#nms-modding

1 messages ยท Page 107 of 1

inland sky
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well, they dont instantly aggro anymore in the latest patches, though shooting multiple times will

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its a good idea to watch whats behind your target though

tacit mesa
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It should be based on sustained fire or a percentage of damage.

inland sky
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or use a short range weapon like the positron ejector

tacit mesa
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If I do 10% total shield damage, in combat, turn hostile.

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If I maintain fire for more than 10 seconds into the side of the ship, turn hostile.

inland sky
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at 10 seconds pretty much any target would be dead ๐Ÿ˜›

tacit mesa
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A freighter?

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Really?

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I'm talking about the massively shielded freighters.

inland sky
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well freighters are a special case

tacit mesa
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Not random friendly ships.

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Random friendly ships should instantly turn hostile if you tag them

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naturally

inland sky
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they only take damage from the storage containers on the side

tacit mesa
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If you tagged my starship I'd definitely attempt to kill you.

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Just to be sure

inland sky
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though I guess they turn hostile in other places

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If I remember right you need to deal quite a bit of damage to civilians before they attack you

tacit mesa
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Yeah if they only take damage off the cargo pods, thats even more reason my idea should be aces.

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Most of the time shooting them would mean nothing

inland sky
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atleast I have dealt like 10% damage before they turned

tacit mesa
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Lmao

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So freighters in combat are more touchy towards their escort ships

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Than normal civilians flying around with a pantload of guns and a thumb up their bumb?

inland sky
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I need to run an S class fighter with max ballista or positron ejector vs a skull level pirate sometime, and see if it dies in a single volley

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aw, only if you get 100% hitrate from behind

heavy oar
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I think we gonna be able to do dog flight between us in the future

inland sky
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22.5k damage in 1 sec with 100% accuracy from behind

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with max damage multiplier, double damage from behind and maxed ballista

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though as a volley lasts 1.5 sec, you can actually kill a skull level

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they got 30k health

dreamy tulip
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Just finished recording a random exploration video.... found some amazing planets

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That I didn't expect

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First time actually sittiing back and really playing with the overhaul in along time

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Gonna upload soon

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Diplo, Two headed Triceratops Fields

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A few random planets that I landed on

rancid shale
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These mixed lush exotic planets are awesome

dreamy tulip
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Yeah ๐Ÿ˜ƒ

heavy oar
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Gonna try to do another @@dreamy tulip Overhaul cinematic but a calm one the first one was a bit too epic

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That why your random exploration videos help me a lot to fill them because they are raw real footage

dreamy tulip
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Oh nice ๐Ÿ˜ƒ

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Getting ready to upload

heavy oar
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Are you gonna do more in the future ?

dreamy tulip
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Yeah, I'd like to

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I haven't really uploaded lately, as I've been bug fixing

heavy oar
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Yeah it really help also for people to see what your overhaul offer it's great to see a taste before having the big thing smashing in your face

dreamy tulip
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Thanks for being willing to compile videos and share @heavy oar

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๐Ÿ˜ƒ

heavy oar
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I love to see also the experience from other people

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We should have like a group maybe on Facebook to share our stories of your overhaul or like an #

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I don't think it's necessarly a problem if freighters warp into you

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The solution I think is to warp them a little bit higher can you do that ? I know you have try to fix it fucking 5 times but it is really a features people seems to have fun with

dreamy tulip
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I think it's fixed now :)
As the freighter warped in near him and crashed into a mountain

tacit mesa
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That post we from before any of the fixes you put up since you've awakened Rayrod

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I saw that posting before I managed to get in touch with you

dreamy tulip
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There's been other reports of it being fixed (supposedly)

tacit mesa
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Well I haven't seen a freighter since the fix at all. ๐Ÿ˜›

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So I have no idea.

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I agree with Cody Roesch btw. Usually I reroll a few times on Survival to get a decent world.

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I live with your worlds, because they're so fuckin interesting.

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And also because you give me access to vehicles without doing the stupid terminal mission bullshit.

lime mesa
tacit mesa
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I object to being the size of a Gek.

lime mesa
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he s smaller, its taken with photomode ๐Ÿ˜„

tacit mesa
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Oh you have the hoverbike I want to use. -_-

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Would prefer over flatcar. Also, strafing. But we can't have everything.

lime mesa
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๐Ÿ˜„

tacit mesa
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Seriously I want strafing. ๐Ÿ˜›

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I can't understand why it isn't a default feature.

heavy oar
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Refund ?

tacit mesa
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Over that?

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Seems excessively petty given I bought it before there were exocraft.

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I already knew that between the flood, the lawsuit, the other lawsuit, and sony's deadline, that what shiped probably wouldn't be fully finished.

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I had no idea that sony gutted the superformula.

heavy oar
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I think 2018 will be even better new modders will come

tacit mesa
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Hi.

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I'm a new modder.

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I'm gonna add a shitload of custom ship models to the game.

heavy oar
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See 2018 begining great

tacit mesa
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Because I'm bored, and I like sexy things.

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I'm gonna post all my screenshots here.

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And I'm not gonna share any of my designs.

heavy oar
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Huhhhh

tacit mesa
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๐Ÿ˜„

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Your darker 2018 makes mine brighter. Thank you, for your sacrifice.

heavy oar
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Gotta love the ambiance

tacit mesa
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No Mans Sky should be unfriendly, dark, and lonely after all.

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Seriousy it has such an aggressive sounding, I'ma end your life name.

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But its not that dangerous normally is it?

heavy oar
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It can be really dark sometimes

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The atlas interface can really be terrifying sometimes

tacit mesa
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oh you mean the organic ones?

heavy oar
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And some world make you wanna die

tacit mesa
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I really need to see some skittering alien things coming at me

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Oh actually now that I think about it

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I wonder if between me and Rayrod, we could work out some Xenomorph models

heavy oar
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....we have someone doing it

tacit mesa
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To randomly place on works in the hundereds

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worlds*

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What, you mean like Aliens Xenomorphs?

heavy oar
tacit mesa
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Ten Foot tall black shiney exoskeletoned humanoid warriors of spikey domed doom?

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I want that ^ to run at you and eat your face.

tacit mesa
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See, but it doesn't leap at you, or spit acid, or impale you with its tail.

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Though the impalement thing might be hard to work out.

heavy oar
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Effects on animal will not be implemented on no man sky because you will need procedural effects ...

clever adder
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hello games could probably figure it out

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they can jump if they have certain legs or impale you if they have a certain tail salsasean

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butnotyet

tacit mesa
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Eugh, Rayrod you bastard.

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How dare you make something so wonderful I stay up all night playing it, then sleep for 5 hours, only to reawaken and continue playing it.

wispy cobalt
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omg what is that mod!!

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@lime mesa that was really cool with the hoverbike and such

tacit mesa
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I just realized.

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No Mans Sky NEEDS Rick's little Space Car.

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Its literally perfect, all the wild and random worlds actually suit the rick and morty series so well.

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@wispy cobalt Are you talking about the Overhaul itself, or are you seeking the hoverbike specifically?

cyan oracle
tacit mesa
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If you want to send me the model, that really shouldn't be too hard to texutre.

cyan oracle
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I'd rather get the textures from the author.. I know he has them

tacit mesa
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Well no worries then.

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Also hello Lexx.

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You aren't allowed to add that to NMS unless you do the toilets properly.

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๐Ÿ˜›

cyan oracle
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LMAO it'll still have the old fashioned hangar interior

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but I could make each lens on the eye be it's own defense turret >XD

tacit mesa
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Not even close to an accurate level of firepower. ๐Ÿ˜›

cyan oracle
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lmao tru

tacit mesa
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If you want to aim at my heart with these though.

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Farscape.

cyan oracle
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I use only free license models so I can deter any liability.. I have a bunch of ships to go, a bunch done already.. the goal isn't to give everyone everything they want.. I'm not Santa.. but I do hope that I can at least get something for everyone in the mod..

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doing what I can with what I've found.. and improvising where I have to

tacit mesa
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What if I model what I want and politely pass you the file?

cyan oracle
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I will credit you for the model in the mod and add it

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just like I did for Kirshak

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and ofc, you will be thanked

tacit mesa
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Damn well better credit me if I pass you a model lmao.

cyan oracle
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then maybe I didn't understand what you originally asked..

tacit mesa
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No no, I'm just pointing out that I'm a 3d modeler.

cyan oracle
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okay.. ๐Ÿ‘ that's awesome.. what platforms are you familiar with?

tacit mesa
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Blender, 3ds Max, and Maya.

cyan oracle
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nice.. I used to do 3ds max but my license doesn't work any more >.>

tacit mesa
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Blender is plenty, being open source you can make it do what you need anyways.

cyan oracle
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I tried Maya, but lost interest quickly.. and I don't know why, it's an awesome program.. maybe just too overwhelming for me to pick up

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I'm enjoying blender.. fairly easy

tacit mesa
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I honestly found blender more confusing than Maya when I started learning it.

cyan oracle
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๐Ÿ˜ฎ

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well, lol, maybe I find blender easier because of my prior experience..

tacit mesa
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Probably.

cyan oracle
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used zmodeler before maya

tacit mesa
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3Ds Max is way harder to use and Maya or Blender.

cyan oracle
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and carcad before that (a very proprietary tool)

tacit mesa
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So if you start there, Blender would likely be comfortable.

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I used Wings3D as my first modeling problem.

cyan oracle
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and I agree on the 3ds part

tacit mesa
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And Strata as my rendering and texturing tool.

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than maya and blender*

cyan oracle
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are you able to open .mdl models?

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or gltf?

tacit mesa
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not familiar with either format unfortunately.

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Gotta love games huh? A new game, another file formal.

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;_;

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format*

cyan oracle
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add some glitter effects.. XD

tacit mesa
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...

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I know who the character reflected in the lenses is.

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Oh I can view it in VR huh?

cyan oracle
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it's a MLP based model (not sure if inspired or actual MLP).. but I want it for an inside joke in the mod..

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nice, I didn't know sketchfab had that option

tacit mesa
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...

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i want to model in VR no

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w

cyan oracle
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lol

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I've heard it's a lot easier

tacit mesa
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one would hope right?

cyan oracle
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oh, worth mentioning on the ships you want to make, try to keep 50~60k poly.. while I can likely export a 100k poly model, I also need to make a collision on top of the regular mesh and 100k already taxes NMS.. on my i7 6700k 1060 6gb, NMS pauses/skips when loading the ships..

tacit mesa
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Sadly I have a 1070, so my pity might be inafiquate.

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inadiquate*

lime mesa
wispy cobalt
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the only thing i know how to do really well is sound design

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like making gun sound effects etc

cyan oracle
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@inland sky I think you'd probably know best.. but do you happen to know the maximum amount of turrets a freighter can have?

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Galactic Raven, do you know how to add/edit sounds in(to) the game?

wispy cobalt
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no i just know how to make sounds i've been trying to see if theres a way because i'd go wild with lasers fx etc

brazen pumice
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modders, you now have readily available access to pin and delete here. i ask you to use this new found power to pin stuff which is helpful. if found abusing this, the right will be removed, thanks

cyan oracle
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I think I recall some NMS audio tools being made post-atlas.. but I'm not sure where they're at

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but.. if you find them.. and manage to figure out how to edit them, please lmk.. I could use your help..

dreamy tulip
supple wadi
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@cyan oracle Monkeyman was working on them for a bit...I think they may have gotten the replacing part down, but there was still some more they wanted to do (i.e. adding audio) before putting it out more officially.

dreamy tulip
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Yeah, when I talked with Monkeyman a few days ago... he mentioned that the audio editor is in the same state as before, currently. You can replace, but cannot add yet.

cyan oracle
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he's been busy tho.. IDEK if he's home yet..

lime mesa
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Wait why was it removed??

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I think I missed something

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But congrats anyway!

cyan oracle
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short answer, slander derived from envy.. long answer: modders exaggerated the truth and used out of context half truths while reporting theft of content in his mod..

inland sky
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I dont think its as simple as that, there is definitely a lot of similarities

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could be either looking from outside

supple wadi
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It's complicated further due to the constraints of introducing custom content in NMS.

inland sky
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yeah

dreamy tulip
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Working on calculating object mesh's for a few biomes that still lack colission

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Got an email report about the swamp biome that I made/handcrafted

tacit mesa
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Wow you actually got a formal apology from a Nexus moderator.

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I can't even go there anymore because of my belief in free speach and vocal disagreement with being unable to say suchs things as even, "wtf" for which I was formally warned and then banned when I responded that expecting people to censor abbreviations is unreasonable.

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I also pointed out there, if there are words they don't wish used on their forums, forum filters were invented specifically for that purpose.

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And telling everyone to censor themselves is essentially seeking means and excuse to cull population from your community based on your own preferences.

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Which is downright malicious and disgusting behavior.

tacit mesa
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Oh lord, I just found the wiki.

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-Excellent-

supple wadi
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The modding one, I take it?

tacit mesa
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Yeah.

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No mans Sky is so simple it isn't even worthy of a regular wiki, more-over as an exploration game, relying on the wiki ruins it a bit aye?

supple wadi
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Eh, yes and no. Figuring out how to get certain techs/resources makes a regular one pretty useful, especially given a fair amount of it is gambling with RNG.

inland sky
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sadly one problem with the regular wiki is that many pages are not updated, because there are few people that go through it and update it

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I fix stuff sometimes when people mention it, but there are many pages that could really use a rewrite

tacit mesa
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Yeah that's an issue

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Also a lot of it loses relevance if you're using an Overhaul.

inland sky
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that too, but thats an issue with any mod

tacit mesa
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Like Rayrod has a problem with antimatter doing anything related to fueling stuff anymore.

inland sky
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I should really rewrite the Upgrade bonus page, but it needs a lot of work and i'm not sure how much details I should write

tacit mesa
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I would've kept the same component requirements/lists for the craftable stuff, just made the resources needed cheaper, or easier to find where I thought they were unreasonable.

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Like

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Why can I not make a power cell out of plutonium and iron for example

inland sky
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does the overhaul fix the crafting cost for power cell/shielding shards? I dont play it(fps issues)

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because they are way overprices in vanilla

tacit mesa
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You basically ignore power cells and shielding shards. You can recharge your life support with Iron.

inland sky
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only use for power gel for when you got 0 thamium9 in vanilla

tacit mesa
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Hazard Prot as well.

inland sky
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or if you want to use iron for hazard prot in vanilla

tacit mesa
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I want to use something else for hazard protection. Like the stuff animals or sentinels drop.

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Iron for life support works for me. Or low cost power cells made of Iron/Plutonium

inland sky
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like power gel costs 50 plutonium and 100 carbon to recharge 50 charge.
50 plutonium is worth 150 charge, and 100 carbon is 100 charge, so you lose a 5th of the charge value by crafting it, and worse storage

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the "upgraded" power cells got even worse ratios

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shielding shard costs 50 iron and 20 platinum, for 50 charge, same as 25 zinc or 25 titanium

tacit mesa
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Yeah, those should be reversed.

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Last resort should be raw material.

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With a power bonus for crafting.

inland sky
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like you double the cost of power gel/shielding shard to increase the charge value from 50 to 65, and triple the orginal to increase it from 50 to 80

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like what

tacit mesa
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Yeah it doesn't make any sense. It might make some of the stack size of power cells was generous, then you'd be able to store power in higher density.

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But it doesn't even do that. -_-

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Power Gel should cost 25 Plut and 50 carbon.

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Eh, screw that

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5 plut and 25 carbon

inland sky
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yeah, exact same charge value then

tacit mesa
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Though I think we should drop carbon

inland sky
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though you lose out on storage density

tacit mesa
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And make it 5 plut and 25 iron

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That's what it should cost.

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And the stack size should be 50.

inland sky
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yeah, and then make shielding shards out of a mix of oxides and isotopes as well?

tacit mesa
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One of my primary problems with life support has been finding carbon underground on hazardous worlds that kill me in seconds on the surface.

inland sky
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so they got more of a use if you are low on the resources needed

tacit mesa
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Shielding Shards should also stack to 50.

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And they should stack to 500 on a ship, if we can use them to recharge shields.

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Also my ship should have a fusion core.

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So I should be able to stick elements in there to make heavier elements.

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Because SCIENCE

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Oh, and doing so should attract a massive sentinel attack because you're increasing the density of the universe.

west notch
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@dreamy tulip Hi Rayrod. After a few days fixing the mod and watching what was going well and what was going bad, do you think you can tell what made my game crash when doing a base? I was making a base, i've gone to the space station, i returned to the base and then tried to use the portal to the space station, that's where the game died. Could be that i used some of the new objects added by the mod? Could be that my save game got "too big" due to the size of the base and crashed? Could be a simple bug non related to the mod?

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I don't mind about recovering the game, because it's lost for me and i want to begin a new game, but i think i'm going to be a little afraid to do a new base the next time i have the chance because of what happened and i wanted to ask if you had any idea of what could happened. Sorry for bothering with this and, again, thanks for the wonderful mod and constant fixes.

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oh, another "problem" (it's not a problem with the mod, it's a problem that i don't understand some graphic things) i found was that when flying in a planet with huge trees or big things floating in the air, sometimes i crash with them because they appear so late in the screen. There's nothing in one spot and suddenly there's a tree or a rock. I don't know if that is a question of "draw distance" or my GTX 1070 not dealing well with NMS + Mod or a thing of the mod or a bad configuration of the graphics of the game from my part

dreamy tulip
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Hi there, first I must ask.. what beta version are you running? ๐Ÿ˜ƒ
The latest is 1.2.2

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Thanks for taking the time to write this.

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It's likely that when you tried warping back to your base that an issue inside of my mod with that particular planet/biome invoked a crash to desktop. The latest beta aims to fix these issues; but there's a potential possibility that there may still be more that I have not found yet. You can find the beta version on the name of the main overhaul.pak

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Also, regarding the pop-in; that's actually an in-game functionality and not hardware related I believe.

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However, it's possible that the draw distance on a planet is too low, but then again there's a number of factors which could cause that to happen that I've experienced. I'll keep an eye out. Thanks!

west notch
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When i told you about this days ago it was the beta 1.1 or 1.1.1 what i was using when my game crashed. I couldn't play these days, but today i'm going to test 1.2.2

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Thanks for answering as well

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I hope that if 1.5 or 1.4 comes out one of these days, doesn't mess with this great mod haha

dreamy tulip
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Thanks for the report :)
Well, it may more than likely at first... but I plan to update it ๐Ÿ˜ƒ

tacit mesa
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Oh it absolutely will.

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You have your fingers in all the pies Rayrod.

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If they rebake them, I'm pretty sure the random ingredients you added won't compliment the new recipe.

dreamy tulip
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Yeah, it always ends for the better ๐Ÿ˜›

tacit mesa
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Btw, did you see any of the conversation between me and Ket earlier?

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We went through a couple of points on the games crafting system you might want to look at.

dreamy tulip
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"It's late at night and you are a little bored with farming for hours. A little sleepy too. You warp to a nearby system just for fun... some exploring before going to bed, sure, why not. You see an icebound planet. It's winter anyway, the planet is close, let's get that frosty vibe. Maybe there's a snow diplo, who knows. You land in a valley, few lifeless trees are scattered around. It's dark and quiet and the music is almost as silent as the world around. You can hear your footsteps in the snow. Cool new effect, you think... when did they add that? What a peaceful pla... and a screeching howl rends the air, interrupting that thought you had. Another one, few seconds later. The music in the background sounds a little tense now. When did it change? Why did it.... another one right behind you! You turn around right on time to see its green eyes glowing in the dark, illuminating its teeth. A lot of teeth. What you didn't see was your shield going down while you were turning around. "Sheilds down" comes a little later... maybe a little too late. You push the jetpack button on reflex, only to find out it's not working. "Technology offline"... what the? Right before the screen turns black and a quote shows up, you hear that howl again.
You turned into a feeble farmer. And the world punished you for that. Next time you'll be ready..." ~Stoian/@Flameblind

Mods: RaYRoD's Overhaul

dreamy tulip
narrow monolith
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@dreamy tulip wow at those 3 screeshots above Ray..proper tidy

dreamy tulip
dreamy tulip
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Playing the RC1 ps4 version now, gonna use it as a 3D concept art to make some extra PC biomes

lime mesa
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What language are most No Man's Sky mods written in?

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I'm considering writing one.

clever adder
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from what rayrod says it seems like editing xml stuff ๐Ÿค”

inland sky
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yeah its just xml editing for the most part

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unless you want to do modeling, or do cheat engine stuff

lime mesa
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Hm, alright.

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My idea is to make a mod that will enable the player to make voxel-based structures, such as space craft and bases and things like that. It will basically be a complete overhaul.

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A good concern is if that's even possible with No Man's Sky..

inland sky
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You can make placeable models based on the existing base building

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though not sure how good it will be on performance,

lime mesa
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True..

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I may just start programming my own game to be honest..

dreamy tulip
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There's also a few c++ mods that I did, others in glsl, various in xml, some with textures

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and cheat engine related stuff

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Also, a majority of the mods that I made were done via hex editing

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Except some stuff that I used the mbincompiler for quick string editing in various cases, and for a few other reasons
A majority of mods that people make are done with xml editing. It's similar to GTA V. Prior to this, I come from the GTA V ps3 modding community where (some mods back then were done in xml and is similar to NMS; but I primarily worked with low level asm, a bit of C++, a bit of hex, a bit of PowerPC through using IDA. Etc...)
Before GTA V, I was working with another game working on server related things within IRC on gamespy/peerchat servers

tacit mesa
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Ah, what a vicious cycle. Wanting to play NMS, but being sucked into the modding wiki constantly.

dreamy tulip
lime mesa
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hey rayrodtv how ya doing?

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i saw a mod to NMS that allows you to dismantle the key systems in your starship and exosuit and such. does your mod incorprate this feature?

dreamy tulip
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Hi there, I'm well and very sleepy. About to head off. :)
My mod does not incorperate that feature, but I know how to do it and will make it later. Another new beta will be released tomorrow. There's some fixes/improvements that I've done and I'll be re-doing my ecology overhaul from scratch again for the 4'th time to make it even more varied and also to clear out all reported bugs.

lime mesa
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awesome, ive seen lots about your mod and the visuals are amazing but the number 1 thing im looking for is being able to move thoes systems around in my ship to get the bonuses without killing my inventory space lol

dreamy tulip
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Sounds good. Thanks for the kind words... I'll honor your request later and send you a pm ๐Ÿ˜ƒ

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Have a wonderful day/night ahead... cya!

lime mesa
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thanks and have a great night

hoary lily
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those are beautiful

supple wadi
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some of those are too many trees! ๐Ÿ˜›

hoary lily
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yah but there are patches between so ๐Ÿ˜

tacit mesa
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No such thing as too many tree's.

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You shouldn't even be able to walk in a rainforest without a bowie knife.

cyan oracle
tacit mesa
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I've gotta workout and overlay like that.

dreamy tulip
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@warm thistle That's awesome man! I see you found one of the procedural forests that I made. I've been looking for it in-game for like two weeks so far and haven't found it yet. ๐Ÿ˜„

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@lime mesa Working on your request now

tacit mesa
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Rayrod, you wouldn't happen to be able to do anything about the invisible aiming reticle in exocraft would you? As I mentioned before, it only appears when you aim at a living thing.

dreamy tulip
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Will see what I can do

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I know that's a base game function though

tacit mesa
#

Yeah. I think it 'should' be triggering on minable resources as well.

#

So there should be a tag or a hook or something.

#

But if all else fails, even if you can enable it full time, I'd be very appreciative.

#

Having the ability to mine at super long distances isn't as helpful if you can't really aim

#

Also the Exocraft camera fix, was that in the little patch file you put up for those of us who didn't want to redownload the entire archive?

tacit mesa
#

Freighter Incoming was declaired twice, no freighter.

#

Havent seen one after the fix.

wispy cobalt
#

Hell you guys should start you own game i agree

#

hell i am , and right now im trying to procedurally generate terrain and have it appear infinite .

tacit mesa
#

Would gladly do so given the social contacts and given funding.

wispy cobalt
#

you could atleast just get familiar with one of the programs like unity or unreal though ๐Ÿ˜„

tacit mesa
#

I've been getting familiar with Unreal, the development kit is installed on my main machine.

#

Likewise I'm familiar with Blender, Photoshop, Zbrush, and a few other things.

#

Btw, @RayrodTV I've been getting launched hardcore every now and then getting out of the tank

#

Oh thats a first

#

Got a multitook from a orb module next to a crashed starship.

#

Okay so exiting the tank is now basically instant movement

#

If I look far away and dismount, I go 'flying'

wispy cobalt
#

awe thats awesome

tacit mesa
#

and a freighter just landed on top of me

wispy cobalt
#

lol

tacit mesa
#

@dreamy tulip Sadly, a freighter is on top of me again

inland sky
#

the going flying thing is a bug in vanilla with the atleast the nomad if not more

#

possible solution is apparently summoning the exocraft often?

dreamy tulip
#

@tacit mesa If you're using the old hotfix feel free to scrap it and just use the latest version

#

As I have a more updated one in there

tacit mesa
#

the last hotfix you gave me. Should be #5

#

Well the game just crashed when i tried to transfer something.

#

So I guess I'll just download the whole package again and install it to make sure about the freighter fix.

tacit mesa
#

No Mans Sky should really have an autosave function. Does getting in and out of your ship still save?

cyan oracle
#

unless you exit on a AI freighter

tacit mesa
#

Its a shame it doesn't do the same thing getting in and out of exocraft.

#

When you're looking for a specific thing, you can end up going long stretches between saves.

inland sky
#

you can create a save station for fairly cheap, though it takes the manual save slot

tacit mesa
#

also @dreamy tulip I think you should include the games original little tutorial, or more specifically the part that automatically sends you to retrieve hyper drive component blueprints. Because otherwise, when you go off and get a new ship from a crash site, you could end up spending a good long while in that system.

#

Or, alternatively, start us off with blueprints related to fixing hyperdrives present.

#

My point isn't that saving is inaccessable, just that its easy to forget.

#

that last part was at Ket, not you Rayrod.

dreamy tulip
#

New version will have that already

#

And w/o it it still gives you the tech/blueprint in-game at some point

tacit mesa
#

good good

#

can you change stack sizes by any chance?

#

cuz if you can, power shards and shielding shards should stack to like 50.

#

and be cheaper to craft

#

Also, for the life support systems. Sometimes coming across carbon on hazardous planets is literal hell. So I also suggest that instead of Plutonium and Carbon, power cells be composed of Plutonium and Iron.

dreamy tulip
#

Stack sizes I think are hardcoded

#

I could code something for it, but don't want to do that

tacit mesa
#

Oh well.

#

Energy Density in those things really is pathetic though.

#

They're too expensive.

#

Even just making them cheaper would make sense. I believe the currently typing Krem has done the specific maths.

cyan oracle
#

the game resets stack sizes when you change them in the save file.. for some inventories, but (TMK) the rest of the other inventory stacks are governed by the .exe

cinder delta
#

and modifying the exe is known to be a ballache

#

iirc

cyan oracle
#

I've tried to change the value for ships rewarded in the rewardtable and while I can change the slot count, the slot stack sizes reverted...

dreamy tulip
#

I have a few exe based mods, but haven't been using them.

#

They work fine

#

And I could make more, but I just don't want to spend my time on it atm

#

As I have other things prioritized first

#

like crucial bug fixes and a few other things that I want to do

tacit mesa
#

No need to feel pressured, its not like I'm subbed to your patreon or anything, you don't owe us anything.

dreamy tulip
#

I don't ๐Ÿ˜›

#

No worries

cyan oracle
tacit mesa
#

Is he mad? He's probably mad right/

#

?

#

Game developers generally don't seem to like it when people mess with their code.

rancid shale
#

understandable no ?

tacit mesa
#

Not really. Things improve when others gain access and modify them with their own ideas. That sort of how technology and society has progressed.

rancid shale
#

yeah ok fine but they probably have a different vision than some of the ideas for example Ray has

tacit mesa
#

People who hold back the information for their own personal interests are acting in solely their own personal interests. Which is understandable, but morally lacking and often unnessisary

#

Well, Sean actually stated a desire not to see parrallel universe in that video, so he wants pretty stingent limitations placed on modders.

#

If we can't mod your crappy generation and creature generation code to make actual fun variety, then the game can just rot on the shelf.

#

Which is where it'd still be without Rayrods Overhaul for me

#

There's only so many times I can look at silly creatures that would never exist without getting a tad annoyed.

#

And default No Mans Sky presents me with a majority of very bleak worlds as well. Rayrods Overhaul actually makes me want to stop and take in the scenery.

rancid shale
#

this is especially true after 1.3 ^^

#

scenery got a big hit

#

although I have to say

tacit mesa
#

Default NMS has me hiding from the sky in Survival mode and I never get to see anything.

rancid shale
#

Cold and Dessert biomes are pretty immersive

tacit mesa
#

Cold biomes arent very immersive imo.

#

I'm Canadian.

#

I've never had a jacket just 'wear out' after 15 - 20 minutes of use.

rancid shale
#

ITS A SPACE JACKET

#

you don't know it

tacit mesa
#

Why is it shittier than my canadian jacket then?

rancid shale
#

Because

tacit mesa
#

Its meant to guard you from the cold depths of space

#

Which you never enter.

rancid shale
#

because

#

You have an exocraft

tacit mesa
#

Despite wearing a space suit always

rancid shale
#

no tbh they have to add these things to the game

#

otherwise there is literally 0 survival aspect to the game

#

it's not like animals and plants form any danger at all

tacit mesa
#

Sept the tentacle planets everywhere that ambush you.

rancid shale
#

still never died to them

tacit mesa
#

@dreamy tulip Which you should remove btw, because with your terrain modifications, they get hidden in rocks and shit a lot so I can't even spot them. Driving through 4 of them in a row is pretty annoying.

rancid shale
#

I have 150 hours

tacit mesa
#

No they are indeed just irritating

rancid shale
#

^^

tacit mesa
#

Thats one of the reasons I was asking Rayrod about making the Sentinels smaller before.

#

I wanted it to be harder to hit them.

#

But I'd forgotten about NMS crappy auto aim stuff.

rancid shale
#

auto aim ????

tacit mesa
#

You noticed how the gun will automatically fire at what it decides is the best angle when the sentinel is near the crosshair?

#

This is of course, if you're using a projectile gun, and not the laser.

rancid shale
#

nope never noticed

inland sky
#

the location it aims at with non-spread weapons can be a pain vs some ship models

#

like I can fire with infra-knife or photon cannon on a pirate fighter

#

and only hit 10% of the time

tacit mesa
#

Basically, the game doesn't fire where you aim.

inland sky
#

because it shoots past them

tacit mesa
#

It fires where it thinks you want to hit.

rancid shale
#

woah

#

I hope I don't notice it after this conversation

#

or that's going to bug me

tacit mesa
#

Oh you will

#

its bad.

#

now that I've mentioned it

inland sky
#

whenever your recticle is red its active

tacit mesa
#

you won't not notice

inland sky
#

its pretty good most of the time, but sometimes its just a pain

tacit mesa
#

Its like when I was playing Reign of Kings for years.

#

And then one day I noticed chopping up a tree didn't actually take pieces off the tree

#

but physically moved the tree up by the length of the assumed piece

#

at that point my whole guild was irritated about not being able to ignore that

#

because once I noticed it I couldn't shut up about how annoying it was lol

#

and then no one else could avoid noticing it haha

inland sky
#

the auto-aim bugging out on certain pirate models is one of several reasons I prefer using cyclotron ballista or positron ejector

#

as the spread and high damage makes it a non-issue

tacit mesa
#

I wonder if rayrod can disable the autoaim entirely

inland sky
#

though laser works too

#

but recharging it meh

tacit mesa
#

Or maybe if the bolt speed wer emuch faster

#

were*

#

Then it'd be less of an issue.

#

I mainly notice because I'm a pretty accurate shot.

inland sky
#

bolt speed doesn't help if it aims on the wrong spot

tacit mesa
#

And NMS forced me to miss.

#

forces*

inland sky
#

though increasing the projectile hitbox might

tacit mesa
#

That could work.

inland sky
#

I haven't really messed around with that variable much, though increasing scale doesn't affect the hitbox

#

I think radius might, but never tested

dreamy tulip
inland sky
#

hmm, positron and ballista got 30 radius, photon got 15, and infra-knife got 0.75

dreamy tulip
tacit mesa
#

So Rayrod, remember how i was bitching a little about the lack of modding tools/support? Krem posted a video in here that suggests an MDK is in the works, or at least planned.

dreamy tulip
#

That video was from pre-release or right after release

#

I remember watching it when it was uploaded awhile back

tacit mesa
#

Nice to know they at least want too add some official tools.

#

Even if they'll be of the useless safety scissor variety that we all end up ignoring for more flexible methods.

dreamy tulip
#

Yeah, I think it would be nice to see that as well

tacit mesa
#

at the very least having a large number of operations simplified significantly would be vastly appreciated

#

plus a working example of how modification of NMS is intended to be done could end up being helpful in said flexible efforts.

#

As for the parrallel worlds thing.

#

Don't honestly think its a concern without multiplayer. :)\

dreamy tulip
#

Everyone with the mod can see eachother identical, but those w/o the mod (it wouldn't be surprising if it wasn't identical)

#

This is what I have so far from this morning. Will be doing a lot more:

- Normal mode no longer starts you off with any repaired ship tech
- Default Difficulty no longer starts you off with any repaired ship, + the launch cost has been reduced to default, and ship collision to terrain damage has been re-enabled
- It is now possible to dismantle all core tech
- Various other tech related adjustments
- Repositioned the E3 Inventory text "JOURNEYMAN" to match pre-release footage.
- GrowMoar by Krem is now incorperated into the overhaul (with his permission)
- Sentinel Sizes changed back to default```
west notch
#

looks great Rayrod

#

tho looking at how many times i begin a new game, an easy mode with everyhing repaired from the beginning would be cool haha it's easily doable with CE tho

dreamy tulip
#

Thanks man. I still need to look for rare crashes, re-do the ecology overhaul from scratch again, and I'm thinking of making planets at night glow

#

more colors

#

And also re-working sky colors a bit more

#

E3 style

#

Even though the mod has E3 skies already

#

Creating more varied kinds of height fog and mist colors for different environments

#

And also more custom weather

#

Formerly the overhaul had everything repaired from the beginning and it skipped the tutorial... maybe I can make an optional file for that

#

I also assembled some custom creatures that I'll be adding

#

And will work on biomes a bit more soon

#

I'd also like to tackle the challenge of adding a new inventory page

#

Perhaps solely for creature discovery, maybe an entire inventory page dedicated to fauna

#

Like shown in pre-release footage

#

I think the discoveries tab is too small

west notch
#

it sounds great, really! i'll be waiting

dreamy tulip
#

๐Ÿ˜ƒ

#

This is what I'm interested in...

#

I've found most of the stuff in here, but it's time to work on implementing it soon

warm thistle
#

I am hella excited. I've always liked the lay out of the early e3 discovery log. Not really sure why they ended up going with what they did when atlas rises released ๐Ÿ˜…

quick hatch
#

Anyone been having issues with RayRods crashing when loading planets? I'm getting it on maybe 5-10% of planets I approach. Enough that it's a bit annoying and making me consider uninstalling ๐Ÿ˜•

dreamy tulip
#

@quick hatch Hi, what BETA version are you running?

quick hatch
#

good question let me check

#

Post-release v10 public-BETA - v1.1

#

is in the top of my Latest BETA txt file

dreamy tulip
quick hatch
#

oh nice, thanks, I'll try that ๐Ÿ˜ƒ

dreamy tulip
#

Please keep in mind that this is a work in progress beta, and rare crashes/bugs are to be expected :)
These are the type of annoyances that I'm ironing out and any reports are extremely appreciated and helpful.

You can report them directly to me at rayrod129@gmail.com, or in this chat.

#

Thanks

quick hatch
#

one other question since I have you here.... I'm assuming it's one of the mods in your pack... my sensitivity while flying is SUPER high even when having it set to about '4' in the main menu....

#

is this something I can go tweak somewhere? It might be my old-man hands at this point but it's tough to deal with when im trying to carefully aim at something

dreamy tulip
#

Not a pack. But a singular mod on a large scale. You can delete my Flight handling file

#

๐Ÿ˜ƒ

quick hatch
#

that could very well be it, I was a bit afraid to start messing with stuff since there's a huge warning about a lot of the mods being dependent on eachother

#

but I'll try getting rid of that and see if it runs better, thanks! ๐Ÿ˜„

dreamy tulip
#

I really made that "zzRaYRoD's Flight Handling (Works best with a gamepad)" for my ps4 controller but I noticed that it's a bit sensitive for the mouse and keyboard to a lot of people's preference even with the gamepad for some people; so once you delete that it should help.
No problem, feel free to let me know if there's anything else I can. ๐Ÿ˜ƒ

quick hatch
#

yeah so funny enough I use gamepad and kb+m

#

the gamepad to fly and kb+m on foot, so I was having issues with my xbox controller

dreamy tulip
#

Ah, fair enough

#

Reportedly there have been a few rare crashes (I've heard on that version). I have not encountered any yet and I've played on it for several hours.

#

Still hunting for rare crashes

#

So I can fix them

#

Working on 1.3.3 as we speak

#

I have a lot planned

quick hatch
#

will do, how do I go about reporting a crashed planet though? You said to e-mail you, but what type of info would you need? Only issues I've ran into have been approaching a planet the game will occasionally just crash straight to desktop.

dreamy tulip
#

Well, if it crashes and you are still in that system when you boot up... it's helpful to scan that planet from space and specify what type of planet the scanner says ๐Ÿ˜ƒ

#

On the new version

quick hatch
#

gotcha, ok I'll do that ๐Ÿ˜„

dreamy tulip
#

Thanks a lot!

quick hatch
#

No thank you, I've been quite enjoying the mod so far, glad you could make it!

dreamy tulip
#

That's great and I'm glad to hear that. :)
I'll be gradually ironed out all reported/discovered issues so that I can ensure the best experience that I can offer with this mod

quick hatch
#

oh one last thing, not sure if it's a feature or a bug, but Ive found that the "blowing dust" for lack of a better term is out of control on lots of worlds. I find it particularly odd when I'm at one of your near trading posts and it's still covered in 4-5 foot tall dust clouds. I'm assuming this is intended?

#

not complaining, just curious ๐Ÿ˜ƒ

dreamy tulip
#

Hmm, do you mean like this video?

quick hatch
#

yeah kind of like that

#

I thought it was kind of cool until I came upon a trading post

#

and all the landing pads and terminals and npcs were all covered in dust clouds and tall grass :p

dreamy tulip
#

Ah yeah, I disabled civilization by Redmas for the time being

#

Because of the clipping

#

There should no longer be clipping grass but

#

I'll see what I can do about the dust density and height there

#

๐Ÿ˜ƒ

quick hatch
#

Word, I see that a lot of the files I had from 1.1 didn't get replaced wiht the new mod, Im assuming I should move those to disabled for now? Things like "more ships" etc

dreamy tulip
#

I recommend scrapping all old stuff

#

And using what the new files

#

And rinse and repeat upon each BETA update

quick hatch
#

ok cool, that was my plan ๐Ÿ˜ƒ thanks!

dreamy tulip
#

Was tampering around with the super formula before

#

And decided to put my base in a procedural square

quick hatch
#

hah nice

dreamy tulip
#

Just re-worked various weather types, to make it a bit more subtle

#

Especially the mars dust swamp fog

cyan oracle
#

guessing less dense = more stability?

dreamy tulip
#

Hey, it's more-so of it being less instrusive visually

dreamy tulip
#

I've just re-made my ecology overhaul from scratch

#

I also added more kinds of creatures in different places (sensible), and also expanded on creature roles and activity in between predators, player only predators, prey, and passive creatures

#

Now I'm assembling more custom creatures...

#

I already have wild Gek, E3 whales, and E3 bipeds finished

#

Now I'm assembling....

#

Earth like cows, alternate earth like cows, Earth like swimming cows, dragons, underwater earth like crabs, Three different (IGN footage biome called "LOUIL" crab types from official pre-release files), and an Yzheluez TREX

#

I also re-enabled procedural sharks to go alongside the E3 whales

tacit mesa
#

Cool.

dreamy tulip
#

And I'll add some more rulees. There's already around 19,000 extra rules for all creature types that I added before

#

Before I fall asleep

tacit mesa
#

Now I want to make a Submersible Exocraft, but that'd likely not work would it?

dreamy tulip
#

Likely not

tacit mesa
#

Oh well, its probably intended eventually anyways.

west notch
#

that's cool

dreamy tulip
west notch
#

i'm going to test 1.2.2 for the first time since 1.1 or so, i couldn't play in like a week, but now i can

dreamy tulip
#

Sounds good ๐Ÿ˜›

#

Still working on 1.3.3

#

Haven't taken a break yet... like 17 hours in

#

But lots of new stuff will come

west notch
#

maybe to test it it's better to play on creative mode, because i always end up tired of the standard beginning of the game, i'm always starting new games haha

#

sounds really good rayrod, but don't get too tired!

dreamy tulip
#

Thanks, am trying to finish it up before I get too sleepy

#

brb

#

Still have more to do after this

cyan oracle
#

dragons? there be dragons in NMS?

dreamy tulip
#

Let's see how it turns out

#

Still have creatures from the ign gameplay to do as well

#

From Konangko

tacit mesa
#

It'd be cool if we actually started out with a random multitool and a random ship.

west notch
#

i'd love that, at least as a separate mod or something like that, starting straight up in a space station with a random ship and random multitool

#

but i don't know if it's even possible

narrow monolith
#

@dreamy tulip still getting many crashes here ray even on latest version. It seems to occur most frequent when entering a new planet from space, countless CTD. Using latest version also.

dreamy tulip
#

@narrow monolith Thanks for the heads up, were you able to scan the planet from space?

narrow monolith
#

Yes

dreamy tulip
#

What kind of planet was it?

narrow monolith
#

Endless sun I think, baking hot

dreamy tulip
#

Well I mean, did it say lush or toxic for eg

#

scorched

#

barren

#

desert

narrow monolith
#

It's happening on a variety of planets I think though. Always seems to be when I'm flying as well. I've had dozens of crashes when flying but I can't think of any when ice been walking around. Scorched I think

#

I'll double Check tomorrow, I need to log it better for you

dreamy tulip
#

Are you able to provide a screenshot of your MODS folder? Thanks

narrow monolith
#

Not tonight I'm currently laying in bed lol.

dreamy tulip
#

Alright, no problem

#

Will look into it, haven't crashed on my behalf yet. I also haven't gotten around to that aspect of bug fixing today/tonight yet

narrow monolith
#

It's your basic mods folded + e3 sized planets and systems, the scanner hotfix and the reduced take off cost from NMSmods.com

#

Folder* sorry typo

tacit mesa
#

I'm pretty sure Rayrod has reduced launch costs covered.

#

That mod probably isn't even doing anything.

#

I reall wish Hello Games would change how fuel works though.

#

really*

#

Its should be 'minutes of flight time', not a percentage whenever you take off.

west notch
#

@narrow monolith are u using the CE?

narrow monolith
#

CE?

#

And I didn't realise ray had reduced take off costs

west notch
#

because when i last tried the game, with 1.1, i was using CE to increase units and be able to open the doors that required atlas pass, just those two things, and i don't know why the CE keep activating a moon and planet scaling and things like that by itself. When i erased those two things from the CE sheet, the game started to crash less

#

CE = Cheat Enginge

#

Engine*

narrow monolith
#

Oh, no never used that

dreamy tulip
#

Yeah, I made reduced launchcosts in the table

#

and a lot of other things in there

#

that are crucial not to be nulled out

#

In relation to the way the overhaul is setup

#

Just turned off the keyobard hotkeys that I had setup for my ps4 controller mapped on the planet size facillitation utility

#

And will add the updated table in the next beta

#

@west notch

ruby torrent
#

Hey RaYRoD TV can you make the sentinel drones back to it regular size?

#

I was walking on a planet with your mod and a random big sentinel drone came out of no where and it scared me so bad.

cyan oracle
#

@ruby torrent he fixed that earlier this morning.. not sure if it's been released or if he's going to update after some more fixes.. but he did note that's been done

ruby torrent
#

that good

#

it really did scared me a lot

#

I did not know the sentinel drones will be that huge

#

RaYRoD TV made a awesome mod

#

i really love the e3 style menu

dreamy tulip
#

Thanks a lot ๐Ÿ˜ƒ

#

Yeah, the next beta with have default sized sentinels

#

alongside a lot of other things

supple wadi
#

just make the sentinels...louder ๐Ÿ˜›

cyan oracle
ruby torrent
#

Yay thanks RaYRoD TV

tacit mesa
#

Oh god, the Reich is already in space.

cyan oracle
#

and it's colors proc.. so you might find it in red >.>

dreamy tulip
#

Will do crabs soon

cyan oracle
#

lmao.. #GotCrabs?

clever adder
#

yeah i haave some

tacit mesa
#

...I just had a factory give me 29 thamium for fixing it instead of a schematic...

west notch
#

@dreamy tulip now i saw that alternative ships are gone in 1.2.2

#

i didn't knew that

#

sorry if u already explained it

#

but why it was removed? it was causing problems?

dreamy tulip
#

It's in the optional folder

#

@west notch

west notch
#

yeah, i saw it, i just wanted to know why it was moved to the optional folder

#

btw, having "zzUncapped Hyperdrive Distance (Not Compatible with Default Game Difficulty.pak)" in the main folder, is it necessary to put "zzUncapped Hyperdrive Jump Distance by RaYRoD" in the main folder? i can't tell the difference besides the "not compatible with default game difficulty"

#

maybe i'm dumb today xD

dreamy tulip
#

Everything outside of the core mod is optional

#

Also...

#

I removed the alternate ships by Redmas from the main folder primarily because it was redundant to have it in the archive twice

#

And I wrote a note in the new folder it's located in

#

"These modify the descriptors of in-game ship classes to give them a different look and more variety. There are some noticeable bugs with these, and are left optional."

#

"Uncapped Hyperdrive Distance (Not Compatible with Default Game Difficulty.pak)" is not compatible with "Default Gameplay Difficulty.pak" located in the core mod removal folder

#

They both can't be used together as they modify one of the same files

west notch
#

sorry for the alternate ships thing then, i need to improve my attention, because i didn't saw the note haha

dreamy tulip
#

It's all good, I didn't write that note in 1.2.2

#

Still working on 1.2.3

#

I'm doing everything at once in real-time and organizing/situating things while working on the betas

#

As it's still not an official v10 release

#

A huge work in progress

west notch
#

yeah, what i was asking was if there's a difference between "uncapped hyperdrive distance" and "uncapped hyperdrive JUMP distance". I mean, besides the fact that one is not compatible with the normal difficulty mod, is there a difference between the file that says "jump" and the other one that doesn't?

dreamy tulip
#

Do you see two?

west notch
#

i know, you're giving life to this game with every update

#

i see the one in the main folder and the one in the optional folder called RayRod

dreamy tulip
#

Ah, it's redundant. The next beta will only have the overhaul in the main folder

#

And the names will be fixed/organized more

#

No worries

#

When the next one is up and if you download it

#

Make sure to scrap the former files

#

And it won't be confusing

#

Will look like this:

west notch
#

great then, thanks! it's tough to be patient with all you've been saying about the new update ๐Ÿ˜†

dreamy tulip
#

Ah yeah, been working on it for almost 22 hours

#

But might not be able to finish tonight

#

Am sleepy

#

Still working on it atm

#

We'll see

mental rune
#

christ

dreamy tulip
#

About to test more E3 space and sky colors now

#

Then work on more height fog color variations to fit the biome scenario

#

Integrating E3 2015 settings

dreamy tulip
#

Looks like the Yhzeluez Trex that I just assembled

#

And I added the possibility for blue height fog and more varied skies on planets, more varied clouds, and space colors

#

Alongside adding E3 preset colors and other colors from various other pre-release presets
The vanilla sky colors, space colors, and horizons stil exist too. I just added these extra ones to the game

#

Including custom colors

#

Glad to know the new ecology is working though, time wasn't spent in vain ๐Ÿ˜›

#

Will be assembling a lot more creatures from pre-release footage soon

#

Spent the past 23 hours re-doing the ecology overhaul from scratch, studying pre-release UI content, fixing various bugs, integrating E32015 and other prelease skies and horizons, more varied height fog colors, inventory adjustments, custom making pre-release creatures. + More

#

Will continue working on it more tomorrow and release as soon as it's ready

west notch
#

well, i've been testing the mod for a while. Problems i found: 1. most important, just one CTD, which is a biiiig difference with 1.1 i mean, with 1.1 i played a lot more, but from what i see, there's not so many CTD as before. The only one was produced when trying to enter a tropical planet. 2. sometimes the building menu disappears (photo 1) 3. a planet that says "fauna = none", i just found one animal, which is the predator you showed us before. I don't know if this is a mistake or actually the "none" on fauna doesn't mean absolutely zero animals (photo 2 and 3). 4. do you think it's possible to build a base in the water with the right gravity inside the base (i mean, not floating around like there's water in the base)? it's not a problem with the mod, obviously, but i'm just asking if that's possible.

#

this upgrade is great and now i'm hyped with 1.2.3! keep going Rayrod, it looks great

dreamy tulip
#

Cool, so I'll look into tropical planets as a starter. Was there a lot of water there? I recently found some "potentially problematic things earlier" and toned it down a lot. As I could see it causing rare crashes and it might be related to that. I'll include that change in 1.2.3 (and also look for more issues/crashes when I wake up) now that I've gotten these other personal tasks outta the way. About #2 I'm still looking into what could be the cause of that with the basebuild menu on rare ocassion. I'll have to keep a close eye out and try to see what triggers that rare glitch. About #3, was that a dead planet where that creature was on? If so... I have an idea of what to do and will tackle that soon. And about #4 unfortunately.. I do not believe so. Even underwater story mode buildings still function as if you're underwater.

#

Thanks for the feedback on 1.2.2, it's helpful ๐Ÿ˜ƒ

west notch
#

nice!

#

the game CTD when i was entering and i couldn't see if there was water or anything

dreamy tulip
#

Okay, thanks ๐Ÿ˜ƒ

#

Anyway, off to sleep for the time being... be back later

#

Have a nice night

cyan oracle
#

very cool work @dreamy tulip

cyan oracle
marsh aurora
#

Sir, the possibility of successfully navigating an asteroid field is approximately three thousand seven hundred and twenty to one

rancid shale
#

I'm on my way to Amsterdam how is it?

tacit mesa
#

Never tell me the odds!

#

Carl, how much do you like drugs and sex?

rancid shale
#

Uhm well that was not where I was going for

#

Mostly want to know how the city is

worn citrus
#

Full of drugs and sex

rancid shale
#

Not the people and culture

tacit mesa
#

Laid back, chill, high, with a nighttime party atmosphere.

worn citrus
#

And โ€žcoffee shopsโ€œ

rancid shale
#

Yeah... Coffee shops

tacit mesa
#

It is Hipsterdam after all.

rancid shale
#

Well I'm in for a treat

tacit mesa
#

Just pretend to have a lot of money and you'll do fine.

#

Don't do that in America though. If you lie to a girl about your finances or your profession now, it could be considered rape.

rancid shale
#

Well, I speak the language so I'm probably fine

marsh aurora
#

Pretend you have money at the wrong area of Amsterdam and you will be "popped" by the "negers in de back" (their words not mine)

#

Why is this in the modding channel anyways

kindred tiger
#

@dreamy tulip Woah...! How fast did your heat protection drop?

dreamy tulip
#

@kindred tiger Hey, sadly I was in creative mode so I couldn't tell. ๐Ÿ˜ƒ

dreamy tulip
#

@cyan oracle Thanks man

dreamy tulip
dreamy tulip
#

Working on expanding planet names, planet classes and weather names

  • Restoring some removed ones from 2016
visual shard
#

GEk first spawn?

dreamy tulip
#

Hey, there's some GEK in here too... but those aren't it ๐Ÿ˜ƒ

#

Those are procedural grunts

naive blaze
#

@dreamy tulip what does your mod do to vanilla?

dreamy tulip
#

@naive blaze Hi. I often have trouble compacting exactly what this "entire game overhaul" does and simplifying it. But I wrote a bit about it on the mod page.
I just copied this from the page... I hope it explains a bit.

#

``No Man's Sky: RaYRoD's Overhaul is not a "mod pack". However, this is a MAJOR "personal project" that I have been consistently working on dating back to 2016 behind closed doors with over 3,800 hours of work in-between studying the game's filesystem, executable memory, creating content, testing content, enhancing the game's experience in numerous ways, and using E3 trailers as concept art to re-create them after doing in-depth research of the game's filesystem and also data mining. From 2016 to this very day, almost all of my time has been invested into studying how this awesome game which was originally delivered to us by Hello Game's works... and thinking of ways that I can fully replicate E3 footage in the trailers, enhance the game's experience, and creatively add content to the game from my own imagination. Many of the things in here that I have accomplished, were theoretically not do-able, but I found a way to do it with time and dedication. Making this has cost me a lot of lack of sleep, and actually painful to my eyes. However, I do not regret the outcome of it. Regarding the surprises and hyper E3 nostalgia that is possible "only with this mod"... I don't want to spoil those things... therefore, I would rather let you experience it for yourself as you explore in-game. Every update for this mod, since 1.0, 1.1, 1.2, all the way until now has been on a "large scale" in my journey of shaping this game into the game that I personally desire it to be. Bug reports on previous versions of this mod, and also from v10 update beta testers have been helpful in improving this gigantic singular mod. I've decided to share my work with everyone.

Additional credits are included in documentation within the download and also on this page.``

I am bringing those nostalgic "much desired by many people" E3 quality trailers to reality with this mod but re-working things for consistency the procedural in-game universe gradually.

#

A *few* of the *countless* things that you will experience with this mod are... a complete visual overhaul, re-enabled and re-created pre-release features by me, over 1,000 different handcrafted procedural biomes made by me, with rules and algorithms *that have been tested one by one* with research, inspiration, passion, and creativity to ensure that they all meet a beautiful quality standard and are stable, every version of No Man's Sky that ever existed has been converted to atlas rises and imported into the game with this mod. (This means that every bit of lost content from all versions of the game now exists in here, thus taking exploration incentive up HUGE notch), E3 biomes re-imported and re-created, additional E3 biomes combined with other biomes that I've made, an ecology overhaul (read the changelog for full details), a terrain overhaul by me (I re-wrote the game's terrain over 9 times manually about 250k lines of xml to create a nearly infinite variety of terrain), More intense and dynamic "E3 Style" weather and storms across all biomes (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 that occurs), expanded color pallettes (The color palettes from every version of the game exist in here giving the possibility for infinite color variety), and hundreds of thousands of more ehancements and surprises that is really too much to write or talk about. My suggestion is... check it out for yourself.

#

I guess in short...

#

"My goal and inspiration has been a cross between E3-style nostalgia with a modern vibe but linked to the initial game's aesthetic with a few rare exceptions. To not stray away from the original game's intended lore and style and to not break the "No Man's Sky" vibe, but to enhance the game in nearly every way.... while keeping it close to vanilla as possible. This mod accomplishes that."

#

Side note, to anyone using former versions of the overhaul BETA... I just fixed that frozen creature bug.

naive blaze
#

holy shit

#

u da real mvp

#

hello games should hire you

#

so you've done terrain gen and ecosystem overhaul

dreamy tulip
#

Those are a few things, yes ๐Ÿ˜ƒ

naive blaze
#

and improved weather it looks like

dreamy tulip
naive blaze
#

are these your new biomes?

dreamy tulip
#

The second pic is a pre-release IGN footage biome called YAVIL which I converted to standard NMS format.
The biomes in that link leading to an Imgur photo album shows a few random planets/biomes that have been found in there

#

Every planet biome wise, and terrain wise is unique with the mod

#

Pre-release HG had variety in this way on a solar system scale, but I pushed it to a universal scale

#

I also handcrafted the biomes from scratch by creating a flat empty planet template, then added various rules and algorithms and features

#

one by one

#

Except for the pre-set E3 and other pre-release biomes which I converted and made adjustments too

#

And I set different kinds of rules to ensure consistent beauty and variety (despite any things I still need to polish up)

#

And terrain also has infinite variety

#

That's a few aspects of the mod

#

But there's a lot of other things going on too

#

And stuff never mentioned

naive blaze
#

did you need to model/import new assets to create more variation in biomes?

dreamy tulip
#

The mod pretty much changes every aspect of the game

#

Nope, I actually did not

naive blaze
#

so all the assets existed in the game files?

dreamy tulip
#

There's so much content unused and also content that can be taken advantage of in creative ways that it's overwhelming.

#

In-game.

naive blaze
#

amazing

dreamy tulip
#

And as varied as it now is, I haven't even scratched the surface

#

If you check that album

#

And I only have generation cranked up like 5% to my expectation

#

A lot more is coming as it's still not an official v10 release yet ๐Ÿ˜ƒ

naive blaze
#

incredible

#

also

#

is that ship your addition

#

or is that just those new s class ships

dreamy tulip
#

That ship is a courtousy of Krem :)
It's from Morships, and is optional

naive blaze
#

from last update in vanilla

dreamy tulip
#

The basebuild menu has a starship swapper

#

That I assembled (thanks to monkeyman for helping me get that working)

naive blaze
#

ah, i c

naive blaze
#

morships obviously seperate mod

dreamy tulip
#

Krem updated morships for the overhaul

#

Primarily

#

And also made it separate

#

In that video, you can see a NMS concept art ship done by Kirshak and Krem

#

And also E3 freighters that I setup

#

warping into biomes

#

I made freighters and sentinel drones pilotable

naive blaze
#

sentinel drones pilotable?

naive blaze
#

as in the starship sentinels or the actual drones

dreamy tulip
#

In one of those 5 pics ๐Ÿ˜ƒ

naive blaze
#

also, do freighters actually move now?

dreamy tulip
#

I also made the police ship pilotable

#

You can see them moving in that video, and yes freighters can move in space or on planets and also warp in ๐Ÿ˜ƒ

naive blaze
#

im sold

dreamy tulip
#

alongside other AI warping in

#

There's also on-planet space battles

#

Like in the Infinite Worlds trailer

#

My friend LPlaysGaming encountered it here on an older version (mapped to the right time)

naive blaze
#

amazing

#

what are some planned features you're working on currently, or that you have in mind for the future?

dreamy tulip
#

Tons :)
A few that I'm currently working on is assembling pre-release creatures from pre release files and trailers.
I want to get sandworms working, and I found data in regard to space for creatures in the files. I'm also going to be making more creative biomes, re-creating more E3 biomes... Integrating RC1 vanilla 1.0 PS4 biomes, thinking of a custom multitool swapper, more custom weather, more palettes, more E3 palettes, more creature variety

#

Lots of new stuff

#

More pre-release features and mechanics

#

I spent most of the day yesterday studying user interface related stuff... hoping to get more E3 UI related content back

#

Thinking of attempting to create a creature inventory page

#

Those are just a few things I have in mind

#

There's no limit or end

#

I have fun doing it

naive blaze
#

wow, you're really dedicated

dreamy tulip
#

I love to re-work No Man's Sky.

#

Oh, forgot to say.... the mod also has infinite biome color palette variety and every version of NMS that ever was released is in here and uploaded to AR format + more

#

brb

naive blaze
#

wow, if I were to make a suggestion, it would be to make more unforgiving terrain

#

perhaps biomes that closely resemble our modern Venus or Io, very volcanic and hazardous

#

or even upscaling toxic/radiated vanilla biomes, to appear more exotic and neon bright but more dangerous

#

i feel this was something that was overlooked in the pre-release content

#

but so far you've done some excellent work on "fixing" NMS

#

well done, kudos to you

dreamy tulip
#

Hi, just got back ๐Ÿ˜ƒ

#

There's some epic terrain in here

#

While still keeping vanilla terrain

#

Like, it's not all "wild" and crazy but yeah it's totally possible haha

#

I have a few really old screenshots from pre-v10 BETA

#

Stuff like that is extremely rare

#

Those are really old photos from testing

#

Just a few examples of some terrain from a few random planets with the mod

gleaming herald
#

wow

#

sad that I'm a PS4 player

terse topaz
#

@gleaming heraldsame here man, I love to look at these mods though

gleaming herald
#

yea thank you for sharing ๐Ÿ˜ƒ

dreamy tulip
#

Thanks for taking the time to watch and look around ๐Ÿ˜ƒ

#

I'm also a PS4 player

#

alternatively

hardy shard
#

Does anyone feel that NMS needs more architectural options when youโ€™re building your Home Base?

#

I know they supply you with a pretty extensive selection of possibilities as it is, but I just think it needs new 2โ€™1/2 X 2โ€™1/2 habitat rooms.

#

The round habitat and the square habitat are just too bland of a variety...

#

And stacking them donโ€™t look right for some reason....

#

We should be able to build those really cool fortified bases with the big radars and such. You know what Iโ€™m talking about- the observatories and research facilities and factories and all?

#

I wish there were a mod for that on Steam lol

#

And btw @naive blaze you play Destiny?

#

perhaps biomes that closely resemble our modern Venus or Io, very volcanic and hazardous

#

Or is it just a coincidence

dreamy tulip
#

@Wolfuprising [IWOLF]#2351

#

Look at the one in the beginning of this old video

dreamy tulip
#

Just greatly expanded the color palette variety for all biome types even further

dreamy tulip
gleaming herald
#

hello games should hire you ๐Ÿ˜„

dreamy tulip
#

Just lowered the E3 HUD opacity a tiny bit to better resemble pre-release footage

rancid shale
#

Thanks man

#

looks better in my opinion

dreamy tulip
#

Going to increase the opacity on the weapon name though

gleaming herald
#

๐Ÿ‘๐Ÿฟ

rancid shale
#

Lazeus is readable

#

WAIT

#

I'm orange

dreamy tulip
#

I suspect it might have a bit of trouble in certain lighting

rancid shale
#

๐ŸŠ

dreamy tulip
#

I'll take care of it

#

Lots of changes for the next beta

lime mesa
#

Just wondering, how do you guys actually get into the paks? Wanted to do some datamining. I've had a bit of experience using Umodel but I don't think that works with No Man's Sky.

inland sky
#

you can just unpack the .paks

#

using PSArctool, or the one included in stuff like modding station

#

its part of the basic modding tutorial

lime mesa
#

Oh okay

dreamy tulip
#

Even better now

inland sky
dreamy tulip
#

Just gotta do the clip, ammo, and grenade amount opacity quick

#

And rinse and repeat for my other alternate E3 HUDS

#

oops, forgot to edit the left side

supple wadi
#

lol

dreamy tulip
#

I found editing the user interface files to be more convenient than editing the texture

#

I decided to do it that way for the opacity

naive blaze
#

@hardy shard haha no I dont play destiny, why you ask?

dreamy tulip
#

The earthlike crabs which I setup yesterday are working, they should usually have pincers and also should sometimes be underwater

tacit mesa
#

@dreamy tulip Since we're a modding channel, might I suggest that you link Modding Station and MBIN.

#

In the pins.

supple wadi
#

dat one time i think i shoulda accepted moddy tag

inland sky
supple wadi
tacit mesa
#

thats in there

#

well the wikiis anyways

supple wadi
#

Yeah, that just goes directly to the tools you referenced.

dreamy tulip
#

I encourage anyone on PC to begin modding. ๐Ÿ˜ƒ I'd recommend starting off with a small project. Maybe look over the game files and see if there's something you can make sense of and then go from there.

There's plenty of resources on discord to help you along the way, including other modders as well as myself. Thank you and best of luck once you begin modding

Getting Started:
http://nmsmodding.wikia.com/wiki/Getting_Started

Tutorials and Tools:
http://nmsmodding.wikia.com/wiki/No_Man's_Sky_Modding_Wiki#Tutorials_and_Tools

No Man's Sky Modding Wiki

This quick guide has the goal of quickly introducing fundamental aspects to modding No Man's Sky without going into many specifics. Primarily this focuses on accessing your game files and...

Welcome to the No Man's Sky Modding wiki! This is a community effort to document the technical aspects of No Man's Sky's internal workings as well as acquaint aspiring modders with all of the...

inland sky
#

yey now we got 3 links to the modding wiki in the pins ๐Ÿ˜›

dreamy tulip
#

Oops, didn't see yours ๐Ÿ˜›

inland sky
#

think people will go there?

dreamy tulip
#

Should I delete?

inland sky
#

yours is bigger

supple wadi
#

look our wiki's very nice. ๐Ÿ˜›

dreamy tulip
#

A TREX from the Ign Footage biome named Yzheleuz that I assembled:

tacit mesa
#

Seriously that need to release a creature creation tool so we can populate the normal universe with cool things instead of their stupid things.

#

they*

hoary lily
#

yo mate @dreamy tulip did the game files end up using those E3 names as biomes? or is that more of a thing for your mod so that the overhaul generates several planets with those consistent assets?

#

if that makes sense