#nms-modding
1 messages · Page 99 of 1
Mine and Exo, yes
Oh brill, thanks 😄
Seems to not actually change the colour, I have the option to but it doesn't make any difference that I can tell.
We can try adding one other thing. Mod called SACS, which expands build menu color options. If that doesn't get it, would require a massive undertaking, making changes to MATERIAL files and possibly TEXTURES, for potentially hundreds of objects. Something I wouldn't pin hopes on. Could take many dozens of hours to do, one object at a time.
Doesn't seem to work for me, thanks any way
Sorry, we tried
Do you guys know how I can upgrade the stats on a s tier modeed corvette?
Install upgrades/technology related to what you wish to improve
For some reason, before they were now, they're not being recognize by no man's sky just yesterday.They were working, but now they just aren't
delete GCMODSETTINGS inside No Man's Sky/Binaries/Settings
If you mean the base stats NMSE https://github.com/vectorcmdr/NMSE can do that .. But otherwise as Grouch says installing tech upgrades, and being mindful of Adjacency bonuses will boost stats beyond the base values.
What is this base builder mod what does it allow you to do and why do people like it so much
Do you mean Beyond Base Building? https://www.nexusmods.com/nomanssky/mods/1096
You can place most base building parts in most places, like freighter parts on planet bases, or planet base parts on corvettes. Also removes some other limitations
so what do you all use to create mods I'm trying to use nms mod station and it's silently failing to unpack game files
isn't that thing like 7 years out of date
yeah but not sure what i should be using any help appreciated
Most of us just use https://github.com/monkeyman192/HGPAKtool
ok thanks
Yeah, modstation doesn't work at all anymore
I kind of was thinking that was the issue. Thanks guys!
Okay totally a noob thought I did this right but I'm not seeing where the application is. I downloaded the HG pack tool, Master zip unpacked it and then I also downloaded the HD pack tool for Windows and I ran to execute but I'm not sure what to do next
Or if you even have video links that would help? Any help would be appreciated
Have a read of https://github.com/monkeyman192/HGPAKtool#usage
Oh yeah that mod is great. Also guys how should i make a really big corvette without having like 3 million parts
you could try asking around in #nms-corvette-discussion
NMS Modding after 5.58 (to 6.x) Modding for No Man’s Sky has changed significantly with the Worlds Part II update (v5.50). It then changed again with 5.58. Information for both users and authors is below. For Mod Users For Mod Authors Mod Loading Order Known Issues Link to this document: ...
Yeah I'm slowly figuring it out I got my mbin files now converted my first into mxml and now working on first mod then onto repacking and testing
Well I've read the readme files. I've watched the videos I could find and I've used AI and I guess I'm not very smart as I tried to do a simple increase my run speed and it failed
I think the biggest thing for me is AI has old information and the files and the name is that it says to look for aren't the ones that are there
AI isn't going to help you mod nms
impossible to have every single file documented when they add new ones every update
plus AI will just get it wrong, it has no context
Don't use AI for modding the game
Decompile game files, see what properties are there, tinker with them
Start with globals files, lots of stuff to play with
Yeah I tried to increase run speed by increasing ground speed but that didn't work
Either that or I just don't know what I'm doing to get it back into the game
Once edited, keep in mind you need either compile it back to MBIN and place in the same path as original file
Or make an EXML patch, containing only the changed sections while preserving the file structure
Oh so you can't put it in the mods folder? That's probably what I did wrong
I did convert it back into an mbin file
If you're starting easier to do the MBIN replacement
It must be in MODS folder, in dedicated subfolder
Give the article a read, it should explain it
I guess I missed a missed that in the readme file. I will go back and look again
how is mbin easier?
So if I'm directly writing to the games and mbin then what happens if I make it wrong configuration and don't remember what the original value was?
always best to have an unchanged copy you can reference
I don't know. This all seems too confusing. Maybe I should just not
also, instead of repacking to mbin you just rename .mxml to .exml and place in mod structure
don't see how repacking to mbin would be easier, at all
plus majority of files should not be mbin replacements
find a reference mod on nexus, updated/released past jan 25, 2025
If I do that, can I rename the emxl to whatever I want and it would work?
you have to keep the original file name
if you change it the game will just ignore it
Okay thanks. I'll try
Just use https://github.com/NMSCD/nms-archive to get the values you need and make your exml file with it
Thanks, I'll check that out
Easier to start modding, don't need to learn how to trim into EXML or learn LUA for AMUMSS
Ideally we want as much mods as possible to be exml patches
But nothing wrong with taking baby steps
So mods should be in emxl format for best results. Skip lua
lua isn't required unless you want to go the extra step
but that's a whole other big thing to learn
for now learn to trim your exml
And if you're new to this kind of thing altogether, do yourself a favour and grab a proper editor like Sublime, VS Code (or codium), etc. (as general advice), but also use them to load in the extracted folders containing the .MXML as a project folder and use ctrl+shift+f to summary search for property names and such to help sift through the sea of files if you're unsure of the exact file
I do have sublime text editor and I have coded before but doing this modding thing is kind of new. I did get the gist of how to convert the MBN file into an exml file but still kind of knew how it all works putting it back in
find any mod that's been updated/released after jan 25 2025, nexus shows you a very easy to read file path preview
Thanks I'll do that too
That will destroy other mods.
EXML mods are snippets of an MBIN. That would be using the whole file and overwriting any mod that uses the same file.
That doesn't really matter when you would rather see the effects of a mod you're currently working on
trimming can come later
Sure, or compile it.
the person who was asking is new to modding and likely had no other mods installed
already recommended they learn to trim exml
I actually do have other mods new to creating mods but know how to use already made mods from nexus
Mainly need to know how to identify what line does what, once I have edited my lines how do I package it back up like what would be downloaded from nexus googles information is out of date so it has the wrong name of the properties
which line does what is just something you have to experiment with- some are obvious some not
what you upload to nexus will look like this (zipped), with the exml being trimmed so it only modifies what you're editing (see principles of exml editing>preservation of markup structure)
if you edit files in other paths you add those too, and globals need their own folder named GLOBALS even though it isn't present in extracted
Thanks. So the edited exmls that you stick in the mod folder when you create the mod you still have to have the directories down to that file for it to work wish there was some videos of somebody making a basic mod with the new version of no man's sky. Just so I can see it done cuz I'm sure it's not as difficult as I'm making it
Yes thank you very much i was seeing how I can upgrade my base stats ty
I'll use tha tech upgrades with adjacent bonuses cause I'm on ps5
Here's something which greatly helps with adjacency bonuses, read its instructions and play with it for a while and eventually you will grok what it is trying to show you .. https://nms-optimizer.app/?platform=exosuit
There's an old website which was really good for a long while https://www.nomansskyresources.com/tech-layout-and-adjacency-bonus but the optimizer app has refined all that.
This isn't really documented. Many thousands of properties throughout the game, which change with a fair frequency (removed, added, renamed) and the only way to find out what a property does is via empirical testing. It would literally be a full time job, taking thousands of man hours to catalog and do initial testing, then potentially dozens of man hours for the changes with each new version of NMS.
Yeah welp here goes blind testing lol
No videos, we have a written document, http://tinyurl.com/nmsmodding550 Videos are quickly rendered obsolete and useless. If you want to make one, then redo it from scratch anytime HelloGames makes relevant changes, keeping it updated for years, have at it. Nobody else have the desire or time for this. 🙂
NMS Modding after 5.58 (to 6.x) Modding for No Man’s Sky has changed significantly with the Worlds Part II update (v5.50). It then changed again with 5.58. Information for both users and authors is below. For Mod Users For Mod Authors Mod Loading Order Known Issues Link to this document: ...
NMS just isn't a static code base. Constantly undergoing changes, over time.
Many of which have negative impact on existing mods.
Cool pretty sure I'm missing something I'm a visual learner. Sometimes I can read the same piece of information 16 times and still not grasp the meaning and then other times I can read it once and I understand it totally. So I will go back and reread again
I understand it isn't static and it's constantly changing.
If you have questions about specific points, feel free to ask. I just wanted to let you know why there isn't the documentation or formats you'd prefer.
Thanks. Honestly if I can just get this first one figured out how to place it in my mods folder and not have to directly change the actual file would be great. I've gotten some good information here that I'm going to test out. I'll let you all know if I'm successful
If you already know how to use mods from nexus (which you've stated) then you should understand where to put it.
always refer to path in EXTRACTED
Basically, mod files have to mirror the location of the vanilla file they are changing\replacing, within a folder for the mod, in GAMEDATA\MODS. So, if you are editing a global file, would be like
GAMEDATA\MODS\MyGlobalMod\GLOBALS\GCGAMEPLAYGLOBALS.GLOBAL.EXML , as an example
GAMEDATA\MODS\MyGlobalMod\GLOBALS\ then my emxl file
Thanks, I'll give it a try. I think I understand
That's for global files, as patch EXMLs. DIfferent files are going to have different paths, of course.
how do i know where they live i used the hgpacktool on the pcbanks folder and now i have a extracted folder with a bunch of mbin and mmxl files any way going to give it a go
Generally you should copy the mxml of the file you're changing to a separate folder and edit it there
Additionally, when you're unpacking game files it's impractical to use mbincompiler for every single file, since then you use disk space for files you'll never touch. Others might have a different opinion on this
so i am just trying to increase my run speed i used the GCCHARACTORGLOBALS.GLOBAL.MXML and adjusted the sprint speed line then nested it mymod/GLOBALS/GCCHARACTORGLOBALS.GLOBALS.EXML but no change inside my mod folder either my other mods are interfering or i'm not doing it right any way i'll keep trying
If you get the mods detected popup when starting the game, then you probably didn't trim it properly (assuming you did)
If you don't get the popup then go to No Man's Sky/Binaries/Settings and delete GCMODSETTINGS
My other mods are running just not the speed sprint one I just made/added and if it is I don't notice it anyway IDK guess I need a suggestion on what to edit just to see an effect but I don't want to waste your guys time I'm sorry 😔
Thanks, I'll give that a read. I understand what it's saying about trimming it down to just what you're actually modifying makes sense I think I'm going to remove my other mods and to make sure they're not interfering too
if they don't modify the same file there's not really any reason to remove them
I don't know what files they modify. Honestly. I downloaded them off in Nexus and installed them. I just thought it would be cool to be able to create my own mods so I wouldn't have to keep downloading mods. Just create one mod that does everything I want it to do
since you're modifying a globals file, any other mod that also modifies a globals file will have the globals folder inside it
easy enough to check
Okay will do
What is an easy one to change just so I can check to see if I'm doing it right?
Don't really have an answer for that
Most files are thousands of lines, and the ones that aren't are usually more obscure / harder to test in game
If you don't have any other mods that modify the same file then your exml trimming is just wrong. There's no reason to test other files
Never mind I figured it out. I was right it was because my other mods were affecting the same file as soon as I removed those mods cuz they both had globals in it. It worked
If they are exmls they won't conflict. And globals should never be MBIN
not sure what i did but was able to add my mods back without issue
@vernal plaza I see you were timed out by one of our filters because of so many pings. Can you try again? I've temporarily held the filter so hopefully it won't time you out this time 
Ok thanks
@vale iron @pallid salmon @marsh eagle @solid hawk @steel crypt @final hazel @lethal fossil @fresh arch I want to thank all of you for taking the time to help me out building my first mod with all your guys's information. I now have the confidence to build more. Thank you again
I need somebody who use NMS Save Editor and help me when i have a question or in General.
Tip: NMSE https://nmse.vectorcmdr.xyz/ is much better than NMSSaveEditor.
😆 ah so you meant NMSE (No Mans Save Editor).
yeah
True. So easy to use
Where can I find corvette json's for NMSE to import
"No Mans Sky - Creative & sharing" discord .. tried to give you the link but for some reason it got blocked, so probably do a google search for it.
See the mod installation/troubleshooting guide http://tinyurl.com/nmsmodding550
then make it.
the vanilla game does not come with a MODS folder, despite fully supporting it out of the box
Yes, just create a new folder and call it MODS
there now what
place the extracted mod folder inside of GAMEDATA/MODS, like the guide specifies
did i do it right?
Have you got it working yet?
any mods that increase the chances of s class freighters (not by much but like 20 percent)
Hmm, dont know, I dont want to install the mod so you need to follow the instructions the mod specifies. Do we need to hold your hand???. Sorry for being harsh but wow, not your mother.
What is the Maximal number for damage, scanning and Jetpack?
Depends what you are talking about?, scanning doesn't have damage, nor does jetpack as far as I know. Confused.
Again depends what you are talking about, Multi-tool/Starship/Corvette/Freighter/Companions ???. I think you need to do a google search on standard damage limits for whatever you are needing.
Okay
Okay, going to bed, had enough of questions people do not know how to present what they need. I know its probably a language thing .. but tired and a bit drunk :). Good luck.
Not to be rude but I’m sure there are other modders who could help with problems here that are sober
Totally right about not presenting info though
Aye 😆 , not drunk enough to not recognise a user being sparse in offering enough information to help them with. But yeah, thanks eegor (pronunciation from really old Frankenstein films, "Maaster, the storm", or hilarious Books written by Terry Pratchett), I do need bed, and to put the keyboard to sleep. Night night folks.
Not uncommon that people only give about 10% of the information necessary for anyone to answer their question. So then either the person helping needs to guess or leads to a lengthy bout of 20 questions.
I just answered an individual, in another channel, who was asking about doing something involving building, with an external tool, BUT didn't specify which tool, several possible. I answered in the form of if a, then x, if b then y. His response was "thanks". I'll never know which it was, but apparently one of my if\then\else was correct. 🤪
dm me with link I can't find it
!creativehublink @muted pivot
@muted pivot https://discord.gg/AEXcap6
Thanks!
Also thanks. When I tried doing what @hardy aurora just did it got auto moderated/deleted.
is there a mod that fixes the bug where settlements become less productive the higher the productivity
Mods don't fix bugs, HelloGames does that
Are there any mods to store corvettes?
No, nor can there be
Mods can't add new features to the game, only HelloGames can do that.
I believe NMSE allows exporting of corvettes, which could be used as a form of storage.
Yep it can, you can store the full corvette exports and also a tech layout snapshot that can be imported if the game re-arranges them (without needing to reimport the corvette and manage cargo inventory)
Any Mod suggestions?
Better NMS collection is all the things I suggest. Pick and choose what you want
Idk
I didnt mod NMS
Yet
So idk Whats good
Like I said, go to Nexus and go to Better NMS collection, see what you like
Alr
NMS mod choice is highly subjective. What one person might like, another would hate. Best to just look through and choose what appeals to you.
Understood, may I ask what you use?
Around 190 different mods, but much of that is testing the mods which I publish.
Like all of the long term mod authors, I really don't play much anymore, so my mod loadout is specific to my needs of mod testing.
Really, just go look
i have downloaded the everything sellable on galactic trade systems mod but it doesn't seem to work have i done something wrong
From the information provided, nobody could possibly know.
Go through the troubleshooting section of this document: http://tinyurl.com/nmsmodding550
NMS Modding after 5.58 (to 6.x) Modding for No Man’s Sky has changed significantly with the Worlds Part II update (v5.50). It then changed again with 5.58. Information for both users and authors is below. For Mod Users For Mod Authors Mod Loading Order Known Issues Link to this document: ...
Hey all, had a quick question concerning a mod that would let me build with parts other than standard vette parts in a corvette while in the game, I saw one mod that looked like it would work well, but I'm not sure, so any suggestions would be appreciated!
I keep seeing something called Amunss and I have zero clue what that means XDDD
Yeah this is the one I was looking at, I just zero clue what the Amuns thing is. Is that something extra, or only if I want to customize the mod itself/
you don't need to have AMUMSS for using mods, it's a lua script manager
you can change values in the exml files from a downloaded mod if you want to tweak it
Ohhhh ok tysm, that makes so much more sense
I think I got it all set, thanks so much for the help!
damn i've been using this markup 4x mod and nerf salvagable ships and pretty much changing how i be playing economy with this game
lowkey awesome
lot of moneys
Looks like a lot of fun tbh
yes and also they did nerf the selling stuff
like the vanilla one wiring loom sells for around 300(?) forgot now it just
like i cant even become rich and its awesome
and also the nerf salvagable ships nerf really play the part too here since salvagable ships when you sell it just gonna give your around 10 or 15 lol
and also.... had to remove some of my damaged tech cus now im really thinking bout how im fixing stuff because 1 damaged tech gonna cost around 1m~~ and every hour with the mods you just probably gonna get around 4~m or less
How can I get these? I used a Save editor but it dsays previously collected. I cant seem to find anything online about getting these to work i wasnt around for the expidition
It was from a previous expedition that had them.
To apply them, head to your colossus geobay and customize it, just like you would any other exocraft.
unlike the "liquidators" parts, which are technology
is nmse a better editor than both nomnom and the goatfungus one? I had a lot of freezes and a memory leak with nomnom and goatfungus seems to be out of date (doesn't recognize some ship types etc)
my nms base i made in BBA isn't showing up ingame
I copied the JSON from BBA, i replace the original JSON with the one from BBA, i went on the game and my base computer was gone
also is it normal for it to be this low poly
im very new to BBA
nmse is basically the newer kid on the block but already pretty stable ime, regularly patched, open source
yeah just representations of base parts in game afaik
ahh ok
that's strange, what save did you modify? auto or restore point?
idk
I just went to my base files, and copy and pasted the code, saved it, went to my game and me computer was gone
very weird
hmm. if you reopen save editor, copy/export base layout code again, then import that into bba, what base do you see? the base as you had intended it to be when you finished with bba?
good question, lemme try it out
nope, nothin there
really weird
oh wait
it worked now, in BBA
lemme try in nms again
alr the base computer is there but the building is not
wanna dm/voice chat/stream?
i'll dm
i added a base comp to the base in bba, lemme see if that fixed it rq
aight it didnt work
for some reason, full base layout code was being exported out of bba with a corvette u_paragon in there, no other parts, no owner id stuff on there either - no idea how that got there. we ended up just fixing everything, manually double checking code before importing it again
any clever folks that can help me figure out how to center my corvette? I originally built it with stuff on the outside to show off in the anomaly but now i want a version of just the ship no extras. I stripped down everything but the ship, but it's quite offcenter due to my original arrangement. It's regular pieces and furnished but I don't know how or if I can have everything move to a centered location
just had a thought that maybe i could do that with a drag all in blender?
@pearl harbor I have a collection that's basically just that https://www.nexusmods.com/games/nomanssky/collections/ixxnzr
Lovely, thanks!
is there any mods that add those types of building?
the best one i found so far is Eucli-ea and it only adds some of the parts
EUCLI and Ultra Base Building are the two

<@&590975379678953522>
No clue what that is
Sorry, a video of mine from Steam of a game with a mod, the small video does not show
For future reference a modded clip is ok here, though #nms-media is better - but I would like to know what mods
Sorry, on seeing mods. It is a modification of the laser extractor, which extracts without breaking the plants or materials
Cool ship too
Thanks, it's a simple UFO, simple with Blender, with pieces reversed from the ones that mirror
A classic sci-fi ship, love it
depending on the light, it changes color
I can pass it in json
Sure, thanks
Sorry for calling the po-po. It looked like a spam message of some kind
I don't know if you know, I imagine you do. It's just the objects, so as not to break the corvette with the metadata.
I understood perfectly. Even I, not seeing the video image, got annoyed.
I have many things from the game, like corvettes or bases, ships, places..info..
is AMUMSS still good?
Beware of Malware
Please use the links we have pinned here: #nms-modding message to make sure you're downloading a legit save editor, and not malware copycats like the one mentioned in this PSA:
https://www.reddit.com/r/NoMansSkyTheGame/comments/1toisx3/warning_fake_no_mans_sky_save_editor_malware
Use GitHub, almost always safe
weird, i was using the buildframes rectum and sacs, but i didnt have the amumss versions...
i should use the amumss versions of those?
@hearty wasp hey bud, quick help, what mod has folder labeled, MOD_Winder_HubFlag? im checking my mods to update, but i cant figure out what mod this is
that's Eucli-ea
ah, ok. thanks. thought it was, new one named eucli-ea was throwing me off😬
should i be using amumss versions if the mod offers it? i have a few mods that have it, but i wasn't using the amumss version, but they worked before. in one or two cases the amumss version was way off date to the non-amumss version
Not unless necessary
Amumss is a processor for Lua scripts. The Lua scripts are used to regenerate and possibly combine (only when needed due to conflicts) mods.
ok, thanks
there is an AMUMSS folder in my mods folder named ___AMUMSS EXPORT THESE.
is this a mod or somethin AMUMSS adds in there?
asking in case it needs updating
ok, im going to reinstall fresh copies of everything, i just wanted to make sure it wasnt a seperate mod. some authers have weird or obscure names for the folders making it hard to tell sometimes
anyone know what mod has a folder called "EXPORTED"?
It's created by a mod changing GCDEBUGOPTIONS. Probably the export these one, but not at my computer to check
there is another called _____AMUMSS_EnableMXMLOutput in my mod folder as well. this gets a bit confusing when you dont know modding😖
So I don't think my mods are going to be affected. But you guys can tell me differently.
I only have mods affecting the EXO vehicles.
That's the one making the EXPORTED folder. Can get rid of both
Affected by what?
thanks!
now i have to figure out what AddLSnPG v5.63 is...ffs
add legacy structures and planetary glitches 😆
oh god, i just downloaded all these. now i have to see what got borked in this next update. i see its ready now on steam...
TBD what mods need to be updated and how. Fully dependent on what HG has changed in the game data files.
Looks like we'll need an updated version of MBINCompiler, so mods that need updates will start getting them later today, after that happens.
is that monkeyman github dl?
Yes, the only tool to decompile and recompile the game files.
i dont remember using it before
You, as an end user, don't need to. Mod authors do though
ah, gotcha
@hearty wasp quick question, where does the buildframe rectum and sacs go again? is it in modbuilder in the AMUMSS folder?
so the buildframe ones just go with the other mods? i thought there was something that needed to be in the amumss folder
are you using luas or are you not
idk. i just extract the mods into the mod folder. i thought i remembered having to put these two or something from them in the amumss folder.
if you're confused then post a screenshot of your MODS folder
and if you downloaded them through vortex then they are just normal mods because I disabled vortex downloads for luas
there is nothing in it. i deleted everything to reinstall everything fresh. i put amumss in and ran the buildmod. bat, then i was going to put the the two buildframe ones in.
ok
then look into the folders of the mods
if you see a lua file then it's lua
if you see exmls then it's a normal mod
seems more than half are lua, the rest are exmls, with a coulpe mbin ones and a few dds
then just sort them out one mod by one mod
i did aslready, they in seperate folders on my dt
cool
can i still use a save editor to check out the new content from the update or do i have to wait for an update to the save editor itself as well? i use goatfungus
if you ever get confused again it'll be easier for you to just download the mod from Nexus again
luas should already be labeled "AMUMSS script" or "lua" so it'll be clear then
what goes where then?
if you need help using AMUMSS then read the AMUMSS Howto #nms-modding message
otherwise read how to manually install mods #nms-modding message
AMUMSS only accepts luas almost all the time so just read the mod page for instructions and only put the luas in otherwise
i manually install them now, but i was putting them in the mod folder. the only thing i had in ammums before was the buildframe stuff,
question regarding the new update - one of cyberpunk 2077's updates completely broke my game a while ago bc of all the mods i had. reinstalled the older version w/ a steam access code & run the game directly from the .exe file to prevent steam from updating it. anyone know if that would that work with NMS?
Try, see, and let us know
oh, a lot of these have both file types in..
i dont wanna do that because i read it could brick your save if using an old editor XD
It's still way too early for most to have any info
make a backup
Probably wait a few days then. I've never had a save bricked by opening with an outdated save editor, ever. Just missing new data
if a mod has any exmls in there you can ignore the lua
Also, none of the save editors write to your save, unless you save the changes made.
look if you download a lua it'll just have the lua in it
those can go in the modfolder?
yeah they just don't get loaded
i mean exmls
you'll know when you download a lua from nexus because they'll be labeled always every time
Maybe from a different angle. Why do you need the Luas?
i see, I'll just wait then
im just trying to make sure things go where they are supposed to
Most times you won't need the Luas.
oh yeah idk why i didnt think of that xd
use the luas if the mod only has a lua in it
just remember this and you can treat everything else as a normal mod
If an Lua is in the mod folder, then just leave it there. Doesn't hurt anything at all. Game doesn't see or use them.
and those go in modscript in amumms?
don't create more exceptions for yourself than you need to
yeah read the AMUMSS HowTo
Yes, if you are going to process an Lua, then they go into AMUMSS\ModScript
Be aware, many Luas will fail right now, until we get the new MBINCompiler version, which AMUMSS needs to decompile the game files.
Going to be at least a few more hours until that can happen.
MBINCompiler dev team members are currently doing IRL things. 🙂
the only thing i had in the modscript was the buildframe mods. evrything else was just extracted to the modfolder. i forgot how i had it before i deleted everything. im just trying to make sure that was the right way. everything worked, but just to be sure
6.40 new products
EXPD_BANNER22
EXPD_DECAL22
EXPD_POSTER22A
EXPD_POSTER22B
EXPD_POSTER22C
EXPD_TITLE22
S22_ECHO
S22_FRAG_B
S22_FRAG_G
S22_FRAG_R
S22_SIGNATURE
SWARM_ARMOUR
SWARM_BOOTS
SWARM_FLAG_B1
SWARM_FLAG_B2
SWARM_FLAG_B3
SWARM_FLAG_G1
SWARM_FLAG_G2
SWARM_FLAG_G3
SWARM_FLAG_R1
SWARM_FLAG_R2
SWARM_FLAG_R3
SWARM_GLOVES
SWARM_GUN
SWARM_HAT
SWARM_LEGS
SWARM_PACK
SWARM_TORSO
Luas are fucking useless essentially right now
Never used them
Exml only way to go friend
It's also easy notepad shit
consumerism on nexus mods updated
Actually, under the correct circumstances, incredibly useful
i wish it would say what mods are causing crashes😵💫
Nothing anyone here can do anything about that
any save editors upated yet? thats what im waiting on. I cant stand playing with randoms
looks like mbin was updated a little while ago, hope fully we get some updates. my buid menu still ctd
Hi, sorry for the trouble. I'm on the No Man's Sky expedition, and I got disconnected but ended up buried. When I logged back in, I got stuck because another player built their base nearby, and now I can't get out. Can you help me, please?
Pd: I'm a Spanish speaker, which is why the image is in Spanish.
how do I delete the expedition save without deleting my main save?
turn off multiplayer
generally you should ask these questions in #nms-questions as this is the modding specific channel
It didn't work, and sorry, I didn't know where to post my question
heya can someone help me complete the community expediation its bugged
Mods wouldn't be able to fix that, HelloGames will need to.
HG will start pushing the cavalcade of hotfixes soon.
Probably wanna try asking in #nms-expedition or #nms-questions. Make sure to report the issue to HG too
!Hg
Submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
Shame this had to happen this is my favorite expedition so far
ANYWAY can someone help me get the new armor via mods
I think save editors have to be updated still
The Consumerism mod is updated to have the new stuff already
👆 @limber charm
Do you need to install a separate save editor or is it possible to edit your game files locally through steam's local files? (I'm not trying to actually edit it, I'm just looking for save data)
save files and game files are separate things
you need a proper save editor to read and edit save data
Any mods suggestions?
Are there any mods that improve hotas support?
I have a TFlight HOTAS One that can be read as an xbox controller but the problem is the pulse engine is permanently bound to LB and RB which is also permanently bound to roll...
Okay cool. So there's not much that can be done about that.
yup, modding NMS is fairly limited
we don't have access to functionality of game's executable or handling the controls / inputs
plus pretty sure most of active modders do not own HOTAS to test it properly
realistically the only way around this i can think of is some specialized software that lets you customize what buttons it simulates when you do specific things; basically like custom bindings
if that stick doesn't come with that then.... 
damn, one of these mods still causing a ctd when opening the build menu
if anyone knows what this means-
crash ID: 169265M_0x1224D_ST76561198104215080
No one here will be able to tell you that, only HG
And for reference, the first number is the game version you're playing, second is memory address for crash, and third is your steam ID number
Hiiii quick question, how could I save edit my game to give myself the trucker titles? I really can't be bothered to do all the milestones, they're too long and boring for me
"Unlock all" ..
Huh? But I don't want every title, I don't mind grinding for the rest- it's just the truck ones that bother me since they're so slow
dang, i was hoping it would point in the direction of what mod may be the trouble. thanks
So just individually tick the titles you want unlocked instead of unlock all. Simple.
Oh! That's useful, thank you :>
I've never used the save editor
I don't even know where to get it lmao
Btw quick question, does unlocking those trucking titles automatically unlock the truck upgrades?
see if there are any mods with entity MBIN files, those are a likely culprit
there was a couple that had mbin files...
other than that, binary search method - divide the mod list into 2 halves, disable the first one, launch the game
if it crashes, means the culprit is in the 2nd half, move to that and split it again
whatever it is, i ctd's when i try to open the build menu.
You can unlock anything in NMSE ..
Titles and upgrades and whatever else are in different parts of the editor, have fun 🙂
Nobody is going to be able to narrow it down any further for you. Binary method, as FriendlyFire detailed above.
Game doesn't log crash causes
doing that now. looks like eucli-ea may be the culprit. just added it back and the ctd happened
pulled it and game works
Can't even contact HG support, as modding is officially unsupported. You'll just get an auto response saying to remove all mods.
This the version Winder uploaded yesterday?
i have a few more to add back, to make sure it s not more than one
the ctd was happening before i updated it, but yea this is the latest mod version
Gotcha.
damn, definitely eucli-ea😞 , everything else is back in and save launches and build menu workes fine. adding it back ctd's as soon as the world loads
is there a definitive save editor for this game?
i remember back in the day they used to charge money for save editor for ships
thanks bro
lol both of these editors claim they're the "most complete save editors"
😭
"most complete"
nomnom's stuck on 6.0.0 (voyagers) because it doesnt work after that
goatfungus is stuck on remnant
NMSE by vector cmdr is definitely the most current and the fastest to update to new versions
figured as much
considering the name and all
ill check that out thanks
and the fanciest
so i modded nms i have a few mods how do i know if they are all working
If you suspect them to not be working, follow the troubleshooting part of the guide http://tinyurl.com/nmsmodding550
well what mods did you get
@graceful egret
yeah
this
Any idea if you can save edit a corvette into the expedition???
You got a link for this?? Gf save editor hasn’t been updated in months 😁
Try and see
Cheers
oh i can just go places
Was aiming to get a specific faction with my answers - no luck. Researched a bit, tried different answers - seems locked to one. Frustrating and dishonest - any way to fix that through some modding? Change faction in json or anything
Probably not, it's probably some procedural/deterministic calculation based on the account ID which we cannot change
Damn
I hope there is some way - it just feels so meh when there is a message about personality test from devs...
Anyone know hown to mod/ reenable corvettes and character colors in the current expedition?
Nope. Play through the Expedition, then you'll go back to your regular save and things will be restored.
Can't see anyone digging into this. Spend, potentially, dozens of hours to figure out, for an expedition that people will play through once and can be completed in just a few hours.
The math just doesn't compute.
There's also always the possibility these limiters are in the exe, not the game data files, which would mean not possible to do.
Your team gets stored on the server at some point after it's determined. If the quiz actually does do anything, it only works the first time you take it. Going full offline might let you retake the quiz and get something different but you will need to be online at some point to get to the end because of the community milestone and reconnecting might revert you back to your initial team again
Hi there, Ive got a probably pretty stupid question. Ive encountered this visual bug and have been searching for a solution the past hour or so. Every single person that solved it says they used "Clean Space Origins" to remove the speed lines but I cant figure out how to correctly install it because it doesnt just come in a single folder like all mods mentioned in any modding tutorial. Ive tried putting the files into the mod folder a few different ways but nothing worked out, could anybody who has already dealt with installing it give me a quick step by step guide for this mod specifically? (The attatched picture is the bug Im referring to if there maybe is a different solution)
You download the zip. Extract out of the zip the folders for the components of the mod you want to use into your GAMEDATA\MODS folder. For the No Speed Lines and Speed Lines Reduced, use ONLY ONE or the other, NOT both.
Okay, so I just put the pak file into GAMEDATA\MODS?
There is no .pak. Paks haven't been used for mods in over a year and a half
You're looking at the old, outdated one
Use this link
Thank you so much TwT that probably was the entire reason it didnt work
Probably. So if you were to use all parts of the mod with no speed lines, would look like this (this isn't the real folders, just don't want to empty out my mods folder for a screenshot 🙂 )
Mhm!
Haha. I run around 200 mods, so a pain in the butt to move things around
Oh damn
I didnt even know No Mans Sky had an actual modding community until yesterday TwT
Yep, like a highly dysfunctional family of weirdos and miscreants, lol
x3
Anyone know if there's an updated version of Better Rewards for v6.40? Or at the very least a 'More Words' mod compatible with the current release?
(On second thought, I wonder if Enjoyable Quicksilver would conflict with something like Better Rewards...) 🤔
if the mods are EXML patches, they don't need to be updated for each game update
same with conflicts, if EXML patch mod is done properly, game will merge it with other mods affecting the same files automatically
so no conflicts will occur unless different mods target exactly the same section / line of the game file
Ah, so the game merges EXML mods. Interesting. So I should probably look for a More Words in EXML format...
I suspect Better Rewards might be MBIN format. I just remember reading at the bottom of it's mod page that it was made for v6.21 and to explicitly not use it on future versions of the game.
Huh! Well, I must have missed that lol
I shall give that a whack then haha. Thanks :)
also recommended to read this guide to get the hang of the new modding system and how files work: https://docs.google.com/document/d/18k5VfvzLXbpBrAGGO7LK30c2Ta_lWQ5F5YgEpuwKZ6M/
NMS Modding after 5.58 (to 6.x) Modding for No Man’s Sky has changed significantly with the Worlds Part II update (v5.50). It then changed again with 5.58. Information for both users and authors is below. For Mod Users For Mod Authors Mod Loading Order Known Issues Link to this document: ...
Yeah, I was just thinking - I plan on using Replay Expeditions, Consumerism, (either Enjoyable Quicksilver or Quicksilver Missions), and (Better Rewards or a More Words mod). I'm guessing I might need to figure out AMUMSS, and how to scan for conflicts or something.
you don't
replaying expeditions is a whole different story, different files are involved
just look at the mods you're interested in, see if they are EXML patches, if so then you should be good to go
AMUMSS doesnt even offer conflict checking anymore since most of mods have moved to EXML formats
well mods that could be done as EXML patches instead of MBIN replacements, some files can only be modded as full MBIN replacements
only in those cases you need to worry about conflicts and merging mods
Some of these will crash you on accident I apologize for the lack of giving a shit #no-mans-sky message
I labeled the ones that do
Currently WIP
That the file to the strange flying modules
It is
Ok
I think i should start a alt save for trying to test these
Should not ruin my main save
My gamd has been crashy lately
I Labeled the ones that have that risk
With the place corvette and frieghter parts mod , do not open the normal Corvette build menu, you (as of 5/18/2026) have to edit the Corvette without being at the space station, which it will allow you to do, you can also make a planet base with Corvette and Frighter pieces and stuff opening the normal edit corvette menu will crash you if you press Y button
Until I fix it
I'm working on it
I don't know why opening the normal Corvette edit menu crashes but rest assured I will fix it in time
But with that now you will be able to put down objects basically anywhere even without being in a base , please don't abuse it
You don't have to put a base computer down to put some pieces anymore, those pieces include Corvette habs, frighter habs, and other Corvette and Frighter parts, without even needing a base computer
Again I repeat please don't abuse it
"anywhere withen a base" sounds like flipping base teleporters upside down
Anywhere without being in a base
You won't need a base computer to put certain parts down
This is gonna be a strange but fun playthrough
You must have those pieces first unlocked before they are in the menu
I have every peice unlocked
Then it will work
You can now put teleporters on your Corvette, not just the local ones
Oh nice
But the ones that take you to your other bases and Frighter
Ok
And you'll now be able to put geobays on your Corvette
Oh n- Oh yes
Oh my god poor nada just got run over by a pilgrim
I take no liability for what you do with it
This is gonna be the weirdest playthrough i will ever know
You will also now be able to manually add frighter hallways and rooms on your Corvette
And they work
Oh if i lauch to space via me and i need to recive the Artemis message....
When you first lauch to space in a playthrough you recive a starship communicater signal
Then this will turn out interesting
I take no liability for what happens to you just letting you know that
Ok... Perhaps i should try it on a different steam account
Oh im not talking about bans
Im talking about my copy of the game
It won't fuck that up
Just delete the folder in the mods folder if something happens
And it's back to normal
Ive never modded before thats all im just a little nervous
Well when i log on today i should try it out
I once manually destroyed a freghter by flying to it in my exosuit and mining it away with my mining beam
Ooh
It's pretty lame but funny
A lot of my mods are joke mods
Some of them don't work right , im a modder I'm just not a very good one
Harmless mostly
But joke mods
None of them will destroy your game saves that I know of
The place to get mods for NMS is NexusMods.
any updated save editors?
The save system hasn't really changed in ages, even NMSSE still works to a decent degree (mainly lacking functionality related to new features like corvettes)
save editors do not need to be updated for version changes to remain basically functional
how to put a corvette into your save, find out where the corvette is in persistientplayerbases, control A , control C, and put that on a notepad page, open a second instance of the save editor, open the other save tht youd like to move it to, and copy ownedships from the first save, by highlighting it , control a control c, and also put that on a notepad page, or just control a on the second instances owned ships , (all of this in Json editor) , control A from the owned ships , and control A on the second editors same section, control P , then finally take from that notepad earlier that you pasted the player shipbases, just go ahead and control a control c and control p the ENTIRE bases section , or at least thats what i did, and it will sorta automatically sort things out sometimes, then save on the save you transfered all that shit to , (but make sure you gotta backup like always, anyway , since you wanna be able to load the save you edited
thats how i do it anyhow
its probably a very very shitty way to do it but ive done it this way since corvettes came out
theres much easier ways to do it all now, but its hard to teach an old dog new tricks eh?
might be more helpful if i fking made a video demonstrating it instead of my shitty english
Yesterday I attempted to use a save editor to duplicate a creature with SSS stats and then change its appearance to a test creature, in the hopes of later being able to create a team from really good SSS creatures but with custom appearances I want.
Results were mixed, though I only did one trial. Duplication worked fine, because ive done it before, and overriding creature appearance worked, and the resulting creature was still SSS, but its maximum stats appeared to be lower. It also retained none of the gene edits or moves from the first creature. Its likely this is because of how I initially copied it over (pasting the full json of the new creature and replacing the various seeds with the old one), but more testing is needed. My new method ill try is simply replacing the cosmetic elements of the json at the top with the new creature and leaving the rest the same as the old creature
Figured id put these results here for anyone who is curious about save editing in regards to creature stats. I'll send more as I tinker more
shity and old way to move corvettes from main save to expedition, and be able to move ALL of them not just a single one
not sure if this is ther ight channel to ask but is there any tool out there that lets you search a database of the nms universe? like, to search for system/planet names?
Other than those manually documented on https://nmsce.com/, not really
There have been about a dozen different mapping/database projects over the years that just kind of fall off the face of the earth
anyone know how to fix goatfungus save editor? I try to start it and it just gets stuck at "reading account data"
This is after yesterday it mysteriously stopped letting me edit raw JSON too.
yeah its been stuck there for like 20 minutes atp
Done both today, ie edited raw JSON, didnt have an issue. Not sure on version im using
Switch to NMSE by vector_cmdr
coolio
i was wondering if i wanted to swap to another expedition during swarm would i lose progress or break the game
oh wow this is nice
thanks for the suggestion :)
if i were to swap to the omega expedition would i lose my progress in the swarm expedition
i was considering using mods to swap to a different expedition but i dont want to risk losing my progress in the expedition or my main save
expeditions don't affect your main save
if you're referring to cwmonkey's tool to play old ones via season data json (I'm assuming you are) you can ask him directly about that specific question @frigid grove
if you just want the items you could also just download consumerism (+ communism) mods, or unlock w/ save editor
hey guys i thought id ask here. How do i backup my nms save file? I wanna start trying to mod my save but i've no idea where to grab my save file from
As long as you don't load your main save, you can play other expeditions on other saves. If you accidentally load your main save with the wrong expedition loaded, it'll boot you out.
C:\Users\YOURUSERNAME\AppData\Roaming\HelloGames\NMS
inside this will be a folder that has all your saves in it
if you're on steam it'll be st_12345678912345678 (your steam id)
most* modding won't impact your save file tho, not really any need to back it up unless you feel like it
save editing is different
Aha, ok so that was it. I thought i still had to enable some hidden option. right right. thanks
as for the save edits. Is there a one editor here that everyone agrees thats the go to? is there a link to it?
https://nmse.vectorcmdr.xyz/
much faster updates than the other 2 mainstream save editors
Thanks! Never knew this game was moddable and if it was even allowed. It's great news to me that it is indeed moddable.
almost 3k mods listed on nexus
but only use anything updated/released after january 25, 2025- otherwise won't work
opening the save editor gives me a warning. That's a false positive? I like modding games but im not familiar or savvy with them so im a little jumpy when it comes to windows giving me warnings
screenshot it
oh you mean the windows defender warning
that pops up on any program where the publisher doesn't go to microsoft to verify
it's safe lol
popped it into V total and gave me this
the whole thing is open source btw
all on github
aye i think i trust it enough since everyone uses this
very well
Can i edit my save file while the game is open, or does it really need to be closed first?
closed
Ah okay.
Yeah, that's Clam, freebie bottom feeder AV.
Can i add starships with the editor? Seems like i can only modify them?
thank you
Ello, could anyone recommend me some mods? I don't really care what they do, I'm new to this.
Any mods you guys can recommend that turns space void black? Alongside the planets dark side being as dark as the void?
Mate if I'm being honest, I think everyone in this channel is sleeping right now
Shut up, I'm trying to sleep.
Ah. Sleep tight i guess, its mid day here.
These are probably what you're looking for. Black Space has some links in its description to some other mods that make it a bit better
https://www.nexusmods.com/nomanssky/mods/1633
https://www.nexusmods.com/nomanssky/mods/1471
Yes, it still needs to be updated for The Swarm, but it also has far more things you can edit easily. You don't need Java installed either for NMSE so if the only thing you needed Java for was GF editor, you can uninstall Java.
Is there a mod that completes the story for you?
No, nor could a mod do this. "story" progress is stored in your game save. Mods cannot directly affects save data, only game data files.
do people trade modded ships
Over at the Creative and Sharing Discord they do
can u send an invite
!creativehublink
thanks a lot
Is there a mod that adds hotas support?
No.
Mods cannot add new functionality/features to the game
Ah Allright
is it possible to mod my save on the xbox version?
Not on the xbox console version, no
On the Xbox PC release, you can use mods and save editing tools freely just like the Steam release
changes made via save editing are also transferred to other platforms when via cloud saves/Cross-Save but this is universal
thanks, i cant seem to find my user id in files tho
st_xxxxxxxxxxxxx
That is because the Xbox PC release does not contain Steam save file folders
!faq-savefiles @fallow holly
-#
to view info below, enable embeds
-# The paths below are relative to your system. If you have trouble locating them, ask in #nms-questions or #nms-modding. For Steam, the save folder name consists of the st_ prefix followed by your Steam identifier, shown as [SteamID] below (e.g., st_0123456789). If needed, attach a .zip or .rar archive of the entire folder when submitting a report to Hello Games
.
Xbox App / Game Pass:
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\[HexFolderIdentifier]\
Steam:
%appdata%\HelloGames\NMS\st_[SteamID]\
Steam Deck &
Linux:
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/AppData/Roaming/HelloGames/NMS/st_[SteamID]\
Mac:
/Users/<yourname>/Library/Application Support/HelloGames/NMS/st_[SteamID]/
GOG:
%appdata%\HelloGames\NMS\[DefaultUser]\
Note that all save editors should automatically find these paths, so no need to go to these yourself
oh thank you
is there a mod that can add the Remnant salvage stuff to the build menu?
Ultra base building
If I get some mods to improve the looks of the game will it blow up my laptop
there are no mods that would dramatically improve the visuals of the game like HD texture packs or something, so no
there are some retextures of unique ships, mods that change the colour palettes used by the game, one shader mod that improves planets rendering in space
Alright
There's one that increases the draw distance of grass
and another that increases draw distance of other stuff
and another that replaces the cloud texture when viewed from space with a higher quality one
Anyone know if I can edit my save to complete the expedition? I started my first game of nms as an expedition cause people said it was a good idea if you're a new player but clearly that's not the case cause now i'm time locked into playing the base game cause i was just going to complete the expedition asap
is there any active fps mods?
you dont need to do allat, jut make another save and play the normal game. expedition rewards are account based so all your saves will get the rewards
yeah but i did a bunch of other stuff that wasn't the expedition, so I don't want that to go down the drain
if you already had a save before the expedition and you started the expedition from your save you can go back to the main save via the expedition terminal in the anomaly.
No this is my first save of NMS, that I started in this expedition
I found the solution either way :)
@round sinew I can't for the life of my use glyphs in the save editor to get to a certain planet. I've confirmed that it is saving because I added something to my inventory
you could just have another player taxi you to that location
I can't just depend on people to do that for me all the time
Then possibly just use Portals instead in-game
if you can't manage to follow the instructions to locate a Portal #nms-commands message then just use a mod that allows you to locate them using a signal booster https://www.nexusmods.com/nomanssky/mods/1930
not sure wht save editor you're using?
nmse 1.1.79. Goatfungus is years old and the other one doesn't support changing your location
note what save slot you're editing: if you're editing save2 - you might need to reload restore point in save options. so you're putting in the glyphs, pressing convert to coords, then apply coordinates, and you see the current coordinates glyph address changing?
I made a brand new game and save, saved on a station, edited both saves just to be sure... reloaded and am still on the station but the glyphs in the middle area of the editor match up with the ones I'm putting in
Yes, those are the steps I'm taking and in that order
and after those steps, you're also going File>Save?
No, the save button next to load
same thing yeah. hmm. sounds like a bug with the editor. when you inspect raw json editor, basecontext, playerstatedata, universeaddress, galacticaddress - does that match the data in player tab?
Atm I'm trying that mod but all it does is find monoliths where you learn words, doesn't find any portals
see image
i'm trying out moving coords via save editor and it's not working either
Not doing it that way, doing it with the mod that was mentioned "Signal booster upgrade to find Portals, Crashed Ships, Multi Tools, Factories, Drop Pods, Planetary Archives, Crashed Freighters, and Observatory with no inputs."
It seems it's the mod that isn't working
okay, but through a monolith, you can locate the planet's portal - the flowchart shows how to get it done, after you find a monolith
Ok, will get back to you
I managed to get the mod working but will keep that chat for future reference, thanks
if you are just trying for find the portal on your current planet then you can use an nmsmb mod that creates a new chart type that only finds portals, to avoid the running around of the monolith method.
Any recommendations? It seems like ones that use a lua script are very intrusive, overwriting any number of game files
All NMS mods are "intrusive" in that same way. Mods are making changes to game data files, but many, including Firmware Update for Signal Booster are patch mods, only writing changes the mod makes to the game, not fully overwriting anything. Nothing to do with having Lua scripts or not.
Game itself neither uses, nor sees Lua scripts.
Yeah, just worried about game updates. We've had 2 or 3 updates in the last 7 days?
That's completely normal. With NMS, an initial X.X0 content add release is always bursting at the seams with bugs, which HG will correct with frequent hotfixes over a couple of weeks. The hotfix releases are highly unlikely to impact mods, as they are generally either exe internal correction or value only changes in the game data files.
Ps5 seems to get if first, followed by steam. I'm still waiting for the gog one
nmsmb comes with scripts that do this. the point of using scripts is so that when a new game release comes out you just rerun the scripts to update the mod - takes seconds.
if you want to write it from scratch here are most of the steps you need:
- METADATA/SIMULATION/SCANNING/SCANEVENTTABLEPLANET.MBIN
- clone an existing entry e.g. for "MONOLITH"
- change the appropriate fields e.g. ForceInteractionType.InteractionType = InteractionTypeEnum.Portal, BuildingLocation = BuildingLocationEnum.AllNearest
- add modified clone to mbin.
This creates a new scan event that can be used to search a planet for the nearest portal, and since a planet only has 1 portal it will find that.
- METADATA/REALITY/TABLES/REWARDTABLE.MBIN
- create a portal reward that uses the scan event added in 1)
- METADATA/REALITY/TABLES/NMS_REALITY_GCPRODUCTTABLE.MBIN
- create a chart product for the portal scan
- METADATA/REALITY/TABLES/CONSUMABLEITEMTABLE.MBIN
- create a consumable linked to the product so you can use the chart
- METADATA/REALITY/DEFAULTREALITY.MBIN
- add the new chart product to TradeSettings.MapShop.AlwaysPresentProducts so you can buy them
Each of those changes are small enough that you should look at creating exml for each if you want to create a stand-alone mod to just add portal scan charts.
Mods only change the game when they are in the folder
They don't affect it anymore if deleted
As far as I know
I don't want to make a generalized declaration without completely understand
But in a sense , if you don't like a mod anymore, delete it , and problem solved
For people worried about that
Also steam won't ban you , hg won't ban you
No matter what kinda mod you running , otherwise I would not be here anymore
You can... basically do anything to the game you want
They do not give a shit, even if you get reported by so many people and I'm sure others have reported me
For annoying them
They don't ban
Go crazy basically, do anything you want
Just go to town with modding
GoG and Gamepass take longer, because they repackage updates from what HG provides them.
Is there a way to change the size of a companion from a save editor before they are hatched?
Can anyone here help me mod my companion?
In this screenshot I selected an Egg, and the Scale .. So I think its doable (never tried personally on an egg before, but it works on hatched critters) ..
does anyone know why i can't find "save.hg" on the xbox pc version im trying to find my save files?
-#
to view info below, enable embeds
-# The paths below are relative to your system. If you have trouble locating them, ask in #nms-questions or #nms-modding. For Steam, the save folder name consists of the st_ prefix followed by your Steam identifier, shown as [SteamID] below (e.g., st_0123456789). If needed, attach a .zip or .rar archive of the entire folder when submitting a report to Hello Games
.
Xbox App / Game Pass:
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\[HexFolderIdentifier]\
Steam:
%appdata%\HelloGames\NMS\st_[SteamID]\
Steam Deck &
Linux:
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/AppData/Roaming/HelloGames/NMS/st_[SteamID]\
Mac:
/Users/<yourname>/Library/Application Support/HelloGames/NMS/st_[SteamID]/
GOG:
%appdata%\HelloGames\NMS\[DefaultUser]\
Im trying to do a tutorial to replace one of my new saves with a different one would it not be possible to do this on the xbox version?
It should be identical, using a save editing program
I believe NomNom and NMSE both have a save transfer tool if you're trying to transfer a Steam save file to Xbox or vice versa
ah thank you
can you edit a v1.0 save with modern tools?
probably not via the gui
maybe raw json editing might work, but maybe the save editors just won't recognize anything
i got the nomnom save editor and got the zip file for a save thats for steam and im on xbox how would i import it?
nevermind think i got it
actually i do need help none of my folders work even when it does allow me to use one the box stays blank and so does the start transfer box
and how do i find the uid usn and lid
for me it's almost always done that automatically, so idk
I think you'd have to go through discovery stuff in the raw json editing
ok thank you
Thank you got it working now
@solid hawk in UBB, is there a list or something that shows what props will need the delete file?
Sorry, what delete file?
I don't understand what you're asking. UBB adds buildables, doesn't delete them
...and there isn't a delete file in the game.
there are some items in UBB that cannot be deleted once placed, and there is a .zip that we are supposed to switch to, that makes all the placed UBB items turn into cubes that can be deleted, then we are supposed to switch back to original mod when the unwanted item(s) are deleted.
Hi - I was told this might be better asked here, possibly for someone familiar with expedition cache/config files.
I’m replaying old expeditions offline and I’m currently in Expedition 12 Redux 1. Since the latest mainline update, I can no longer import/synthesise any Corvette into the expedition.
What I know:
- Multi-tool synthesis works.
- Normal starship synthesis works.
- Corvette synthesis does not work.
- I tested both my main Corvette and a newly built smaller/basic Corvette from my main save.
- Neither Corvette works, but a normal ship does.
- Before the latest update, I was able to bring Corvettes into old offline expeditions I replayed, including Expeditions 1–11.
@fresh arch suggested this could be because older expedition season_data_cache / setup files are missing newer Corvette-specific properties. Since Expedition 12 predates Corvettes, maybe the current game now expects fields that are absent, and missing values default to false.
So I’m trying to find out:
- Which
season_data_cachefields control Corvette import/synthesis/building? - Is this controlled by expedition cache/config, or elsewhere in the current build?
- If Expedition 12’s cache is missing newer Corvette fields, can they safely be copied from a newer expedition cache?
- Is this fixable via config/ReLive, or would I need to roll back to the previous NMS version?
I mostly play offline and just want to keep replaying old expeditions with the same Corvette synthesis behaviour I had before the latest update.
If @frigid grove or anyone familiar with Expedition ReLive knows, I’d appreciate any pointers.
Yep, HG broke it. The corvette copying config doesn't work.
AllowSaveContextCorvetteTransfer is the config name.
🙃
Ah ok.
Okay, I'll make do with a regular starship then. Cheers for the quick response and heads up!
Switch to the Remover Helper version, delete the objects, then switch back
they broke it as in its a bug?
because the default save data for expeds has this
<Property name="AllowOnlyCorvetteShipPurchases" value="false" />
<Property name="AllowSaveContextMultitoolTransfer" value="true" />
<Property name="AllowSaveContextShipTransfer" value="true" />
<Property name="AllowSaveContextCorvetteTransfer" value="true" />
Maybe more that they fixed it the way they want it to be?
Yep, it's busted on this expedition and all others
They added a config that didn't work on purpose?
wait so
It's HG. Would you expect any less? lol
No, that config still works
The normal ship copying config, I mean
No its a setting on Network to use the one issued or find a new one
Last version they added a global file which is unmoddable
so it's down to specific property for corvette transfer and whatever handles it interally that's borked?
Yep
alright, thanks for letting us know
Early days for Swarm. Since HG does minimal unit testing and absolutely no system testing, it's par for the course to have many bugs this early in a release cycle.
are there any save editors updated to include expedition 22 rewards
Hello everyone, I've run into a problem: whenever I access a teleporter — whether it's on a space station, the Space Anomaly, or at my base — the game freezes and crashes to desktop, then an error report pops up.
I initially suspect this might be because I visited a planet with a huge number of player-built structures, but unfortunately I can't remember the name of that planet. Do any of you have ideas on how I can fix this? What information do I need to provide?
NMSE is in the process of being updated.
Oh, never mind. I've fixed the problem. I used NMSE to delete all my teleport destinations. Thank you all for your help.
any idea on how long itll be until its updated?
yea thats it. i was wondering if there was a list of non-deletables so i can avoid them, and not have to swap out
Nope
can someone tag the seeds spreadsheet
In what way?
Im pretty sure theres one that has unique seeds for multitools and ships
"Unique"?
https://nmsce.com/ would be the closest thing to that, but it's primarily coordinates useable by all players
you can search by parts, color, supercharged slot layout etc
yeah that should work then thanks
Nope
If you want to test and catalog ~1000 objects, feel free. 🙂
The largest seed repo is on the c&s discord with over 100k seeds shared in all the channels
i just gave myself the starborn Phenix with the editor but it feels like cheating
i had to pay 1600 nanite for it of course but still
the ship is just crazy feels like cheating
it's really not much more notable than any sentinel ship or exotic ship
it's also incredibly good looking
feels like you brainwashed a pretty girl into marrying you
you'll always feel like you're an evil person that doesn't deserve her(the ship)
Hello, does anyone know of a mod that only shows stars when viewed from a planets surface? Whilst in space no stars are visible.
I do not believe that this distinction is possible
that's a pretty weird mod
why would you not want to see stars where they should actually be seen in?
Just wondering if there was one. Trying to make my space travels little more realistic.
Dark
Hmm, thats an afterthought
- Nobody cares how you got it. 2) Everybody else who'd been playing for a short time already has one. 3) NMS is completely non-competitive.
I'm talking about my own feelings towards my game
not how others might feel
You don't need to feel bad about it because you're only competing with yourself, ostensibly.
By pure vanilla standards, you could potentially wait YEARS for the expedition to roll back around via redux or possibly never, so wouldn't be able to get one.
you know what?
I'll grind until i find an S tier freighter then I'll redeem the phoenix
this way I'll feel like i earned this ship
If it makes you happy. 🙂
it would because I'm very early game
so getting an S teir of this quality is just unfair to the progression
There isn't necessarily a progression like that. When the starborn phoenix was introduced, anyone using Steam could get one, basically instantly, regardless of if it was their first day with the game or if they had thousands of hours in.
really?😱
so basically the devs were just handing out the equivalent of billions of dollars to everyone
Yep. It's the starborn runner that was the expedition ship. phoenix was just a gift for being a player at the right time. December 2024.
Yep
It was just there for a week or two
Free content add updates 3 or 4 times a year, then over the holiday season, they'll replay the expeditions from that year and one older expedition from the past.
i see
I've never played an expedition before
might have to try this one before it ends
They're a little mini-story, also acting as an introduction\showcase for the new content added with that update.
Can be a bit grindy, but fun overall.
There's also a modding means to play through previous expeditions, whenever you wish, if you want.
Some expedition milestones can be conpletely in any order, others are more linear, requiring X to be completed before you can do Y.
Hello! This is a brand new channel for mods regarding No Man's Sky! If you are a modder, please use this channel to post your mods and advertise them as well. If you want to request a mod, use it for this too! If you want to request a mod, please ping <@&376156604417966100> to request one! Have fun ^.^
Last
really last
last

neat
🤔
mod machine broke
@unkempt island https://nomansskymods.com/
Download and share mods for No Man’s Sky. Discuss in our forums and display your images.
Thank you 😛
i feel like i should pin that website or make it the channel topic but it's only my second day as mod and i don't wanna get fired
A fantastic place for finding mods of all types is the website: https://nomansskymods.com/
Download and share mods for No Man’s Sky. Discuss in our forums and display your images.
call to ban saviour for unauthorized pin /s
i think ones that tweak grow times and spawn rates are the most common
I can already envision the purists rushing in screeching
I think im just going to release the resource hints mod once I get back home, kinda odd there isn't any mod that does that, quite easy to add and someone would probably want it
Resource hints as in which resource is listed on a planet when scanning it from space
? But where would it be hinted?
You can already see it from space and when you land from your visor
It probably just adds all the resources available on the planet to the resource list you see when you point your ship at a planet while in space
yeah all the rare resources like radnox, calium, murrine, vortex cubes, graviton orbs, sac venom, albumen pearls
Yeah not hard to understand really
Pearls and cubes are already listed
only 1 of the spawn types
they got other spawn types as well which are not listed
it only lists the altar version of vortex cubes and the clam version of albumen pearl
not the cave versions
You remind me of that guy who told me you can't farm titanium from sentinels while having build missions
I technically added omegon to the list as well, but the condition for spawning is always false unless modded
since its the same file I was thinking of having a variant of it that enables omegon again by disabling the extreme weather check and just reducing the chance instead, so its a bit more like murrine
Tbh I'd be more excited for 1.4 if my team have more time to write the story for the custom mission mod. Too bad real life's in the way
But then NMS players only seem to like visual stuff with little inner workings so can't say I can be that much excited at all
There should be a mod that makes a planet explode every 30 minutes
Only when In space
On planet, flora and fauna explode every 30 seconds
That's... not possible, I'm afraid
Why not?
🤔
One thing people should know is that we don't just make something out of the blue, something that looks useless on the surface can be pretty revolutionary in respect of the tech that went into it
Or it might just be a reshade, in which case it is pretty useless
Also now that I think of it, you can add stuff into the planet models and plant models, you technically we can add explosion effects and maybe sounds there
Won't the difficulty be in removing the object from existence?
I mean, you only said to have em explode, you didn't say they have to disappear
I meant explode into nothingness
hi TP
Cease to exist
But plant-wise it is possible to have them disappear too
But nah you can't disappear a planet
Even if you can, when you enter its orbit it'll appear again
Oh
Cos I think the planet in space model is a different "model" than the actual planet surface
Yes thats a common thing people still hate
Released this minor mod for those interested: https://nomansskymods.com/mods/planet-resource-hints/
includes variant that enables omegon spawn on barren and lush planets at 12.5% chance(same as the other rare resources)
Mods chevron_right Atlas RisesGameplay chevron_right Planet Resource Hints description Description This mod adds resource hints on scanning planets for all rare resources: Radnox Calium Omegon Murrine Vortex Cube Gravitron Ball Albumen Pearl Sac Venom AquaSphere is available on every water world and is not listed. The Omegon variant of the mod enables omegon spawn on …
@marsh aurora If they had the alternative and their pc or PS4 started smoking, I bet they would request it not be the way they want it now.
don't say that it is impossible to do it with perfomance cost, I mean there is that other game people are calling the ''better nms'' which already did it
however the planets do not look fun to explore and it looks like a bad polished unity game so
it deffinitly is not a better nms
however they do have some promised mechanics
I was not implying it couldn't be done. I was implying that a machine to run that as NMS is currently configured with say surface voxels and the current tech etc. would be maybe owned by a severe minority of the community. What is the title of the better NMS?
had to search new posts to find those gifs again
and here a slower one of the planet zoom out in that one
now honestly it looks shit, I wouldnt want to play that game
but still
looks like it just has a different point than NMS
Dual Universe, thats the name
well its also a complete universe as far as I know
no idea except for some footage I saw
¯_(ツ)_/¯
I mean, if Blade Runner 2049 has the style of Tom Cruise scifi movies you wouldn't be amused
I meant that to if cobra said it
no idea what style NMS got, a colorful one rather than a grayscale one thats all I know and love
that's why I always take stuff people relayed with a grain of salt lol
Dual universe looks cool. Hopefully they will have cool tech and make this specific genre better!
I kinda do not hope it will be good since that's exactly what the NMS haters want


@acoustic silo What kind of "zoology" Mod are you thinking?
One that helps with completing animal lists on planets. Idc if it's chesty I just want one xD
Like, it gives location hints type thing?
Yeah probably
I think that used to be a feature in the game sort of, but now it's not so easy
@hearty wasp you do mods right?
or maybe just increase spawn rates of fauna, like msrsgtshotterperson did
np - Winder you make mods right?
you can say that
I now do more procrastinating and waiting for response than anything else
Have you made mods before tho
yeah I made the only NMS quest mod in existance
enjoy then !!!
and a giant Sean decal but that's not important other than trolling arg players
Changed the color again I see
ok
we accept only pink
😅
Oooh I like that
Is it pink?
Pink is just my style
I can;t tell, it's 2.30 am xD
nah the pink is fine
^^
it's a very manly colour
hmm
Anyone feel like testing a mod for me?
Why does nobody ever use a color code with DEAD in the name
#DEAD66
Actually that one is shit but ¯_(ツ)_/¯
Someone make me a Discord mod
that gets rid of this big fuckoff red bar
that keeps telling me my installation is corrupt
Well like
it says it's corrupt but it's working just fine
I think it's bc it updated and I have Better Discord installed
d e l e t e
n o
thought better discord hasn't been updated for months
OK here's a question I know is stupid: is it possible to add mods to the PS4 version?
no
Fuck. Well, it was worth a try.
I mean everything is possible if you try hard enough
For instance one way is
Apply for hello games, work for them, add the mods to the game. Done
or apply for Sony, become the head of the gaming division and let people mod on consoles
ezpz amirite
But I don't have the influence or credentials to do either.
Lol it's not that simple, I have to go to university to get a degree in computer science, then apply for internship & then apply to work at sony then get promoted IDK how many times and by then NMS will probably already be discontinued.
eh, FNV's out for 7 years and people're still makin mods for em
you have 6 more years to waste
well there you have it
you have 18 years
enough to raise a little shit like me so I'm sure you can do it
This is mod channel
Mods chevron_right Atlas RisesFixesGameplayOther chevron_right Nyxara’s Better Shuttles description Description This mod improves Shuttles to be more desirable, with an improved range of slots, increased Tech Slots, and increased stat bonuses. speaker_notes Installation Download and Extract .ZIP File Drag the PAK into your PCBANKS/MODS Folder, Launch and Enjoy! event_note Changelog v1.0 - Initial Release v1.1 …
New Mod I dun did
New Mod I dun did