#nms-modding
1 messages · Page 100 of 1
You can't lie if it's an opinion 
It's not an opinion if it's objectively wrong D:
you tryina pick a logic fight
yis 😉
but have you seen their stats
and how many slots they can have
thousands
that's why i have an exotic for black holes and my shuttles for everything else
thousands of slots sure would be nice
Mega slots for all the nip nip
So since I finally got a decent enough rig, ultra on stock. I'm thinking of just doing visual mods, nothing that will change items, ships, etc. What be the best thing to go with?
reshade, and probably not much else
cos everything else other than Lo2k's has gameplay changing mods bundled into em
but all the good shit's at those gameplay changing mods tho
crappy
i don't want game play changes
i want my stuff legit outside some fancier graphics, lol
yeah fair enough, modding's 'bout free choice so at least you got that going
no worries and thanks for the info. means I don't have to lose time searching and reading, haha
well Lo2k got some if you didn't look into it, stuff like space dream: https://www.nexusmods.com/nomanssky/mods/451/?
They change the style somewhat but not really a gameplay change. there are also a few hd water mods and similar
also Shaidak's Generation is nice, but not really vanilla tree placements. https://www.nexusmods.com/nomanssky/mods/407/?
I was considering the Shaidak's
those two look nice, and I'll check out a water update
I just like to wander planets, I tend to try and scan everything since I don't really 'do much' in NMS but that is like perfect for me when I'm just trying to unwind. lol
so I guess does the Shaidak's stuff futz with the item scanning/etc, as long as what is scanned is naturally in the game, even if not used, which looks sweet
Reccomended gameplay mods
r a y r o d s t h i n g when hes done with this update
all of em
You know he his good 😉
probably after 1.4
December
maybe Christmas gift for us 😉 ?
he has already 1.200 biomes
i think he want V10 to be stable or having other things before releasing it
yees he wants it to be stable and make sure its good
of course but i think 1.4 will be in december
we should already have see new build coming but it has been a month since we did see nothing
its like last time let them work on it 
i know
dont woory i dont want them to push
it is just that i spy on them and its clear that they are working on 1.4
trash-bin
oh lol
been gone for a long time
finally got some time to get back to modding and stuff
nice, welcome back
yeah, check the pins
ok thx
like the mini mod discord in the big one
@clever adder
There has never been, and will likely never be anything for a long time that will make the game as varied as it will be with my mod. So far, I've created about 20 updates worth of content and re-designed a huge portion of the game from the ground up. I just reached 1,200 handcrated procedural biomes with various rules and algorithms. I even imported E3 biomes in here and re-created E3 style things based off of pre-release concepts as inspiration. It's been almost 3000 hours of working on this so far. But it's beyond biomes. The game doesn't even feel modded either. It feels close to vanilla, just enhanced in every way.
On the side, @cyan oracle and I are importing custom ships
Last night I just got freighters warping into biomes, and also flying in biomes like in the infinite worlds trailer. Still working on planetary space battles atm and underwater ship AI and crashed proc underwater ships
Also moving E3 freighters in space is working
A few of the biome related things I've finished so far (A lot more to do)
``Biomes:
My goal/inspiration has been a cross between E3-style nostalgia with a modern vibe but linked to the initial game's aesthetic with a few rare exceptions. To not stray away from the original game's intended lore and style and to not break the "No Man's Sky" vibe, but to enhance the game in nearly every way.... while keeping it close to vanilla as possible. I love No Man's Sky, which Hello Games has given us... and I look forward to seeing this continue to become the game which we've always desired it to be, grounded on E3 trailers. They have true dedication to their community.
``
``
- Every Version Of No Man's Sky is now in here (All of the 2016 Biomes with two alternate 2016 biome versions, all of the foundation update biomes, all of the Pathfinder update biomes, two modified Pathfinder update biomes, all of the Atlas Rises update biomes, Darconia city biomes (added at request), every variation of Shaidak's biomes + custom variations I made of his (used with permission), Civilizations by Redmas (Imported with permission), Unused Biomes by Hello Games, including many other procedural biomes that I handcrafted with rules and algorithms are here right now. There are also 32 underwater biomes (one of them was unused), unused rare level-one object re-implemented, default level-one object alterations, a cross between 2016 - Path Finder - Atlas Rises spawn density placements, modded building placements, cave biomes, + Lots of other good stuff. Every version of No Man's Sky in one.)
``
``- Imported/Re-created a bunch of "E3 Style Biomes"
- 1,100 handcrafted procedural biomes (Won't tell you what they are :P ) - WIP
- Some biomes use unused weather types
- Biome water colour adjustments
- Biome placement adjustments and density adjustments
- Biome specific terrain adjustments
- Far More varied biomes
- Re-added beaches, more diverse caves, unused underwater biomes, unused underwater rainforest biomes, sanddune osasis biomes, mountain spefici objects and other terrain specific objects.
- Calculated various object mesh geometrics and added collision to various unused Pre-release/E3 objects and linked them to custom entity files in order to allow them to be mine-able and give different resources depending upon their rarity and the type of object it is, to be scannable, and to have different mining strengths depending on it's relevant size.
- Re-implemented former levelone objects that used to be disabled
- Major Building Density Alterations
- Underwater Heavy Air is now a lot more varied
- A LOT more``
And here's a few other things I just finished
- Greatly Improved Terrain level Of Detail settings
- The grainy fade-in has been adjusted and also reduced as a compromise between grain and popin (The game doesn't pop in, but the generation is a lot more subtle)
- Higher quality shadows
- Higher quality reflections
- Added E3 Style Heightfog + subtle E3 Style Space Fog with multi-coulored clouds to the core mod
- More intense "E3 Style" weather and storms. across all biome.s (Major fog adjustments, Major height fog adjustments, major depth of field adjustments, Major opacity and speed Adjustments and other things (depending on the kind of weather)
* Casual: https://i.imgur.com/jbNruU0.jpg
* Light Storm: https://i.imgur.com/viXhkHT.jpg
* Extreme Storm: https://i.imgur.com/X6Kym59.jpg
* In-game Depth Of Field: https://i.imgur.com/dNrLDaD.jpg```
(A cross between realistic + Scifi looking color pallette - improvements)
-Grass Pallette Adjustments
-Leaf Pallette Adjustments
-Metal Pallette Adjustments
-Plant Pallette Adjustments
-Sky Pallette Adjustments
- Some biomes can now have an infinite variety of colors, with new additional expanded color palettes.
The default palettes will be in there, all of the color pallettes from all Atlas Rises and all previous versions of NMS, E3 Pallettes that I re-created based off of official HG pre-release files, and a few other pallettes that I setup that allow of an infinite variety including multi-colored water and heavy air effects.
New shader mods + Shader Adjustments:
-Made clouds slightly more transparent (Used Lo2k's true clouds as a base to make my changes)
-Higher Resolution Cloud Noise
-Distant Planet Color Adjustments
-Adjustments to the global coloring, now less red
-Landscape fog slight reduction
-Made skies even more clean
-Adjusted rim lighting
-More Level Of Detail Adjustments
-Subtle nebulae
-New Transparent/clean Binocular UI (Thanks to Lo2k for helping me with this file)
-Re-made an instagram filter removal shader in my own way
-Greatly increased the E3 styled Shaders, DOF, Gaussian Blur, and Lensflare effects
-Slight Terrain Adjustments
-Improved FXAA subpixel anti aliasing
-The core mod now contains a version of space that I altered, which is dark; but not fully black and has space clouds but nebulae. The space dream mod by Lo2k still works (included in the space dream folder as an optional replacement if you would an alternate version)
- E3 Style Glowing Cubes that visibly glow slightly longer and also glow slightly longer underground
- Fog adjustments
- Configured E3 Style Shaders with Dof, Gaussian Blur, and Lensflare adjustments
- HD Cockpit Screens```
- The Overhaul Mod is now only a 148MB download
- Snow textures to some tree leaves on snow biomes
- I added a teleporter to my basebuild menu
- Adjusted ship pulse jump speed (Less redundant traveling to planets, but not too fast)
- Adjusted ship scan recharge time and range (Doesn't take long to re-charge and scanning nearby planets is easier)
- You can now land at nearly every angle (lots of fun)
- You can now land at any height
- Smoother entering ship transition
- Translucent Cockpit Glass
- Dropship balls on shuttle ships can now scroll
- Charging your shield with Iron is now also an option
- Charging your life support with Carbon is now an option
- Charging your launch thrusters with Carbon is now an option
- Creative Mode only, now starts you off with a custom tech that adds infinite sprint, and infinite jetpacking. You also start off with all hyperdrives, and no damaged tech now. (Since Creative Mode is primarily exploration based).
- More Visible and Modernized Classic E3 HUD```
located in this directory: Optional Mods\HUD\zAuto Fade Hud.pak
- Added an alternative Classic E3 HUD Type. Screenshot: https://i.imgur.com/fcu7yen.png
located in this directory: Optional Mods\HUD\Alternate E3 HUD
Space Activity:
Space Activity has been overhauled. There is now a lot more space activity, more intense battles, more intense pirates, more intelligent AI ships, E3 freighter models, and unused ship types. (Please report back if this is too GPU heavy)
- Lut Filter Adjustments
Ecology Overhaul 2.0:
- I overhauled all of the creature animations. All creatures also have their own sizes, scales and movement speeds.
- All creatures are now feedable and scannable
- I split all creatures into several variations, uncommon, rare, and common
- Adjusted Rainforest Rodent Spawn Rate
- Adjusted Rainforest Butterfly Spawn Rate
- Adjusted Rainforest Glowbug Spawnrate
- Walkers and drones can now spawn underwater; but rare
- Added underwater whales and sharks
- Slight predator increase
- Re-added missing rare cave drones and cave quads
- Roaming sentinel size and spawn adjustments (more rare and can vary in size)
- Underwater Predator Group Alterations and Spawn adjustments depeneding upon day or night
- A lot of creatures are restricted to lush biomes, but now all, and I will soon link certain things to custom biome types. For eg, Oria V creatures will only spawn in the Oria V biome.```
- Added mountain quadrupeds
- Added mountain prehistoric creatures
- Added rare Oria V Rhinos that Roar. (Still working on making them kill-able, and also for them to attack you, and potentially knock down trees)
- Walkers that give wanted level can occasionally appear on dead only biomes (varying depending upon the day)
*Only two can spawn in a group at a time here, and they aren't constantly all over the place (leaving the beauty of the biome itself without being too crowded). Shooting sentinels (even randomly roaming ones) now can give you a wanted level.
- Caves can be more dangerous. Chances of spiders, rare drones, and rare quadrupends (Varying depending upon the biome type and time of day)
- More underwater wildlife on certain biome types and slightly more predators
- Adjusted Life Chances again (to prevent overwhelming amounts of creatures that were still around on certain biome types)
- Lots and lots more
- Added All Oria V Creatures and made them rare + Linking to specific biome types based upon rules.```
Various Damage Adjustments to slightly increase in-game challenge and convenience
Better Flight Handling with (subtle faster speeds) - No Phasing through the map
Basebuild Menu Changes:
Fixed Portal Spawn Lag and adjusted the size + terrain removal to make it fit better
Fixes:
- Re-added missing components from the updated ringed planets
- Fixed Weird Resources getting mined in space and on planets
- Removed the drills by for now, until I find a fix. :)
- Fixed "RaYRoD's Flight Overhaul" from phasing through the map
- Fixed pulse jumping being blocked when near a certain radius of planets
- Fixed some things in the basebuild menu from not working
- Fixed text dialog from now showing```
I just finished re-doing the terrain voxel gen for the 9'th time to get it right around 160k lines, but there should now be an infinite variety of terrain (while still keeping the original terrain)
Alongside keeping this additional statistics:
30% vanilla Atlas Rises, 10% 2016, 10% Path Finder, 10% slightly altered than vanilla atlas rises, 10% E3 style, 20% very diverse, 10% most extreme ever
Just finished this here:
- It is now possible to swap your primary starship at any given time, through a custom ship swapper that I added into the basebuild menu. (Thanks to monkeyman for helping me with this).
- Slightly improved exocraft boot speeds
- Removed the range limitation on the terrain manipulator
Here are a few starships that I've added to the swapper so far:
*The PS4 pre-order DLC incentive starship "PS4 Alpha Vector"
*The PC pre-order DLC inventive starship "Horizon Omega"
* Sentinel Police Ship
* Flyable Freighers
* Feisar Ship (Courteousy of Krem)
* VootCruiser Invader Ziom Ship (Courteousy of Krem)
* EvilGrav Ship (Courteousy of Krem)
* Millenium Falcon Ship (Courteousy of Krem)
* Gryphon Ship (Courteousy of Krem)
* Gryphon Ship with holographic HUD (Courteousy of Krem)
- Feel Free To Share your favorite spaceship seeds from online, and I'll consider adding them into a user recommended slot on the basebuild menu :)```
Have a lot more on my to do list, but those are a few of the things I've finished thus far before I make my mod public again on Nexusmods.
A small album of screenshots
https://imgur.com/a/7lY6J
Slightly Outdated:
https://www.youtube.com/watch?v=htwX9aNPE9E
My goal/inspiration has been a cross between E3-style nostalgia with a modern vibe but linked to the initial game's aesthetic with a few rare exceptions. To ...
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i went on steam to make sure i would be able to play no mans sky and i almost started reading reviews 
Reviews say nothing on steam anyways
I mean even Gta5 got a mixed review status in total time
Because their shit with disabling mod support or something I dunno
i know its a good game and i like it but all the bad stuff people say about it makes me mad 
Wagering that the awesome RaYRoD mod applies to all saves eh? lol I wouldn't mind doing that for creative and then keeping the normal save vanilla. Looks so pretty!
yees
just ignore the reviews and enjoy le game 😄
i said i just dont like reading them 
well sometimes most review are just hate speech ¯_(ツ)_/¯
Mhm
mmmmmhhmmmmmm
Thank you. @dense mica
There are some interesting things that can occur on normal mode with the mod that I prefer not to spoil. What I personally recommend is (thankfully to HG's new save system) would be to keep your default vanilla save there, and use any "empty slot" for my mod... whether it be on creative, normal, survival or permadeath.
Oh nice!! So the mod can be applied to just one save and I can keep my vanilla save! I'm kinda anal about my rule of gameplay, especially this type of game, so I wanna keep the vanilla save I've had since launch the way it is. lol Am excited since I've got a spankny new rig that, I might have to not go ultra with your mod, my 1060 might have burping but all well, lol
That's awesome man. :)
Well, I know a few people "private beta testing" on mid-end laptops and they've said that it runs very well for them. I've also heard that it runs better than vanilla, but I can't confirm that. If you have 3GB of Vram, I believe you may be fine. If you have 6GB, you should be fine. I am currently running on a GTX 1080 amp extreme. But we will see what happens. 😃
sweet, yea the 6gig 1060
i vlock so 30fps min since my monitor is older and it likes to tear
I see, on the vanilla game... how many fps have you been able to average at without the fps lock?
40-60 depending on the area
Ah, fair enough.
i didnt test too long, the tearing was driving me crazy
i'm too cheap to buy a new monitor. i've got three so the next one is going to be required glass multi-touch, lol
I used to use a gtx 690 sli 4gb card. That old card I used in the past could run NMS pretty well but it struggled a lot. Your card I think is better than the one I had in the past. Yeah, I run at 1080p 60hz atm. I haven't bought an UHD monitor yet.
ah nice
i considered going to the 1080 but decided I didn't wanna have to make another client website to pay for just the video card, lol
Haha
The 1080Ti came out a week later after I got mine, and then I think like a week or so after that? A better card came out. lol
Nice
i justified getting the new setup since it has beem close to ten years because by the end of a design for aw ebsite was close, illustrator just is a slug so bonus is that is plays my favorite game maxed, lol
now if only the UI was a webview, lol
I'd LCARS up NMS, lol
Haha, yeah man. I honestly don't know much about CPU's. 😛
But these are my current specs
My Specs:
NVIDIA GeForce GTX 1080 Amp Extreme!, 16GB Ram, Intel(R) Core(TM) i7-4960X CPU @ 3.60GHz (12 CPUs) ~3.6GHz, 8TB HDD, Windows 10 Pro 64-Bit
I'm still working on this thing and it's 12:37 pm in the afternoon lol
haha that is what peope tell me too and I"m like, I just work from home and never leave, lol
Right now I'm trying to perfect the freighters warping into biomes and flying by
Trying to get planetary space battles working next
(hopefully)
what you mean like when they warp in space they can not far away from surface ?
One of the things on my to do list is to replicate (as much as I can) from all E3 trailers
Think of the Infinite worlds trailer
for example
Sec
Marked at the right time, this is what I'm aiming for:
https://youtu.be/DThbWdKNFAI?t=66
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I've already remade a good portion of it
most of the part can be even done in vanilla at this point
that part with the ship where you look at it from the surface it looks like a cargo ship
not a freighter
The Atlas Rises update was a wonderful patch by Hello Games. They've brought back a lot of E3 style features. Especially, that "more painterly" style for the most part which a lot of people always loved.
and also the game looks way more realistic
and they also help us make the biomes we wanted now
i have the version 9.9.9 of your mod is it up to date for the beta ?
The version 9.9.9 is the version from right before I disabled the page (until v10) is released. I'm hoping to release it soon. But, there's still a lot more that I'd like to do. I am hoping to make the wait worth it.
oh I'll wait, keep finding new stuff in vanilla and once released, start a new game with less strict game play rules, lol
its great i have explore a bit like 5 minutes ago and there really great stuff and biomes that looks nice
some part a bit like without texture but meh that can pass
the quality of the terrain of course
I'll upload a list of some things I did to pastebin (they are brief explanations though)
The overhaul, overhauled No Man's Sky. V10 will overhaul the overhaul. I'm modding my mod. 😛
ICEPTION !!!
i love that soo many people said hello games need to hire you
but i think that not the thing you want to do it take responsabilty if you get in the team
but here you do it for pasion not as a job or a work
This will expand over time... and these are breif/rough explanations. There's a lot more that's been done that I didn't write, forgot to write, haven't written yet, or plan to do and haven't added to the list of completed things.... because I haven't gotten to it yet.
i think the best no man sky trailers will always be this one https://www.youtube.com/watch?v=nmwG6Sj1Yfg
Over four minutes of No Man's Sky gameplay footage, which premiered at PlayStation Experience. May contain content inappropriate for children, visit www.esrb...
Vesta Prime 👍
the great thing about this one is that it is achivable today
we have this experience today
wait.
Slightly different Biome that I handcrafted...
YAVIL, Sand Dune, Oasis Biome: It will be a cross between a pre-release biome and my sand dune biome. The other two separate biomes will be in there too. I j...
"E3 YAVIL, Sand Dune, Oasis" Biome
hey did you had the idea to do crashed ships underwater ?
But sure, Vesta Prime could be re-done.
Yes
Will be attempting that soon
Am working on things in a structural order
Ensuring that space activity has been re-worked correctly at this current moment
yeah because even today most of the time space is pretty calm
Yesterday, was solely dedicated to getting those custom imported ships setup properly with Krem
After I wake up, it will be time to think of new biomes and make them... and also to knock some things off of this to do list
There's some things I wrote down
From testing
some idea that you got in your mind did it happen that you dream of a feature inthe game when you were sleeping ?
I still need to calculate the geometrics of certain object meshes for the Oria V biome to add appropriate collisions to the E3 rainforest trees and attach them to designated entities so that they will be mine-able. I'll give them different strength's in relevancy to their sizes for the purpose of mining, and then also make them scan-able and discoverable with the visor.
of course more bigger size mean stronger to break etc...
it takes time to input but at the end it is logical
Yeah, that's what the custom entity will be for
Because, it's important that things (as alien as they may be) still make sense in a gameplay logic imo
If it's a large object and mine-able, In most cases It needs to take longer to mine
not like those creature we had in the begining that was fuck up lol
do you have like idea evry day you wake up that pop up ansd you said i can do it
A majority of the things that I did so far for v10 I had no idea how I was going to do it, and it was supposedly "not do-able" but I told myself that I was going to do it or manifest it somehow lol
i think we always find a way to implement the features we want in the game
Like the pilotable freighters, E3 biomes, Freighters warping into biomes, replicating E3 trailers, over 1k handcrafted (different biomes) with rules and algorithms
the great thing is that Hello Games encourage us to do it
Are a few things
i would have never thinked of piloting a freighter
but the movement need to be slow for a ship of this scale
?
the disc in your pc ?
Wtf? lol
ohhh
i think you should lol
next month gonna be crazy
a lot of mods gonna come out
i really hope 1.4 will be compatible with your mod
But yeah, I'm close to getting internal access to the PS4 build.
There's actually certain things referenced on PC that only exist on the PS4 version.
like the exe modifier that most moder talk about ?
I was looking through files of that planet called "Achaia"
In that video you shared
There's certain PS4 scenes being referenced which don't exist on PC
I'm pretty sure it's locked away in the PS4 build.
In the mean time, I'll use the PS4, with the (RC1 version , vanilla 1.0) which is obtainable by deleting all the updates as a 3D concept for re-creating/imitating content in specific to that version into the PC version... before I can directly import it which would be more simple .
you could bring important specific part of the game that are on ps4
to us pc Players soo ?
Perhaps
Yeah, I've looked through the file that Achaia related things are in
Nah, it's not used
And these pre-release biomes can't be imported directly
I've had to convert them gradually, or re-create them in a way that's compatible with the released game's biome structure after studying how they've worked pre-release. I've also found ways to implement certain assets from those pre-release biomes into the new game, and link them specifically to those biome types.
And re-create the colour palette files
And weather
yeah if you bring them today to 1.3 without changing them it is gonna crash
it was not compatible right away
Not necessarily
the pathfinder one are easy ?
There aren't too many drastic differences with Path Finder in comparison to AR
In-game differences, for sure
yeah
I am speaking biome wise
That
There are clear differences from what has been changed in the files
But the PF biomes were the easiest to translate and then import into Atlas Rises
Because it's not that old
not like the foundation or even 1.0 one
But if you were to open up the foundation, or 2016 files, you need an older decompiler... but then you can't import it directly. You have to translate the structs
And then pretty much re-do it all
And update it for AR
like remake the entire biomes from scratch
I integreted every released version of No Man's Sky into Atlas Rises and even made additional "new variations" of those versions alongside those. That's separate from the other handcrafted proc biomes
When updating the old biomes, you don't really need to remake it from scratch
That would suck
Because
The purpose is to get that identical nostalgia
yes and it would take a shit ton of time
But you need to translate the outdated structs in the old files and then incorperate it into new files that can be loaded with Atlas Rises
And tell the game to load it
I prefer to add biomes, rather than replace
So, knowing that all versions of the game exist in there... if you see a pre-AR planet... you can see that it looks identical to the former versions of the game from space
And on the surface, and so on and so forth
when you create a biome
do you need first to create the biome and then launch the game
or you can do it while the game is running ?
The way that I prefer to handcraft procedural biomes with rules and algorithms is similar to the way Sean demonstrated in pre-release footage.
I start off by creating a "flat terrain template". Then I add planetary features like terrain, hills, resources, mountains, rivers, craters, crevaces, arches and various other things. Then I start by adding various algorithms and rules on different levels, and level of detail objects. Then a lot of other things.
I have modded the game in real-time through the executable alike some others... but when it comes to biomes, it can't be done that way. AFAIK
maybe in the future it can ?
and yes i did see the video where it does it and it does it from a ps4
I can't see it being that simple
well they already have a bit hinted us where to go to manipulate biomes
In pre-release footage, Sean regenerated a planet in-game while on the planet in a debug free cam mode
But that's different
Those are debug tools
I've done that before in 2016
he was not creating a biome
Got the planet to regenerate
yes
However, I don't think that would be added in tbh
Would break immersion imo
I mean, if you could regenerate the planet you're on... what need would there be to explore? 😛
can you add like specific region of a planet that has like big mountain of canyon ?
with this tool ?
In NMS you can't really specify a specific coord to place a prop... like say, I want this to generate on x, y, or z. But you can set rules.
I mean, in the old e3 demo scenes it was possible... but those were totally different.
Yeah, with rules... but not specifiying a designated coordinate for certain things.
@dreamy tulip it just a slick design, if i ever download a mod, i may want that ship 😛
lol
Awesome. It will be available soon. @patent hornet 😃
it is sad to know that we cant have region like on the pole of planet like snow or something like that
it would create more realistic planets
but hey we cant have anything
There is a value which handles sub biomes, but I haven't played around with it that much... and I can't really say that it does what we're both talking about.
Creates "sub" biome areas
small biomes in biomes ?
I suppose, but as I said, I haven't really tested with it much
really hard to make it work ?
So... I can't say for sure that it would do what you or I were discussing
No
I don't find anything hard with this game
I mean
That right there can be done by simply entering a numerical value
and it will affect the biome
i think it is more about our imagination when we have the tool in our hand when we go from player to maker be able to create now worlds that other friends or players can discover
Yes, imagination. I think something that's very important is passion and creativity.
also yes that why hello games didnt give up after the backclash of the launch and the hate
Like when it comes to what I'm working on... the foundation of why I do what I do is because I love No Man's Sky. Alike a lot of the other awesome people here.
I also respect how HG has consistently continued to work on their game, and also have cared about their community...
Despite popular controversy
Personally, alike a lot of others, In 2016 the game was enough for me... (even though I followed everything I could about it prior to release).
It has improved a lot over time, and I hope it continues to.
i think if this game had the content that we have in 1
.1.3
the game would not have hate
maybe they could have delay it to 2017
But what I'm working on "as said a lot" is making the game resemble what we imagined based off of E3 footage, while also keeping modern improvements.
i think also your making the game better than E3
now
the game is becoming better and beter than the E3 videos
I mean, a lot of people have told me that... but I think that's subjective
I do like to hear that I'm accomplishing my ambition for this though.
Thank you.
I believe that HG has done, and can do a lot better at all of this than I have 😛
They are the true masterminds behind everything here.
Imo
some features that we have in 1.3
we could have never done it
Not without official tools
yes
I mean, I did see some things (or similar things) get added to the game that I was working on a lot on PF
Like on PF, I had custom rockets in my ship and multitool, I re-added E3 space fog, I was re-working the terrain and flora, and upscaling things to HD
And in the chat we talked about a "more painterly" art style like E3... and then it suddenly appeared. I suspect that HG keeps a close eye on their community
Which is a good thing
i think they are on discord
and TADA
Likely coincidence... but either way, it doesn't matter 😛
I'm excited to see what's next as well
If 1.4 hits before I release my mod, I'll update it
Not worried about that
I believe the 3rd person flight mod will still work
they will not add 3rd person
As it's coded in C++ and hooks to certain patterns in the memory that don't need updating that often
They already started lol
did we have check the files for posibly new hints for 1.4
because we are in completly dark for the next update
Of course
and the good thing is that they are not against it
they encourage us to continue
to do our best and sometimes with an update it is like ohh look now you can do that also
Alright man, well... I'm gonna get some rest. Have a nice day/night ahead.
Will work on this more later
lol good night 😃
gonna se what biomes i can find
wait 9.9.9 has like 300 biomes added right ?
dont remember LMAO
At-least, but for v10 (so far) i've hit like 1,200
https://www.nexusmods.com/nomanssky/mods/507/?
DUD'S SKY updated to v1.38.03 - Minor changes to Exo-craft mod.
No Man's Sky: RaYRoD's Overhaul (v10 Beta)
Click the link to check out this album... taken by Oppressor11
looks nice
Thanks!
hey i didnt ask you
do you have solid 60fps when you play the game or in certain biomes you drop a bit
Yeah, I used to have a weaker gpu.... but needed to upgrade. I upgraded for NMS
Zotac GTX 1080 Amp Extreme
@dreamy tulip I remember you once (excuse the pun) had a GTX 1070, right?
@dreamy tulip Oh, and what CPU did you choose? I was thinking of a Ryzen for heavy editing, but yeah.
Oh, nope! I used to have a gtx 690
The only thing I needed to upgrade was my gpu
My specs:
NVIDIA GeForce GTX 1080 Amp Extreme!, 16GB Ram, Intel(R) Core(TM) i7-4960X CPU @ 3.60GHz (12 CPUs) ~3.6GHz, 8TB HDD, Windows 10 Pro 64-Bit
@totallynotwonce#4184
you're only getting 40-50 with a 1080 ?
depends on the settings I assume, im sitting at 40-50 with my 960, but im also running mostly medium with some low
rayrod has pro cpu uwu
No Man's Sky: RaYRoD's Overhaul (WIP) - Frozen, Tropical, Camouflage, Giant Whiplash Biome + Holographic HUD
Krem and I have also been importing custom ships, and two of them has a holographic HUD while flying.
No Man's Sky: RaYRoD's Overhaul (WIP) Krem and I have also been importing custom ships, and two of them has a holographic HUD while flying. My Twitter: https...
haha, do I see some Renegades LCARS in that Holographic HUD? lol
can HG just implement your mods into vanilla already, because holy shit do they look good and i wish i could play them on ps4 @dreamy tulip
i am getting 2014 vibes as the day passing by and seeing @dreamy tulip getting fucking crazy
like i already know if i get nms on my laptop ($500 acer from 2015, geforce 940m) it won't run well at all, even in vanilla, when on ps4pro i get near-flawless 60fps in 1080p
the most important thingf for nms
is Graphics card
my graphic card is shit
but my processor can run nms really well
i need a better graphics card to have a good performance
like i can pass on the ui overhaul and custom ships, just my opinion, but DAMN if those planets don't look excellent
in one hour with an older version of a few months ago of ray mod i have capture this today
Hello everyone this is a little concept i wanted to try out show the worlds i visit in nms with mods from friends tell me in the coments what you think and e...
Hello, @noble canopy. Thank you for your compliment. :)
The ui, are you referring to the HUD in the ship or outside of the ship?
@heavy oar Those are some pretty sweet snaps that you've taken there. Thanks for sharing.
the old version revamp, outside the ship. IMO, since it's missing the blur-behind at the moment, the text is a bit hard to read, and i find the new UI font used in the current vanilla version easier to read in things like the blue box on the bottom right since it's bolder. it does look pretty good in certain conditions, though
might just be that i'm looking at it on a laptop screen from a distance
Ah, I see! In-game I think it's easy to read and a blur might be add-able. However, there's a file included that can change it back to default. :)
Thanks for your input.
I just realized something @noble canopy What image/video were you looking at?
When you noticed that?
i was thinking of some you had posted in #nms-photomode-gallery a week or so ago
Okay, I've since re-worked the hud a bit and increased the opacity of it I'm going to put a pic here in a moment. I still need to re-work the E3 font a bit. I'll work on making it more visible.
This is constantly changing every day, as it's still a wip
Moment
Going to increase the opacity a bit more, and try to work an in-game gradient
This opacity looks a lot better
Going to work on the font a bit, and try to get a smoked glass effect setup for the HUD
damn the one with crystals
you know what it remind me ?
wait
That used to be contsructs. My friend MSSP made that
No Man's Sky: RaYRoD's Overhaul v10 (Beta) - Radioactive Rainforest
https://youtu.be/VkWMdU0d_p0
This is an Oria V Rainforest... but made Radioactive. There are several different kinds of rainforests in here.
Is it possible to change the text on the HUD? Because you should totally make it say Sv for Sieverts.
Yeah it is, but Lazeus and Rezosu were E3 mechanics and there's purpose for it. There's more than just weapon name changes. I actually changed their functionalities to fit the pre-release envisioned concept. Therefore, I will keep it that way.
So you aren't changing it to Sv?
Nah
A separate mod may be good for that, if you want it though. 😛
Regarding the E3 inspired "Lazeus and Rezosu" game mechanic:
However, it's not just a text change aesthetic. I assume that pre-release The Laser aka Lazeus was a resource gathering tool but also used for combat. I also assume that Rezosu meant "Resource Gathering". So I creatively crossed their functions. The Laser/Lazeus is now slightly stronger in mining, but also great for combat... and the Boltcaster/Rezosu is now excellent in mining and beast in combat. There are many weapon functionality alterations done within many hours of testing and trail and error. There have been various weapon dispersion, damage, recoil, and fire rate alterations and much more!```
i they're both good at mining and combat ?
With the pre-release concept it's different.
it looks like that's what they are from the thing you said 
unless im reading it wrong
The lazeus can still be used for mining, but is adusted slightly more for combat and the Rezosu is now resource gathering/mining driven and also powerful in combat.
o
Wanted to see if it would work... lol
How about an atlas ship
Atlas Ship?
Oh, that should be possible
Haha
My friend had a rick and morty ship before
And a portal gun
with the right knowhow, everything can be flown.
I wonder what else might be good flyable 🤔
Maybe attaching a seat to an asteroid or whale
lol
Give the whale a ragdoll PLEASE
😮
... 1 iron for a ship? This is not part of your regular mod is it? Just for funs I assume
Nah, just for fun. 😛
It's a "for fun" starship swapper, but the value for spawning that custom model can't be set to zero... so I just added 1 iron. However, when you interact with that custom model... there is a purchase dialog.
I'm considering adding different prices for those ships @marsh aurora
What do you think?
I think they should be a differnt mod, not part of the overhaul
Yes
Finally got around to restoring my old Fireworks mod: https://rd.nexusmods.com/nomanssky/mods/404?
I wish there were mods for ps4... I could use a save editor.
Planet Iridium:
https://i.imgur.com/Cu04OPk.png
O shit, rayrod
I don't have PS, but could the saves not be edited for it on pc and imported back in? (Not familiar with console stuff)
@steel crypt I've been looking for this too. It seems like PS saves are encrypted. And I dont think the PC NMS save editors work on the PS4 ones...
yea, I think the title of "Best NMS Modder" is just waiting for the person that figures out how to mod NMS on PS4..
because IMO, that will be the modder that branches the gap.. until then, my nomination goes to monkeyman192 for making modding possible for the majority of the rest of us
@Krem#8309
I've secretely been in the process of decrypting the PS4 version. I have it dumped on my PC.
I am planning to integrate contents from the RC1/vanilla 1.0 version of No Man's Sky PS4 onto PC... as there are files referenced on PC that only exist on the PS4 build.
So, I'll be integrating PS4 into PC in due time. It may take awhile.
i think he means actually modding ps4 but that would need sony to be nice and that wont happen 
I know what he means, however that will require exploiting the ps4, or a custom firmware which isn't particularly ready.
One of my friends has a lowkey jb on the latest ps4 update, and my other friend from back in GTA V modding days was the first to exploit the ps4.
He has real time modding tools running... but at this point in time, no one will pass that around. 😛
If there was a public RTM tool similar to PS3 and a ps4 capable of injecting into the memory... it would be possible to mod the game in real-time similar to cheat engine on PS4. But likely as time goes by, these things will be released or leaked by someone as that's the nature of things in that scene.
In the meantime, I've decided to start a process of decrypting contents from the ps4 bluray and integrating it into PC. (Since I'm a pc player primarily)
Atm, in "No Man's Sky: RaYRoD's Overhaul v10 Beta" Every Version Of No Man's Sky has been converted to the Atlas Rises structure; and is now in here (All of the 2016 Biomes with two alternate 2016 biome versions, all of the foundation update biomes, all of the Pathfinder update biomes, two modified Pathfinder update biomes, all of the Atlas Rises update biomes, Darconia city biomes (added at request), every variation of Shaidak's biomes + custom variations I made of his (used with permission), Civilizations by Redmas (Imported with permission), Unused Biomes by Hello Games, including many other procedural biomes that I handcrafted with rules and algorithms are here right now. There are also 32 underwater biomes (one of them was unused), unused rare level-one objects re-implemented, default level-one object alterations, a cross between 2016 - Path Finder - Atlas Rises spawn density placements, modded building placements, cave biomes, + Lots of other good stuff. Every version of No Man's Sky in one).
Everything is completed except... I need to add more E3 biomes still, I also need to look back at pre-release gameplay videos and pictures and re-create those planet types (using the old videos/pictures as concepts), and I need to finish adding unused biomes, and creating more biomes creatively.
And I am aiming to data mine the ps4 build... but that may more than likely take awhile and will need to be put on hold.
Worst case scenario.. I'll load up the ps4 build and use it as a 3d concept art to re-create what I see there on pc.
So far, there's around 1000 additional biomes in comparison to the base game.
I've actually already imported/recreated a few No Man's Sky RC1 PS4 only features.
https://i.imgur.com/UPERpkL.png
https://i.imgur.com/dGekHm8.png
https://i.imgur.com/mbI2zA2.png
https://i.imgur.com/c1rpFTc.png
I'm eager to see what's inside of these PS4 build only files
MODELS/COMMON/DEMOS/PSX/SPAWNERS/CIRCLEDRONESPAWNER.SCENE.MBIN
MODELS/COMMON/DEMOS/PSX/SPAWNERS/AIDROPCIRCLE.SCENE.MBIN
MODELS/COMMON/DEMOS/PSX/SPAWNERS/SPAWNWRECK.SCENE.MBIN```
^ Those are related to the E3 planet called "Achaia" shown in the No Man's Sky gameplay trailer from PS4
Those aren't on the PC version...
i remember you were saying we can some extra thing if you can have the ps4 build only files
do you what we can have with it ?
achaia's that one really snowy planet with the super high height fog, right?
Is there any way to mod the cooldown times on scanner without affecting the units earned while scanning flora and fauna?
yes? why do you think they are linked?
what exactly do you want to mod?
the time it takes to analyze something? the recharge time on the wide area scan?
@normal vapor yeah, there's ps4 onlyy files referenced on PC 😛
I have the ps4 build dumped, still needs decrypting though
;-;
@cold nebula What's up?
I dunno how to mod or anything
Would you like to learn?
@cold nebula are you comfortable with Photoshop? HTML coding? 3d modelling? Audio editing or anything else "productive" on the PC?
cause it's recommended to start modding with what you're most comfortable with and then branch off and explore the game files once you feel comforatble..
so if you're good w/ photoshop, maybe making new textures might be where you want to start.. if you can do coding, or are used to working on syntax data in notepad, maybe playing with the METADATA files might be more suiting..
Well I can use inventor and SketchUp and I learned to use Photoshop in my photography class but I didn't do it much
The rest of that stuff no ;-; I can't even root a phone
rooting a phone doesn't have anything to do with coding
That's how much I don't know 😟
well the most difficult part with NMS modding is there's very little documentation, guides/write-ups, etc.. we're all pretty much winging it and finding out things as we go..
I still have bugs in some things that just make absolutely no sense and will behave differently under identical scenarios/situations.. so don't be intimidated by not knowing.. we're all figuring this out together..
Yeah, that's right. Same thing with my 3rd person flight mod that I coded in C++.
Like... entering the galactic map and backing out can cause your ship to glitch, but the mod allows you toggle it through the executable
https://www.youtube.com/watch?v=3aTjaRMY42I
RaYRoD's 3rd Person Flight Mod Introducing the first fully functional 3rd-person flight mod for No Man's Sky. I decided to update my old flight mod handling ...
but first, like any good worker, you need to get your tools in order.. You'll need psarc to extract the .pak files and mbincompiler to decompile/recompile the mbin files <-> exml files; psarc is typically included with file based tools such as modspace and modding station..
I use modspace and find it very simple, but it will omit anything in the root directory; which means no editing global variables.. most modders seem to prefer modding station.. the choice is up to you
mbincompiler gets updated all the time and breaks every major update.. finding the current version can sometimes be tricky...
A reliable wiki for anyone who's interested in learning how to mod
This quick guide has the goal of quickly introducing fundamental aspects to modding No Man's Sky without going into many specifics. Primarily this focuses on accessing your game files and...
the NMS model viewer by Gregkwaste is also a very useful tool..
Yeah, I think a benefit to coding mods in c++ in the memory (which can be a bit complicated) compared to mbin modding... is that when you find certain patterns in the memory, the mods less likely need updating. Like, my flight mod works after 3 updates.
But there's a really dedicated person who always updates the mbincompiler known as Monkeyman
He's been consistently working on it, and there's some other people in the community who took the time to add substance to that wiki
And people like @inland sky ,@steel crypt, @supple wadi who have been finding out specific globals
And krem is good in blender alike some other people imo
still learning blender.. most of my models imported to NMS are other authors' models converted for NMS..
Ah, I see. Well... you're further ahead than me with blender lol
Blender still confuses me atm 😛
Top advice I can give with regards to Blender is to find a good, up to date hotkey cheatsheet and keep it handy.
and save every 2 seconds like you should with everything else you make 
@clever adder agreed
Not necessarily with models & NMS stuff. If you save after export, you'll have a trashed model.
But prior to that? Absolutely.
connect the phone to PC via USB and follow the directions for the manufacture and model.. in most cases, you need a 3rd party app to do it and either the instructions are included with the app, or the app is included with the instructions..
it's important to remember the manufacturer doesn't support jailbreaking/rooting a phone.. and if you screw something up and a system restore doesn't fix the phone, you're boned..
sorry it took 11½ hrs for a response >.>
and if that fails, you wrap it up in the nearest plant's roots and gently pat the plant as you request it do its thing.
@supple wadi Heh!
Anyone have a seed for a capital freighter?
Either the destroyer type or the long oval type
Does anybody know a mod that brings the original E3 HUD back to the game? (Atlas Rises compatible)
rayrods overhaul does that and a lot of other stuff but i don't know if you can just have it change the hud
He has removed it. @clever adder
Do you have an idea how I can get the old one still?
go in the pinned websites and search e3 hud
@dreamy tulip Any chance to get my hands on your E3 HUD mod? Thanks.
almost done with version 1.0 of my space whales and creatures mod
❤
ill aim for tomorrow morning
😉
Have you got any animated footage? @magic mirage
animations arnt working yet but they do rotate around the spacestation
😃
ill find some one to make a trailer for me
This is another one of the 1,000+ biomes that I've handcrafted from scratch with various algorithms and rules, for the v10 update of my next release.
https://youtu.be/W8YVN-oCej0
This is another one of the 1,000+ biomes I've handcrafted from scratch for the v10 update of my next release.
Looks awesome! Almost like the sun evaporated a good portion of the planets oceans, or some how the ocean drained into a large aquifer deep underground.
Thanks @warm thistle 😃
@lime mesa
Hi! I don't mind sending you my E3 HUD. Are you referring to the one in the video above?
@dreamy tulip Yep! The one on the video above.
Is it possible to have the E3 Scanning effect mod for Atlas Rises?
Sure, I can send that in a .pak. Which E3 scanner? There's two of them. @lime mesa
@dreamy tulip I have found a mod for the E3 scanner already so... nevermind. So will you send me the .pak for the HUD via DM?
Another weekend, another ship..
https://www.youtube.com/watch?v=ADUC2GbFWFE
My latest ship build. The "Luminaris Starship" by Iggy-Design. https://sketchfab.com/models/b8001c7cf83240f383ccdbe75094e468
@Christian Isaac (Palo/Zerky)#2666
Sure, I'll dm... after I isolate it from my overhaul.
There's a yellow E3 scanner (made by my friend LawnReality) from the footage where Sean Murray was on stage exploring the planet called "Sugas-Uomi"
And there's also another E3 scanner from the "No Man's Sky: Gameplay Trailer" Footage on the planet called Oria V here that I have:
Do you prefer the yellow one that you already have, or would you like the custom E3 one in this video?
https://www.youtube.com/watch?v=nLtmEjqzg7M
No Man's Sky is a science-fiction game about exploration and survival in an infinite procedurally generated universe. http://www.no-mans-sky.com/ Developed b...
o he left
@dreamy tulip I prefer the yellow one honestly. But thanks.
Coming soon . migjt leave out TITANS for now if i cant get the spawn rates right
ohwow
Just made the E3 font bolder, should be easier to see
https://i.imgur.com/y16aFY5.png
that's cool
Thanks
Okay, so here is the refined Classic E3 HUD and bolder easier to see E3 Font
I re-did the colors to make it smoother, colored in missing spots, added slightly thicker outlines, and made it partially translucent.
Also for the Rezosu clip I moved the amount over to the right a bit more so it's not ontop of the "X" on the hud... Where it says "100" as that's my current clip amount
https://i.imgur.com/NEiU4mH.png
https://i.imgur.com/KNkUkvx.png
Question! Is the E3fx Shader compatible with Atlas Rises?
E3fx shader is not compatible unfortunately.
Mods chevron_right Other chevron_right SPACE WHALES and other Oddities description Description I'm glad to present to you my Alpha V 1.0 of my space whales and creatures! A few things you must know: There are no animations yet, they still need to be fixed but there are whales and creatures with tentacles and if you find …
SPACE WHALE MOD !!!!!!
wales
Can you imagine welsh in space
i hope you all enjoy the mod 😃
Now we need space wells
?
No Man's Sky: RaYRoD's Overhaul v10 (Beta) - Random Exploration
This was a bit of random exploration with the v10 beta that I've recorded. I've been exploring to check for any potential issues, and so far I haven't found any. All previous issues have been fixed to ensure consistency.
https://youtu.be/wH7wui0jXug
This was a bit of random exploration with the v10 beta that I've recorded. I've been exploring to check for any potential issues, and so far I haven't found ...
SPACE WHALE 1.1 mod update, i fixed a major issue
it was clashing with mods that edit the PLANETBUILDINGTABLE
b/c i packed it with an old file i was using to test whales on the land
Seeing freighters and AI warp into planets
Thinking of ways to implement planetary battles
Will likely add crashed underwater sips in a bit
i can be your devil or your angle
yuor angle 
@clever adder Hi, it's the original E3 font.
Where do you see that regarding the multitool?
at 1:05
Cool, taking a look
yees
Oh, I see it now
That's actually in-game generated
Whatever it is, maybe it's the weapons procedural name. Dunno
Not mod-related
ok
i thought you put new name parts in and you made a typo
what's going on with that hill over there 🤔
did i just send it twice and discords being bad
maybe there are no persimmons
Not sure, yeah discord has been lagging on my end lately too
the hill I'm talking about is the one with squares missing
Ah, that? It happens in vanilla too
Just the voxel gen
Alike how the engine allows floating terrain bit after partially destroyed like minecraft
bits*
o
Still working on the ORIA V component of the ecology overhaul 2.0
Read-able about in here:
https://pastebin.com/Fk5pebCb
How do I convert a .rar into .pak?
you use PSArcTool or something that uses it like modding station to create a .pak
or use winrar to open the .rar file, cause the .pak might be in the archive
depends on what's in the .rar file
yeah, depends if you are creating a mod or getting a mod from someone else
I can't even, is that a two-headed creature? 0-0
i think that happens in vanilla sometimes 
I think I'd play a mod if someone does something with the extra things we gather around
junk items
atlas stones
night crystals
maybe reroll ship or multitool
defo not something that can be done overnight but I'd like to see some real gameplay changes on a mod
darconia used to do that
added in hunger, new items
<@&376156604417966100> - You are now able to post pictures, embed links and send files within this channel. If anyone requests PAK files, then you can now send them here.
Hello all!
Welcome to the modding channel on the No Man's Sky Discord. This is a place to share mods, ask questions about modding and/or discuss mods in general for No Man's Sky! Below is a list of important websites:
Modding Websites
https://nomansskymods.com/
https://www.nexusmods.com/nomanssky/?
Modding Wiki
http://nmsmodding.wikia.com/wiki/No_Man's_Sky_Modding_Wiki
For assistance with modding - please use <@&376156604417966100> and a modding individual will get back to you as soon as possible.
Download and share mods for No Man’s Sky. Discuss in our forums and display your images.
Welcome to the No Man's Sky Modding wiki! This is a community effort to document the technical aspects of No Man's Sky's internal workings as well as acquaint aspiring modders with all of the...
If I missed out any websites, or want some requested - please ping me! ((Sorry for the pings guys!!))
@hearty wasp heh
kek
No ReShade, no external post processing, no photo mode effects 100% in-game effects. A lot of it has to do with GLSL shader coding I did. Some other things aren't.
The weather and visuals are dynamic in relevancy to what is currently going on in-game to fit the atmosphere/scenario
While also bringing back certain E3 effects that aren't utilized in game anymore.
looking good
That underwater shot looks amazing as do all of them! Good work man
Thanks, yeah Oppressor11/Asssinsteed has been taking really nice shots with it. 😃
PLEASE DOWNLOAD THE NEW VERSION OF SPACE WHALES V1.3 😃 ❤ thanks
NEW Update Fixes Tentacle speeds and TITANS stay rare (needs to be tested more by a large group to confirm the constant rarity of the TITANS, but it should work please let me know every 22 Warps or so you should find one :)
https://www.nexusmods.com/nomanssky/mods/558/…
That's spaceshark with no teeth
o
Download Link: https://www.nexusmods.com/nomanssky/mods/557? This adds 184 new Biomes Rules. ( This number might increase in future updates. ) SPACE ADVENTUR...
In this update, I ve changed some previous classes and added some mods to the freighters. Download link at : http://www.nexusmods.com/nomanssky/mods/482/? Di...
Download at https://www.nexusmods.com/nomanssky/mods/509? Discord: https://discord.gg/YEAKKHk (This mod is fully moddular and also compatible with another ha...
CIVILIZATION Mod at https://www.nexusmods.com/nomanssky/mods/544/? FULL MODs PACK : https://www.nexusmods.com/nomanssky/mods/442/? Music : MAGIC SWORD - In...
@lime mesa Krem once made a TIE fighter in his MoarShips mod
Dunno if he'll be updating it for Rayrod's Starship Swapper
@lime mesa I also believe there's a Star Wars logo replacer somewhere on nomansskymods.com
@echo oxide yes, yes I will.. can't let a custom cockpit like this go to waste..
boat
am I the only one that see's a Jetson-esque ship?
No
Okay, just a thought, lol don't judge too harshly. Does anyone know if making proc gen creatures is possible. I mean like using proc gen parts and colors etc. There are a bunch of Murrays (Sean Murray) out there (like blurry Murray and mean Murray etc), and would it even be possible to make a proc gen Murray to have as a creature? (Walking on all four/six, not like human, like existing type creatures)
Can anyone recommend a good mod manager?
File explorer, my brain, and extra time*
Was trying to save on the last bit, but if the best solution really is just manual guess I'll have to go that route
@steel crypt Yes, I believe it is. However, I'm not sure of what limitations may occur with nmsdk in relation to it
I've already assembled a sandworm that I will be applying, which I believe is pretty close to the E3 trailer
Anyway, I'm currently restoring identical IGN footage biomes
We stopped in at one small No Man's Sky solar system and took a quick tour of five new, wildly different planets. ---------------------------------- Follow ...
So far I've finished, BALARI V, YAVIL, and YZHELEUZ
Still need to finish PHLEK and LOUIL
Then I have several E3 biomes to cover
Requires me to translate certain things and convert them over to the current NMS format. There's things in those "well hidden" files that aren't utilized elsewhere, but with the proper understanding can be implemented/translated/converted into different areas and linked.
I also re-created a custom BALARI C RGB color palette
There are multitudes of things that I've chosen not to show to people that is in here... to save for surprise. However, I'm considering going crazy on creating and adding as much content as I can withstand before I push it out. There's no limit... and I have this desire to overhaul the v10 overhaul. After the beta is released, or after the official v10 overhaul update is released... I am planning to continue working on it. I'm bringing those pre-release trailers back to life and believe it or not... with all of the things that have been done, and not shown, it hasn't scratched the surface of what can be done; thus leaving great opportunity to crank things up several more notches and take it even further than ever.
As far as translating/converting the former versions of NMS to the new structs... it took like 4-5 weeks to finish it all. Not because it was difficult to me, but more-so because of how tedious it was with so many files.
2016 = 93 files
2016_BETA_ALT = 78 files
2016_ALT = 73 files
2016_AlT2 = 83 files
Foundation = 81 files
Pathfinder = 96 files
Hidden E3 assetts = around 100+ scattered and some hidden files
I converted all of those versions and actually and found ways to implement them into the current game and re-creating their palettes with tens of thousands of values in them for Atlas Rises... from scratch.
Some of those files I had to modify and change things, and even do a ton of changes and fixes and other random stuff
Just to make them identical
I had to unpack every former version of the game for those old versions (to convert and then add them into the new version)
Translating structs, adding specific xml blocks, removing specific xml blocks, editing specific xml blocks, testing in game to verify 100% stability, fixing glitches from no longer working settings on older versions, and other stuff. A few beta testers have been really helpful wtih that.
But this doesn't count for any of the 1k+ custom handcrafted biomes with various rules and algorithms that I'm still working on (since the past path finder actually), the many sub biomes of the 1k sub-biomes, the custom terrain biomes, the modfied versions of the older versions,the modified atlas rises versions, or hundreds of thousands of other things, and then custom models with custom nodes and attributes with certain calcuations global files that affect biomes, then a bunch of custom glsl shaders that I had to study and code (with some linking to specific models affecting biomes) and other things that also affect biomes.
The overhaul has over 7,060 files (most done in a hex editor) that I've finished so far (all aimed at bringing back E3 trailer nostolgia with modern improvements)
and then other stuff done in C++ and various with plain xml editing
It's extremely complicated. Which is part of the reason why It's taking me so long to release... but I'm hoping to make the wait worth it and fill it with as much sensible substance as possible.
do you think you will release it early 2018 ?
I'll be uploading a beta to Cobra TV's website as soon as I feel that it's ready, and continue to work on it, and it's released I'll continue to make content for it
And re-work in-game assetts
what are you planning next adding new biomes never seen ?
Don't really have an ETA, it could happen today, tomorrow, this week
There are biomes never seen 😛
already see some 😉
In the beta that you use right?
yeo
Thinking of making an antarctica biome still...
With icedrifts floating on the water
And some wild things maybe... not sure
yeah that could be chalenging if you ar eon survival
or even permadeath
what things you wanted to put in the mods that you were thinking i cant make it and at the end you have done it @dreamy tulip ?
didn’t you add back floating flora in water?
do those have collisions?
They do have collission, and are mine-able/scan able
Just no collission when on water "oddly"
But on ground yes
Will look into it
Might just be the way it was designed
possibly
yeah;.
it’s a little strange why such a small detail was removed
maybe for performance saving
I learned that from studying the E3 biome files (which are like alien) compared the current biomes
Well, drastically different
and still has yet to be put back in
I mean
they are more complex ?
And there's stuff in there not used elsewhere
Yeah, like a lot
But I understand them fully now
At first I was confused
some of it wouldn’t be so taxing on performance, though. this is where confusion sets in
even on PS4
I average with a bout 60-90fps with the overhaul
well i think most of them got remove because the base ps4 maybe couldnt handle this type of biome ?
And that's with like 30+ glsl shader enhancements
Which are considered to be gpu taxing
But I have a powerful rig so maybe that's why, I mean... I have a friend playing on a mid-end laptop fine
So I can't really ay
and me playing your overhaul mod and running at freaking 10-15 fps LOL
no mans sky’s performance varies greatly
And in those pre-release files, there's assetts utilized in there that's not used elsewhere
There's so much substance, so many things in there, that can be utilized
it’s acceptable but not great
And not just there, literally everwhere
soo wait you have new assets for new biomes ?
I don't see a limit for biomes
and variety
Someone told me that I've reached near infinite variety, that every planet is different, and that after warping to 7-8 systems each planet was unique
A few people said similar things
But I know that even with that.... I haven't scratched the surface of what this engine can do
I know that HG can do it better
i have warped like 10-15 system i can tell you ray i had never seen the same planet or biome twice NEVER
That's awesome man
i was like Fuck..... im getting lost with the amount of things to explore LOL
well we could always add biomes and also suggestions of other players help you also make biomes right ?
Yeah, I mean, Redmas/Space Pirate TV is making some cool stuff too I think
We're doing biome stuff together to an extent
But those he made himself I believe
well most of his work is just combining the biome together
i have not talk to him enough to know what he is up to
I think that it's a good idea (if willing) that we could come together and make biomes of a certain quality standard and create an even more expanded experience.
well the first time i have seen you talking to each other i was like at the end they will create biomes together
2 brain is better than one 😉
Well, it's more-so where his biomes can get loaded with mine
I made mine myself
He made his himself
Hello Game's made the foundation for all of this
but why not come together and thinking of big biome of epic proportions together ?
we never try to destroy the work od HG
because evrything we have here is because of them
Yeah, that would be disrespectful.
I love Hello Games and all that they have done for us... and delivered, and continue to deliver.
We can only mod NMS because of what the game they created
I hope this game continues to become the game that they always envisioned it to be/become
what mod do yall get those ships with
ask the author himself 😉
@acoustic silo Krem and I are importing 3rd party ships
noice
I've made some of my own, he did some of his own, we help each other 😛
is there a beta by chance?
i need a big ass new freighter
Yes, but mostly for bug reporting as a helpful way of helping get this thing ready for release for everyone.
It's pretty much 100% stable at this point
With the recent changes I made
But
it is
I still have a lot more that I plan to make and I'll be extra careful
Not to make the same mistakes I did the first time 😛
Some of those crashes were mostly "typos" in filepaths
i see new ships but now i know this seems maybe a big chalenge
can we create Freighter ..........?
Yeah, freighters can be created or converted them imported (which is what Krem is doing)
Atm, I don't really use blender
I work with in-game assetts strictly
yeah but like new models of freighter is possible soo ?
Proc freighters is a different story
can i get a link? Id love to try it
i dont mean procedural but just testing the possibility to create new class of freighters
In the e3 scenes, they had structs to specify a particular planet size
But those structs are static and can't be used elsewhere afaik
So LawnReality and I started to do it through the executable
Where we can scale planets down to E3 sized, or to the size of spore, or even gigantic sized
you have make them Bigger ?!
like what ? 2-3 times ?
Not in the overhaul though, it has to be done in real-time for the time being
I want to code it in c++ into a .dll
but
the both of us don't understand enough about how it functions to simply do it
It's confusing
But it was setup in asm for now
but with time..?
I would wait for LawnReality (which I think he's busy with college stuff)
lol we need more modders soo
Looks trippy, this was too small
i remember you said that freigther combat could be possible now like in ther E3 or pre release
damn could be cool
i would love like a planet that pass the sun and do a freaking eclipse
Eclipses are possible in the mod, (thanks to Lo2k for that one)
ohh?
Actually, E3 footage had eclipses lol
tha shot
the thing is that the version we have today
resemble a bit of what we can have in the trailer now
not all of it
but like... 50%
i love reddit people in the nms reddit sugesting huge update like submarine new things like bro calm down
What do you want to put next in the mod that gonna be hard to do but you think you can do it ? i know it sound weir ... @dreamy tulip
oo
yeah redmas was sugesting player model in the ship
Though, I'm not sure if I will be able to do it.
Remember 😃 ?
I'm still working on IGN footage biomes
ooh this one
Yeah 😛
Yavil was one of the first I finished
That and BALARI V
The new beta will have a rare crash fix for it, once I upload it
Currently re-working the starship swapper icons in the basebuild menu as @cobalt mesa is kindly making transparent icons
And some other things before I update it
the hud they have logos on the top right and left
the one in IGN First
How's it going as a whole Ray? Haven't checked up with you since my Desktop shat itself
Yeah it's why I stopped feeding beta data back 😅
Overall a lot of progress has been made
I'm glad 😃
2000 mark is saying HELLO 😃
Redmas is helping now too right?
he is making the ships
We're working together yeah
It's such a collaborative overhaul
it is freaking crazy lol
I gave you a shoutout on Cobra TV btw
And other beta testers, and others in the credits
Last time I played the Overhaul beta was like a month and a half back and it was great then, can't imagine it now, wish I had the PC to play 😂
Oh shit, well thank you man 😃
Ah darn, but thanks for being a help in bug reports 😛
did you break the 2000 biomes mark ?
Of course man, I'd still be feeding back if I could, working on fixing her up now though, nearly there
Got the old girl to function for 2 whole hours yesterday before she died
Think I'm almost there
you gonna do it 😃
Here's hoping
She's got so many issue, it's a real shame. Sad I can't just buy her new parts to get her up and running
This is another one of the 1,000+ biomes that I've handcrafted from scratch with various algorithms and rules, for the v10 update of my next release.
I freaking love this planet
Duuude whaaat
No Man's Sky: RaYRoD's Overhaul (WIP) Krem and I have also been importing custom ships, and two of them has a holographic HUD while flying. My Twitter: https...
@heavy oar Nicee
remember you were aiming for 2000 biomes @dreamy tulip
Oh you got the Giant Whiplash's to work properly then?
Yep
Nice!
@heavy oar Yeah, but... seeking quality over quantity first and foremost... yet aiming for quality and quantity
yep always
Need to make sure things are good to go before moving forward
I haven't seen them all
some may have stick to your heart
WAIT WHAT
even you the creator of the mod doesent know all the biome ?? LOL
I'm able to set things up in a specific way, exactly as I envision it in my mind and get the same results
I'm familiar with the files
This is my favourite RayRod biome
I did that for the spooky biome on cobra tv
This is what I was picturing in my mind
It took like a half hour to make
its gotta be amazing amazing o have a vison or an imagination of biome and be able to make it
what was the longest biome ot ever make ?
Probably the first one 😂
That yeah
But
Maybe the Oria V, Yavil, or Nevada
because before monkeyman sent me a python script for a specific purpose, I was manually calculating like 60-70 different geometric values per object to add collisions to them
And custom entities and other stuff
Because I hate clipping through objects
Breaks immersion for me
I agree
I want all of the models, flora in my biomes to be interactable
And that can take rediculously long to do
i would love a biome were everything is interactive
he is doing the work of an entire HG team

