#nms-modding

1 messages · Page 100 of 1

cinder delta
#

Don't lie Nut DR D:

unkempt island
#

You can't lie if it's an opinion aeyes

cinder delta
#

It's not an opinion if it's objectively wrong D:

unkempt island
#

you tryina pick a logic fight

cinder delta
#

yis 😉

clever adder
#

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

unkempt island
#

thousands of slots sure would be nice

terse delta
#

Mega slots for all the nip nip

dense mica
#

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?

hearty wasp
#

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

dense mica
#

crappy

#

i don't want game play changes

#

i want my stuff legit outside some fancier graphics, lol

hearty wasp
#

yeah fair enough, modding's 'bout free choice so at least you got that going

dense mica
#

no worries and thanks for the info. means I don't have to lose time searching and reading, haha

inland sky
#

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

lime mesa
#

ayyy

#

i didnt mod but took off the building limit woohoo

dense mica
#

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

supple wadi
#

oh sweet this is a thing now.

grim lava
acoustic silo
#

Reccomended gameplay mods

clever adder
#

r a y r o d s t h i n g when hes done with this update

hearty wasp
#

all of em

heavy oar
#

You know he his good 😉

cinder delta
#

When will Ray be done you ask?

#

soon™

hearty wasp
#

probably after 1.4

heavy oar
#

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

clever adder
#

yees he wants it to be stable and make sure its good

heavy oar
#

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

clever adder
#

its like last time let them work on it aeyes

heavy oar
#

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

clever adder
#

good spying

#

what is in 1.4

heavy oar
#

damn i did see a photo from ray

#

looks amazing

thin viper
#

heh, nice a new channel

#

#memes are still gone right?

inland sky
#

trash-bin

thin viper
#

oh lol

#

been gone for a long time

#

finally got some time to get back to modding and stuff

inland sky
#

nice, welcome back

thin viper
#

this channel is for mod discussion and posting pics?

#

mod requests etc right?

inland sky
#

yeah, check the pins

thin viper
#

ok thx

heavy oar
#

like the mini mod discord in the big one

dreamy tulip
#

@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.
clever adder
#

o

#

i went on steam to make sure i would be able to play no mans sky and i almost started reading reviews aeyes

marsh aurora
#

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

clever adder
#

i know its a good game and i like it but all the bad stuff people say about it makes me mad aeyes

dense mica
#

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!

clever adder
#

yees

visual shard
#

just ignore the reviews and enjoy le game 😄

clever adder
#

i said i just dont like reading them aeyes

visual shard
#

well sometimes most review are just hate speech ¯_(ツ)_/¯

clever adder
#

thats why i don't like them aeyes2

#

i usually don't listen to any reviews aeyes aeyes2

verbal cairn
#

Mhm

clever adder
#

mmmmmhhmmmmmm

dreamy tulip
#

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.

dense mica
#

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

dreamy tulip
#

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. 😃

dense mica
#

sweet, yea the 6gig 1060

#

i vlock so 30fps min since my monitor is older and it likes to tear

dreamy tulip
#

I see, on the vanilla game... how many fps have you been able to average at without the fps lock?

dense mica
#

40-60 depending on the area

dreamy tulip
#

Ah, fair enough.

dense mica
#

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

dreamy tulip
#

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.

dense mica
#

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

dreamy tulip
#

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

dense mica
#

haha yea, i focus more on the cpu/mobo

#

i just got rid of an i7 860

#

for a i7 7700

dreamy tulip
#

Nice

dense mica
#

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

dreamy tulip
#

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

heavy oar
#

this man never sleep

#

he his a robot

#

REALISATION

dreamy tulip
#

I'm still working on this thing and it's 12:37 pm in the afternoon lol

heavy oar
#

DUN DUN DUNNNNNN

#

i did see you are trying underwater ship

#

submarine ?

#

😉

dense mica
#

haha that is what peope tell me too and I"m like, I just work from home and never leave, lol

dreamy tulip
#

Right now I'm trying to perfect the freighters warping into biomes and flying by

#

Trying to get planetary space battles working next

#

(hopefully)

heavy oar
#

what you mean like when they warp in space they can not far away from surface ?

dreamy tulip
#

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

heavy oar
#

that shot

#

with the bulding

#

damn

#

can this trailer be remake today ?

dreamy tulip
#

I've already remade a good portion of it

heavy oar
#

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

dreamy tulip
#

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.

heavy oar
#

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 ?

dreamy tulip
#

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.

dense mica
#

oh I'll wait, keep finding new stuff in vanilla and once released, start a new game with less strict game play rules, lol

heavy oar
#

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

dreamy tulip
#

Yeah, I fixed that stuff since then

#

A lot has changed

heavy oar
#

the quality of the terrain of course

dreamy tulip
#

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. 😛

heavy oar
#

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

dreamy tulip
#

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.

heavy oar
dreamy tulip
#

Vesta Prime 👍

heavy oar
#

the great thing about this one is that it is achivable today

#

we have this experience today

#

wait.

dreamy tulip
#

Slightly different Biome that I handcrafted...

#

"E3 YAVIL, Sand Dune, Oasis" Biome

heavy oar
#

hey did you had the idea to do crashed ships underwater ?

dreamy tulip
#

But sure, Vesta Prime could be re-done.

#

Yes

#

Will be attempting that soon

#

Am working on things in a structural order

heavy oar
#

what are you doing right now ?

#

what the next step for the next days to come ?

dreamy tulip
#

Ensuring that space activity has been re-worked correctly at this current moment

heavy oar
#

yeah because even today most of the time space is pretty calm

dreamy tulip
#

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

heavy oar
#

some idea that you got in your mind did it happen that you dream of a feature inthe game when you were sleeping ?

dreamy tulip
#

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.

heavy oar
#

of course more bigger size mean stronger to break etc...

#

it takes time to input but at the end it is logical

dreamy tulip
#

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

heavy oar
#

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

dreamy tulip
#

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

heavy oar
#

i think we always find a way to implement the features we want in the game

dreamy tulip
#

Like the pilotable freighters, E3 biomes, Freighters warping into biomes, replicating E3 trailers, over 1k handcrafted (different biomes) with rules and algorithms

heavy oar
#

the great thing is that Hello Games encourage us to do it

dreamy tulip
#

Are a few things

heavy oar
#

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

dreamy tulip
#

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.

heavy oar
#

like the exe modifier that most moder talk about ?

dreamy tulip
#

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 .

heavy oar
#

you could bring important specific part of the game that are on ps4

#

to us pc Players soo ?

dreamy tulip
#

Perhaps

heavy oar
#

Achaia

#

did you have done some research for this namer ?

#

or file ?

dreamy tulip
#

Yeah, I've looked through the file that Achaia related things are in

heavy oar
#

is it conected to other part of the game ?

#

files ?

dreamy tulip
#

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

heavy oar
#

yeah if you bring them today to 1.3 without changing them it is gonna crash

#

it was not compatible right away

dreamy tulip
#

Not necessarily

heavy oar
#

the pathfinder one are easy ?

dreamy tulip
#

There aren't too many drastic differences with Path Finder in comparison to AR

#

In-game differences, for sure

heavy oar
#

yeah

dreamy tulip
#

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

heavy oar
#

not like the foundation or even 1.0 one

dreamy tulip
#

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

heavy oar
#

like remake the entire biomes from scratch

dreamy tulip
#

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

heavy oar
#

yes and it would take a shit ton of time

dreamy tulip
#

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

heavy oar
#

of course it had surprise

#

than old biomes seen for nostalgia

dreamy tulip
#

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

heavy oar
#

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 ?

dreamy tulip
#

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

heavy oar
#

maybe in the future it can ?

#

and yes i did see the video where it does it and it does it from a ps4

dreamy tulip
#

I can't see it being that simple

heavy oar
#

well they already have a bit hinted us where to go to manipulate biomes

dreamy tulip
#

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

heavy oar
#

he was not creating a biome

dreamy tulip
#

Got the planet to regenerate

heavy oar
#

yes

dreamy tulip
#

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? 😛

heavy oar
#

can you add like specific region of a planet that has like big mountain of canyon ?

#

with this tool ?

dreamy tulip
#

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.

heavy oar
#

of course but when you create a biome

#

you create what you want

dreamy tulip
#

Yeah, with rules... but not specifiying a designated coordinate for certain things.

patent hornet
#

@dreamy tulip it just a slick design, if i ever download a mod, i may want that ship 😛

heavy oar
#

lol

dreamy tulip
#

Awesome. It will be available soon. @patent hornet 😃

heavy oar
#

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

dreamy tulip
#

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.

heavy oar
#

what does it do ,

#

?

dreamy tulip
#

Creates "sub" biome areas

heavy oar
#

small biomes in biomes ?

dreamy tulip
#

I suppose, but as I said, I haven't really tested with it much

heavy oar
#

really hard to make it work ?

dreamy tulip
#

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

heavy oar
#

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

dreamy tulip
#

Yes, imagination. I think something that's very important is passion and creativity.

heavy oar
#

also yes that why hello games didnt give up after the backclash of the launch and the hate

dreamy tulip
#

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.

heavy oar
#

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

dreamy tulip
#

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.

heavy oar
#

i think also your making the game better than E3

#

now

#

the game is becoming better and beter than the E3 videos

dreamy tulip
#

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

heavy oar
#

some features that we have in 1.3

dreamy tulip
#

I mean, it's their game.

#

lol

heavy oar
#

we could have never done it

dreamy tulip
#

Not without official tools

heavy oar
#

yes

dreamy tulip
#

I mean, I did see some things (or similar things) get added to the game that I was working on a lot on PF

heavy oar
#

missiles mod were existing

#

but hello games made it better

dreamy tulip
#

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

heavy oar
#

was it you that made the missiles mod?

#

i didnt knew that

dreamy tulip
#

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

heavy oar
#

i think they are on discord

dreamy tulip
#

I was also talking about editing terrain with my multitool

#

on path finder

heavy oar
#

and TADA

dreamy tulip
#

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

heavy oar
#

they will not add 3rd person

dreamy tulip
#

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

heavy oar
#

did we have check the files for posibly new hints for 1.4

#

because we are in completly dark for the next update

dreamy tulip
#

A third person flight boolean was added on AR

#

Just marked to false

heavy oar
#

hmm

#

i thnk they see the mods we make

dreamy tulip
#

Of course

heavy oar
#

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

dreamy tulip
#

Alright man, well... I'm gonna get some rest. Have a nice day/night ahead.

#

Will work on this more later

heavy oar
#

lol good night 😃

#

gonna se what biomes i can find

#

wait 9.9.9 has like 300 biomes added right ?

#

dont remember LMAO

dreamy tulip
#

At-least, but for v10 (so far) i've hit like 1,200

heavy oar
#

yes but the one you did gave us on google drive

#

it was like 300 ?

steel crypt
dreamy tulip
heavy oar
#

looks nice

dreamy tulip
#

Thanks!

heavy oar
#

hey i didnt ask you

#

do you have solid 60fps when you play the game or in certain biomes you drop a bit

dreamy tulip
#

With my GPU I average around 40-50, and 60fps

#

Or more

#

Even in dense areas

heavy oar
#

yeah my grahic card is shit

#

i have a gt 740

#

:(*

dreamy tulip
#

Yeah, I used to have a weaker gpu.... but needed to upgrade. I upgraded for NMS

heavy oar
#

what graphic card did you choose

#

my processor can handle the game

dreamy tulip
#

Zotac GTX 1080 Amp Extreme

heavy oar
#

its an amd 4 or 6 core i dont remember corecly

#

Dollars Dollars Bill LMAO

echo oxide
#

@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.

dreamy tulip
#

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

clever adder
#

you're only getting 40-50 with a 1080 ?

inland sky
#

depends on the settings I assume, im sitting at 40-50 with my 960, but im also running mostly medium with some low

dreamy tulip
#

Sometimes I hit 130fps

#

It's a custom gpu build

oak swan
#

rayrod has pro cpu uwu

dreamy tulip
#

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.

https://youtu.be/0jazsG_XwEQ

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...

▶ Play video
dense mica
#

haha, do I see some Renegades LCARS in that Holographic HUD? lol

noble canopy
#

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

heavy oar
#

i am getting 2014 vibes as the day passing by and seeing @dreamy tulip getting fucking crazy

noble canopy
#

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

heavy oar
#

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

noble canopy
#

like i can pass on the ui overhaul and custom ships, just my opinion, but DAMN if those planets don't look excellent

heavy oar
#

in one hour with an older version of a few months ago of ray mod i have capture this today

dreamy tulip
#

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.

noble canopy
#

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

dreamy tulip
#

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.

dreamy tulip
#

I just realized something @noble canopy What image/video were you looking at?

#

When you noticed that?

noble canopy
dreamy tulip
#

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

dreamy tulip
#

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

heavy oar
#

damn the one with crystals

#

you know what it remind me ?

#

wait

clever adder
#

o

#

what mod is that aeyes

dreamy tulip
#

That used to be contsructs. My friend MSSP made that

heavy oar
#

hmm

#

i think it can go well today

dreamy tulip
heavy oar
#

ooh

#

you know what im gonna do with 😃

kindred tiger
#

Is it possible to change the text on the HUD? Because you should totally make it say Sv for Sieverts.

heavy oar
#

just have to change name in files ?

#

Simple.

dreamy tulip
#

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.

kindred tiger
#

So you aren't changing it to Sv?

dreamy tulip
#

Nah

dreamy tulip
#

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!```
clever adder
#

i they're both good at mining and combat ?

dreamy tulip
#

With the pre-release concept it's different.

clever adder
#

it looks like that's what they are from the thing you said aeyes

#

unless im reading it wrong

dreamy tulip
#

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.

clever adder
#

o

dreamy tulip
#

Wanted to see if it would work... lol

marsh aurora
#

How about an atlas ship

dreamy tulip
#

Atlas Ship?

marsh aurora
#

Literally the atlas you see in atlas stations

#

The ball

dreamy tulip
#

Oh, that should be possible

#

Haha

#

My friend had a rick and morty ship before

#

And a portal gun

supple wadi
#

with the right knowhow, everything can be flown.

dreamy tulip
#

I wonder what else might be good flyable 🤔

#

Maybe attaching a seat to an asteroid or whale

#

lol

marsh aurora
#

Give the whale a ragdoll PLEASE

grim lava
#

😮

heavy oar
#

i know right

#

Like lets just gets crazier !

lime mesa
#

so

#

I can board a drone?

marsh aurora
#

... 1 iron for a ship? This is not part of your regular mod is it? Just for funs I assume

dreamy tulip
#

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?

marsh aurora
#

I think they should be a differnt mod, not part of the overhaul

dreamy tulip
#

Ah, I like it in there... in the basebuild menu.

#

I'll keep it

heavy oar
#

Yes

supple wadi
sacred frigate
#

I wish there were mods for ps4... I could use a save editor.

dreamy tulip
lime mesa
#

O shit, rayrod

steel crypt
#

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)

sacred frigate
#

@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...

cyan oracle
#

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

dreamy tulip
#

@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.

clever adder
#

i think he means actually modding ps4 but that would need sony to be nice and that wont happen aeyes

dreamy tulip
#

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...

heavy oar
#

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 ?

lime mesa
#

achaia's that one really snowy planet with the super high height fog, right?

oak swan
#

Is there any way to mod the cooldown times on scanner without affecting the units earned while scanning flora and fauna?

inland sky
#

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?

versed flint
#

Not here tho

#

We're clearing things up

dreamy tulip
#

@normal vapor yeah, there's ps4 onlyy files referenced on PC 😛

#

I have the ps4 build dumped, still needs decrypting though

cold nebula
#

;-;

brazen pumice
#

@cold nebula What's up?

cold nebula
#

I dunno how to mod or anything

brazen pumice
#

Would you like to learn?

cyan oracle
#

@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..

cold nebula
#

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

clever adder
#

rooting a phone doesn't have anything to do with coding

cold nebula
#

That's how much I don't know 😟

cyan oracle
#

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..

dreamy tulip
#

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 ...

▶ Play video
cyan oracle
#

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...

dreamy tulip
#

A reliable wiki for anyone who's interested in learning how to mod

cyan oracle
#

the NMS model viewer by Gregkwaste is also a very useful tool..

dreamy tulip
#

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

cyan oracle
#

still learning blender.. most of my models imported to NMS are other authors' models converted for NMS..

dreamy tulip
#

Ah, I see. Well... you're further ahead than me with blender lol
Blender still confuses me atm 😛

supple wadi
#

Top advice I can give with regards to Blender is to find a good, up to date hotkey cheatsheet and keep it handy.

clever adder
#

and save every 2 seconds like you should with everything else you make aeyes

echo oxide
#

@clever adder agreed

supple wadi
#

Not necessarily with models & NMS stuff. If you save after export, you'll have a trashed model.

#

But prior to that? Absolutely.

lime mesa
#

I just scrolled up and saw mentions of rooting a phone

#

How do you do that?

cyan oracle
#

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 >.>

supple wadi
#

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.

echo oxide
#

@supple wadi Heh!

delicate cosmos
#

Anyone have a seed for a capital freighter?

#

Either the destroyer type or the long oval type

lime mesa
#

Does anybody know a mod that brings the original E3 HUD back to the game? (Atlas Rises compatible)

clever adder
#

rayrods overhaul does that and a lot of other stuff but i don't know if you can just have it change the hud

lime mesa
#

He has removed it. @clever adder

clever adder
#

cause he's updating it

#

and probably some of that other stuff that happened

lime mesa
#

Do you have an idea how I can get the old one still?

clever adder
#

go in the pinned websites and search e3 hud

lime mesa
#

@dreamy tulip Any chance to get my hands on your E3 HUD mod? Thanks.

magic mirage
#

almost done with version 1.0 of my space whales and creatures mod

#

#

ill aim for tomorrow morning

#

😉

brazen pumice
#

Have you got any animated footage? @magic mirage

magic mirage
#

animations arnt working yet but they do rotate around the spacestation

#

😃

#

ill find some one to make a trailer for me

dreamy tulip
warm thistle
#

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.

dreamy tulip
#

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?

lime mesa
#

@dreamy tulip Yep! The one on the video above.

lime mesa
#

Is it possible to have the E3 Scanning effect mod for Atlas Rises?

dreamy tulip
#

Sure, I can send that in a .pak. Which E3 scanner? There's two of them. @lime mesa

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?

cyan oracle
dreamy tulip
#

@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...

▶ Play video
clever adder
#

o he left

lime mesa
#

@dreamy tulip I prefer the yellow one honestly. But thanks.

magic mirage
#

Coming soon . migjt leave out TITANS for now if i cant get the spawn rates right

dreamy tulip
#

Testing out Krem's new ship with the overhaul beta

clever adder
#

ohwow

lime mesa
#

that's cool

dreamy tulip
#

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

lime mesa
#

Question! Is the E3fx Shader compatible with Atlas Rises?

dreamy tulip
#

E3fx shader is not compatible unfortunately.

magic mirage
#

SPACE WHALE MOD !!!!!!

clever adder
#

wales

hearty wasp
#

Can you imagine welsh in space

magic mirage
#

i hope you all enjoy the mod 😃

marsh aurora
#

Now we need space wells

magic mirage
#

?

dreamy tulip
#

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 ...

▶ Play video
magic mirage
#

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

dreamy tulip
#

Seeing freighters and AI warp into planets

#

Thinking of ways to implement planetary battles

#

Will likely add crashed underwater sips in a bit

clever adder
#

o that's a nice font

#

is the multitool supposed to say angle or angel ?

unkempt island
#

i can be your devil or your angle

clever adder
#

yuor angle aeyes

dreamy tulip
#

@clever adder Hi, it's the original E3 font.
Where do you see that regarding the multitool?

clever adder
#

at 1:05

dreamy tulip
#

Cool, taking a look

clever adder
#

yees

dreamy tulip
#

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

clever adder
#

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

dreamy tulip
#

Not sure, yeah discord has been lagging on my end lately too

clever adder
#

the hill I'm talking about is the one with squares missing

dreamy tulip
#

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*

clever adder
#

o

lime mesa
#

How do I convert a .rar into .pak?

inland sky
#

you use PSArcTool or something that uses it like modding station to create a .pak

cyan oracle
#

or use winrar to open the .rar file, cause the .pak might be in the archive

#

depends on what's in the .rar file

inland sky
#

yeah, depends if you are creating a mod or getting a mod from someone else

warm thistle
#

I can't even, is that a two-headed creature? 0-0

clever adder
#

i think that happens in vanilla sometimes aeyes

dreamy tulip
#

@warm thistle Indeed!

#

And it's an unused, non-shown, E3 assett

lime mesa
#

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

brazen pumice
#

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.

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
#

"as soon as possible" more like as soon as we can be arsed

echo oxide
#

@hearty wasp heh

brazen pumice
#

kek

dreamy tulip
#

No Man's Sky: RaYRoD's Overhaul v10 (Beta)

  • Screenshots by Oppressor11
dreamy tulip
#

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.

brazen pumice
#

looking good

warm thistle
#

That underwater shot looks amazing as do all of them! Good work man

dreamy tulip
#

Thanks, yeah Oppressor11/Asssinsteed has been taking really nice shots with it. 😃

magic mirage
#

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/…

marsh aurora
#

That's spaceshark with no teeth

cyan oracle
#

looks more like a blue whale than anything..

heavy oar
clever adder
#

o

lime mesa
#

guys

#

anyone have any star wars mods?

echo oxide
#

@lime mesa Krem once made a TIE fighter in his MoarShips mod

echo oxide
#

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

cyan oracle
cyan oracle
clever adder
#

boat

cyan oracle
#

am I the only one that see's a Jetson-esque ship?

steel crypt
#

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)

sleek bronze
#

Can anyone recommend a good mod manager?

hearty wasp
#

File explorer, and your brain

#

Or just use NMM except half the mods ain't on Nexus

sleek bronze
#

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

dreamy tulip
#

@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

#

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.

heavy oar
#

do you think you will release it early 2018 ?

dreamy tulip
#

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

heavy oar
#

what are you planning next adding new biomes never seen ?

dreamy tulip
#

Don't really have an ETA, it could happen today, tomorrow, this week

#

There are biomes never seen 😛

heavy oar
#

already see some 😉

dreamy tulip
#

In the beta that you use right?

heavy oar
#

yeo

dreamy tulip
#

Thinking of making an antarctica biome still...

#

With icedrifts floating on the water

#

And some wild things maybe... not sure

heavy oar
#

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 ?

lime mesa
#

didn’t you add back floating flora in water?

dreamy tulip
#

Yeah

#

From the pre-release footage

lime mesa
#

do those have collisions?

dreamy tulip
#

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

lime mesa
#

possibly

heavy oar
#

yeah;.

lime mesa
#

it’s a little strange why such a small detail was removed

heavy oar
#

maybe for performance saving

dreamy tulip
#

I learned that from studying the E3 biome files (which are like alien) compared the current biomes

#

Well, drastically different

lime mesa
#

and still has yet to be put back in

dreamy tulip
#

I mean

heavy oar
#

they are more complex ?

dreamy tulip
#

And there's stuff in there not used elsewhere

#

Yeah, like a lot

#

But I understand them fully now

#

At first I was confused

lime mesa
#

some of it wouldn’t be so taxing on performance, though. this is where confusion sets in

#

even on PS4

dreamy tulip
#

I average with a bout 60-90fps with the overhaul

heavy oar
#

well i think most of them got remove because the base ps4 maybe couldnt handle this type of biome ?

dreamy tulip
#

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

heavy oar
#

and me playing your overhaul mod and running at freaking 10-15 fps LOL

lime mesa
#

no mans sky’s performance varies greatly

dreamy tulip
#

And in those pre-release files, there's assetts utilized in there that's not used elsewhere

lime mesa
#

my laptop should be able to run it well but it doesn’t

#

well

dreamy tulip
#

There's so much substance, so many things in there, that can be utilized

lime mesa
#

it’s acceptable but not great

dreamy tulip
#

And not just there, literally everwhere

heavy oar
#

soo wait you have new assets for new biomes ?

dreamy tulip
#

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

heavy oar
#

i have warped like 10-15 system i can tell you ray i had never seen the same planet or biome twice NEVER

dreamy tulip
#

That's awesome man

heavy oar
#

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 ?

dreamy tulip
#

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

heavy oar
#

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

dreamy tulip
#

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.

heavy oar
#

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 😉

dreamy tulip
#

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

heavy oar
#

but why not come together and thinking of big biome of epic proportions together ?

dreamy tulip
#

Everything belongs to HG

#

And their beautiful art

#

That's what we're doing

heavy oar
#

we never try to destroy the work od HG

#

because evrything we have here is because of them

dreamy tulip
#

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

acoustic silo
#

what mod do yall get those ships with

heavy oar
#

ask the author himself 😉

dreamy tulip
#

@acoustic silo Krem and I are importing 3rd party ships

acoustic silo
#

noice

dreamy tulip
#

I've made some of my own, he did some of his own, we help each other 😛

acoustic silo
#

is there a beta by chance?

heavy oar
#

i need a big ass new freighter

dreamy tulip
#

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

heavy oar
#

it is

dreamy tulip
#

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

heavy oar
#

i see new ships but now i know this seems maybe a big chalenge

#

can we create Freighter ..........?

dreamy tulip
#

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

heavy oar
#

yeah but like new models of freighter is possible soo ?

dreamy tulip
#

Proc freighters is a different story

acoustic silo
#

can i get a link? Id love to try it

heavy oar
#

i dont mean procedural but just testing the possibility to create new class of freighters

dreamy tulip
#

Not sure about new classes

#

That's likely static or hardcoded

heavy oar
#

yeah its like bulding a whole new station

#

but a freaking moving station

dreamy tulip
#

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

heavy oar
#

you have make them Bigger ?!

dreamy tulip
#

With certain integers

#

Yea

heavy oar
#

like what ? 2-3 times ?

dreamy tulip
#

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

heavy oar
#

but with time..?

dreamy tulip
#

I would wait for LawnReality (which I think he's busy with college stuff)

heavy oar
#

lol we need more modders soo

dreamy tulip
heavy oar
#

i remember you said that freigther combat could be possible now like in ther E3 or pre release

dreamy tulip
#

It's also set to change the scale of the solar system

heavy oar
#

damn could be cool

#

i would love like a planet that pass the sun and do a freaking eclipse

dreamy tulip
#

Eclipses are possible in the mod, (thanks to Lo2k for that one)

heavy oar
#

ohh?

dreamy tulip
#

Actually, E3 footage had eclipses lol

heavy oar
#

is it like night time ?

#

yep the portal one

dreamy tulip
#

If you look in the "portal trailer"

#

Yea

heavy oar
#

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

dreamy tulip
#

I have a theoretical idea for third person players

#

And I'm working on sand worms

fiery abyss
#

oo

heavy oar
#

third person players?

#

like actual players models ,

#

?

dreamy tulip
#

Yes

#

I can see it being possible

heavy oar
#

yeah redmas was sugesting player model in the ship

dreamy tulip
#

Though, I'm not sure if I will be able to do it.

heavy oar
#

Remember 😃 ?

dreamy tulip
#

Nah I didn't see that

#

But that's nice

#

😛

#

I'm referring to on foot

heavy oar
#

what have you been up to today new biomes ?

#

continuing testing sandworms ?

dreamy tulip
#

I'm still working on IGN footage biomes

heavy oar
#

ooh this one

dreamy tulip
#

@acoustic silo
Just inboxed you

#

I saw your message earlier

heavy oar
#

Yavil ❤

#

you have done it right ?

dreamy tulip
#

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

heavy oar
#

Yavil looks soo nice

#

one thing i notice

dreamy tulip
#

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

heavy oar
#

the hud they have logos on the top right and left

dreamy tulip
#

Which hud?

#

The classic E3 hud?

#

Or krem's ship hud

heavy oar
#

the one in IGN First

dreamy tulip
#

Ah

#

Yeah

cinder delta
#

How's it going as a whole Ray? Haven't checked up with you since my Desktop shat itself

dreamy tulip
#

Hey man, sorry to hear that lol

#

I hope it gets fixed

cinder delta
#

Yeah it's why I stopped feeding beta data back 😅

dreamy tulip
#

Overall a lot of progress has been made

cinder delta
#

I'm glad 😃

dreamy tulip
#

Added about 700 more biomes since we last talked 😛

#
  • Tons of fixes
cinder delta
#

God damn

#

That's incredible

dreamy tulip
#

And new ships

#

Courteousy of Krem

heavy oar
#

2000 mark is saying HELLO 😃

cinder delta
#

Redmas is helping now too right?

dreamy tulip
#

Some I did

#

Redmas biomes are included yes

cinder delta
#

oooh Krem is working with you now too?

#

That's great!

heavy oar
#

he is making the ships

dreamy tulip
#

We're working together yeah

cinder delta
#

It's such a collaborative overhaul

heavy oar
#

it is freaking crazy lol

dreamy tulip
#

I gave you a shoutout on Cobra TV btw

#

And other beta testers, and others in the credits

cinder delta
#

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 😃

dreamy tulip
#

Ah darn, but thanks for being a help in bug reports 😛

heavy oar
#

did you break the 2000 biomes mark ?

cinder delta
#

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

heavy oar
#

you gonna do it 😃

cinder delta
#

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

dreamy tulip
heavy oar
cinder delta
#

Duuude whaaat

dreamy tulip
#

@heavy oar Nicee

heavy oar
#

remember you were aiming for 2000 biomes @dreamy tulip

cinder delta
#

Oh you got the Giant Whiplash's to work properly then?

dreamy tulip
#

Yep

cinder delta
#

Nice!

dreamy tulip
#

@heavy oar Yeah, but... seeking quality over quantity first and foremost... yet aiming for quality and quantity

heavy oar
#

yep always

dreamy tulip
#

Need to make sure things are good to go before moving forward

heavy oar
#

what your favorite biome you ever done

#

i know you have done a lot but

dreamy tulip
#

I haven't seen them all

heavy oar
#

some may have stick to your heart

#

WAIT WHAT

#

even you the creator of the mod doesent know all the biome ?? LOL

dreamy tulip
#

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

cinder delta
dreamy tulip
#

I did that for the spooky biome on cobra tv

#

It took like a half hour to make

heavy oar
#

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 ?

cinder delta
#

Probably the first one 😂

heavy oar
#

LOL

#

probably

dreamy tulip
#

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

cinder delta
#

I agree

dreamy tulip
#

I want all of the models, flora in my biomes to be interactable

#

And that can take rediculously long to do

heavy oar
#

i would love a biome were everything is interactive

worn citrus
#

Sounds like a dream

#

You are doing atlas' work rayrod

heavy oar
#

he is doing the work of an entire HG team

dreamy tulip
#

@heavy oar Did you try this one?