#nms-modding
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the spiral galactic map ?
why are you doing this to my heart
nope where is it in the folder
I made that through memory editing
in the exe
to get the values right
before making it file based
It's the alternate of the denser galactic map included by default that I setup
umm
Space............? Folder?
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
Yeah, it's not logical but pretty ๐
I think the denser galactic map makes more sense though
that the one i have
this one
i love how much star there is that the map just pop them up like i cant deal with soo much shit AHH
I think I found what handles the generation seed ๐
like Now?
Changes it also re-positions the systems in the galactic map
Nah, not designated like that
oh
The generation seed as in the seed for the in-game universe
ooh okay
For the planets and systems
Like, if you compare AR to PF stuff changed
If you compare 2016 to PF stuff changed
yep it did
Like, for example
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
Even to this day
The terrain is also identical
But the biomes are different, and result in different things
they were in the same server ?
No, but the planets are the same
ooh
I was teleporting to certain PS4 planets on PC
soo the generation betwen platform was the same
I did also have GTA style instantaneous travel working
liek the one in the talk show ?
exe memory editing in real time
its great that you can edit in real time
and i was thinking about this if you remember https://www.youtube.com/watch?v=ZqeN6hj4dZU
Sean Murray of Hello Games gives Stephen a sneak preview of the upcoming "No Man's Sky." Subscribe To "The Late Show" Channel HERE: http://bit.ly/ColbertYouT...
Yep I remember that
I think he loaded a scene though
in real time
more-so script based
the version seems more stable
I loved that interview
hey do you think we can those things saying percentage of oxygen everything like ?
No Man's Sky: Real Time Executable Hacking (Outdated - Pathfinder patch)
https://youtu.be/0MJE1egNQqQ
In this video I demonstrate some of the hacks I've been working on. A lot of these things are a work in progress. Also, these aren't file based modifications...
I don't think there is any data relating to that game mechanic
Or maybe there is hidden somewhere
So, not really sure how that could be implemented properly if done for what purpose
Would love to see it though
Like it looked niceee on New Eridu
The very first trailer
welll when we begin to fall to a planet we have an idication that we are coming to the planet
maybe we can change that so we can have some indication when we descend to it
like we have a probe on our ships that mesure everything for oxygen Etc...
i think we can know the oxygen on the planet if it was a pre release
i mean we have biome why not mechanic of pre release ?
the first trailer the one with the big freaking diplo @dreamy tulip
?
naw the very first trailer was this one
Every planet procedural. Every planet unique. Every planet unexplored. http://www.no-mans-sky.com/ http://www.twitter.com/hellogames Music: http://www.65days...
hmhm ?
Just haven't gotten around to it yet
you have not the tools for it yet or not have found the solution for it ?
ooh
that why
too much focus on fixing and making biomes
new ocean wait
they were planing to let us name ocean
that could be awesome ? !
Yeah, that's what interests me most...
Like, so much more variety, so much to explore ๐
Submarine mod?
lol
Dungeon mod?
Lies mod ?
i think everyone in the comunity or even in the entire world would be blown away
LoZ style dungeons
when you will do this ๐ @dreamy tulip
i think it is the ultimate planet chalenge every of our dreams did begin
not far away ๐
damn those kind of planet with battle of sentinel betwen those rocks
@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..
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..
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..
well i talk to him most of the time
but maybe you can try to do just ,one and see the result at the end
no one as ever try to do a freighter because they dont have the motivation for
because it's a headache of a job..
just dont post it and not finish it

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

๐
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
i think he did
Right on, this shark will have to keep me company until I can play around with the unused one.
That's a HUGE Fish!
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
can they be bigger than that 
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
deep
are the big fish a mod you're going to release or would i just have to change something in a file
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
ยฏ_(ใ)_/ยฏ
:bigshrug:
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.
yees
@warm thistle Yes, I did find it.
I've re-worked creatures for all environments, including underwater life some time back
Your mod sounds cool though
Excited to see how it comes out
- 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)```
- 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```
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)
Like there could be a swarm of sharks heading towards you or chasing fish
And fish are now feedable + Some other things
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
Haven't gotten around to it yet
I like your picture
Thanks! That freaking awesome man, you've really dug deep in the files, I cant wait for the official release!
Thanks man, but seriously... I'm excited to see how your mod comes out ๐
It's cool to know that we've shared similar ideas
anyone have a mod that adds that big ass snake from the trailer lol
Rayrod is on it
Shit.
that's just a suggestion but yea, its quite good tbh
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...
this is what he said ^^
eh.. i really hope not too much mods, if not HG will run out of fresh idea... x.x
just my opinion
but yea, if you want, go ahead ๐
lol the mod will have done everything before hello games have done it
it is not me i was just showing you a work of someone
alrighty then
ah - concept
i wish him luck with that
explorers notes is probably going to be impossible
yep hey Orbit ๐
h u l l o
been long time since i did not see a video of you
not without external servers and code injection/CE
yeah i havent uploaded in a while
yeah im not using cheat engine for a ui mod l o l
dont need too i think he can change the ui without cheat engine
the UI and possible integration, if well thought out, is also impossible without injection
you just need a .pak file
Ray has changed the ui and i dont need cheat engine to use it you know
it looks like this
the ui can be changed but adding external items such as a text input would be hard as fuck
yeahthats just a texture
resizing and repositioning is one thing, adding controls and additional info in it is another
e x a c t l y
there was someone who made the original e3 hud
took him hours of work and was extremely buggy, and most of it didnt work
so i really wish that guy luck but
idk
revo was pretty unstable, yeah
there was another one winder
well it is not about bug or crash it is more about how to make a new ui right
ooh yeah that one ๐
he couldnt possibly add text input to the discovery page because it doesnt exist
does it work on 1.3 ?
no
shit.
ah that ugly single color... thing
i dislike the e3 hud a lot
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
Mods chevron_right Atlas RisesFixesGameplay chevron_right Mission Tech Rewards bugfix and no duplicates description Description This mod fixes the bug where mission tech rewards only uses the last 20% out of the ~25 tech blueprints defined for each tier of rewards(5-6 for each of the 4 tiers). It will also give you a different tech from โฆ
Mods chevron_right Atlas RisesGameplay chevron_right Planet Resource Hints description Description This mod adds resource hints on scanning planets for all rare resources: Radnox Calium Omegon Murrine Vortex Cube Gravitron Ball Albumen Pearl Sac Venom AquaSphere is available on every water world and is not listed. The Omegon variant of the mod enables omegon spawn on โฆ
well we are most in the adding of biomes and ships at te moment than changing ui
looks like a 5 y.o crayon drawing somehow becoming concept art
nice illdownload them when m home
lol true
yeah adding biomes and ships is quite possibly a lot easier than adding a text input to a discovery page which doesnt exist ๐
possible, would have a crap ton of bugs
HG can probably make it happen, with a lot of heavy workarounds
yeah but you'd have to make the interactions blah blah
the framework is there from what we can see in exocraft radar/guns
yep
this ship looks bad ass
female exosuit controversy here
the ship models are alright
i personally dont use them because they dont fit with the style of the game, but its a really nice start
this one fits more i think
yeah it does i wish theyd release that ship
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
well each day we discover new things and being able to be behind the scenes i can tell you we have some great stuff ๐
which is why I consider my drill the pinnacle of technology 

i feel like tarzan in this shit
so hi-tech that the game can't handle it and crashes on bigger sized saves 
had to unistall that
?
i like it and its cool, just not my thing
ooh it is not the type of experience you want
Creating that HUD mod and also a separate E3 inventory required me to sort through 11 million lines of xml script
And I had to hack the executable in real time and create a mini UI editor
And become familiar with the UI files to a certain extent
That concept art is very nice, but I think it's best off being done with official tools
As messing with the UI files from the outside in can be a pain
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.
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
I didn't update the inventory for AR fully yet though
@acoustic silo Yeah The E3 HUD requires major UI file changing.
It's more than just a texture
I preferred to adjust it in real time with cheat engine before making it filebased
And @hearty wasp It's possible to add content to the UI
I've done it
And HUD mods don't have to require textures actually. It can be coded into the GLSL shaders.
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
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
There's a lot of hidden data all over. The executable also has hidden data of procedural factions.
so we can maybe go beyond the limitation if we know better how to code the .exe
You 100% can. MojoW and I have been doing that. I noticed that DeadEndThrills also has done that.
with time we will be able to add stuff we couldnt add before
we just need to learn more and be able to do more
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
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
do you think by learning more about the hex editor you can do more things ?
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
But yeah, you can hex edit the exe too ofc
Like, there used to be an old mod that allowed basebuilding anywhere through an exe edit
Something mbins can't do
But that same kind of mod can be done through memory editing the exe in real time or ported to a dll
In C# or C++
One thing on my to do list is to learn python though
python
As it can be really useful for modding nms, well and a lot of other things ๐
Python is a pretty high level scripting language. It's really easy to learn
its just that not many people are modders ?
hm?
or do you have not the time to learn it ?
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
For Gta v
Years back
Sec
I don't have access to my pc for two more hours, so I've been typing slowly on my phone this whole time
But here's an example
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
i would really love too
i have seen ray and other modders doing amazing thinfs
things*
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
This is an in-game script menu that I've personally coded in asm. (assembly) https://payivy.com/v/RaYRoDs Mod Menu Just to show that I have been working ...
Thinking of something like this for nms
in asm?! you're insane dude
One of my friends actually created multiplayer for NMS on pathfinder
And met up with himself
He had an in game menu too
But he disappeared :/
Wha what !
Yeah it was in asm
I have the source on pastebin
Somewhere
I'm thinking of a menu that could call functions from the executable
In-game with hotkey binds
Or gamepad binds
For NMS
Doesn't have to be cheats
that would make it esay for you to do stuff ?
what would you have the menu be capable of doing? just tweaking variables in memory or properly spawning stuff?
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
Imagine pressing a button and a full on battle happens on a planet surface
I have freighters and AI warping into biomes as of recently
Like in the infinite worlds trailer
Well, there's really no limit to what can be done
Press a button and the planet sizes would change
i would love to be ,like in the surface and see boom a group of freighter coming and be like WAOH
Regenerate the game in real time, that's possible I did it once in 2016
Like Sean did
Well, I never said that I would do it ๐
But for GTA V I made that in less than two months
So I learned enough asm to make that within two months
I made it as I was studying it
But I think it's a cool idea
And it can be done and has been dons
maybe if you do it again it would not sound hard because you have done it on gta V
Even on NMs it has been done before
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
o
It was part of his path finder multiplayer mod
can you possibly find that menu and make it up to date ?
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
ok i need to start learning modding lol
And I'm toggling between this, my Kodi home theater build, and my 20 terabyte arcade that I'm working on still
big
So I've got my hands full
๐ค
lol
Lol
i want to mod oblivion but i dont know anything and i dont know where to start 
yeah its modded a lot
oblivion has been modded, well, to oblivion. There's a huge community for it
its one of the games with the most mods
see the ,joke coming
๐ค
I've never played skyrim or spore
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
:sad:
sad because it is a great game
Haha, you know those tutorials with the annoying YT music?
yeah ?
LOL*
There was a NMS video with like a 70 second intro of just that man
And the video was like only two min
lol
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 
like fuck in russian
Oh Holy shit
I think I fixed GLaDOS
she's been running all through the night and isn't turned off yet
gettin creative..
niice
yup ๐
as in the pods move?
maybe not the best.. but fair enough
or just lightning
oh, no.. not bobbing hover stuff..
if we can get animation going on nmsdk, I can finally export my Golden Snitch
thanks.. only took 14ยฝ hrs >.>๐
Oh my
btw krem I assume you saw the xRARE stuff?
yea.. interesting
I'm not sure it makes much of a difference if we got conflicting results..
well your mod removes xRARE ๐
I checked
im not sure the reordering had that much of an impact
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..
I saw almost no squids without it
personally, I saw maybe one in 9 exotics were squid w/o it
but when I removed xRARE it was about the same as royals
w/ it, one in 6 exotics were royal
to be fair, I had removed xRARE before I flipped the order
Could you apply that to anything in the game?
most proc things has 1+ parts that got xRARE
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
and according to monkeyman there is a part in the exe that checks the string for xRARE
seed values, sure.. but rarity, no..
what do you mean 1+ parts? all proc ships have more than 1 part
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
oh i see
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
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..
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?
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.. ๐
now it just CTD's when you scan the ship with your scanner >.>
@cyan oracle what AI did you assign?
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..
(Just game SFX, no music)
https://www.youtube.com/watch?v=B1_7EIi8ig0
So far, my best work to date (IMO anyways). Features counter rotating propellers, my usual plasma effects and added some "spark" to it.. Please gimme a thumb...
No need for mods just take a quick look at @molten robins ship straight up pod racer there
โฅ
o
Oh yea you made some paintings on it
Say, did you lay it on a lightning table for that picture?
i painted a square one time
The sun really seems to give light
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)
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
Is there anything thats just a pack of like 10 mods or something?
Just exclusively for less repetitive planets/animals
a few, but its mostly stuff made by the same guy, or graphics mods
So I can just download Shadiaks better creatures, alien worlds and space whales and it'll all be there?
yeah, assuming those are updated and don't conflict
Should I move my saves to a separate location first?
make a backup maybe
though most mods can be removed or added without hurting the saves
always backup saves

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...
๐ค
@dreamy tulip lol I painted that last summer with watercolour and acrylic paint 
Yea
Here's the recent one I made
I hope I get to see a mod for mountains like these
@dreamy tulip
There already are with my terrain overhaul inside of my overhaul ๐
My mod has an infinite variety of terrain
@molten robin
That's really pretty
Thanks
I need to get a PC soon ffs
I'm getting bored with the ps4
I want to try your mods badly

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
My eyes!!
lol
๐
This one was 3 feet water
Another looked like one from interstellar
Oppressor11 took these last night
O
These 2
These are the biggest mountains I've found till this date on ps4
Sand
Oh yeah, @ your pic
in vanilla
The max height is less
I took this one
And I'm guessing your overhaul will include animal's beings able to knock over trees
It looked beautiful
Oh god
Some are meh
Yea
But I loved the first 3
Wait two heads???
Wow
Um
That's something you don't find in a ps4
About those trees being knocked over
Yea
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
Fuck so it wasn't the rino....
that also roar
Good enough
What about freighters getting attacked in planet
And getting shot down to the surface
(I'm meant to be asleep but then I saw the screenshots you were posting Ray and I had to join in)
Lol
@molten robin I have freighters and other AI warping into planets
And flying by
I haven't added planetary battles yet
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
No remember in the " I've seen things trailer"
Lemme check again
The freighter is getting attacked by two ships on a ice planet
That's the infinite worlds trailer I believe, or the first trailer
Your Universe Awaits Discover more: http://bit.ly/1T3vE89 Buy now: http://bit.ly/1T3vvBC A mystery lies at the centre of the universe, an irresistible pulse ...
Didn't see it in here
Sorry quadruple tasking
It's at this time
No Man's Sky is a science-fiction game about exploration and survival in an infinite procedurally generated universe. This is just a tiny sample of worlds yo...
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
That's good
I'm also going to be looking through trailers and E3 footage, and handcrafting those biomes
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?
It's like painting wide xml script
The biome
It's not as simple as that
There's a lot going on there
For example
New Arion (one of my favorite planets)
Wait I've been wanting binary stars? Any chance Raymond?
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
Oh OK
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
Yes
Oh
Wow
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 ๐
However, I am currently working on IGN planets
From this video
We stopped in at one small No Man's Sky solar system and took a quick tour of five new, wildly different planets. ------------------------------ยญ---- Follow ...
I've seen that multiple of times lol before no man's sky came out
^ From this video, so far I've re-made Balari V and Yavil
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
May I ask what country you're from?
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
Wow
Binary Stars, Eclipses, Crescent Worlds, and other things are possible in the mod
(Thanks to my friends Lo2k and LawnReality)
Would you mind sending a CV to HG in Guildford, England
I used those files as a base to expand on them
That's a topic I'd prefer to not get into yet ๐
So you're saying that you have binary stars in your mod?
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
Ik
But say if you landed on a planet
You can see rings from the planet, and eclipses, and binary suns I believe
I have re-worked the galactic map
Oh
Wait there's ringed planets too?
As it's not really logical
But pretty
I did make the galactic map denser too
The alternate variation of it
Yeah
There's ringed planets
Courteousy of Lo2k
Now here's the big question
That's unused Swamp Fog mixed with Mars Dust
Is there space whales
There are space whales with Nadalees mod which I think is compatible
Oh OK
That's beautiful
And can you land like anywhere
What do you mean? ๐
Even in the water
I set it up so that in casual flight you can fly underwater like a submarine
Since the ps4 version won't allow you to land on certain places
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 ๐
Like it was done before the foundation update
My pilotable gold drone
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
(Terrain Overhaul) Planet Iridium
If you found an abandoned building you could land under water before 1.1
Ah really?
Maybe it was because the building interacted with your ship?
Yea
There's a file which handles underwater buildings
That explains why then
Your ship interacted with the building
not the water
Hmm and have you added them knowledge stones from yavil and bolari 5
Yeah
What would you like to see int he mod apart from planetary space battles (trying to implement it)
Yea it's in the first trailer
But there's so much going on in there that I've likely missed some things
What were they in the video?
Sentinel ships
Btw, at 1 minute into the infinite worlds trailer there's planetary rotation
I have sentinel ships
I made one pilotable
๐
Ik but do they follow you around like a squadron
Yeah they can
This one was pilotable:
https://twitter.com/RaYRoD_TV/status/935006895718518784
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
Last night one of the police was a gold sentinel drone
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
Yea I just want sentinel ships on my back waiting for me to attack someone
That right there, I think that's already possible?
Like you can select which faction to side with in a battle
Note entirely
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?
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 ๐
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
Ah
Like Starwars epic
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 ๐
Yea
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
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
Ah
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
Hmm also do the sand planet's look like that in the mod
Ah I would have never have known that
I have multiple kinds of sand planets
I recently landed on a white desert
I have a sand dune planet
too
here's another
YAVIL, Sand Dune, Oasis Biome: It will be a cross between a pre-release biome and my sand dune biome. The other two separate biomes will be in there too. I j...
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
Yeah, I agree it looks much better than vanila
But I've been told some things about "My build"
๐
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
Yea
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
Hire a bigger team then
Nah, I prefer to do it all myself ๐
Everything I've done so far has been by myself (with the exception of a few awesome things from awesome people in the credits)
A majority of the 8K+ files were made in a hex editor
Many with xml script
Oh wow
Other's through testing by hacking the exe in real time
Before making file based
A few things in C++
Impressive
Some things made through python (with my friend Monkeyman's help in the credits)
Not sure about a super nova
Or even bigger black holes like in interstellar
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
Replace the star with a black hole
a shader
Oh
Or maybe it's a model with a material with shader data
Haven't looked
98% of everything in here is E3 driven
I coded these shader adjustments here
Hmm that's weird
Why did they remove all this from release if it was already in the game files
- 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
There's dynamic weather
I have no idea why these things were changed
To answer your question
Perhaps HG was aiming for a totally new look, which they achieved
I prefer the E3 style with modern improvemments
Can it rain while you're flying in the atmosphere of a planet
I love how painterly the old build was
Agreed
Yes, it can with my mod
K
And any chance of volcanic planets
There are ideas floating around for Lava
I haven't tried
But maybe down the line I could
Prettty
Cool ๐
Hmm K so what's next on your list
Right now I am solely focused on fixing a few things for specific stability, and then working on more biomes
Other than that
I have lots of things on a todo list that I actually lost
But I'll be able to remember it
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
Oh OK
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
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
K to a person who's never modded a game, this feels a bit complicated lol
Okay, so
In the No Man's Sky folder where the exe is located
You would open "GAMEDATA" folder
K
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 ๐
Yes
For anyone who uses my mod (just for example)
They would simply put all the contents of this archive into their MODS folder:
Mods mods will only give you a .pak file
Which is all you really need ๐
Ah OK
Only .pak files get loaded in there
No problem man, if you get a pc I can always help :)
Have a good night
I woke up at 5pm
lol
Ttyl
๐
No Man's Sky: RaYRoD's Overhaul v10 Beta
Screenshots by Oppressor11
E3 Reaper Drone Ship imported by Krem
those screenshots are epic
2hours of a more advance game using Space Adventures mods pack + True water + Transparent background UI + Rayrod's 3rd person flight ( which is moded ( yeah,...
Looks good bro :)
@lime mesa
@dreamy tulip thx Ray ๐ your last screenshots are beyond epicness
Thanks man! Oppressor11 took them of the Overhaul. He takes great shots. Haha
So, quick question. what exactly is this? (https://gyazo.com/c8d77423da4eaa0226a25c31462e8ea1) because everytime it goes off, my game crashes.
@lime mesa Apart from the E3 HUD, what mod are you using?
Looks like a wanted level/incoming ships indicator.
Okay, quick question... when the game crashed; did you see a wanted level?
I also see numerous potential issues that I can h elp with
Not at all.
All good! I'l help out a bit
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
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
Writing about them in the order of your picture