brazen pollen
#

Maybe to trained eyes.. which i'm not.. seems i need to make a LUA of the two variables and inject them into the game's MBIN during run.. looking for clues online..

solid hawk
#

You don't need an Lua. Decompile MBIN, edit the resulting MXML file. From there, you can either recompile back to MBIN and use in mod that way or edit down the MXML into a patch EXML file.

stuck portal
#

The exml is probably the easiest, since it's literally just a "Save as..." Step

solid hawk
#

You can write an Lua if you wish, then process through AMUMSS to generate the mod.

brazen pollen
#

I have no idea what's the best simplest way.. CMK said it would make a simple EMXL Mod/patch.. One MBIN two varialbles, was trying to use NMSMB and he suggested EXML patch.. so..

solid hawk
#

If renaming MXML to EXML, then it's NOTHING but a mod conflict generator and has a large potential to break any other mod that makes changes to that same file(s).

glossy juniper
final hazel
glossy juniper
glossy juniper
stuck portal
#

Yeah, which is why I said it's a save as step, not a direct extension change, but I'll take my back statement regardlesz

glossy juniper
#

i hate xml so i never did modding for nms

brazen pollen
#

"It is meant as a patch file, with ONLY the modded changes and necessary in-file pathing information." i think this is what CMK has told me to do..

final hazel
# glossy juniper what is it then

A biome name override, given to lush worlds that have both No Storms and Low Sentinel Activity. Infested/ruined subbiome worlds can't get this

solid hawk
final hazel
#

It's solely a name, helping the player identify ideal lush worlds

#

if you don't mind high sentinel activity, lush worlds that lack storms but have that would probably also be ideal

glossy juniper
#

but i start to despair after 27h of searching

brazen pollen
final hazel
solid hawk
#

Only 18 quadrillion systems left to check, lol

glossy juniper
#

i play on perma death max difficulty and locked

final hazel
#

You will never see a paradise world

brazen pollen
glossy juniper
final hazel
#

or any that lack sentinel patrols/high sentinel activity at least

glossy juniper
solid hawk
brazen pollen
#

I have NMSMB, is that the hard way to do this..

solid hawk
glossy juniper
solid hawk
#

Giant, vs. Gas Giant, is determined by a function in the exe, not in the game files and we can't see it.

final hazel
glossy juniper
solid hawk
glossy juniper
#

the one that i found as paradise arent labelled as high activity

final hazel
final hazel
#

some weird overrides can make it appear though, or something, whatever it is it acts identically to High only on that diff option

brazen pollen
solid hawk
glossy juniper
pallid salmon
solid hawk
brazen pollen
final hazel
glossy juniper
#

or you mean that every single LUSH should have aggressive sentinel?

final hazel
#

they use the exact same spawn chances/etc as high on that diff option

final hazel
# glossy juniper or you mean that every single LUSH should have aggressive sentinel?

No, high sentinel activity =/= aggressive sentinels
High Sentinel Activity = sentinel patrols at all, randomly roaming the planet
this is in contrast to Low Sentinel Activity, which is no patrols at all, sentinels never being found outside specific structures
Since low isn't meant to appear on Hostile, they just made it's values match High Sent Activity on Hostile

brazen pollen
pallid salmon
solid hawk
#

This is unmodded vanilla file. Make your changes

solid hawk
brazen pollen
pallid salmon
solid hawk
#

Already confusing enough with multiple different conversations going on at once in here. haha

brazen pollen
solid hawk
#

PSARCTool hasn't been used since before 29 January 2025

solid hawk
brazen pollen
glossy juniper
final hazel
solid hawk
glossy juniper
solid hawk
#

Quicker is better, I need to get to bed soon. 5AM comes too quickly and after 11PM for me.

brazen pollen
final hazel
#

Weird bugs/inconsistencies make things like this hard to explain lol, especially the rare planets that show their details wrong on planet scan

glossy juniper
#

well thanks for your time and answers tho ill stop wasting my time at least xd

stuck portal
#

At least as far as EXML files are concerned, for mods that require compiling into MBIN file you would have to recompile it everytime changes are made, but EXML you can just go in and change the values

glossy juniper
#

2147483647

#

thats max Int
ps: i didnt read anything prior

stuck portal
#

Signed int, unsigned is double that. Units in NMS uses unsigned.

glossy juniper
#

oh right forgot that part but yeah make sense as max money is 42xxxx ish

solid hawk
#

This is why when making mods, we have to test, test, and test again.

glossy juniper
solid hawk
#

Can be a negative value in some cases. Depends on the property. Only hundreds of thousands of them.

fair narwhal
#

me thinking im all big and bad just because i can mod, i admit it, I'm a nobody.

stuck portal
#

MBINs can be changed by a Text editor?

glossy juniper
#

btwn how doable it is to make a mod that change refiners UIm even if it work only on a specific resolution and break with each updates

glossy juniper
final hazel
solid hawk
glossy juniper
#

to what i guess editing mbin is quite like tryign to edit a zip file (to keep it simple)

solid hawk
#

Although, in the VERY early days, modding was done via hex editing the MBINs

stuck portal
solid hawk
#

It's the only way that was available, at the time, before MBINCompiler

glossy juniper
solid hawk
#

Even after MBINCompiler, again early days, most properties weren't named, so was pure trial and error guesswork as to what you were changing.

glossy juniper
#

XML is already unreadable PITA

solid hawk
#

BUT, all UI files and most model files cannot be EXML patch and must be MBIN for the game to use, due to technical reasons.

glossy juniper
#

PITA is pain in the A..

pallid salmon
#

I know
but saying xml is unreadable is subjective

glossy juniper
#

give me json and C# or java

#

xml is just shit tons of screen bloat

solid hawk
#

What we see in the files, to an extent, is NOT how HelloGames sees them or how the game sees or uses them. MBINCompiler is a modding community created tool and certain decisions of how data is displayed and what it is called were made by the creator, eMoose.

#

Like the model files.....SCENE, MATERIAL, GEOMETRY, etc.....we see them as separate files, but the game, in memory, smashes the data from each into one big blob, so EXML won't work as the layout of the EXML will not match up with how the game sees the conglomerate model file.

glossy juniper
brazen pollen
glossy juniper
#

omg

solid hawk
#

That's 11 changes, not two

glossy juniper
#
<?xml version="1.0" encoding="utf-8"?>
<!--File created using MBINCompiler version (6.34.0.3)-->
<Data template="cGcExperienceSpawnTable">
    <Property name="FlybySpawns">
pallid salmon
glossy juniper
#

pleqse use this at least

glossy juniper
#

this character <`> 3 times then xml then again the same character 3 times

<Data template="cGcExperienceSpawnTable">
fair narwhal
brazen pollen
#

Oh, i need to run it through mt WDiff to trim it, i changed the file name so it wasn't confusing

fair narwhal
#

i seem to do it just fine

glossy juniper
#

also python not the best cause not strongly typed

fair narwhal
#

well fine is subjective

#

but i can read most of it

glossy juniper
#

you can prob read most of python too

fair narwhal
#

i can

#

what was harder to do back in the day was write my own CFG files with directories and binds

#

for source games

#

that shts harder to do from scratch

#

then this stuff

glossy juniper
#

i said json with python or java or c#

#

json instead the xml and programming language for logic part

fair narwhal
#

modding old school source engine games is where i come from

glossy juniper
#

xml isnt made for logic

fair narwhal
#

particularly half life 2

glossy juniper
#

which one easier to read

fair narwhal
#

json

glossy juniper
#

yeah

fair narwhal
#

json dont have the bs brackets

pallid salmon
#

both are hard to read when the background is white lol

glossy juniper
#

it dont repeat 3453245345 employees either

#

yes its just a screen from google

#

fck light themes

pallid salmon
#

ik ik

fair narwhal
#

i know its a comparison

glossy juniper
#

light attract bugs

fair narwhal
#

i use green on black notepd terminal thingy

#

like fallout terminals or whatever

glossy juniper
#

i use parrotOS colors but slightly darken

fair narwhal
#

but isnt green text on black screen vibe af

glossy juniper
#

it is

fair narwhal
#

dos looking

glossy juniper
#

well thats sh

#

i replace by zsh when working on linux

fair narwhal
#

oh so you use the fallout looking thing too?

brazen pollen
# solid hawk Give me a few minutes....

I had no idea where sections start & end, i was originally targeting Living Frigates and the SpawnChance to MAX and the StandardEncounter to true.. But, bc i'm very new to Mods i see there's a bit of syntax i need to learn about MBINs structures.. I also tried to decrease some of the other annoying spawns..

glossy juniper
stuck portal
#

I made one such mod for personal use before but I didn't set the encounter to standard, I still kept it's special encounter property, but I basically removed the weighting of all other special encounters.

I still used anomaly detectors because I didnt want to mess with the pulsing encounters while not under the effect of anomaly detectors

glossy juniper
#

did you ever did programming ? no offense just asking to assess ur technical level

solid hawk
#

Properly packaged mod, in EXML patch format, from the changes you sent.

brazen pollen
solid hawk
#

haha. You can edit the values in the EXML, if you wish

brazen pollen
brazen pollen
glossy juniper
solid hawk
#

By looking at the decompiled MXML files. There's no tutorial or catalog explaining everything. Too much. The structures are dictated by the classes in the exe.

glossy juniper
#

mbin is unreadable computer language but with change made like a year ago you can work with exml files which are human readable

brazen pollen
glossy juniper
#

maybe i didnt understood how nms modding work but to me you decompile mbin and work on decompiled files never ever on the mbin

solid hawk
#

The structures are somewhat set in stone. We cannot add new properties or take a section from a file in rewardtable and pop it into experiencespawntable, as an example.

brazen pollen
solid hawk
#

Nope

glossy juniper
#

combined to use the same syntax

#

mbin is like .exe or .jar even if .jar are more like .zip

#

to keep it simple .mbin is compiled .exml or mxml is source code

brazen pollen
solid hawk
#

Swann is right, need to reference as MXML, as that's decompiled. MBIN is compiled and not readable. MBINs are like an encrypted .zip, as you say. They are nothing but a storage vessel for the compiled data within, which the game decompiles in memory as the game is loaded and runs.

#

But when the game extracts the data from MBIN into memory, looks and arranged differently than we see in our MXML, which again is a modding community construct, not something from HelloGames.

glossy juniper
#

its a bit more complicated than that but thats a way to keep it simple (in fact mbin is serialised and not compiled hence why it work on both linux and windows, for compiled files exe or DLLs are really but thats more technical and irelevant for what you need to know for modding)

solid hawk
#

Yes, simplifying for brevity and understanding.

#

ok, on that note, I get a whopping four hours of sleep before work, so goodnight.

glossy juniper
#

bottom line: if what you see on a text editopr is not readable you shoudlnt edit it

#

ahaha good luck its 8am here woke up at 20 my sleep schedule as much fuck as my finances xd

#

good luck for work tho good night sir

brazen pollen
glossy juniper
brazen pollen
glossy juniper
brazen pollen
brazen pollen
#

To whom it may concern, i fixed my MXML file, got the variables i think i want this time, i reverted all the quickly made edits, so now i'm ready to find out how to trim the file down as asked..
I'll also look at the contents of the mod Babscoole sent me..

brazen pollen
#

well that was intuitive to me.. Got the unneeded stuff out, and hopefully got the structure syntax correct.. New Mod..! I guess it can be called anything..

#

Time to test..

glossy juniper
#

Definitely don't have the money for a replacement lmao

brazen pollen
glossy juniper
#

well thats the case if you dont have a precary job here, when you get daily or weekly renewals for contracts however its a different story

vale iron
#

I feel like I'm missing some context. And precary is apparently a word, but not one known by 99%+ of English speakers. I've never heard it, but it seems interesting

vale iron
solid hawk
#

Babs = Simp 🤪

brazen pollen
# solid hawk Babs = Simp 🤪

Hey! I hope you're still alive after so little sleep, i seldom sleep longer than 5 hours myself, but it's very nice to have a long wonderful sleep and feel refreshed.. 🙂

Anyways, you're probably at work, however i trimmed the mod you helped create, having a EXML and the reference MXML file is truly wonderful and empowering..! Tyvm for that! 🙂

solid hawk
#

No problem, happy to help

brazen pollen
# solid hawk No problem, happy to help

You did, HEAPS! But, unfortunately the mod still hasn't worked, i'm still trying to get to actually change my encounters, i think i may be setting a value that the exe rejects as too high.. ..or a typo or syntax error.. 🤔

vale iron
#

What are you trying to change? I honestly don't want to go back through all the messages

brazen pollen
# vale iron What are you trying to change? I honestly don't want to go back through all the ...

Hi Gumsk! This is my simplest code, i want it to increase to MAX chance my Living Frigates encounters..
<?xml version="1.0" encoding="utf-8"?>
<Data template="cGcExperienceSpawnTable">
<Property name="PulseEncounters">
<Property name="PulseEncounters" value="GcPulseEncounterInfo" _id="BIO_FRIG">
<Property name="SpawnChance" value="90.000000" />
<Property name="SpawnDistance" value="2100.000000" />
</Property>
</Property>
</Data>

solid hawk
#

He just didn't know how to mod or make EXML. Was given the documents and I helped him with this one.

vale iron
#

Ah, so most encounters like that are a weighted average. You add together all the "percentage chance" values and divide. What you are specifying might not be the result you want based on that

brazen pollen
vale iron
#

So if there are four items all at 100% chance, they are each actually 25%

brazen pollen
vale iron
#

You have the EXPORT mod right? So you can see what your mod is changing, according to the game?

brazen pollen
#

no idea..?

vale iron
#

one sec

#

Use that mod, run the game, then look at the MODS folder and look at what the game is creating from your EXML

brazen pollen
vale iron
#

Yes

brazen pollen
#

Gave it a run, no LF showed up, but i have a new folder in Mods.. ! 🙂

#

I'm thinking to Diff it with a vanilla run, correct..? In the simulation folder, the MXML in there does contain my two altered lines.., does that indicate they're in the game as it is running..?

vale iron
#

Correct, diff the experiencespawntable from the EXPORTED folder to vanilla, see what the differences are, and see if that's what you want from your EXML mod

brazen pollen
#

So, i think my two variables, which are the same variables other mod-makers have used in the past. either are not working or a different way is now needed, bc the older mods didn't work yesterday either.. That's why i asked CMK to lend me some help making a new mod.. Which led me here, and to find success in making my new mod, but to only have it fail..

#

@vale iron, you authored 100's of popular Mods, do you have any thoughts why my and older mods increasing the chance of Living Frigates appearing are not working for me..? (..or anyone lurking or watching with interest..?)

fresh arch
#

Keep in mind space encounters can have additional conditions

#

Like having to use a specific ship type or having some mission completed / in progress

#

Maybe you're missing on something in this regard

brazen pollen
# fresh arch Maybe you're missing on something in this regard

Perhaps, but honestly i just made this mod attempt bc the nexus ones failed me.. So, it may be me somehow, or something changed rendering the old way (which i'm duplicating) to not work any more..

I have re-made the mod again, using a bigger hammer so-to-speak in which i set all the other encounters to zero.., testing it now.. 🤞

brazen pollen
#

Alright, here's the good news, the mod actually works! But, not in the System i was testing it in all night.., i believe what's not working is the ability to re-find/re-discover/duplicate already acquired LFs.. one of the LF Mods i tried from Nexus says it allows this, however it does fail as well.. ofc in the same system i was testing in, so i dunno..

#

Here's the Living Frigate mod i made if someone like me has 100+ Systems that have to be reexplored bc some recent Update has changed most of their LF database and they do not another 1000 years to update their personal LF Lists the HG hard way...

#

^^^It can be human text edited to theoretically increase any other Impulse Spawn Events as well... 😆

runic wind
#

Hi i have this crash, any help? 166684_0xEC1AC5_ST76561198765453131

brazen pollen
solid hawk
#

Pretty much worthless.

#

If mod related, remove mods until crash goes away. If not using mods, nothing to do with this channel.

#

...seeing your other posts, I'm guessing, yes you installed mods.

languid abyss
#

So, I have been having a problem where most of the modding tools listed almost everywhere are broken or haven't been updated to work with current NMS versions. Does anyone know how I can find a way to extract the .pak files so I can actually read them and all?

languid abyss
#

Thanks!

pallid salmon
languid abyss
#

Alright that's good to know, I'll try these!

runic wind
#

Any mod for have better sounds of the ship and boost etc...?

solid hawk
#

Only use mods newer than 29 January 2025. Any older will not work

pallid salmon
solid hawk
#

Also, better is 100% subjective. If the sounds of ship and boost were replaced by the howling of a cat in heat, I'm certain somebody out there could call it better.

#

The more specific you are with a question, the easier it becomes to give a detailed answer.

north rapids
#

@solid hawk Random question

Can yall make a 2nd version of the Beyond Base Building with no limits set in place (so that ppl who lowk know what they are doing dont need to modify the mod constantly to remove them again)?

#

It'd genuinely be greatly apprechiated

#
  • i noticed 1 or 2 parts missing
#

as in these 2, especially the curved wall is REALLY nice
-# they did remove this from the recipe menu in some update so its currently fully unobtainable ingame LMAO, cant get it via bbb or cachepin glitch

solid hawk
#

I can't do customized version, past the current default. 1000 people want the mod configured 1000 different ways. I can't post tons of variants, as each adds time both to update the mod, then to upload said update to NexusMods. Then over time, with the mod needing to be updated, that time increase adds up significantly.

#

This is why I make it as simple as possible for people to customize on their own, to match their needs.

#

I'll look into the curved and tall walls, BUT if to show up requires changes in any other game file than BASEBUILDINGOBJECTSTABLE, then can't do it via BBB, as that's the only file the mod touches.

boreal stream
#

any mod/what mod unlocks all past expedition rewards?

solid hawk
solid hawk
#

Oh sorry, I didn't read carefully enough. Thanks Grouch.

boreal stream
#

i kinda just wanna get all the stuff

solid hawk
#

Yep, Use what Grouch linked

solid hawk
#

Or for a few select unique ships, there's individual mods for just those

#

Just search NexusMods for Unlocker and you'll see then all.

boreal stream
#

nahh ill just get them all, wtv i dont use jst goes to freighter storage

#

w mans ty

solid hawk
#

Not a clue what you're trying to say after the comma, but enjoy. 🙂

boreal stream
#

w addon

#

question

#

can i get all these rewardsa

#

and then remove the mods?

#

or bad idea

solid hawk
#

Yes

boreal stream
#

yes in bad idea or yes i can remove the mods

solid hawk
#

Once you get the items you want, jump in and out of your ship cockpit or find a save point, to save.

boreal stream
#

alr bet w mans

solid hawk
#

Then can exit and remove the mods

north rapids
#

thank uu

#

is me forgetting to run it through amumss also why my game keeps crashing every 30 min or so?

#

any ideas on that

#

didnt use to be aissue but now it seems to be

#

oh wait theres no linux version 💀

vale iron
#

Amumss is extremely reliant on windows files

north rapids
#

🔥 great

vale iron
#

Won't work on Linux

north rapids
#

awesome

#

i mean by BBB's amumss is lowk empty asf anyways so idgaf

vale iron
#

That's not the lua nor amumss. That's a text file that says what version of amumss was used to make the mod

north rapids
#

oh

#

fair enough i dont have amumss anyways, i just do funny stuff

#

anyways ill just ask, any mods here which are likely to just. crash my game constantly while in a area with a lot of parts?

#

especially on part loading

vale iron
#

Search for "MBIN" and remove those mods first

north rapids
#

the mod with the mbin was added just now to try to bypass the issue (the savegame by hotkey mod)
isnt causing the issue 👍

#

also not editing files which mess with parts

vale iron
#

Then nothing stands out to me as likely

north rapids
#

damnb

#

cause the crashes are like absurdly common

#

behavior with atop and htop seems normal enough (aside from it constantly spiking random cores)

#

so idk whats causing it

vale iron
#

Not many mods there and if crashes are that common, just take them out and see if it crashes still

north rapids
#

it doesnt

#

i even combined boundary and scaling to see if thatd fix it 😭

#

(it didnt)

vale iron
#

It wouldn't 🙂

north rapids
#

yea i know but why not anyways 😃

#

edits the same thing from what i saw i think

vale iron
#

I just separate them so people can customize how they like

north rapids
#

y<e

#

the crashing is absurdly inconsistent tho

#

sometimes its every few minutes, sometimes it doesnt crash for hours

#

like here for example turning around crashed my game? why

#

ima see if i can reproduce without mods

#

yep still crashes

#

with a empty log

#

not a mod issue mb

vale iron
#

That kind of crash is often related to a particular part that has a problem, so you might have put down a part that isn't normally allowed and causes problems, and those problems would remain if you removed the mods, because the part is still there

north rapids
solid hawk
#

Also, the game doesn't log anything for us. That log and enabling it, is only for the developers.

#

You on Steam?

#

If so, do a game files verification, just for the heck of it, maybe something got corrupted.

#

GoG Galaxy Client can do this also, but not sure if called the same. No idea if GamePass has this though.

solid hawk
#

Was worth a shot. Can see if the folks in #nms-questions have any other suggestions. That's where game crashes are normally handled. Else can try a report to HelloGames Zendesk.

solid hawk
#

I did look into the two walls. BBB, by default, does everything it can, within the scope of BASEBUILDINGOBJECTSTABLE for these two objects. Sets them as buildable on all bases. Guessing missing entries in UNLOCKABLEITEMTREES file, which would then mean no way to add to the knownproducts list. This mod might get it: https://www.nexusmods.com/nomanssky/mods/3443

solid hawk
#

@brazen pollen by chance are you Core x4 also?

brazen pollen
brazen pollen
# north rapids nope

Are you by any chance using a bluetooth gamepad or other HID to play NMS..? This reminds me of when the batteries are dying or too low, it locks the game up bc the HID gets disconnected.. 🤷

north rapids
#

overloads a core to 100% if too many parts load/unload

#

reported to zendesk

empty citrus
#

my game crashed and my mods turned off, but now i dont know how to turn them off again. can someone help?

final hazel
#

then open the game

empty citrus
#

it works now, thanks!

north rapids
final hazel
north rapids
#

oh

#

fair nuff

cobalt condor
#

Sometimes individual mods will stop working for no discernable reason but can be fixed by just deleting the modsettings file. Adding mods when there's already a modsettings file will shuffle them into the load order in completely random and arbitrary places, but deleting the file will reorder the load order to be alphabetical. Generally it's just good troubleshooting advice to tell people to delete it because it can solve so many different issues

north rapids
#

in the files

#

i need a inbetween between high and ultra

deep venture
#

Hi there. i was reading this google doc and said to join this discord about you can use save editor to copy someone corvette to your own. So was wondering where could i get those codes. Thank u !

vale iron
#

!creativehublink

hardy auroraBOT
vale iron
north rapids
#

if im on ultra my game crashes when turning or moving too quick and if im on high i fall through the floor a lot

cobalt condor
#

Saw some values for the base part LODs per graphics setting but nothing for max part count

solid hawk
north rapids
#

like u can manually change some including getting res scaling and fsr2 at the same time (which is kinda funny)

#

so i just felt like asking here

solid hawk
#

What I'm saying is if there's no high = this max parts max loaded setting exposed in the game files, can't add it. Could easily be something hardcoded in the exe.

solid hawk
north rapids
#

kk

north rapids
solid hawk
#

Should work if you add to known products

north rapids
#

so im doing some other stuff, ill say when i manage to

#

-# mind u, they were already in known products

#

sincerely, i think tryna readd these is above my weightclass, i cant seem to add em to the recipes (WHERE THEY USED TO BE), to the build menu or even go to the next object from them (which u used to be able to do afaik)

#

-# oh they are added in both seen and known recipes btw

#

-# via a mod & via save edit (just to make sure)

#

For those curious heres the id's ig

WALL
WALLTALL
WALLCURVED
WALLDOOR

would genuinely love for someone to help me out, those are among my fav parts oat

round sinew
#

i'm not sure if this is the right place to look at, maybe not, but looking at metadata/reality/tables/basebuildingobjectstable.MXML, it seems that that part is set to not be buildable (dont know why it says buildableabovewater yes)

#

same thing goes for walltall too, for example

solid hawk
round sinew
north rapids
#

-# that shitass micromod tryna add 4 literally ingame parts edits 6 things and still doesn't work

hushed willow
#

-# idk

brazen flower
#

Anyone know what these settings in the BaseContext json do?

final hazel
#

The current preset chosen, the easiest preset level chosen ever on that save, and the hardest preset level ever chosen on that save

#

the "easiest" one is for disqualifying the Survival achievement if any options are ever set below survival

#

the hardest preset used isn't something that actually does anything I think, it's always set to permadeath too I think

whole grove
#

How do I add multi tools and ships with the save editor? Like to actually add more. And what is the best upgrades to put in the slots for exosuit, multitools, and ships

solid hawk
#

Go to the multitool or ship section in the save editor of your choice. They all have an import button, to import the item you have a backup of. Creative and Sharing Discord has backup files. Can also change an existing, which is intuitive. None allow for creation from nothing. As far as upgrades, whatever appeals to you, s-class or illegal.

whole grove
#

and theres a mod to download prebuild corvettes and pets right? also is there a place with other shared gamesaves? just wanna see other bases and get some building ideas

solid hawk
#

Two completely different things.

#

Yeah, there's base backups around as well.

whole grove
#

when i hit import it brings up backup files do i need to download them first?

#

then add multi tools and stuff

solid hawk
#

Yes. You wouldn't have any otherwise.

whole grove
#

sorry for so many questions but is there a website or something that has them

solid hawk
#

Creative and Sharing Discord is where I know that has them. I personally don't do this, what I have in-game was acquired in-game, so unsure of any other sources.

late frost
#

heyee - i had a question about internal names of modules and blueprints, are there resource lists?

fresh arch
#

Alternatively NMS assistant webpage

#

Open product / tech page, click on the little code icon < > on the image, it brings up data from game files

late frost
#

thank you friendly. There is so much to learn...

fair narwhal
#

i wish there were other idiots that did the type of shitty mods i make

trail steppe
fair narwhal
#

magic

valid rain
#

why though

raw hinge
#

one week ago i was able to resize base building items and now i can't for some reasons. It had the items like corvette parts too, but now i Can't for some reason?

solid hawk
#

Don't have Beyond Base Building. gBase Scaling More allows to increase the range of scaling, where BBB allows objects which can't be scaled in vanilla to be scaleable.

raw hinge
#

Beyond gives more base parts right

#

like corvette parts

slow hawk
#

how do i change some value from a mod?

solid hawk
solid hawk
solid hawk
raw hinge
solid hawk
#

Might just be GCMODSETTINGS.MXML got goofed. Just delete the file and it'll be recreated.

raw hinge
solid hawk
#

If that's the issue, then yes.

#

Common issue.

raw hinge
#

it fixed it

slow hawk
#

okaty its working now

#

thanks @solid hawk

polar bobcat
#

hi! trying the base builder app 🫡 what save editor would you guys recommend? nomnom was my old one but it seems to be pretty out of date

pallid salmon
polar bobcat
#

thank you marie splatoon

slow hawk
empty trail
slow hawk
#

😭 its so much fun this way AHAH

solid hawk
#

Public service announcement, on behalf of the long term prolific modding community: We're dealing with a mod thief over at NexusMods currently. We get the mods removed and he reposts, so we have to do it all over again. Currently he's trying to steal\repost one of FriendlyFires mods. The individual is called Jamboslice83. Highly recommended NOT to download any mods by this person, while we work with NexusMods moderators to get him banned.

slow hawk
slow hawk
solid hawk
#

Just popped up recently, last week

empty trail
fair narwhal
#

Really ? People going around and taking credit for somebody else's mod ?

#

Fk people who plagarize

#

Also it's not fucking hard to make a mod on their own the real way , why need to copy somebody else's/literally rip it

warped escarp
#

Is there a tool somewhere that can make it easier to mod? so i dont have to manage 300 different decompilers to mod? i wanna make a mod that removes the egg habitation climate thing

#

oh wait AMUMUSS

#

hmm coo

cobalt condor
#

300 different compilers? You just need HGPakTool and MbinCompiler

solid hawk
#

Just MBINCompiler is game version specific. If running the latest version of the game, then need the latest version of MBINCompiler

#

If running an older version of the game, then need to use the applicable version of MBINCompiler for that game version.

pallid salmon
vale iron
solid hawk
#

Singularity

fair narwhal
#

how does one get NMS Modder for their discord title

pallid salmon
fair narwhal
#

i got 4 mods ive published of varrying quality

pallid salmon
#

good enough
admins usually respond pretty fast

fair narwhal
#

here are my mods

#

well, ones ive bothered publishing

#

i got a whole bigass folder of ones i made that i wont publish due to how intentionally shitty they are/ for testing

#

yet

#

obviously i can't use these titles

#

on nexus

#

can i?

#

id just post my entire folder

pallid salmon
#

read their TOS
but generally, cleaner is better in every regard

fair narwhal
#

one can just upload their whole folder to nexusmods right? i made sure im not currently using any that are downloaded from somebody else

#

thats why mine are so wonky

#

and broken

#

basically if you wanna mess your game up, download my folder

#

im quite mad in the head

#

if i make mods for somebody i can't promise them i won't add some extra funny shit in there

#

that they didnt ask for

#

like example? want an exocraft mod? well , your model will start walking upside down now

#

consider it a bundle/signature

#

like for example i made a mod that fucks up the character model animations, and yes , its visible to other players too

#

you can call me the worst modder in the whole community if you want

#

or weirdest

#

you should make an Anti-Yutaka mod

pallid salmon
#

well I can't call you a modder at all since you don't have the discord role zoid
time to submit a role request 🙂

fair narwhal
#

but i have proof tho

#

are you fking with me rn?

pallid salmon
#

sarcasm
but your original message was about getting the modder role, so

fair narwhal
#

it was yes

#

thank you for directing me to it

#

actually where do i do that again i already forgot

#

its been removed

pallid salmon
fair narwhal
#

hey if one of my mods has 16 kudos, is that good?

#

or thumbs up

#

and like 400 downloads

pallid salmon
#

you shouldn't really quantify your mods based on metrics really
posting a terrible mod during a major update will get a ton of downloads and posting an amazing quality mod in between updates will get a lot less

fair narwhal
#

this was not during an update

#

this is an old one from Decmber

#

one of my first actually

pallid salmon
#

still, deciding whether to see them as "good" is subjective
if you set the bar too high for yourself you'll never be satisfied

fair narwhal
#

it makes all the weapons rapid fire, including geology cannon, and apparently it was good enough that 16 ppl thumbed up it

#

i mean that's something right?

pallid salmon
#

if you think it's good enough then it is
loads of ppl download mods and love it without endorsing

fair narwhal
#

so endorsing means they liked it a lot

pallid salmon
#

sure

fair narwhal
#

i mean i kinda doubt myself

solid hawk
#

Or some just feel obligated to endorse any they download. Personal preference on the part of the user.

fair narwhal
#

yeah bit it isnt an obligation

#

theres tons of mods out there with 0 endorsements

solid hawk
#

...and there's mods with thousands. Ostensibly meaningless.

fair narwhal
#

doesnt yours have like 2k?

#

or like 10k

#

i dont use them so idk

pallid salmon
#

bit silly to count yours against someone who has been one of the pillars of nms modding for so long
like I said earlier, if you do that you'll never be satisfied

solid hawk
#

I have several with over 1k. I don't pay much attention to it.

fair narwhal
#

i did not mean to insinuate that

solid hawk
#

Especially since there's multiple top 20 endorsed, for NMS, which have been abandoned and dead for years.

#

I tell new players not even to look at that, as they'll wind up downloading non-functional mods.

fair narwhal
#

i am well aware of my insignificance..

solid hawk
#

Best thing you can do for mods, is you do you, for you.

fair narwhal
#

mariti thought i was comparing myself to you when i wasnt

solid hawk
#

You just make the mods that bring you joy or achive some goal you have.

fair narwhal
#

i make ones that ..apparently make some people laugh

solid hawk
#

That's it. People can take or leave them, as they wish.

fair narwhal
#

imnot lying, people have laughed

#

im surprised nexus doesnt call mine shitposts

#

due to how weird they are

#

this is what my folder looks like, babs , would nexus mind if my folders are named these things?

#

i wanna upload dump the whole folder

solid hawk
#

If you want to write a detailed description of all of that, specifying good and bad, go ahead.

pallid salmon
fair narwhal
#

lots of my mods are in the testing state

solid hawk
#

Yep and if you don't describe properly and messes with someones game, they can report and if a ToS violation, can get you banned.

#

Probably best for you to keep it as one mod per mod page.

#

Then can create a collections, incorporating all of them, if you wish

pallid salmon
#

probably get more traction uploading 1 per anyway, if that's what you're looking for

fair narwhal
#

i have you guys to thank for teaching me to mod

#

especially gumsk, he taught me some stuff

#

like how to use the the tools , ect, but the rest, i learned by messing shit up

#

changing values, swapping this and that , yadda yadda

#

really fun and easy

#

once you get the mbin to be an mxml, you can basically do anything you want with it, and then save as EXML, and bingo, you're done, but make backups of the previous mods you had, so you don't overwrite them and lose the ones that worked

#

i have crashed myself hundred of times

polar bobcat
final hazel
#

The base's name does not match the ship's name, at least from what I recall, their name is always "Default"

#

the main signs that it's a corvette base are that it's base type is "playershipbase" and that it's userdata value matches the ship slot of the corvette instead of being 0

polar bobcat
#

are the corvette ship slots ordered by date of creation or date of last use?

solar frigate
#

I need help with learning to mod games it’s the files I’m not trying to mod no man sky but hopefully you guys know

final hazel
polar bobcat
#

gotcha, i found it 🫡 thanks a bunch

#

also, base builder experts, is just copying objects normal and fine? i know that's what the page recommends for corvettes but i'm not sure why exactly

solid hawk
polar bobcat
#

just to be sure- people that make corvettes using base parts are now pretty much only using the base building app, yeah?

#

there's no easier way to do this?

final hazel
#

"using base parts"?

#

There is not an alternative to this

polar bobcat
#

i know you used to be able to do it vanilla

final hazel
polar bobcat
pallid salmon
polar bobcat
#

it's specifically for corvette interior work so i think thisll work for now

#

base builder scary

pallid salmon
#

nooooo BB ez pz

polar bobcat
#

base builder is a lot scarier when you're going in without any plan for what you're going to build like i do

#

definitely easier to do that when you're just fucking around in the simple easy editor lmao

pallid salmon
#

ig

fair narwhal
#

Yeah it's so easy

#

No fuss no problem

neon mural
#

Are there any mods on PC to change the colour of the decorations?

solid hawk
#

Beyond Base Building allows recolor of some objects which cannot be recolored in vanilla. Does this by setting the property CanChangeColour to true for all build objects. Be aware, this is not some magic 100% works in every case, as some objects would require additional changes in files other than the one this mod makes changes to.