#nms-modding

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heavy oar
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OHHHHH im nutting

dreamy tulip
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It adds procedural spiral formations

heavy oar
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the spiral galactic map ?

worn citrus
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why are you doing this to my heart

heavy oar
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nope where is it in the folder

dreamy tulip
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I made that through memory editing

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in the exe

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to get the values right

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before making it file based

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It's the alternate of the denser galactic map included by default that I setup

heavy oar
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umm

dreamy tulip
heavy oar
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Space............? Folder?

marsh aurora
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But spiral = galaxy so you got galaxies inside of a galaxy? I mean they look very nice indeed but universe wise they don't make too much sense. But then again vanilla ain't a spiral either it's just a square filled with dots

dreamy tulip
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Yeah, it's not logical but pretty ๐Ÿ˜›

heavy oar
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Its more for A E S TE T I C S

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or for the S E XI N E S S

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why the fuck i do that ?

dreamy tulip
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I think the denser galactic map makes more sense though

heavy oar
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that the one i have

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this one

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i love how much star there is that the map just pop them up like i cant deal with soo much shit AHH

dreamy tulip
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I think I found what handles the generation seed ๐Ÿ˜›

heavy oar
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like Now?

dreamy tulip
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Changes it also re-positions the systems in the galactic map

heavy oar
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hmm

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soo you could do region where there is nothing

dreamy tulip
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Nah, not designated like that

heavy oar
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oh

dreamy tulip
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The generation seed as in the seed for the in-game universe

heavy oar
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ooh okay

dreamy tulip
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For the planets and systems

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Like, if you compare AR to PF stuff changed

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If you compare 2016 to PF stuff changed

heavy oar
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yep it did

dreamy tulip
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Like, for example

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The names of the planets from PS4 back in early 2016, even the Rc1 vanilla 1.0 ps4 version (accessible by deleting all updates) are identical to PC

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Even to this day

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The terrain is also identical

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But the biomes are different, and result in different things

heavy oar
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they were in the same server ?

dreamy tulip
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No, but the planets are the same

heavy oar
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ooh

dreamy tulip
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I was teleporting to certain PS4 planets on PC

heavy oar
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soo the generation betwen platform was the same

dreamy tulip
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I did also have GTA style instantaneous travel working

heavy oar
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liek the one in the talk show ?

dreamy tulip
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Somewhat, but diff

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This is old from path finder

heavy oar
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yeah

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i remember when i did see that i was like fuck superman

dreamy tulip
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exe memory editing in real time

heavy oar
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its great that you can edit in real time

dreamy tulip
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Yep I remember that

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I think he loaded a scene though

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in real time

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more-so script based

heavy oar
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the version seems more stable

worn citrus
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I loved that interview

dreamy tulip
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That version was amazing ๐Ÿ˜›

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I'm going to work on Flettia

heavy oar
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hey do you think we can those things saying percentage of oxygen everything like ?

dreamy tulip
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I don't think there is any data relating to that game mechanic

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Or maybe there is hidden somewhere

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So, not really sure how that could be implemented properly if done for what purpose

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Would love to see it though

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Like it looked niceee on New Eridu

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The very first trailer

heavy oar
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welll when we begin to fall to a planet we have an idication that we are coming to the planet

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maybe we can change that so we can have some indication when we descend to it

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like we have a probe on our ships that mesure everything for oxygen Etc...

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i think we can know the oxygen on the planet if it was a pre release

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i mean we have biome why not mechanic of pre release ?

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the first trailer the one with the big freaking diplo @dreamy tulip

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?

dreamy tulip
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naw the very first trailer was this one

heavy oar
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damn that ship crashed underwater

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tell me you did it ๐Ÿ˜‰

dreamy tulip
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I'll find a way

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And have a few ideas

heavy oar
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hmhm ?

dreamy tulip
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Just haven't gotten around to it yet

heavy oar
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you have not the tools for it yet or not have found the solution for it ?

dreamy tulip
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I never tried to make it yet

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๐Ÿ˜›

heavy oar
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ooh

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that why

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too much focus on fixing and making biomes

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new ocean wait

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they were planing to let us name ocean

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that could be awesome ? !

dreamy tulip
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Yeah, that's what interests me most...

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Like, so much more variety, so much to explore ๐Ÿ˜›

hardy hatch
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Submarine mod?

heavy oar
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lol

hardy hatch
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Dungeon mod?

heavy oar
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Lies mod ?

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i think everyone in the comunity or even in the entire world would be blown away

hardy hatch
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LoZ style dungeons

heavy oar
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i think it is the ultimate planet chalenge every of our dreams did begin

heavy oar
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not far away ๐Ÿ˜ƒ

heavy oar
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damn those kind of planet with battle of sentinel betwen those rocks

cyan oracle
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@heavy oar was catching up and saw the freighter discussion.. freighters have been on my todo list since Pathfinder, but they're a lot more difficult than ships.. they have a lot of scene files involved and a lot of editing and manipulation.. to make matters more difficult, I'm trying to set up a hangar that enters from the rear, but still has the bridge at the front of the freighter.. which means turning around some scene files and leaving others the way they are and hoping they'll play nicely together after it's all done..

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in short, it's no easy task.. I can pump out a couple ships on a good day, or it can take me multiple days to get one ship (if it's complex with a lot of parts/materials).. a freighter would take several times longer at least.. I'd be lucky to finish a freighter after a month of working on it.. and if I spent that month working on custom ships, I have a lot more to show for my time..

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that's the only reason ships have been getting added and not freighters.. who knows, maybe Redmas might be up for that challenge.. he tackled the exocraft overhauls that I wanted to do but never had motivation to get around to doing..

heavy oar
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well i talk to him most of the time

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but maybe you can try to do just ,one and see the result at the end

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no one as ever try to do a freighter because they dont have the motivation for

cyan oracle
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because it's a headache of a job..

heavy oar
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i know

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but after you post on reddit and everyone gonna be like

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SHIT WE NEED IT!

clever adder
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just dont post it and not finish it aeyes aeyes2

heavy oar
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like begin something and never finsih it ....? NAhhhhh

clever adder
heavy oar
warm thistle
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Hey @dreamy tulip, Did you ever have any luck finding that old terrestrial shark asset they used in one of their early trailers? I believe it was in the trailer with the crashed ship underwater

clever adder
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i think he did

warm thistle
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Right on, this shark will have to keep me company until I can play around with the unused one.

cyan oracle
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That's a HUGE Fish!

warm thistle
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I wish I knew the exact size of it, none of my large creatures are measuring past 10.5 meters when I scan them when I can visually see they are larger than each other. I have even increased the max size further with the same results, nothing over 10 meters .-. Starting to think I may have edited something incorrectly

clever adder
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can they be bigger than that aeyes

warm thistle
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Much much bigger, though if they generate on a planet with too shallow of an ocean they stick up like the common fish out of water glitch causes them to pose. Though from the looks of that underwater screenshot that was posted earlier showing off some of the biomes in RaYRoDs overhaul , that may not be an issue for much longer, that ocean looks deeeep

clever adder
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deep

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are the big fish a mod you're going to release or would i just have to change something in a file

warm thistle
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I'm in the process of creating a ocean quality of life mod that adds two new genus's, the picture I sent above is of one of the new ones. It's based off of the prionace(shark) genus but is twice as rare and spawns between the scale of 12.8-25.5 meters. Though I am still trying to get it to display the accurate measurements when you scan them, idk if there is a hard limit written in a different file or what. Other than that I have also increased the amount of predatory small (prionace) found on a ocean planet. The ratio is 2 preyfish 4 shark 1 Leviathan

clever adder
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o

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do you know if it will work with rayrods overhaul ?

versed flint
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ยฏ_(ใƒ„)_/ยฏ

clever adder
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:bigshrug:

warm thistle
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I wouldn't be surprised if his overhaul included something similar, but as far as that goes I'm not sure. I would hope so, some of his new biomes, especially the oceans look like they would pair well.

clever adder
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yees

dreamy tulip
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@warm thistle Yes, I did find it.

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I've re-worked creatures for all environments, including underwater life some time back

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Your mod sounds cool though

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Excited to see how it comes out

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-  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 (rare and can vary in size)
- Underwater Predator Group Alterations and Spawn adjustments depending 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.

- Even less overwhelming amounts of creatures (creature discovery should be more special)```
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- 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 quadrupeds (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```
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With re-done animations the sharks (alongside other underwater life) can swim slower, faster, vary in size or in different formations and the attributes for underwaster life have been changed (alongside the other kinds of environmental creatures)

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Like there could be a swarm of sharks heading towards you or chasing fish

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And fish are now feedable + Some other things

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But regarding what you asked... I'm working on implementing the specific seed for the new eridu shark that was shown in the first trailer

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Haven't gotten around to it yet

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I like your picture

warm thistle
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Thanks! That freaking awesome man, you've really dug deep in the files, I cant wait for the official release!

dreamy tulip
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Thanks man, but seriously... I'm excited to see how your mod comes out ๐Ÿ˜›

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It's cool to know that we've shared similar ideas

lime mesa
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anyone have a mod that adds that big ass snake from the trailer lol

heavy oar
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Rayrod is on it

visual shard
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that's just a suggestion but yea, its quite good tbh

inland sky
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wasn't the early discovery page ones almost like that?

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but then they changed it

heavy oar
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Hi there.
I'm currently working on a re-design of the No Man's Sky UI, trying to both improve it, keep it consistent with Atlas Rises theme and introduce something new. Here's an early version of a new Discoveries page, which aims to display 3D models of the creatures we discover, along with some basic info AND notes from the explorer. NMS already saves some strings like discoveries' names and messages to other explorers, so one more string shouldn't be a problem. It should make discoveries more engaging and social though. Let me know what you think...

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this is what he said ^^

visual shard
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eh.. i really hope not too much mods, if not HG will run out of fresh idea... x.x

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just my opinion

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but yea, if you want, go ahead ๐Ÿ˜„

heavy oar
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lol the mod will have done everything before hello games have done it

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it is not me i was just showing you a work of someone

visual shard
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alrighty then

brazen pumice
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@heavy oar have you got a link for this mod

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the ui one

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id like to follow it

brazen pumice
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ah - concept

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i wish him luck with that

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explorers notes is probably going to be impossible

heavy oar
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yep hey Orbit ๐Ÿ˜ƒ

brazen pumice
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h u l l o

heavy oar
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been long time since i did not see a video of you

hearty wasp
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not without external servers and code injection/CE

brazen pumice
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yeah i havent uploaded in a while

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yeah im not using cheat engine for a ui mod l o l

heavy oar
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dont need too i think he can change the ui without cheat engine

hearty wasp
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the UI and possible integration, if well thought out, is also impossible without injection

heavy oar
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you just need a .pak file

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Ray has changed the ui and i dont need cheat engine to use it you know

brazen pumice
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the ui can be changed but adding external items such as a text input would be hard as fuck

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yeahthats just a texture

hearty wasp
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resizing and repositioning is one thing, adding controls and additional info in it is another

brazen pumice
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e x a c t l y

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there was someone who made the original e3 hud

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took him hours of work and was extremely buggy, and most of it didnt work

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so i really wish that guy luck but

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idk

hearty wasp
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revo was pretty unstable, yeah

brazen pumice
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there was another one winder

heavy oar
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well it is not about bug or crash it is more about how to make a new ui right

brazen pumice
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yeah but to do that you need external software

heavy oar
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ooh yeah that one ๐Ÿ˜ƒ

brazen pumice
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he couldnt possibly add text input to the discovery page because it doesnt exist

heavy oar
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does it work on 1.3 ?

brazen pumice
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no

heavy oar
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shit.

hearty wasp
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ah that ugly single color... thing

brazen pumice
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i dislike the e3 hud a lot

inland sky
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https://nomansskymods.com/mods/mission-tech-rewards-bugfix-and-no-duplicates/
https://nomansskymods.com/mods/planet-resource-hints/

resource hints mod also includes an optional tweak that makes omegon spawn at 12.5% of all barren and lush planets, same chance as some of the other rare materials. Since the extreme check is broken for it atm

heavy oar
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well we are most in the adding of biomes and ships at te moment than changing ui

hearty wasp
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looks like a 5 y.o crayon drawing somehow becoming concept art

brazen pumice
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nice illdownload them when m home

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lol true

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yeah adding biomes and ships is quite possibly a lot easier than adding a text input to a discovery page which doesnt exist ๐Ÿ˜‰

heavy oar
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yep

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i had an idea that we could create a new freighter

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could be awesome

brazen pumice
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possible, would have a crap ton of bugs

heavy oar
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it is more about create a model

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it will take almost a month to do one freighter

hearty wasp
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HG can probably make it happen, with a lot of heavy workarounds

brazen pumice
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yeah but you'd have to make the interactions blah blah

hearty wasp
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the framework is there from what we can see in exocraft radar/guns

heavy oar
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yep

brazen pumice
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issa just hard

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only modding im truly familar with is sound

heavy oar
brazen pumice
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female exosuit controversy here

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the ship models are alright

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i personally dont use them because they dont fit with the style of the game, but its a really nice start

heavy oar
brazen pumice
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yeah it does i wish theyd release that ship

hearty wasp
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customisation and new mechanics in general is insanely hard and/or complicated because we can't make things with what we don't have access to

brazen pumice
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yeah exactly

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hopefulyl one day

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we get access

heavy oar
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well each day we discover new things and being able to be behind the scenes i can tell you we have some great stuff ๐Ÿ˜ƒ

hearty wasp
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which is why I consider my drill the pinnacle of technology blob

brazen pumice
heavy oar
hearty wasp
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so hi-tech that the game can't handle it and crashes on bigger sized saves Snoop

heavy oar
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we have now almost 2000 biomes

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for rayrod overhaul mod

brazen pumice
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had to unistall that

heavy oar
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?

brazen pumice
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rayrods overhaul

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idk

heavy oar
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why ?

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because crash ?

brazen pumice
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i like it and its cool, just not my thing

heavy oar
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ooh it is not the type of experience you want

dreamy tulip
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Creating that HUD mod and also a separate E3 inventory required me to sort through 11 million lines of xml script

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And I had to hack the executable in real time and create a mini UI editor

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And become familiar with the UI files to a certain extent

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That concept art is very nice, but I think it's best off being done with official tools

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As messing with the UI files from the outside in can be a pain

acoustic silo
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Damn

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Makes my fusion reactor look like a small feat

dreamy tulip
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The revo hud isn't my thing, it looked stretched in-game and wasn't really polished and became incompatible. Mine is more-so a cross between the old style and slightly modernized. If also functions differently. I have different variations of it which I made.

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Also, @brazen pumice Adding biomes and ships isn't necessarily "easy". It can be fairly simple to add an extra biome to get loaded, but creating something identical from the ground up on the basis of an "empty flat planet template" in accordance to what you specifically visualize in your mind with 100% accuracy... to work consistently for the in-game procedural universe is extremely complex, and requires a lot of detailed insight in regard to how different things in-game and in the files function; so that when you design your xml based input with designated rules and algorithms that you set with a purpose, you get the expected output you've visualized. It can also be a pain to refine. In some cases, I actually find working with the UI files to be less difficult.... but more tedious. Like, I personally have added non-existing content to the user interface before. It wasn't "difficult" but tedious. I did that when I made an E3 inventory identical to pre release footage. It's also likely possible to implement what Stoan made there in his concept. But it's likely not worth the hassle imo. Also, making or simply importing custom ship models can be a huge pain and an extremely problematic process alongside considering custom freighter models to import which would be even more tedious. @cyan oracle could really elaborate on that. However, what It really all comes down to is... if you know what you're doing, it would more than likely work out as expected given that you're prepared and willing to deal with it and go through the process of polishing it and improvisation if it's a necessity

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I didn't update the inventory for AR fully yet though

dreamy tulip
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@acoustic silo Yeah The E3 HUD requires major UI file changing.

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It's more than just a texture

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I preferred to adjust it in real time with cheat engine before making it filebased

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And @hearty wasp It's possible to add content to the UI

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I've done it

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And HUD mods don't have to require textures actually. It can be coded into the GLSL shaders.

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One thing that is a current limitation would be adding additional weapon tech. At this moment it's only really possible to replace rather than add; due to one limitation. When I made a gun that shoots walkers and another gun that shoots exploding fish and another that shoots rockets... I managed to add them into the game as additional custom weapons that showed up... but there was one limitation blocking those added weapons from functioning properly. One file with a specific block which needed to be edited happened to be static in that area

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However, I do wonder if that can be changed through .dll injection. As some mod requests that people have requested actually require(d) hard coded modifying of the executable. Like, take planet sizes for example. That required data mining the exe and modifying certain integers to scale planets up and down with their systems in-game and it works. Maybe it's possible to alter static structs. The MBINCOMPILER is not needed to make mods, though it's extremely useful. There's always hex, .dll injection, memory editing, and other ways of modifying the game. A lot of mods also don't require the mbincompiler. Although each method has it's benefits. Anything cheat engine related can be made file based if you possess the knowledge and are simply willing to do it

dreamy tulip
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There's a lot of hidden data all over. The executable also has hidden data of procedural factions.

heavy oar
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so we can maybe go beyond the limitation if we know better how to code the .exe

dreamy tulip
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You 100% can. MojoW and I have been doing that. I noticed that DeadEndThrills also has done that.

heavy oar
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with time we will be able to add stuff we couldnt add before

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we just need to learn more and be able to do more

dreamy tulip
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Whenever I hit a wall, I feel the need to break through it. A majority of the things I've made, I just wrote down on paper and had no idea how I was gonna manifest it but I was determined to find a way or invent a way. Alike pilotable freighters, pilotable drones, re-creating actual e3 planets, utilizing non-useable mbin structs, learning enough glsl to recreate the E3 vibes, etc... like not to sound cocky but my overhaul has nearly 8,000 files that I configured from scratch and a huge portion of that was done in a hex editor which I had to learn how to use overnight one time when the mbincompiler was outdated

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I'm beginning to believe that if one way doesn't work, to keep looking until something does or learn what is needed to do it yourself

heavy oar
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do you think by learning more about the hex editor you can do more things ?

dreamy tulip
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I use it more-so of a way of not needing to decompile but I find it sometimes quicker to use. It's kind of weird, like sometimes prefer that over xml editing. But xml editing is useful for really big files and for some other purposes

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But yeah, you can hex edit the exe too ofc

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Like, there used to be an old mod that allowed basebuilding anywhere through an exe edit

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Something mbins can't do

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But that same kind of mod can be done through memory editing the exe in real time or ported to a dll

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In C# or C++

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One thing on my to do list is to learn python though

heavy oar
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python

dreamy tulip
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As it can be really useful for modding nms, well and a lot of other things ๐Ÿ˜›

heavy oar
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?

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what is Python

mental rune
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Python is a pretty high level scripting language. It's really easy to learn

heavy oar
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its just that not many people are modders ?

mental rune
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hm?

dreamy tulip
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Sorry I had 1% battery lol

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Had to plug my phone in

heavy oar
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or do you have not the time to learn it ?

dreamy tulip
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One thing that I would like to do on NMS is create an in-game onscreen menu alike my PS3 menu that I wrote in assembly

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For Gta v

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Years back

heavy oar
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on screen menu ?

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huh ?

dreamy tulip
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Sec

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I don't have access to my pc for two more hours, so I've been typing slowly on my phone this whole time

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But here's an example

mental rune
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I'd really like to get into the NMS modding scene, I just dont ever end up exploring niche stuff like that. I've been focusing general programming rather than anything specific

heavy oar
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i would really love too

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i have seen ray and other modders doing amazing thinfs

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things*

dreamy tulip
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I was told that I "wouldn't be able to do it" so I learned a lot of asm and coded this in 2 months like 16k lines for Gta v on ps3

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Thinking of something like this for nms

heavy oar
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uhhh

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a cheat menu ?

mental rune
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in asm?! you're insane dude

dreamy tulip
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One of my friends actually created multiplayer for NMS on pathfinder

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And met up with himself

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He had an in game menu too

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But he disappeared :/

heavy oar
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Wha what !

dreamy tulip
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Yeah it was in asm

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I have the source on pastebin

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Somewhere

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I'm thinking of a menu that could call functions from the executable

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In-game with hotkey binds

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Or gamepad binds

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For NMS

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Doesn't have to be cheats

heavy oar
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that would make it esay for you to do stuff ?

mental rune
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what would you have the menu be capable of doing? just tweaking variables in memory or properly spawning stuff?

dreamy tulip
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You could control the game from your finger tips, like I know for example (pretty useless) but with memory editing you can force ambient spawns through the exe in spaxe

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Imagine pressing a button and a full on battle happens on a planet surface

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I have freighters and AI warping into biomes as of recently

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Like in the infinite worlds trailer

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Well, there's really no limit to what can be done

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Press a button and the planet sizes would change

heavy oar
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i would love to be ,like in the surface and see boom a group of freighter coming and be like WAOH

dreamy tulip
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Regenerate the game in real time, that's possible I did it once in 2016

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Like Sean did

heavy oar
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how long would you think it could take you to make this reality ?

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a Month ?

dreamy tulip
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Well, I never said that I would do it ๐Ÿ˜›
But for GTA V I made that in less than two months

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So I learned enough asm to make that within two months

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I made it as I was studying it

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But I think it's a cool idea

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And it can be done and has been dons

heavy oar
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maybe if you do it again it would not sound hard because you have done it on gta V

dreamy tulip
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Even on NMs it has been done before

heavy oar
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Really ?

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i dont remember

clever adder
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what are you doing?

#

mod menu thing ?

dreamy tulip
#

An in-game menu has been Injected into NMS by one of my friends who disappeared. He had injected a UI with real time data and stuff could be done with it

clever adder
#

o

dreamy tulip
#

It was part of his path finder multiplayer mod

heavy oar
#

can you possibly find that menu and make it up to date ?

dreamy tulip
#

He got multiplayer working and met up with himself

#

It's open source somewhere but not finished

#

And yeah possibly

#

But I'm still focusing on the overhaul

heavy oar
#

ok i need to start learning modding lol

dreamy tulip
#

And I'm toggling between this, my Kodi home theater build, and my 20 terabyte arcade that I'm working on still

clever adder
#

big

dreamy tulip
#

So I've got my hands full

clever adder
#

๐Ÿค”

heavy oar
#

lol

dreamy tulip
#

Lol

clever adder
#

i want to mod oblivion but i dont know anything and i dont know where to start aeyes

dreamy tulip
#

I've never played it, but heard of it

#

What is it again?

clever adder
#

all I've done is change stats on a weapon

#

its an elder scrolls game

dreamy tulip
#

Ah

#

Has it been modded before?

#

Maybe look for a community

clever adder
#

yeah its modded a lot

dreamy tulip
#

Maybe someone wrote up a tur

#

Tut

mental rune
#

oblivion has been modded, well, to oblivion. There's a huge community for it

clever adder
#

its one of the games with the most mods

heavy oar
#

see the ,joke coming

clever adder
#

๐Ÿค”

dreamy tulip
#

I've never played skyrim or spore

clever adder
#

people wrote tutorials but they're all weird

#

its just like add a table wow you did it

#

i need a scripting tutorial but the only one i found was bad

heavy oar
#

spore has shit mod

#

๐Ÿ˜ฆ

clever adder
#

:sad:

heavy oar
#

sad because it is a great game

dreamy tulip
#

Haha, you know those tutorials with the annoying YT music?

heavy oar
#

yeah ?

dreamy tulip
#

I think it's one of the presetS

#

can't stand it ๐Ÿ˜‚

heavy oar
#

LOL*

dreamy tulip
#

There was a NMS video with like a 70 second intro of just that man

#

And the video was like only two min

heavy oar
#

lol

clever adder
#

one time i was watching something and it was in russian and the guy died and he was talking really fast for like 3 minutes and then he started yelling aeyes

heavy oar
#

like fuck in russian

cinder delta
#

Oh Holy shit

#

I think I fixed GLaDOS

#

she's been running all through the night and isn't turned off yet

cyan oracle
inland sky
#

niice

cyan oracle
inland sky
#

if only animations

#

or do they have it?

cyan oracle
#

yup ๐Ÿ˜ƒ

inland sky
#

as in the pods move?

cyan oracle
#

maybe not the best.. but fair enough

inland sky
#

or just lightning

cyan oracle
#

oh, no.. not bobbing hover stuff..

inland sky
#

aw

#

still great

cyan oracle
#

if we can get animation going on nmsdk, I can finally export my Golden Snitch

#

thanks.. only took 14ยฝ hrs >.>๐Ÿ˜“

cinder delta
#

Oh my

inland sky
#

btw krem I assume you saw the xRARE stuff?

cyan oracle
#

yea.. interesting

#

I'm not sure it makes much of a difference if we got conflicting results..

inland sky
#

well your mod removes xRARE ๐Ÿ˜›

#

I checked

#

im not sure the reordering had that much of an impact

cyan oracle
#

same as my moarships when it was out in pathfinder.. ships that were seldom proc'd for me in game were more commonly proc'd for others while I was commonly getting the ship they were seeking

#

and you're the second one to say that about the moarsquids.pak..

#

first person simply said they saw plenty of squids without it..

inland sky
#

I saw almost no squids without it

cyan oracle
#

personally, I saw maybe one in 9 exotics were squid w/o it

inland sky
#

but when I removed xRARE it was about the same as royals

cyan oracle
#

w/ it, one in 6 exotics were royal

#

to be fair, I had removed xRARE before I flipped the order

cinder delta
#

So that's why Squids are so uncommon

#

because of the xRARE "modifier" ?

inland sky
#

yes

#

atleast part of it

cinder delta
#

Could you apply that to anything in the game?

inland sky
#

most proc things has 1+ parts that got xRARE

cyan oracle
#

so if xRARE does have something to do with it, that might still affect it even if the order's switched.. but I agree with monkeyman, no reason switching the order of proc should change the frequency/rarity

inland sky
#

and according to monkeyman there is a part in the exe that checks the string for xRARE

cyan oracle
#

seed values, sure.. but rarity, no..

#

what do you mean 1+ parts? all proc ships have more than 1 part

inland sky
#

I mean, that npcs, animals, even animal animations, rocks, plants, ships, multi-tools

#

each of those categories has 1 or more parts that uses the xRARE modifier

cyan oracle
#

oh i see

inland sky
#

alien and experimental got xRARE on the main barrel and every part as far as I can remember

#

the bone parts on the other multi-tools are also xRARE

#

the shield on the sphere cargo pods on the hauler is also xRARE

cyan oracle
#

ok, now I'm completely confused.. I had my podracer working.. I even purchased a new one from vendor, hoped in it and flew to the space station from the trade station I purchased it, saving the game when I exit the ship.. I close the game, made adjustments to a couple of material files, adjust only the path values for those material files in the scene file.. and now I load up, see the ship, but when I hop in.. CTD..

#

and I'm using the scientific canopy cockpit entity.. so no reason it shouldn't work.. it worked earlier..

cinder delta
#

Gonna be able to test my own mods again now

#

this pleases me

cyan oracle
#

ok... WTH.. my CTD issue stems from the DDS file I replaced..

#

it's the diffuse map for the ship, and it loads fine.. why would it make the game CTD when I try to get in the cockpit?

cyan oracle
#

dunno wth that was, but my photoshop was writing dds files the game couldn't use I guess.. even when I'd save the original as the new, it CTD.. reboot PC, now new DDS saved and no more CTD when I hop in the cockpit.. ๐Ÿ˜„

#

now it just CTD's when you scan the ship with your scanner >.>

echo oxide
#

@cyan oracle what AI did you assign?

cyan oracle
#

I was using the path to scientific ship's canopy_a entity.. IDK why that CTD when scanning.. but switch path to fighter cockpit_a and all is well..

#

so that's two head scratchers that were new to me tonight..

cyan oracle
clever adder
#

in space ๐Ÿค”

#

o do they have things over the cockpit

marsh aurora
#

No need for mods just take a quick look at @molten robins ship straight up pod racer there

molten robin
clever adder
#

o

marsh aurora
#

Oh yea you made some paintings on it

#

Say, did you lay it on a lightning table for that picture?

clever adder
#

i painted a square one time

marsh aurora
#

The sun really seems to give light

solid flame
#

I was thinking of getting space whales, better creatures and better biomes

#

How do I install them? Do I just download and move them to the mods folder in my program files (x86)

inland sky
#

yeah pretty much, but need to check if they are compatible

#

usually it says which files they modify

#

if they modify the same files and are not made to be compatible then one of them will likely not work properly

solid flame
#

Is there anything thats just a pack of like 10 mods or something?

#

Just exclusively for less repetitive planets/animals

inland sky
#

a few, but its mostly stuff made by the same guy, or graphics mods

solid flame
#

So I can just download Shadiaks better creatures, alien worlds and space whales and it'll all be there?

inland sky
#

yeah, assuming those are updated and don't conflict

solid flame
#

Should I move my saves to a separate location first?

inland sky
#

make a backup maybe

#

though most mods can be removed or added without hurting the saves

clever adder
#

always backup saves aeyes aeyes2

dreamy tulip
#

@molten robin I like your painting ๐Ÿ˜›

#

Picture*

cyan oracle
#

wow, thanks for the demotivation guys.. no point in making my ships any more.. vanilla NMS has close enough..

#

guess I'll spend my 16hrs a day going back to chasing income...

clever adder
#

๐Ÿค”

molten robin
#

@dreamy tulip lol I painted that last summer with watercolour and acrylic paint Snoop

dreamy tulip
#

Oh yeah?

#

@molten robin

#

Love it!

molten robin
#

Yea

#

I hope I get to see a mod for mountains like these

#

@dreamy tulip

dreamy tulip
#

There already are with my terrain overhaul inside of my overhaul ๐Ÿ˜›

#

My mod has an infinite variety of terrain

#

@molten robin

#

That's really pretty

molten robin
#

Thanks

#

I need to get a PC soon ffs

#

I'm getting bored with the ps4

#

I want to try your mods badly

dreamy tulip
molten robin
dreamy tulip
#

That's an old pic but Oppressor11 took it with an older version

#

Hey, when all of this is done I might play the ps4 version

molten robin
#

My eyes!!

dreamy tulip
#

lol

molten robin
#

๐Ÿ˜

dreamy tulip
#

Another looked like one from interstellar

#

Oppressor11 took these last night

molten robin
#

O

dreamy tulip
#

These 2

molten robin
dreamy tulip
#

Oh yeah, @ your pic

#

in vanilla

#

The max height is less

#

I took this one

molten robin
#

And I'm guessing your overhaul will include animal's beings able to knock over trees

dreamy tulip
molten robin
#

No send the other one

#

That was sick

dreamy tulip
#

Oh, that was another link I still had on my clipboard

#

oppressor11 took it

molten robin
#

It looked beautiful

molten robin
#

Oh god

molten robin
#

Some are meh

dreamy tulip
#

Yea

molten robin
#

But I loved the first 3

molten robin
#

Wait two heads???

dreamy tulip
#

Flat

#

Those are unused E3 assets I incorperated

#

those creatures

#

yeah

molten robin
#

Wow

dreamy tulip
#

Um

molten robin
#

That's something you don't find in a ps4

dreamy tulip
#

About those trees being knocked over

molten robin
#

Yea

dreamy tulip
#

I have my suspicions that it wasn't the rhino actually doing that
There's a rainforest tree model with the tree already laying down

#

It's quite complicated

#

I do have the rhinos

molten robin
#

Fuck so it wasn't the rino....

dreamy tulip
#

that also roar

molten robin
#

Good enough

#

What about freighters getting attacked in planet

#

And getting shot down to the surface

cinder delta
dreamy tulip
#

Nice, that's the radioactive Yavil

#

on the overhaul beta

molten robin
#

Lol

dreamy tulip
#

@molten robin I have freighters and other AI warping into planets

#

And flying by

#

I haven't added planetary battles yet

molten robin
#

But can the freighter get shot down

#

K

dreamy tulip
#

Will also work on underwater ships

#

I mean, freighters never got shot down

#

even in E3

#

That was an already crashed freighter model

#

in the video

#

But I may be able to make it

molten robin
#

No remember in the " I've seen things trailer"

dreamy tulip
#

Lemme check again

molten robin
#

The freighter is getting attacked by two ships on a ice planet

dreamy tulip
#

That's the infinite worlds trailer I believe, or the first trailer

#

Didn't see it in here

#

Sorry quadruple tasking

molten robin
#

Lol my fault

#

It's the infinite worlds trailer

dreamy tulip
#

It's at this time

#

It would blow up when destroyed

#

Not crash

#

That's exactly what I'm working on replicating

#

That scene is what I had in mind

molten robin
#

That's good

dreamy tulip
#

I'm also going to be looking through trailers and E3 footage, and handcrafting those biomes

molten robin
#

Is this in it?

dreamy tulip
#

I can create exactly what I'm seeing, or what I'm picturing in my mind in the game

#

With biomes

#

Identical

#

What in that pic?

molten robin
dreamy tulip
#

It's like painting wide xml script

molten robin
#

The biome

dreamy tulip
#

It's not as simple as that

#

There's a lot going on there

#

For example

#

New Arion (one of my favorite planets)

molten robin
#

Wait I've been wanting binary stars? Any chance Raymond?

dreamy tulip
#

That has voxel adjustments, designated creatures assigned to that biome, that blue custom alternate id ship on the far right was actually spawned with as epcific file, there's an enhanced crescent world type shader, there's slightly taller grass that's either set to match the ground which is blue and there's sparse plants on top of the grass with a specific placement. There's also rainforest props on that planet. A custom E3 HUD. A better cloud shader.

#

In that one picture of New Arion

#

I can do that, however, the whole "Voxel deal" is more complicated

#

Because

#

In pre-release files (Actually they're all scripted demo scenes) they had specified terrain rules for that specific planet

molten robin
#

Oh OK

dreamy tulip
#

And it's currently not possible to add voxel data to newer biomes

#

But I can re-work terrain across the scale of the universe in-game

#

And make it infinite variety

#

To a certain extent I can

#

But that picture you see there, alongside hundreds of others, and trailer footage

#

I am going to work around the other things and make it identical as possible

#

In the "I've seen things trailer" Notice the floating flora?

#

It's not used in-game anywhere

molten robin
#

Yes

dreamy tulip
#

But I added it in

#

Here as a test

molten robin
#

Oh

dreamy tulip
#

sec

#

The first pic

#

I didn't get around to re-creating those E3 planets yet

molten robin
#

Wow

dreamy tulip
#

As I have other things that I'm doing first

#

I have a structure in the order I work on things, but I'm excited too ๐Ÿ˜„

#

However, I am currently working on IGN planets

#

From this video

molten robin
#

I've seen that multiple of times lol before no man's sky came out

dreamy tulip
#

^ From this video, so far I've re-made Balari V and Yavil

molten robin
#

I loved the 950*c

#

Planet

dreamy tulip
#

And I'm currently working on

#

Yzheleuez

molten robin
#

The hot planet

#

With the trex

dreamy tulip
#

I'll do them all

#

Yeah

#

Specifying custom creature per biome Is (still being figured out)

#

No one has done, it but I think I did

#

It's an unused biome slot with no relevant updated data

#

I have been converting/integrating actual E3 biomes into the new structure

#

As I did for Yavil, Balari V, and Yzheleuez

molten robin
#

May I ask what country you're from?

dreamy tulip
#

But it requires a lot of testing and changes etc

#

And there's other rules (that don't work for the new structure) which also need to be improvised elsewhere int he game files

#

Those E3 files are totally alien in comparison to the default biomes

#

But I've learned them

#

I'm in New York

#

Also

molten robin
#

Wow

dreamy tulip
#

Binary Stars, Eclipses, Crescent Worlds, and other things are possible in the mod

#

(Thanks to my friends Lo2k and LawnReality)

molten robin
#

Would you mind sending a CV to HG in Guildford, England

dreamy tulip
#

I used those files as a base to expand on them

#

That's a topic I'd prefer to not get into yet ๐Ÿ˜›

molten robin
#

So you're saying that you have binary stars in your mod?

dreamy tulip
#

And I'm also working on integrating the PS4 version into PC

#

I have the ps4 build partially dumped on my pc

#

Needs decryption

#

Yes, there are binary suns

#

out there

molten robin
#

Wow

#

Can you see them from planets

#

Or is it just a galactic map thing

dreamy tulip
#

binary suns in the system

#

Like

#

Two suns

#

That rotate

molten robin
#

Ik

dreamy tulip
#

Not visible in the galactic map

#

I think?

molten robin
#

But say if you landed on a planet

dreamy tulip
#

You can see rings from the planet, and eclipses, and binary suns I believe

#

I have re-worked the galactic map

molten robin
#

Oh

dreamy tulip
#

This is an optional file

molten robin
#

Wait there's ringed planets too?

dreamy tulip
#

As it's not really logical

#

But pretty

#

I did make the galactic map denser too

#

Yeah

#

There's ringed planets

#

Courteousy of Lo2k

molten robin
#

This is magnificent work Raymond

#

Ye three outdone yourselves

dreamy tulip
#

Thanks!

molten robin
#

Now here's the big question

dreamy tulip
#

That's unused Swamp Fog mixed with Mars Dust

molten robin
#

Is there space whales

dreamy tulip
#

There are space whales with Nadalees mod which I think is compatible

molten robin
#

Oh OK

dreamy tulip
molten robin
#

That's beautiful

dreamy tulip
#

That water was like 4 ft deep

molten robin
#

And can you land like anywhere

dreamy tulip
#

What do you mean? ๐Ÿ˜›

molten robin
#

Even in the water

dreamy tulip
#

I set it up so that in casual flight you can fly underwater like a submarine

molten robin
#

Since the ps4 version won't allow you to land on certain places

dreamy tulip
#

But in boost you can surf the waves

#

As far as landing in water, naw, but would love to see if it can be done ๐Ÿ˜›

molten robin
#

Like it was done before the foundation update

dreamy tulip
#

I don't think you could land in water before?

#

You can land at any angle with my mod

#

For sure

#

And lots of other things

molten robin
#

If you found an abandoned building you could land under water before 1.1

dreamy tulip
#

Ah really?
Maybe it was because the building interacted with your ship?

molten robin
#

Yea

dreamy tulip
#

There's a file which handles underwater buildings

#

That explains why then

#

Your ship interacted with the building

#

not the water

molten robin
#

Ik

#

I'm just saying

dreamy tulip
#

Ah cool!

#

Yeah, was trying to figure it out

#

Makes sense though

molten robin
#

Hmm and have you added them knowledge stones from yavil and bolari 5

dreamy tulip
#

Yeah
What would you like to see int he mod apart from planetary space battles (trying to implement it)

molten robin
#

Fuck

#

Aa lemme think about it

#

Wing men? @dreamy tulip

#

Like in the trailers

dreamy tulip
#

What's that? ๐Ÿ˜›

#

Anything E3 (I want it and will try)

molten robin
#

Yea it's in the first trailer

dreamy tulip
#

But there's so much going on in there that I've likely missed some things

#

What were they in the video?

molten robin
#

Sentinel ships

dreamy tulip
#

Btw, at 1 minute into the infinite worlds trailer there's planetary rotation

#

I have sentinel ships

#

I made one pilotable

#

๐Ÿ˜›

molten robin
#

Ik but do they follow you around like a squadron

dreamy tulip
#

Yeah they can

molten robin
#

And they attack what ever you attack

dreamy tulip
#

And I have added the sentinel ships to the civillian and Ai data

#

Also more

#

Like check this pic out of what I found

#

sec

#

And regarding the Space Activity, it has been overhauled and is very busy

#

There's actually hardcoded data of procedural factions in the executable

#

The epic space stuff is a wip that I'm doing

#

But those drone ships, the sentinel police ships, and the sentinel drones can be in space or fly by on planets actually

#

And enter into stations

#

Um

#

So, that picture you see there is teaming up with a faction

molten robin
#

Yea I just want sentinel ships on my back waiting for me to attack someone

dreamy tulip
#

That right there, I think that's already possible?

#

Like you can select which faction to side with in a battle

molten robin
#

Note entirely

dreamy tulip
#

Since AR hit

#

But I haven't tested it much

#

Are there any limitations in vanilla in comparison to that pic?

#

I'm sure there are

#

But what could be missing?

molten robin
#

There are

#

Look back at that trailer

dreamy tulip
#

I haven't tested much with the new feature

#

So what is it like in comparison?

#

I remember the video

#

all of them

#

very clearly ๐Ÿ˜›

molten robin
#

And you'll find the sentinel ships heading back into the planet with the players ship following in and shooting up some pirates and then suddenly warping from the planet

#

That was epic

dreamy tulip
#

Ah

molten robin
#

Like Starwars epic

dreamy tulip
#

Yeah, so planetary battles with siding is possible right now... I have made battles and AI ships more intelligent

#

And intense

#

And more vicious

#

However, them flying up out of no where (not sure yet what would invoke that)

#

And the warping out thing is interesting

#

Every single trailer is on my to do l ist

#

To attempt and work at

#

And replicate as close is possible (with current limitations)

#

But I should be able to find a way to do most of these things, if not all

#

It was epic

#

Wish we had that by default ๐Ÿ˜›

molten robin
#

Yea

dreamy tulip
#

I have freighters flying in space

#

And on planets

#

Like they are moving

#

At different speeds

#

I've been adding blocks of custom script to that file

#

And making it varied

#

While also keeping the vanilla settings there too

#

So there can be different kinds of flybys for example

molten robin
#

I need this planet

dreamy tulip
#

Some AI warp into the planets at diff angles, with diff amounts, and other things

#

For example

#

And diff speeds

#

and diff ranges

#

Some closer than others

#

some don't warp in

#

Lots of other things

molten robin
#

Ah

dreamy tulip
#

To make it as varied as possible and will continue to expand

#

I am working on a sand worm

#

And as said before, I have a theoretical idea for third person characters

#

I believe that sandworm is an unused assett though (likely not in the files)

#

As if you look at the scales, those are really detailed in comparison to current proc creatures

#

I've noticed the same with othet E3 creatures

#

They are higher in detail

molten robin
#

Hmm also do the sand planet's look like that in the mod

dreamy tulip
#

as it's scripted

#

They can

molten robin
#

Ah I would have never have known that

dreamy tulip
#

I have multiple kinds of sand planets

molten robin
#

Wow

#

That's impressive

dreamy tulip
#

I recently landed on a white desert

#

I have a sand dune planet

#

too

#

here's another

molten robin
#

But like if you get what I mean, compare that to the pic and look at the difference. It's huge

#

The E3 build looks soo much prettier

#

Btw can you implement a supernova system? @dreamy tulip

dreamy tulip
#

Yeah, I agree it looks much better than vanila

#

But I've been told some things about "My build"

#

๐Ÿ˜›

#

Let me clarify

#

I've been told that my build looks better than the E3 build and that I've reached near infinite variety (by 7 people so far)

#

And also that a few people warped to like 7 systems and no planet/biome was the same

#

That everything is unique

#

ALongside terrain

#

But even with the almost 2k unique biomes that also have their own sub biomes and various rules that makes these even more varied

#

I've barely scratched the surface of what E3 had

molten robin
#

Yea

dreamy tulip
#

And I've only implemented like 5% of what I plan to

#

It's just the beginning

#

and there's A LOT I haven't shown

molten robin
#

Hire a bigger team then

dreamy tulip
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Nah, I prefer to do it all myself ๐Ÿ˜›

molten robin
#

K

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So is it possible to implement a supernova system?

dreamy tulip
#

Everything I've done so far has been by myself (with the exception of a few awesome things from awesome people in the credits)

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A majority of the 8K+ files were made in a hex editor

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Many with xml script

molten robin
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Oh wow

dreamy tulip
#

Other's through testing by hacking the exe in real time

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Before making file based

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A few things in C++

molten robin
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Impressive

dreamy tulip
#

Some things made through python (with my friend Monkeyman's help in the credits)

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Not sure about a super nova

molten robin
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Or even bigger black holes like in interstellar

dreamy tulip
#

Those ringed planets, crescent worlds, 3D rising dynamic waves and also tidal waves, and Eclipses, and Binary Stars are all done through GLSL coding by Lo2k and LawnReality

molten robin
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Replace the star with a black hole

dreamy tulip
#

Not sure if that can be done

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I think the blackhole is

molten robin
dreamy tulip
#

a shader

molten robin
#

Oh

dreamy tulip
#

Or maybe it's a model with a material with shader data

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Haven't looked

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98% of everything in here is E3 driven

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I coded these shader adjustments here

molten robin
#

Hmm that's weird

#

Why did they remove all this from release if it was already in the game files

dreamy tulip
#

- Greatly Improved Terrain level Of Detail settings
- The grainy fade-in has been adjusted and also reduced as a compromise between grain and pop in  (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-coloured 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 palette  - improvements)
-Grass Pallette Adjustments
-Leaf Pallette Adjustments
-Metal Palette Adjustments
-Plant Palette Adjustments
-Sky Palette 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 palettes 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 palettes that I setup that allow of an infinite variety including multi-colored water and heavy air effects.```
#
-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 than before
-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
#

Improved FXAA subpixel anti-aliasing <---
E3 Style Glowing Cubes that visibly glow slightly longer and also glow slightly longer underground <---
Added E3 Style Heightfog + subtle E3 Style Space Fog with multi-coloured clouds to the core mod < ---
Configured E3 Style Shaders with Dof, Gaussian Blur, and Lensflare adjustments <---

  • 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)
#

Want to point those out specifically

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There's dynamic weather

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I have no idea why these things were changed

#

To answer your question

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Perhaps HG was aiming for a totally new look, which they achieved

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I prefer the E3 style with modern improvemments

molten robin
#

Can it rain while you're flying in the atmosphere of a planet

dreamy tulip
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I love how painterly the old build was

molten robin
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Agreed

dreamy tulip
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Yes, it can with my mod

molten robin
#

K

dreamy tulip
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Planetary weather effects

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And other things

molten robin
#

And any chance of volcanic planets

dreamy tulip
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There are ideas floating around for Lava

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I haven't tried

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But maybe down the line I could

molten robin
dreamy tulip
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Prettty

molten robin
#

That's mustafar

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From Starwars revenge of the sith

dreamy tulip
#

Cool ๐Ÿ˜›

molten robin
#

Hmm K so what's next on your list

dreamy tulip
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Right now I am solely focused on fixing a few things for specific stability, and then working on more biomes

#

Other than that

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I have lots of things on a todo list that I actually lost

#

But I'll be able to remember it

molten robin
#

K

#

And how does one install mods if I were to get a gaming PC soon

dreamy tulip
#

I still need to calculate the geometretics of certain object meshes to give some E3 unused assetts and attach them to different files to givem them specific game mechanics

#

These are my instructions

#

sec

molten robin
#

Oh OK

dreamy tulip
#

2. In No Man's Sky>GAMEDATA delete your "Shadercache" Folder (Very important with this mod)

3. In No Man's Sky>GAMEDATA>PCBANKS delete "disablemods.txt" if you haven't already, and create a new folder called "MODS" in your PCBANKS directory.

4. Open up "No Man's Sky - RaYRoD's Overhual.rar" and then drag all of the contents from that archive into a CLEAN MODS folder (this is meant to be run as a standalone mod) and then run the game.

- Warning: Again... this mod was intended to be used as a standalone. If you use other mods with this game and have a "bug report", please label or send a screenshot of your MODS folder when reporting any bugs to prevent confusion. If you have any custom compatibility questions or requests... feel free to ask and I can help out. :) 

- RaYRoD```
#

So it's really as simple as

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Deleting disablemods.txt in the No Man's Sky>GAMEDATA>PCBANKS directory and then creating a MODS folder in that same directory, then placing your mod files ".pak" in the MODS folder

#

and running the game for most mods

molten robin
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K to a person who's never modded a game, this feels a bit complicated lol

dreamy tulip
#

Okay, so

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In the No Man's Sky folder where the exe is located

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You would open "GAMEDATA" folder

molten robin
#

K

dreamy tulip
#

And then open "PCBANKS" folder

#

And delete a .txt document called

#

"disablemods.txt"

#

Then create a new folder there

#

and name it "MODS"

#

And then place the mod files in that folder and load the game ๐Ÿ˜›

molten robin
#

K

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And can I add several mods to that folder

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If compatible

dreamy tulip
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Yes

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For anyone who uses my mod (just for example)

#

They would simply put all the contents of this archive into their MODS folder:

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Mods mods will only give you a .pak file

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Which is all you really need ๐Ÿ˜›

molten robin
#

Ah OK

dreamy tulip
#

Only .pak files get loaded in there

molten robin
#

K

#

Thanks for that Raymond

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Gnight now

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It's 1:30 am here lol

dreamy tulip
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No problem man, if you get a pc I can always help :)
Have a good night

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I woke up at 5pm

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lol

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Ttyl

molten robin
#

๐Ÿ‘

dreamy tulip
#

E3 Reaper Drone Ship imported by Krem

devout plinth
#

those screenshots are epic

lime mesa
dreamy tulip
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Looks good bro :)
@lime mesa

lime mesa
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@dreamy tulip thx Ray ๐Ÿ˜ƒ your last screenshots are beyond epicness

dreamy tulip
#

Thanks man! Oppressor11 took them of the Overhaul. He takes great shots. Haha

lime mesa
dreamy tulip
#

@lime mesa Apart from the E3 HUD, what mod are you using?

#

Looks like a wanted level/incoming ships indicator.

lime mesa
#

one sec i'll grab my list.

dreamy tulip
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Okay, quick question... when the game crashed; did you see a wanted level?

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I also see numerous potential issues that I can h elp with

lime mesa
#

Not at all.

dreamy tulip
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In your mod setup

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Okay cool

lime mesa
#

yeaaah. it's a mess in there.

#

lol

dreamy tulip
#

All good! I'l help out a bit

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NMS Action packed is fairly new and (it does intereact with space in some ways) - Likely not the issue
Fanatastic Beasts is fairly new - Likely not the issue
The exo alt nomad hoverbike should not be the issue
HUD less icons should not be the issue
The font alternative audiowide should not be the issue
Creatures Revamped = Likely outdated and incompatible with the latest
Blackmap should be fine

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Ocean life should not be the issue although it likely conflicts with (the outdated creatures revamped)
Tides&Waves is fine
PErsistenceDistanceCreatures is outdated and also conflicts with creaturesrevamped, and Ocean life
Usefulfreighters (likely an issue with space but idk what's in it)
Alternate shuttles should not be an issue
Alternate S class should not be an issue
Alien worlds should be fine
Alt romaer big buggy should be fine
Not sure if the atmosphere effects is the latest
Lushgrassdistance3x should not be the issue (though those extra grass draw distance mods can cause rare slideshow effects)
TransparentUI is fine
Darknernightsis fine
Ringed planets is fine
True clouds is fine
Not sure about planet atmosphere
Alternate fighters should be fine
Lod I assume alters the voxelgenerationsettings and I don't think it's conflicting (but potentially outdated)
Far cam for exocraft and 3rd person flight should be fine
Hyperreallistic filter should be fine
Exo floating handling should be fine
better FXAA is outdated
There's a secondary outdated creaturesrevamed (two in your folder, and conflict with the rest of the creature mods but it's outdated and should be scrapped)
Asterodi fields should be fine
MultitoolHUDRevamped should be fine
Scuba tank (not sure)
True water should be fine
Rise of th emachines is outdated
Altenrate freighters should be fine
More object interactions should be fine
Massivefleet XL (not sure if that could cause issues in space)
Optional HUD - Reminds me of something outdated
Exo new red paintjob should be fine
Damanique HD sentinels is otudated and will glitch their tetures
There's a third CreaturesRevamped (need to scrap them al)
Bettergalacticmaplines (not sure if it's the latest, maybe it is)
No attack Icons should be fine
Spacedream 1.3 is conflicting with true clouds and darker nightsAR)

#

More incoming

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Writing about them in the order of your picture