#nms-modding
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It should be based on sustained fire or a percentage of damage.
or use a short range weapon like the positron ejector
If I do 10% total shield damage, in combat, turn hostile.
If I maintain fire for more than 10 seconds into the side of the ship, turn hostile.
at 10 seconds pretty much any target would be dead ๐
well freighters are a special case
Not random friendly ships.
Random friendly ships should instantly turn hostile if you tag them
naturally
they only take damage from the storage containers on the side
though I guess they turn hostile in other places
If I remember right you need to deal quite a bit of damage to civilians before they attack you
Yeah if they only take damage off the cargo pods, thats even more reason my idea should be aces.
Most of the time shooting them would mean nothing
atleast I have dealt like 10% damage before they turned
Lmao
So freighters in combat are more touchy towards their escort ships
Than normal civilians flying around with a pantload of guns and a thumb up their bumb?
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
aw, only if you get 100% hitrate from behind
I think we gonna be able to do dog flight between us in the future
22.5k damage in 1 sec with 100% accuracy from behind
with max damage multiplier, double damage from behind and maxed ballista
though as a volley lasts 1.5 sec, you can actually kill a skull level
they got 30k health
This video is crazy actually the sky looks Soo good: https://youtu.be/i-q_L2gn1sY
Follow me on Twitter for frequent updates: https://twitter.com/RaYRoD_TV Download Link Here: https://drive.google.com/open?id=1gNVlxVnzz75YPpLC1_aBjLl_rTJ8cM...
Just finished recording a random exploration video.... found some amazing planets
That I didn't expect
First time actually sittiing back and really playing with the overhaul in along time
Gonna upload soon
Diplo, Two headed Triceratops Fields
A few random planets that I landed on
These mixed lush exotic planets are awesome
Yeah ๐
Gonna try to do another @@dreamy tulip Overhaul cinematic but a calm one the first one was a bit too epic
That why your random exploration videos help me a lot to fill them because they are raw real footage
Are you gonna do more in the future ?
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
I didn't expect anyone to say that:
https://i.imgur.com/S3jRcoq.png
https://i.imgur.com/mS6iUjw.png
Thanks for being willing to compile videos and share @heavy oar
๐
I love to see also the experience from other people
We should have like a group maybe on Facebook to share our stories of your overhaul or like an #
I don't think it's necessarly a problem if freighters warp into you
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
I think it's fixed now :)
As the freighter warped in near him and crashed into a mountain
That post we from before any of the fixes you put up since you've awakened Rayrod
I saw that posting before I managed to get in touch with you
There's been other reports of it being fixed (supposedly)
Well I haven't seen a freighter since the fix at all. ๐
So I have no idea.
I agree with Cody Roesch btw. Usually I reroll a few times on Survival to get a decent world.
I live with your worlds, because they're so fuckin interesting.
And also because you give me access to vehicles without doing the stupid terminal mission bullshit.
Happy new year everyone. I am having some more new biomes ideas. --------------------------------------------------------------------------------------------...
I object to being the size of a Gek.
he s smaller, its taken with photomode ๐
Oh you have the hoverbike I want to use. -_-
Would prefer over flatcar. Also, strafing. But we can't have everything.
๐
Refund ?
Over that?
Seems excessively petty given I bought it before there were exocraft.
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.
I had no idea that sony gutted the superformula.
I think 2018 will be even better new modders will come
See 2018 begining great
Because I'm bored, and I like sexy things.
I'm gonna post all my screenshots here.
And I'm not gonna share any of my designs.
Huhhhh
Gotta love the ambiance
No Mans Sky should be unfriendly, dark, and lonely after all.
Seriousy it has such an aggressive sounding, I'ma end your life name.
But its not that dangerous normally is it?
It can be really dark sometimes
The atlas interface can really be terrifying sometimes
oh you mean the organic ones?
And some world make you wanna die
I really need to see some skittering alien things coming at me
Oh actually now that I think about it
I wonder if between me and Rayrod, we could work out some Xenomorph models
....we have someone doing it
To randomly place on works in the hundereds
worlds*
What, you mean like Aliens Xenomorphs?
Ten Foot tall black shiney exoskeletoned humanoid warriors of spikey domed doom?
I want that ^ to run at you and eat your face.
Ooh
Wait. Two seconds
RaYRoD TV YouTube: https://goo.gl/U3kU2w Twitter:@RaYRoD_TV MY REGULAR NO MAN' SKY SERIES: https://goo.gl/1H5LNV MY STAR WARS SERIES: https://goo.gl/fJTLWp N...
@tacit mesa
See, but it doesn't leap at you, or spit acid, or impale you with its tail.
Though the impalement thing might be hard to work out.
Effects on animal will not be implemented on no man sky because you will need procedural effects ...
hello games could probably figure it out
they can jump if they have certain legs or impale you if they have a certain tail 
butnotyet
Eugh, Rayrod you bastard.
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.
I just realized.
No Mans Sky NEEDS Rick's little Space Car.
Its literally perfect, all the wild and random worlds actually suit the rick and morty series so well.
@wispy cobalt Are you talking about the Overhaul itself, or are you seeking the hoverbike specifically?
If you want to send me the model, that really shouldn't be too hard to texutre.
but I'm probably going to be working on a freighter for the next week..
I'd rather get the textures from the author.. I know he has them
Well no worries then.
Also hello Lexx.
You aren't allowed to add that to NMS unless you do the toilets properly.
๐
LMAO it'll still have the old fashioned hangar interior
but I could make each lens on the eye be it's own defense turret >XD
Not even close to an accurate level of firepower. ๐
lmao tru
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..
doing what I can with what I've found.. and improvising where I have to
What if I model what I want and politely pass you the file?
I will credit you for the model in the mod and add it
just like I did for Kirshak
and ofc, you will be thanked
Damn well better credit me if I pass you a model lmao.
then maybe I didn't understand what you originally asked..
No no, I'm just pointing out that I'm a 3d modeler.
okay.. ๐ that's awesome.. what platforms are you familiar with?
Blender, 3ds Max, and Maya.
nice.. I used to do 3ds max but my license doesn't work any more >.>
Blender is plenty, being open source you can make it do what you need anyways.
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
I'm enjoying blender.. fairly easy
I honestly found blender more confusing than Maya when I started learning it.
Probably.
used zmodeler before maya
3Ds Max is way harder to use and Maya or Blender.
and carcad before that (a very proprietary tool)
So if you start there, Blender would likely be comfortable.
I used Wings3D as my first modeling problem.
and I agree on the 3ds part
not familiar with either format unfortunately.
Gotta love games huh? A new game, another file formal.
;_;
format*
dang, I really want this model, but I can't open it..
https://sketchfab.com/models/58b4c905f86a4db7a2f13df0c35be1ab
she can freeze or burn the hell out of you wity her powers!
add some glitter effects.. XD
...
I know who the character reflected in the lenses is.
Oh I can view it in VR huh?
it's a MLP based model (not sure if inspired or actual MLP).. but I want it for an inside joke in the mod..
nice, I didn't know sketchfab had that option
one would hope right?
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 I am pretty sure Galactic Raven was commenting this video ;) https://youtu.be/5-8yHbpcx9s
Happy new year everyone. I am having some more new biomes ideas. --------------------------------------------------------------------------------------------...
the only thing i know how to do really well is sound design
like making gun sound effects etc
@inland sky I think you'd probably know best.. but do you happen to know the maximum amount of turrets a freighter can have?
Galactic Raven, do you know how to add/edit sounds in(to) the game?
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
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
I think I recall some NMS audio tools being made post-atlas.. but I'm not sure where they're at
but.. if you find them.. and manage to figure out how to edit them, please lmk.. I could use your help..
No Man's Sky: RaYRoD's Overhaul v10 (BETA) - Random Exploration Part 3
https://youtu.be/2rzTP6-9_L4
These were a few random planets that I found during a random exploration. Download Link Here: https://drive.google.com/open?id=1gNVlxVnzz75YPpLC1_aBjLl_rTJ8c...
@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.
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.
he's been busy tho.. IDEK if he's home yet..
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..
I dont think its as simple as that, there is definitely a lot of similarities
could be either looking from outside
It's complicated further due to the constraints of introducing custom content in NMS.
yeah
Working on calculating object mesh's for a few biomes that still lack colission
Got an email report about the swamp biome that I made/handcrafted
Wow you actually got a formal apology from a Nexus moderator.
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.
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.
And telling everyone to censor themselves is essentially seeking means and excuse to cull population from your community based on your own preferences.
Which is downright malicious and disgusting behavior.
The modding one, I take it?
Yeah.
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?
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.
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
I fix stuff sometimes when people mention it, but there are many pages that could really use a rewrite
that too, but thats an issue with any mod
Like Rayrod has a problem with antimatter doing anything related to fueling stuff anymore.
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
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.
Like
Why can I not make a power cell out of plutonium and iron for example
does the overhaul fix the crafting cost for power cell/shielding shards? I dont play it(fps issues)
because they are way overprices in vanilla
You basically ignore power cells and shielding shards. You can recharge your life support with Iron.
only use for power gel for when you got 0 thamium9 in vanilla
Hazard Prot as well.
or if you want to use iron for hazard prot in vanilla
I want to use something else for hazard protection. Like the stuff animals or sentinels drop.
Iron for life support works for me. Or low cost power cells made of Iron/Plutonium
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
the "upgraded" power cells got even worse ratios
shielding shard costs 50 iron and 20 platinum, for 50 charge, same as 25 zinc or 25 titanium
Yeah, those should be reversed.
Last resort should be raw material.
With a power bonus for crafting.
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
like what
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.
But it doesn't even do that. -_-
Power Gel should cost 25 Plut and 50 carbon.
Eh, screw that
5 plut and 25 carbon
yeah, exact same charge value then
Though I think we should drop carbon
though you lose out on storage density
And make it 5 plut and 25 iron
That's what it should cost.
And the stack size should be 50.
yeah, and then make shielding shards out of a mix of oxides and isotopes as well?
One of my primary problems with life support has been finding carbon underground on hazardous worlds that kill me in seconds on the surface.
so they got more of a use if you are low on the resources needed
Shielding Shards should also stack to 50.
And they should stack to 500 on a ship, if we can use them to recharge shields.
Also my ship should have a fusion core.
So I should be able to stick elements in there to make heavier elements.
Because SCIENCE
Oh, and doing so should attract a massive sentinel attack because you're increasing the density of the universe.
@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?
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.
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
Hi there, first I must ask.. what beta version are you running? ๐
The latest is 1.2.2
Thanks for taking the time to write this.
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
Also, regarding the pop-in; that's actually an in-game functionality and not hardware related I believe.
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!
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
Thanks for answering as well
I hope that if 1.5 or 1.4 comes out one of these days, doesn't mess with this great mod haha
Thanks for the report :)
Well, it may more than likely at first... but I plan to update it ๐
Oh it absolutely will.
You have your fingers in all the pies Rayrod.
If they rebake them, I'm pretty sure the random ingredients you added won't compliment the new recipe.
Yeah, it always ends for the better ๐
Btw, did you see any of the conversation between me and Ket earlier?
We went through a couple of points on the games crafting system you might want to look at.
"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 wow at those 3 screeshots above Ray..proper tidy
Playing the RC1 ps4 version now, gonna use it as a 3D concept art to make some extra PC biomes
from what rayrod says it seems like editing xml stuff ๐ค
yeah its just xml editing for the most part
unless you want to do modeling, or do cheat engine stuff
Hm, alright.
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.
A good concern is if that's even possible with No Man's Sky..
You can make placeable models based on the existing base building
though not sure how good it will be on performance,
There's also a few c++ mods that I did, others in glsl, various in xml, some with textures
and cheat engine related stuff
Also, a majority of the mods that I made were done via hex editing
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
Ah, what a vicious cycle. Wanting to play NMS, but being sucked into the modding wiki constantly.
No Man's Sky: RaYRoD's Overhaul v10 (BETA) - A Few Random Planets
https://youtu.be/2HJPcpS4wbY
Download Page: https://www.nexusmods.com/nomanssky/mods/497 If you would like to support me, you can donate here: https://www.paypal.me/RaYRoDTV :)
hey rayrodtv how ya doing?
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?
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.
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
Sounds good. Thanks for the kind words... I'll honor your request later and send you a pm ๐
Have a wonderful day/night ahead... cya!
thanks and have a great night
those are beautiful
some of those are too many trees! ๐
yah but there are patches between so ๐
No such thing as too many tree's.
You shouldn't even be able to walk in a rainforest without a bowie knife.
High-centered the Exocraft..
I've gotta workout and overlay like that.
@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. ๐
@lime mesa Working on your request now
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.
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?
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 .
Would gladly do so given the social contacts and given funding.
you could atleast just get familiar with one of the programs like unity or unreal though ๐
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'
awe thats awesome
and a freighter just landed on top of me
lol
@dreamy tulip Sadly, a freighter is on top of me again
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?
@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
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.
No Mans Sky should really have an autosave function. Does getting in and out of your ship still save?
unless you exit on a AI freighter
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.
you can create a save station for fairly cheap, though it takes the manual save slot
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.
New version will have that already
And w/o it it still gives you the tech/blueprint in-game at some point
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.
Stack sizes I think are hardcoded
I could code something for it, but don't want to do that
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.
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
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...
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
No need to feel pressured, its not like I'm subbed to your patreon or anything, you don't owe us anything.
lol, exe mods? as in exes that overwrites memory of what the game exe does to alter the game? sounds like you're the guy Sean's referring to in this video:
https://youtu.be/lpXSfIgNGyw
Will No Man's Sky have modding? How will No Man's Sky work with mods? We explain this in the video and what we might be able to see! Be sure to watch part 2:...
Is he mad? He's probably mad right/
?
Game developers generally don't seem to like it when people mess with their code.
understandable no ?
Not really. Things improve when others gain access and modify them with their own ideas. That sort of how technology and society has progressed.
yeah ok fine but they probably have a different vision than some of the ideas for example Ray has
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.
this is especially true after 1.3 ^^
scenery got a big hit
although I have to say
Default NMS has me hiding from the sky in Survival mode and I never get to see anything.
Cold and Dessert biomes are pretty immersive
Cold biomes arent very immersive imo.
I'm Canadian.
I've never had a jacket just 'wear out' after 15 - 20 minutes of use.
Why is it shittier than my canadian jacket then?
Because
Despite wearing a space suit always
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
Sept the tentacle planets everywhere that ambush you.
still never died to them
@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.
I have 150 hours
No they are indeed just irritating
^^
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.
auto aim ????
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.
nope never noticed
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
Basically, the game doesn't fire where you aim.
because it shoots past them
It fires where it thinks you want to hit.
whenever your recticle is red its active
you won't not notice
its pretty good most of the time, but sometimes its just a pain
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
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
I wonder if rayrod can disable the autoaim entirely
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.
bolt speed doesn't help if it aims on the wrong spot
though increasing the projectile hitbox might
That could work.
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
hmm, positron and ballista got 30 radius, photon got 15, and infra-knife got 0.75
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.
That video was from pre-release or right after release
I remember watching it when it was uploaded awhile back
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.
Yeah, I think it would be nice to see that as well
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. :)\
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```
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
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
it sounds great, really! i'll be waiting
๐
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
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 ๐
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 ๐
@quick hatch Hi, what BETA version are you running?
good question let me check
Post-release v10 public-BETA - v1.1
is in the top of my Latest BETA txt file
The latest released is 1.2.2 available here:
https://www.nexusmods.com/nomanssky/mods/497
oh nice, thanks, I'll try that ๐
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
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
Not a pack. But a singular mod on a large scale. You can delete my Flight handling file
๐
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! ๐
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. ๐
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
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
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.
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 ๐
On the new version
gotcha, ok I'll do that ๐
Thanks a lot!
No thank you, I've been quite enjoying the mod so far, glad you could make it!
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
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 ๐
Hmm, do you mean like this video?
I'm working on multi-weather to further improve visual aesthetics. I combined mars dust with swamp fog for this biome and made major particle changes. I also...
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
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
๐
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
I recommend scrapping all old stuff
And using what the new files
And rinse and repeat upon each BETA update
ok cool, that was my plan ๐ thanks!
Was tampering around with the super formula before
And decided to put my base in a procedural square
hah nice
Just re-worked various weather types, to make it a bit more subtle
Especially the mars dust swamp fog
guessing less dense = more stability?
Hey, it's more-so of it being less instrusive visually
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
Cool.
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
Now I want to make a Submersible Exocraft, but that'd likely not work would it?
Likely not
Oh well, its probably intended eventually anyways.
that's cool
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
Sounds good ๐
Still working on 1.3.3
Haven't taken a break yet... like 17 hours in
But lots of new stuff will come
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!
Thanks, am trying to finish it up before I get too sleepy
brb
Still have more to do after this
dragons? there be dragons in NMS?
Let's see how it turns out
Still have creatures from the ign gameplay to do as well
From Konangko
It'd be cool if we actually started out with a random multitool and a random ship.
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
@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.
@narrow monolith Thanks for the heads up, were you able to scan the planet from space?
Yes
What kind of planet was it?
Endless sun I think, baking hot
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
Are you able to provide a screenshot of your MODS folder? Thanks
Not tonight I'm currently laying in bed lol.
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
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
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.
@narrow monolith are u using the CE?
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*
Oh, no never used that
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
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.
@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
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
Thanks a lot ๐
Yeah, the next beta with have default sized sentinels
alongside a lot of other things
just make the sentinels...louder ๐
No Man's Cropdusting
Yay thanks RaYRoD TV
Oh god, the Reich is already in space.
and it's colors proc.. so you might find it in red >.>
lmao.. #GotCrabs?
yeah i haave some
...I just had a factory give me 29 thamium for fixing it instead of a schematic...
@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?
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
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
sorry for the alternate ships thing then, i need to improve my attention, because i didn't saw the note haha
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
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?
Do you see two?
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
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:
great then, thanks! it's tough to be patient with all you've been saying about the new update ๐
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
This planet is really hot
christ
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
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 ๐
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
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.
photo 1
photo 2 and 3
this upgrade is great and now i'm hyped with 1.2.3! keep going Rayrod, it looks great
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 ๐
nice!
the game CTD when i was entering and i couldn't see if there was water or anything
Okay, thanks ๐
Anyway, off to sleep for the time being... be back later
Have a nice night
very cool work @dreamy tulip
Sir, the possibility of successfully navigating an asteroid field is approximately three thousand seven hundred and twenty to one
I'm on my way to Amsterdam how is it?
Full of drugs and sex
Not the people and culture
Laid back, chill, high, with a nighttime party atmosphere.
And โcoffee shopsโ
Yeah... Coffee shops
It is Hipsterdam after all.
Well I'm in for a treat
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.
Well, I speak the language so I'm probably fine
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
@dreamy tulip Woah...! How fast did your heat protection drop?
@kindred tiger Hey, sadly I was in creative mode so I couldn't tell. ๐
@cyan oracle Thanks man
Working on expanding planet names, planet classes and weather names
- Restoring some removed ones from 2016
GEk first spawn?
Hey, there's some GEK in here too... but those aren't it ๐
Those are procedural grunts
@dreamy tulip what does your mod do to vanilla?
@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.
holy shit
u da real mvp
hello games should hire you
so you've done terrain gen and ecosystem overhaul
Those are a few things, yes ๐
and improved weather it looks like
Here's a link to an album of screenshots taken via No Man's Sky: RaYRoD's Overhaul v10 (BETA)
https://imgur.com/a/5QDzb
are these your new biomes?
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
did you need to model/import new assets to create more variation in biomes?
so all the assets existed in the game files?
There's so much content unused and also content that can be taken advantage of in creative ways that it's overwhelming.
In-game.
amazing
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 ๐
incredible
also
is that ship your addition
or is that just those new s class ships
That ship is a courtousy of Krem :)
It's from Morships, and is optional
from last update in vanilla
The basebuild menu has a starship swapper
That I assembled (thanks to monkeyman for helping me get that working)
ah, i c
Downloadable Link: https://drive.google.com/open?id=1gNVlxVnzz75YPpLC1_aBjLl_rTJ8cMnI In this video, I am showcasing a recreation of the IGN footage biome ca...
morships obviously seperate mod
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
sentinel drones pilotable?
as in the starship sentinels or the actual drones
In one of those 5 pics ๐
also, do freighters actually move now?
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 ๐
im sold
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)
RaYRoD TV YouTube: https://goo.gl/U3kU2w Twitter:@RaYRoD_TV MY REGULAR NO MAN' SKY SERIES: https://goo.gl/1H5LNV MY STAR WARS SERIES: https://goo.gl/fJTLWp N...
amazing
what are some planned features you're working on currently, or that you have in mind for the future?
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
wow, you're really dedicated
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
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
Hi, just got back ๐
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
3 Feet Water
_
Just a few examples of some terrain from a few random planets with the mod
Download Page: https://www.nexusmods.com/nomanssky/mods/497 If you would like to support me, you can donate here: https://www.paypal.me/RaYRoDTV :) Tie Fight...
@gleaming heraldsame here man, I love to look at these mods though
yea thank you for sharing ๐
Thanks for taking the time to watch and look around ๐
I'm also a PS4 player
alternatively
Does anyone feel that NMS needs more architectural options when youโre 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 2โ1/2 X 2โ1/2 habitat rooms.
The round habitat and the square habitat are just too bland of a variety...
And stacking them donโt 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 Iโm 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
@Wolfuprising [IWOLF]#2351
Look at the one in the beginning of this old video
The next update for No Man's Sky: RaYRoD's Overhaul is coming along very nicely. I am currently working on multi-weather and more intense storms. There's a h...
Just greatly expanded the color palette variety for all biome types even further
hello games should hire you ๐
Going to increase the opacity on the weapon name though
๐๐ฟ
I suspect it might have a bit of trouble in certain lighting
๐
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.
you can just unpack the .paks
using PSArctool, or the one included in stuff like modding station
its part of the basic modding tutorial
Oh okay
Even better now
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...
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
lol
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
@hardy shard haha no I dont play destiny, why you ask?
The earthlike crabs which I setup yesterday are working, they should usually have pincers and also should sometimes be underwater
@dreamy tulip Since we're a modding channel, might I suggest that you link Modding Station and MBIN.
In the pins.
dat one time i think i shoulda accepted moddy tag
Would recommend this: http://nmsmodding.wikia.com/wiki/No_Man's_Sky_Modding_Wiki#Tutorials_and_Tools
Yeah, that just goes directly to the tools you referenced.
I encourage anyone on PC to begin modding. ๐ 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
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...
yey now we got 3 links to the modding wiki in the pins ๐
Oops, didn't see yours ๐
think people will go there?
Should I delete?
yours is bigger
look our wiki's very nice. ๐
