#nms-modding
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@hoary lily Can you further clarify what you mean?
I'm pretty sure RaY's using those planet names as a name for biomes that resemble those planets.
i messed up my wording but it's difficult to express coz i just woke up π as in are you turning those E3 planets into their own biomes so that your overhaul can generate many planets/moons that are very similar to those E3 worlds?
basically what i meant yh @supple wadi ty for simplification
Hey that question was english.
It's alright! π
So, my mod already has a lot of E3 biomes, and other pre-release biomes. I've been converting incompatible E3 and other pre-release preset planets and porting them to the standard base game biome format (while also updating them with a lot of testing as some things just aren't stable due to a lack of certain settings that can't be ported), and also doing further improvisation throughout the new standard game's filesystem hierarchy in regard to other pre-set settings for the particular pre release biome type(s)... in order to replicate the actual setting/vibe that was used by HG when they recorded it.
However, that only applies to those E3 specific or other pre-release biomes alone
I'll be doing a lot more of those
When it comes to other non E3 or non pre release biomes I'll elaborate on that too... as it's totally different
Handcrafting biomes the way that I choose to isn't necessarily "simple". It can be fairly simple to add an extra biome to get loaded, but creating something identical from the ground up on the basis of an "empty flat planet template" in accordance to what you specifically visualize in your mind with 100% accuracy... to work consistently for the in-game procedural universe is extremely complex, and requires a lot of detailed insight in regard to how different things in-game and in the files function; so that when you design your xml based input with designated rules and algorithms that you set with a purpose, you get the expected output that you've visualized.
I often use pre release photos, or pre release trailers as concept art, study the files, and creatively find ways to manifest what I'm visualizing in my mind and also creatively implement it into the game within hours of testing and refining. When I read the xml's I'm able to see how it will look in-game before I load up the game in my mind as this point. It's like I'm painting a picture. An example of that is a "Spooky Biome" that I made for Cobra TV in a few hours. I had an image in my mind and I brought it to life exactly how I saw it in my mind, in exact detail, in a few hours.
There are other ways that I also do biomes, and I'm still studying the files and looking for more ways that I can creatively do things... and I'm nowhere near done.
And when it comes to "E3 Vibes" or other "Pre release Vibes" that requires more than biomes
It also required me to re work thousands of files, a bit of glsl shader coding, custom textures, studying pre release files, studying pictures and old trailers, knowing certain details and mechanics that were planned or existed pre release (since I've been watching since 2013), and lots of other stuff
A lot of other things required me to search through the executable to get certain information, and also testing through hacking the executable in real time...
And there's a lot more to it... but those are a few things I did in like 3-4 months
But I've been doing more dating back to mid 2016
I also converted tons of assetts from every released former version of No Man's Sky + more to Atlas Rises format. As said on the "About.txt". Meaning... 2016, 3 alternate 2016 versions, foundation, path finder, alternate path finder versions, etc...
The secret ingredients are simply passion and inspiration
unbelievable
i'm reading all this in awe to be completely honest
never ever met/spoke to a more skilled and passionate modder before, not by a long shot, bro this is amazing
i literally need to get the game on PC just for this
i would have ages ago if my computer wasnt a macbook xD
honestly
a good start for what RaY's doing is doing a lot of playing about with existing biome values
so like setting some stuff to appear more/less frequently, change up the asset paths so different plants appear instead, etc.
the biggest pain in the neck is having to jump between several files and ensure you didn't forget to tell the files that you changed this here & there
'cause forgetting that can mean your changes just don't appear or at worst the game crashes for some reason that's become obscure to you after changing so many things
isnt nms all coded in C# or something?
NMS is coded in C++
ah
The underlying engine is C++, but what we handle is in xml
So it's not that RaY is having to write a bunch in C++, aside from a few things.
Anyway.. what I described above is what I'm doing.
yeah it's a really straightforward way to explain it, thank you so much! π
The surrounding tools that we tend to work with are a mix of C#, Python, and I think some Lua for CheatEngine?
have to say the biomes have really turned out stunning, i'm so jealous that i cant try them out
i have little bit of programming knowledge, would this be enough to start modding?
E.g. MBINCompiler: C#, Blender plugins: Python, and CheatEngine is a weird area I'm unfamiliar with.
@naive blaze It's possible to code mods using C++, or C#, but it's not essential
The majority of what people make mods with is through xml editing
Also yeah, most modding can be done with next to zero programming knowledge.
But it helps to have some basic knowledge to understand why things don't work as expected.
xml editing doesn't really require former programming knowledge
With some testing and deductive reasoning
And looking through the files...
You can figure something out π
If you want to start modding
ive learnt in python, c# and c++ before, but only dabbled in it
also html, which is the closest to a markup language as xml
There is a benefit to coding mods in an exe based way
Actually...
It's possible to code mods and hook them to consistent patterns in the game's memory
Where it is less likely needed to be updated
An example of that is my 3rd person flight mod
That I coded in C++
It's been working after several patches
Before I did so that way, I had it in a trainer that I assembled and made through using cheat engine
and that needed to be updated every patch
But that way is superior and gets injected into the .exe when placed into the binaries folder, in comparison to needing to open up an executable every time you boot with the older method
hmm
However, I don't recommend doing that as a starter
It's not necesarry, but has it's benefits
A majority of people use the mbincompiler, in which the wiki has instructions for
You can also do .DDS texture editing
Or look in the shaders
And if you know hex... that's also an option.
DeadEndThrills made a mod via hex, and also through cheat engine
He used cheat engine to get the data for hex
I believe
I mean the problem with the C++ stuff RaY's recommending is mostly that the script extender's been left unupdated and the other person's patched version, while working, is closed source as far as I'm aware and they've been here & there.
It's not needed to be open sourced to make extensions for it
So xml editing is the easiest entry level stuff to work with.
That's true, but open sourcing it makes it easier to patch if there are issues with it at base.
well, once i get my pc working again, i'll start modding nms
Niceee π
rn only have a dingy laptop
Honestly, despite how much RaY's changed, one can easily argue that due to how vast NMS is, that it's only the tip of the iceberg.
which is from 2011 so its on its last breath
it has much potential
have you changed anything with regards to ground combat, with drones or walkers?
Yes
what did you change?
I changed the way that AI function, what happens when you blow them up, what you retrieve from destroying them, where they can spawn per biome type, their scales, their textures, their animations, etc...
And there's on-planet space battles
so you added moderate text fixes ?
@clever adder What kind do you have in mind? π
the patch notes kind
Yeah, there's brief explanations of some of the things that I've done in there
There's too much to log though
itsameme
And there's countless things that I've worked on that I've chosen not to say to save for surprise π
o surprises
Yeah, I decided to go the HG route with that lol
Well, for eg with the drone...
The feature from the E3 presentation where Sean was on stage is back
Where when you shoot them, they don't explode but are rather dead
yo are the bright ship panels from e3 in the game files or are those added in manually somehow?
How do ya mean?
liek
you know how the panels on the ship are wayyy more dull in the base game than on E3 and how rayrod's overhaul brings them back to how they were
im wondering if the original scheme was in the game's files
Do you mean the ship dash, or the general visor UI?
Ah. I don't know that I've looked at RaY's version recently.
I think they may have just tweaked existing textures themselves.
could be, in either case im confused as to why something that simple was removed
It's one of those things where you're working between visual flair & usability, I imagine.
Probably thought the noise was distracting people.
ohhh right
and yeah that's a decision that they'd make considering they've made similar ones before, like the one about planet rotation (although that was specifically due to player feedback)
i'd have preferred it though, it's a small touch that adds a lot. for me at least
Dash coulda been too for all we know.
^^^
Given the overlapping interest in space games, I think the fact that say, Elite: Dangerous' dash is more usable might have made people frustrated/confused that NMS' dash wasn't similarly usable.
my thoughts as well actually, E:D's dash is actually a real dash whilst the NMS one doesnt tell you anything that the HUD doesn't (apart from your orientation relative to other planets and freighter fleets, etc)
not that it matters too much though, some more usability would be great but NMS is an arcade game in comparison to E:D's heavy sim-like experience
Well with the update coming in I think the gameplay and how the ship handle is going to an elite dangerous route that just what I think...
i didn't played E:D but isn't it more realistic than NMS? I like the no-realism on NMS, a mix of lowkey fantasy and twisted realism mixed with bright colours and strange loneliness
It is. It's a sim through and through.
Landing is by no means a one button affair as in NMS.
so... i wouldn't like NMS to turn to a realistic way. I hope they change it or they improve things but in the style the game was created
oh boy landing in elite is a completely different story
i love that game just as much as i love NMS, though
they both tickle different fancies
No Man's Sky: RaYRoD's Overhaul v10-BETA (v1.3)
Visual Aesthetics:
- Integrated more E32015 skycolors, space colors, sun colors, lighting, + visual effects
- Integrated skycolors, space colors, sun colors, lighting, + visual effects from various pre-release versions of the game
- More heightfog colors
- Before the mod had near infinite biome color palette possibilities... now I've taken it up another notch.
- Slightly reduced the E3 HUD, and the alternate E3 HUD opacity to better resemble pre-release footage, and re-worked various HUD related things.
Re-made The Ecology Overhaul:
- Re-made the ecology overhaul from scratch for the 4'th time. I re-worked the roles for every creature and added more content to the game. I added a lot more various rules, there's about 20 thousand new rules for creatures in their behaviour, they can range in different sizes, and they have different movement speeds. I added more varied of cave and underwater creatures. Underwater can be more full of life. Adjusted the chances of life for creatures so there isn't redundant life all the time, making those moments you find an ecosystem more special.
- Crafted pre-release creature types using pre release footage as 3D concept art, while for some creatures I used official pre-release hidden file presets.
* Newer Creature types and more ecology variety will be coming soon. These are only recent changes ontop of lots of other new features previously introduced a few betas ago.
- Added back in procedural sharks alongside E3 procedural whales```
Expanded the planet classes and weather classes, and re-added planetary+weather classes that have been removed since the foundation update hit.
Weather Adjustments:
- Made the marsdust swamp gas weather on barren biomes less intrusive on foot and in flight
- Made scorched biome weather less intrusive
- Re-worked depth of field while in ship for some biomes that had blurred your ship during extreme weather (please report back if it's fixed)
Fixes + Quality Of Life adjustments:
- Adjusted planet information for planets that were supposedly empty of fauna, but still had fauna
- Fixed Frozen Creatures
- 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.
- Sentinel Sizes reverted back to default
- Fixed oversized trader AI at trade stations
- Fixed confused AI from circling trade stations and space stations
Other:
- GrowMoar by Krem is now incorperated into the overhaul (with his permission)
- Lowered the density of a few things that could potentially be the reason for some reported crashes (Please report back if it's fixed now)
- Removed redundant duplicate files from the Overhaul Archive. The overhaul is the only mod in the main folder, the rest are now optional.
NexusMods Download Link:
https://www.nexusmods.com/nomanssky/mods/497
@cyan oracle is the turret functional?
no.. why would.. how could it be?
this isn't freelancer..
but that's where the ships are set to fire from..
OK. Now I myself wouldn't want to pilot the Millenium Falcon, but COME ON!!! How can one look at this and NOT immediately say it's awesome?!?!
Yea but I'm not sure if it's supposed to be the millenium falcon or not
Because it has quite some differences. If it's just a random ship inspired by the falcon it is awesome. Actually it's just cool either way π
so am I going crazy, or does Rayrod's make lots of things that should be mineable un-mineable?
like, Im in a cave and 4/5 of the stalagtites don't actually let you mine, the lazer just goes right through it
@dreamy tulip the E3 Scaled Planets + Solar Systems is missing the PAK file again Ray, just the "Warning" readme is visible there
@narrow monolith Thanks for the heads up
@kindred tiger @marsh aurora the reason it doesn't quite look like the millennium falcon is because it's Dash Rendar's YT-2400..
I will admit, I didn't know what the YT-2400 was until I got a request to add it..
Fuck. We were so close.
Ah, so indeed not the millenium falcon
You totally should do the Falcon though.
I guess it's like the Hellcat vs V8 Miata..
One's big and heavy, the other's small and maneuverable.. both fairly similar in power
I've done the Falcon already..
http://www.pcgamer.com/now-you-can-fly-the-millennium-falcon-in-no-mans-sky/
Damn that looks good.
@dreamy tulip no worries man. Just reinstalled clean whole game, deleted NMS folder in Roaming>Hello Games folder, added your 1.3beta and getting crashes still, happened on the very first planet I was on, just walking to my ship in Permadeath
can I share a pic of mod folder π
Yes, more-importantly can you describe the planet that you were on?
I apparently am also experiencing crashes when attempting to enter certain worlds from orbit.
Which I discovered after 'finally' deciding to leave my planet.
Should I have started a new file after the various patches and freighter fixes?
thanks MetroidPeter π
The kind of information that I need to identify that is information on that planet type. Info like...
The kind of info you receieve from scanning from space, or perhaps with your visor or in the discoveries menu
Those rare crashes, are the most crucial and important bugs that I'm working on tracing. I fixed two last night
But I expect there to be more
So, if you have any info about what planet was invoking the crash please share
yeah man, will load up the save game and look at planet type and report back
Thanks a lot
Well I'm still in that system, I just saved in station, and scanning twice sent me to that planet.
i was testing the 1.3 and there's clearly a huuuge improvement with glitchs and CTD. I must say i'm not using the E3 scaling, i don't know if not using that changes a lot related to biomes or it's just scaling
Your mod folder looks fine, except that the E3 2015 scan pulse effect isn't getting loaded @narrow monolith
Just one mistake i found, and it's here
Try putting a zz on it
at the beginning?
@narrow monolith what is that ship in the wallpaper? looks like a sentinel fighter got reworked by the artists from "Stealth"
Yep
@cyan oracle its Star Citizen ship mate, fan art I think
very cool
tyvm π I was getting annoyed repeatedly trying to close the explorer window to see the rest
@west notch
E3 Scaled Planets + Solar Systems.pak scales the planets and solar systems slightly down to resemble E3 style planets and systems. This can create some really nice visuals and aesthetics. I primarily use this as default, but it has been left optional.
Crash Crash Crash DIEEEEEEE
So there's a screenshot of a scan of the planet that CTDs me.
Thanks a lot, so it's a lush planet. Will look into it.
You were not able to get to the surface right?
At any point
Straight CTD twice as soon as atmospheric penetration @dreamy tulip
Thanks, I know what to look for now
something looks amiss also with my Fauna discoveries again, 17 species and in around an hour I've found only 2 species roaming around lol.
and that scanner was working previously, its doing the same orange scan even with the zz before the file.
With the zz or without?
it does exactly the same scan with and without zz. Its an orange scan
solid orange scan lines
no, its a solid orange..will take a video
solid
It's basically a orangeish/yellowish version of vanilla
The one that I have above is the default in the overhaul, yeah... not sure why it doesn't work for some people. But, if you're is solid orange
I'm guessing it's the one from this vid
I really want those lines in the above image for my scanner lol
Learn More: https://www.playstation.com/en-us/games/no-mans-sky-ps4/ Watch Hello Games founder, Sean Murray present brand new gamplay at the PlayStation E3 2...
but without your scanner hotifx I dont get any scan lines at all, and I can constanely spam it with nothing happening. But when I add your hotfix, I get the default horrible scan
π¦
yes]
AMD gpu's are known to be a bit wacky with shader related things on NMS
I've seen similar issues with those who have tried to run ReShade
on amd cards
I cant run reshade
Maybe that's what the issue is
As the scan modifications are glsl shader based
within the internal game's files
yep, Relive doesnt record or anything in NMS, its the only game in my entire library of hundreds that does not record, take screenshots or have Sweetfx/Reshade etc working in it
I hope HG fixes that and also adds hotsampling capability
I'm running a GTX 1070.
I doubt it haha
And @dreamy tulip I'm thinking it might not be that its the lush planet type, but perhaps the presence of water?
Crap, I wonder if it has anything to do with Geforce Experience, this only starts with NMS for some reason.
It's likely something else
But I'll figure it out
Once I iron out all these rare issues, that I assume occured after I made a few changes some time back as it used to be crash free.... everything should be really smooth and seamless and crash free
Just reading up on those glsl shaders.......apparently should work just fine on AMD cards also, obviously just NMS being a bitch with them
wow, so glad I went intel/nvidia on my recent build.. I β€ AMD.. been a user since the k6-2.. but they're just getting too hot to be practical and most development is geared towards intel..
The provided picture was helpful
I found the problematic biome and can now work on fixing it
@cyan oracle yeah Ive got two gaming PCs....my 8700K Vega 64 and 32gb DDR4 3600 build is all custom watercooled so I tend to use that one for every day use. And Ive got a 5960x, 1080ti and 16GB DDR4 2600mhz but all on air build. Its just to noisy to game on lol so always opt for my water cooled rig
maybe I should just play NMS on the Nvidia rig lmao
Jesus was I the only one to finally give you a screenshot after complaining about that?
I'm surprised you found that so fast.
x.x
I had to build mine on a tight budget last year and need to fix my car and other things before I put more money into liquid cooling and a new case/PSU.. but I upgraded my old shell to a 6700k, ASUS RogStrix OC 1060 w/ 6gb and 16gb ddr4 I clock at 2192mhz.. but still air cooled w/ 3 cats in the house.. so no 1080 for me π¦
nice cards those 1060 strix...that the Aura one right?
aye, had two of them a while back but gave up on SLI so sold them and bought the 1080ti
lol
I bought my buddy a 1050Ti because his graphics card left me dissatisfied....
For reasons of Space Engineers.
And then the Keen Software House team swapped the entire engine to be Havok Based.
So it runs like arse. π¦
wanted to build a 7700k w/ 1080ti.. but I'm not Mr $$$
and the 7700k came out 3 days after I ordered my 6700k... I was π
I got a 4790k, some of us are on tighter budgets. π
I just use the 5960x for streaming, recording, editing, uploading now.....8 cores 16 threads makes mince meat of that..Bought the 8700k for 5.1GHz clocks π
they are all great chips
heh, I upgraded from an AMD so old, I can't remember the number of the AMD dual core x2 I upgrade from..
I gotta figure out how to get models in here.
trickier getting collisions to work..
I got a favorite ship from Elite Dangerous I was planning on using as a concept for a personal vessel.
looks like my ships are only getting working collisions due to something with the cockpit entity physics properties
unless there's been a new update to the NMSDK, exporting things for basebuilding and prop decor don't render collisions..
π¦
@dreamy tulip unable to play this at all on this latest 1.3 build, sadly constant crashing here, can't even run for 5 minutes now. π¦ shame
Find any other planets from space?
might start a new game and get a different planet to see if its just planet related
I've not been able to walk to my ship yet, im playing Permadeath
One of the reasons why it's crucial that I iron it out is because... if there happens to be 1 problematic biome, it can affect things on a wide spread
Fortunately, there's only a few.
So once I fix those, it should fix the root cause of all crashes pretty much
cool
For me it's rare, but not acceptable
im sure you will and im not upset about it or throwing my toys out the pram over it. This is all a work in progress Ray
its come galaxies mate π
Oh yeah, these crashes were introduced not that long ago
Likely a result of modding when over tired lol
Right now I've been up a minimum of 30 hours
lol
bloody hell man, get some shut eye lol
I want to fix these things first, it kinda keeps me awake lol
I actually dream of making mods and wake up in the middle of the night
with mod ideas
haha epic
I get like then when I'm building custom PCs for customers...Always get new ideas on new type of case idea or aesthetics
yes
Can I try sending you a hotfix
sure
Can you see if this fixes it?
ok, im going in π
Sweet
It appears to have for me
A planet that was crashing on my end before, no longer does
But if it still does for you
I may need to adjust more
In game as I speak going to give it a 30 minute play test
Btw.....infinite get pack boost??
Very sensible
No crashes yet?
So far so good
Just being chased by 3 sentinels and 2 more 100 foot tall walking sentinels bloody he'll
100 foot tall?
Got pic will send when out of game
Awesome
I like the infinite jetpack, but I think I preferred the default gravitiy, it takes forever and a day to fall sometimes.
Can you send me that hotfix I once sent you?
If you still use it
for the movement speed
Mine?
Thanks.
bloody crapping myself, had 2 of them come charging at me, along with 3 sentinals all shooting me like the had miniguns haha
no crash yet also
if it happens i'll give you a shout
Still immidiate CTD with the zzz.pak
@tacit mesa That CTD is likely another problematic biome
As the one I fixed for him was different
Looking into the one you shared now π
kk
Sorry to keep you awake.
But also not sorry since it was already known and I've given you a puzzle piece that might lead to sleep sooner.
Still no crash ray :). Btw, alot of my creatures seem to be static, especially the flyers.
Also I appear to be one of the people who isn't getting your ship trails.
Along with having to use the scanner fix. π
As in not moving?
The static creatures
Will need to see what they look like if you can
Not moving, or not animated?
No ship trails?
Oh yeah, that's right!
I noticed that too and made adjustments already for the next beta
Cool. Loving the charging life support with any resource :)
Carbon, Iron or the default I believe?
Either one of the three
I forgot
There were several reasons for doing that
Yep...thamium only is so annoying lol
But it's also sorta a 2016 feature to an extent
Power Cells suck
Yes they do
#StackablePowerCells
My intent with things is not to make things too easy, or too hard
But sort of a balance
While complimenting exploration incentive with a pre-release style vision
But of course with some things... preference may vary
I'm glad you like that adjustment
As do I
Yep. I play permadeath with no hud, I agree 100% ray and so pleased you said that. I want a challenge but some things are damn right annoying lol
Yeah, I tried to tweak some minor things in the core gameplay
That was a certain way in vanilla
To make it a bit less redundant (to my preference as it's subjective)
And compliment exploration
But stll keep the challenge
A grind, but not a redundant grind
Minor tweaks π
I reckon 2 resources to charge life support is the Sweet spot;)
Oh btw, if I trigger a Gravitino Ball based sentinal alert, and dust the sentinels, the alert becomes permanent but never spawns another sentinel.
To the point that I can rob, pillage, and break into factories as I please.
Without suffering a single repercussion.
Okay, on 1.3 then?
mhmm
Thanks, will look into it
Before I sleep, I'll try to upload a quick hotfix
To not leave you two hanging
I know I fixed the crash TonyTurbo had
But I'm not sure if it will fix yours @tacit mesa
But either way
I will sort it out
No I already tried it.
one way or another
World still crashes.
kk
Sweet
Anyway, I'm uploading a test beta
with some adjustments and some hotfixes
Also attempted to fix some non-mineable props on a cave type biome
I can't promise as of yet that it will fix your crash @tacit mesa
But I think it's worth a try
k
There's also other fixes in here that I've been working on today
Don't remember it all
One of them should fix birds
Still need to verify, but I don't see why it wouldn't.
Cancel that still crashing Ray
Yeah? On that planet?
I have an idea why, actually. As that biome I made fixes for... I have alternate variations of it. The hotfix I sent only covers one of them
But the overhaul 1.3.1 temporal placeholder
Will have them all and more
Hopefully that will cover it
Thanks for the reports, and I'm glad to help always
I've been suggested to, but never really thought about it... would have to think about it. :P
Thanks for the suggestion
Anyway
About the latest Temporal 1.3.1 beta hotfix placeholder...
1. More rare planet/biome crash fixes
2. Fixed rare remainder of static/frozen birds left over
3. Cave adjustments
4. Freighter warping into people (official fix)
+ More```
You should def put up a donation link or something
That's all that I can remember as I'm too tired atm to think much
And that list will expand
Cool
But I'm putting it here if anyone wants to try it
If the are having issues
etc...
I'll prob not play it In till that version goes live now.
No problem π
Is it in the pin then?
@tacit mesa and @narrow monolith
This is a hotfix test
It might or might not fix it
Worst case scenario, I'll figure the rest out later
Will try tomorrow. Nite all good chatting
night tony
peace
Er.
So my Tie Fighter is now artifacting like a motherfucker. I'm also getting some other random artifacting, and inside of the Tie some of the Instruments you can look down on sketch out as well. I'm gonna try a completely new game I suppose. @dreamy tulip
Oh, and getting into the fragmented ship of doom and flying it to the planet of crash still results in crash.
ship matters are better directed to me.. and screenshots/videos help picture what you're dealing with.. based off description, I would advise you delete your shadercache and relaunch the game
Mm this may be a default bug unresolved. Had artifacting issues even in vanilla.
@cyan oracle do you mean everything in the gamedata/shadercache folder?
yes
O.o
what ship is that?
only ship that has UI issues for me like that is the evil gravity
I think I may make the windshield set to the same color as the glow in the landing gear?
Tie Fighter
regular square winged tie fighter? not interceptor or advanced?
And I was using it completely fine before Rayrods last patch
yea, I don't have any issues w/ it on my end :\
Regular Square winged Tie Fighter, B Class, not Tie Interceptor or anything
I doubt class has anything to do with it.. probably something to do with the UI display..
but you're getting it outside the UI too?
What like if I use the camera mode or something?
π± π± π± π± π± π± π± π± π± π± YESS!!!!
that is sexyyy
I would date it
https://nomansskymods.com/mods/nms-modding-station/ Am I the only one who gets "logged out" whenever they go off this page
Mods chevron_right Tools chevron_right NMS Modding Station description Description NMS Modding Station A little helper for creating mods for No Man's Sky. This tool was created to ease up the process of putting a mod together. It's primary aim is to cut down on some of the steps that are currently being done by hand β¦
I am trying to install
but it is the only mod that will make me be logged out
and when I go to another part of the page, I will be logged in
cache?
Was going to propose the Nexus link, myself.
@cyan oracle do you model your own ships or do you just import models from other games?
I think I've found a spinning planet
Ray you've not added spinning planets right??
I was in space, in a station. I had two planets in my view looking out the window. 1 planet closest was definitely rotating, whilst the other planet remained in the same position so it wasnt the space station rotating
@dreamy tulip Yo, you see the messages I left earlier?
@narrow monolith I've never seen that yet lol
@tacit mesa Yep, I fixed the ti fighter a bit ago
Still working on crash fixes atm
btw Ray, you said in the MZK video of a few days ago that rotating planets wouldn't be very taxing but why wouldn't it? If every planet in a solar system would rotate with everything including you on it, wouldn't that destroy your cpu? @dreamy tulip
@winter vector I don't see it being GPU taxing as it's just a subtle visual effect with mods. I've used planetary rotation before and it wasn't taxing on my vram. However, what's shown in the infinite worlds trailer was different and an actual rotation I believe; which Sean mentioned the reason why it was removed: Play testers were getting confused.
it probably isn't GPU taxing no, but i was talking about the CPU.
I don't think it would be taxing on your PC
i hope so haha
gpu/cpu/ram
I'm sad it was removed though tbh
Would've been a nice touch I think
As shown in the infinite worlds trailer
At 1:00
it would really help the immersion
?
Trying to remember the same
name*
It's a game where you enter a portal to other worlds
i was always fascinated with alternate universes and stuff so id like to know
It's still in beta
never heard of it, ill check it out, thank you btw
Oohh yes, I was hoping the portal would do that π
In NMS
Like in the portal trailer
me too
The original planned mechanic was that it would take you closer to the center, to a more alien world, to grab resources w/o your ship, only to come back and progress further
That planets would get more alien the closer you got to the center...
i think that the portals and the 4th race and stuf will help introduce multiplayer to the game
Yeah
As cool as that is
I personally would prefer the former vision
That I edited above
Where planets were intended to be affected by distance to the sun and center
man they removed so much cool stuff from the game
i would've loved that planets got more lush and alien the closer you are to the center
and that planets near the sun are very barren and hot
I kind of find it funny when people say stuff like "There's very little room for new mods, except with custom assetts". That's the opposite from what's true.
There's so much that can be done with in-game only assetts that it's overwhelming.
A lot of those, if not most of those mechanics are still in the files or possible to do in-game with the proper research/knowledge... which are also the kind of things that I do on daily basis. The game even has data for creatures to be in space. (Not the method used for Nadalee's awesome space whales mod)
This video talks about the distances:
https://www.youtube.com/watch?v=ytPJWfrsU0g
We flew to five random planets in No Man's Sky, and this is what we saw.
damn
i heard that the mod support for the game wasnt good
all you can do is retexture and use old textures and stuff
Ah boundless?
no mans sky
Oh NMS?
Nah that's not true
There's a lot of awesome mods made by various modders
But personally, I've created something on the scale of several custom builds
More than visuals
Pretty much anything in the game can be reworked
Except for some things that are static and not changeable
Btw, KUSHIMASHO in that video like that other video called FLETTIA in the stephen colbert video
are using an unused weather type
There's a swamp biome weather type that's disabled
And there's other weather realted things in particular "global" files that are disabled, when re-enabled and setup properly
You can get that pre-release weather style
Also requires a bit of glsl shader editing
A few things I did
why is all of this stuff in the game but disabled?
whats the point if people can just find it and enable it?
No one really knows, I guess HG may have wanted to take the game in a new direction
I've found hundreds of thousands of things
Every time I find something, I find a way to re-enable it or at-least try
if they enabled all of that, people wouldnt call this game a lie but just bad, and thats easier to come back from
The overhaul re enables these things, but something to note is
pre-release HG had custom preset demo files
yeah
for the trailers and the gameplay demonstrations
And
They had preset rules and algorithms for that type of "beautiful wonder" on a solar system scaale
Oria V was a custom world built for the trailer for example
My ambition has been to take that level of beauty and expand it on a universal scale
Which I did
But
There are some things, that cannot be converted over
Like
How they specified planetary sizes for example
But it can be done through modding the executable
by the way, thank you man, youve done so much for this game and the community
I wish we could all go back
I remember watching that vid of yours
Like 101 facts about NMS
xD
LOL
I want to create that level of excitement but functioning in-game
That feeling we all had
Before NMS released
So that the game feels like a new game
that was amazing
But nostalgic
but i dont think that we can ever reach it
hey guys, I love modding but haven't done it yet on NSM. I amn wondering if it's safe to do, or I would get blacklisted or something (like in darksouls)
@rigid plume Nothing to worry about :)
HG has showed support for modding to an extent
even if the entire community has the skills you have, rayrod, i dont think that we can reach it. mainly because a lot of the disappointment from lacking features was because of the hype
i love rayrod's mod π
the hype was so unreal, people wanted and thought that things would be in the game, even if hello games never talked about it
honestly i think you could put out a game on your own if the skills i have seen with your mod are any indication
I've heard from many people so far that they got that feeling
As they once had when they first turned on the game for the first time with the overhaul mod
But
Sadly, some people are likely forever turned off
And decided
that is awesome, ty
After the initial launch
@rigid plume Lots of modders here, including myself are available to help if you need anything π
@winter vector That hype was crazy though
yeah
The hype was so intense
that people thought the fanbase was a cult in the media
xD
this was like the most hyped up game in like the last 5 years
there probably was a game more hyped up years ago but idk
I really would love to see HG take the vision once had and build off of that while also introducing new features
BTW
I'm not sure if you knew this
@dreamy tulip I appreciate that, ty! do you happen to know if nexus mod manager for NMS let's you install mods as links (as with mod organizer in skyrim) without touching the gamefiles?
But here's a few things that were mentioned by pre-release testers
@rigid plume NMS mod manager sorta doesn't work well with No Man's Sky in various cases π
@rigid plume nexus mod manager does
i think
it atleast does for skyrim
and the gamefile changing isnt hard
its like with minecraft
guess I'll just make a backup prior to manually installing them
you delete a couple of files and paste a couple of downloaded files
yeah you should
You can also create a
"DISABLED" folder
and put any mods in there to be disabled
Waiting for my browser to load
Wanted to share something with you @ Ryan
what i always did with minecraft and skyrim was rename the folder with my mods if i wanted to play with a different set of mods, the game always recognizes your mods if they are in a folder with a certain name, so if you change that folder by adding something before or after the name, it wouldnt recognize it anymore, id then create a new folder with the specific name the game wants and id put my new mods there
but this is very rookie stuff
its easier than deleting and downloading mods
Sorry guys I've been away for an hour or so munching on a big roast beef dinner lol
haha
Ray, I took a video of the spinning planet uploading now
While the basic behaviors themselves are simple, the interactions can be impressively complex. Artistic director Grant Duncan recalled roaming an alien planet once shooting at birds out of boredom. βI hit one and it fell into the ocean,β he recalled. βIt was floating there on the waves when suddenly, a shark came up and ate it. The first time it happened, it totally blew me away.β
On another planet we find a race of robots, praying to some form of sun gods. As it turns out, the robots work as slaves for an artificial intelligence, controlling an entire army of drones to protect their resources. While there is an almost infinite amount of stuff to discover in this game, it's reassuring to find that there is a lot of depth behind each and every gameplay mechanic too.```
It's on my phone as I couldn't record in game due to relive recording not working with nms.
Also, that article info I once messaged OrbitTV on FB in the past... HG once had on their wiki plans for coord sharing, and multiplayer esque features, and details of erosion in further progression
It's not made up, actually in pre-release files I've disovered that HG had preset algorithms for Creatures, and their features, and their functionalities
And it's so complex and awesome
But the upside of that is this
The regular biomes have a creature slot too
And I'm working on discovering how to implement those features in the new game
I sat there for about 20 minutes watching it to kinda prove to myself it was spinning. At first I thought it might have been the space station moving but I used a planet in the distance as a reference point and in 20 or so minutes it remained in a constant position.
I've recently been converting pre release creatures and assembling them
That's amazing @narrow monolith, hyped to see it
I actually set some rules for that
But never saw it
Also
man i really hope that you are able to do this
There's on planet space battles like the infinite worlds trailer possible
in the mod now
Lplaysgaming stumbled on it
you should really teach other people about this
like i wouldnt mind paying money to be able to do what you can
I would gladly and freely share the info I've gathered about these things
I've been finding things and not really saying anything about it
Because I wanted to go the HG route
Sorta like
They initially were super secretive
Because they wanted to save surprises
i understand yeah
And it really could've been sucessfully that way
but something changed :/
As we all know
tell me, do you have suprises? you dont have to tell me what they are but have you found something you havent shared yet?
Here it is. Excuse poor quality
they are all in the mod?
Many of them are yes, some things I didn't get to implementing yet. It's just the beginning.
One example of a surprise is
You see, I set rules for on planet space battles
after looking back at the infinite worlds trailer
But I never encountered it
The station does move back and forward a little ray but in over 30 minutes It's a of watching it, the planet in the rear remained in exactly the same place.
man i really want to play that mod now
sadly im on PS4
Hold on for a moment pls, PC is running sluggish.
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...
In here
At 7:00
man i really want to play your mod now, sadly im on ps4 but im switching to pc in march
7:30 I think sorry
but i guessing that this mod is super taxing on your cpu and gpu
i am going to get something like a i5-4460 and 1050ti (im certain about the 1050ti)
do you think id be able to run this?
like with the no fade mod
and maybe a couple of other compatible lagg reducing mods
@narrow monolith Will be checking it out
When my pc stopps lagging
lol
@winter vector My mod can be pretty taxing atm
Stretch to a 1060 if you can Ryan at the absolute least
But I haven't gotten around to fully optimizing it yet
As it's still a wip beta π
It is amazing Ryan
Small issue for me, just a matter of getting around to it :D
And thanks man
ill probably get a 1060 specifically for this mod lol
i am on a shitty asus laptop right now
i3-4010u, intelhd4400. im obviously able to run this mod π
I've got a 1080ti in one of my rigs and even with that I get pretty rubbish fps at times at 4k drops to around 50fps lol
what are your minimum specs right now @dreamy tulip ?
Go as big as you can on the gpu Ryan don't scrimp on it
@narrow monolith thats actually decent if you compare it to how like a 1060 runs at 1080P high settings
ill also try to get a cpu that wont bottleneck
Not for a 1080ti though
yeah
The game isn't visually stunning, it just has pretty poor optimisation.
No Man's Sky: RaYRoD's Overhaul been reported to run well on mid end computer rigs, but I suspect that for some people it may be very taxing... considering all of the enhancements. This mod may require a beefy machine.
On my end, I usually have a solid 60fps on average, and sometimes even higher with my computer rig
My Specs:
NVIDIA GeForce GTX 1080 Amp Extreme!, 16GB Ram, Intel(R) Core(TM) i7-4960X CPU @ 3.60GHz (12 CPUs) ~3.6GHz, 8TB HDD, Windows 10 Pro 64-Bit
- More Optimizations will be made in the future. This is still a BETA.```
Working on recreating this pre release planet type
damn
You checked the spinning planet yet Ray? Is it or isn't it?
Use your phone ;)
Just did, looks like it's subtly moving lol
:)
Yep that's spinning
what helps seeing if the planet rotates in @narrow monoliths video is setting the youtube video speed to 2x
you really see it moving a bit faster
Great Idea
Yeah this pc works fast for like 18 seconds
Then freezes up for 4 minutes
Lol
Fixing it now
great pc
Started happening recently haha
and you have a gtx 1080 and i7 cpu π€
have you tried defragging the HDD? removing the ram sticks and putting them back in? check your tempratures with programs like speccy
@west notch what cpu do you have?
Get yourself a nice M.2 drive ray ;)
i have 12GB Ram, i7 cpu, gtx 1070. I didn't defrag the HDD because it's a thing i know nothing of hah
weird
try downloading speccy to check your pc temperatures
see if anything is acting up
Not yet
try removing your videocard and ram sticks and putting them back in
Back now
oh that was fast
so many problems lmao
π
rip your pc
why do you still use skype?
but you have discord
exactly
I've used it here too, but I have a certain setup on skype and one of my friends pc's cant install discord haha
Because he's on windows 7
Smh
Once I fix this, will go back to working on mods
But ATM can't view the explorer window
Lol
i searched it up for
you
its a common bug
just delete skype and reinstall the newest version
that doesn't look good xD
any of you using 4x render + big things? I get some nasty shadow and LOD glitches
if your main drive is full, that could cause issues.. the PC will run smooth while it's not utilizing virtual memory, but when it tries to use virtual memory and there's not enough room to do so, windows gets stubborn..
Thanks
but the issue you're displaying seems more related to drive controllers
not drivers.. the data interface controllers on the drive itself.. IE: the sata connection..
either the sata is no good, or the drive isn't sending data thru the sata controller..
and if it's IDE ATA.. it's time to upgrade >.>
Yeah that's what I meant by internally
Hopefully not
Lol
That would suck π
Rebooting
erm.. that's a long reboot..
or he forgot about us haha
lmao, rayrod forget about interlopers?
Still loading up
Just ate lunch while it's loading up
It's not done
Lol
@cyan oracle
Bizarre
It's time to mod the pc
just change its xml
I think it needs to be decompiled, tweaked, and re-compiled
modded NMS is incredible, I'm glad I started :p
33% disk what? free space? usage?
Usage
Rayrod
You should apply for Hello Games
To work thereb
I mean you did more than the devs did
Usage
Thinking of installing Windows fresh on this other drive
While keeping the data
Thanks for the encouragement
I'm serious, you could do a lot for the game
i have a constant problem and i don't know what it is. By now i doubt it's the mod because no one complains about it and besides that, it doesn't happen when entering or exiting a planet. I mean, i have weird CTD when just playing, anywhere, doing anything, from time to time. What always happens is that the game "quits" for a moment but stays open in the windows bar, down there, so i click, the game comes back where i was and then, 20-30 minutes later, it definitively crashes
i don't know if that moment when the game quits but doesn't CTD has something to do with the later CTD
maybe it's caused because as soon as i start the game, i activate the CE? i use it just for the atlas pass and the money multiplier, just that
Maybe try without ce. Cheat Engine attaches to the exe and certain things in the table invokes sensitive asm based functions and if not done properly or if not careful when writing to the memory... it can surely invoke a ctd
i'm using the one in the extra folder, the NMS1.38
but yes
it looks like it's CE, because i can't think of something else causing this
i'd have to look for a way to get the atlas pass without using CE
I don't like at all the fact of being unable to open a lot of things just because of not having the atlas pass haha
You can use the
Everything is free
Well
That would make everything free thoigh
Not sure if you want that
It's an optional mod in there though
I would make something, but fixing my pc atm
thanks, i mean, i would not want everything free because trading and having to search for things is fun, but the atlas thing is just a nuisance
gl with the pc fixing, it can be tough sometimes
Thanks, I'll get it fixed as usual. I personally prefer the Atlas doors as it's a vanilla game mechanic... I mean, if there was something "special" in there than maybe it would be worth it
When I get it fixed I can get around to making a tweak for you
I'm planning to install windows quick on my other drive and use this one as a data drive
I need to upgrade anyway
@dreamy tulip think you can make procuderally generated resources? It mostly isn't hard. Idk if you've figured out how to make procuderally generated stuff. If you have, it will be really easy
It's basically just a tons of procuderally generated values
Price, state (crystal like plutonium, tower like heridium, ore deposit like Emeril and gold, giant rock like nikkel, plant like thamium) how rare it is and Color
Not sure what the source for that information is, but contrary to that most resources in the game are actually scene models that have proc parts also attached inside the scene in which a descriptor tells the game engine what procedural parts can get loaded and picked into the game. Also, If you're referring to resource deposits, my terrain overhaul, and biomes already overhauls that. I once landed on an entire planet made out of heridium lol
Never seen it since though
I've reworked a lot of resource related things and assembled other custom things
But It's not simple at all
Copper Islands:
https://youtu.be/JovFIa6VsC8
I wrote around 700,000 lines of XML script, and re-wrote the game's terrain voxel generation file 9x over in order to obtain a nearly infinite variety of ter...
Gonna re install windows quick, the pc is too slow to type on lol
π€
You're having a lot of problems with your pc wtf
I wish someone would make a Dark Space mod for current version ;________;
anyone know any legit ? for 1.38 ?
Doesnt space dream include a form of that? Dont remember if it works the same
It makes space black, I could make a dark space version but still fixing my pc
The default space dream is darker than default though
You may like it a lot as do I
By Lo2k
π€ ray you do everything for everyone
He really needs to get paid for this
Like no man's sky 1.3 was decent but he made it amazing
Man his overhaul V10 plus the new man's spark (that feeling you get when you play no man's sky for the first time and you're so amazed that you can play for like 10 hours straight) would be amazing
the first time i played no mans sky it was midnight and i was really excited and then it was loading and it crashed and i started crying
but then it didnt crash the second time and i played it until 4 am and woke up at 7 and played it until 4 am again 
oh fuck thats 21 hours straight
ray should setup a patreon
When I bought the game I played 11 hours straight, went to bad and played another 7 hours and then went to school and did the same for the next three days until it was weekend and I played like almost the entire day until I released that the game was shit and I stopped playing. It gathered dust for 5 months until 1.3 was released and I played for another two to three weeks and realised it was still more shit than I'd liked and then put it down again

π

i wonder if we increase the head sizes of all the creatures if they'll be less squeaky.
big head mode for creatures
Hey RayRod TV what does E3 Scaled Planets + Solar Systems mod do?
It does what it said.
It reduces the size of each to more closely resemble what they were able to read from old prerelease trailers. To what extent it's entirely accurate is hard to say, as I don't think that info is explicitly clear in the files.
But they try to get it to resemble it as much as possible.
@supple wadi were E3 planets and solar systems smaller than post-release??
That seems to be the interpretation derived from RaY's viewing of the trailers. Like I said, I'm not sure if there's anything in the files that corroborates that or not.
Either way, it created a feel that RaY & seemingly others liked, but also created issues in using old saves with the mod, so they set it aside as an optional mod for people to plug in if they wanted it.
π€· we're not roommates, so i dunno where they are nor where i am for that matter
Earlier today, Nadalee (Gamergirl89) sent me an untextured dome mesh that was requested to be added as a UFO/Flying Saucer. Now seeing that I'm fond of my cu...
after working on that model, I think I can easily debunk the flat earth theory by the fact that more rockets/shuttles launch from the northern hemisphere.. if we were a flat Earth and there were a glass dome/bubble as such, it would be easier to penetrate that and reach space from the southern hemisphere..
or maybe that's why we launch from the northern hemisphere; so we have the ceiling clearance in the first place π€£
Also...explain how people circumnavigate the globe
flat earther's claim the movement is lateral and slightly curved.. so circumnavigating the globe would be walk a giant circle.. I guess movement speed increases the closer you get to the poles and slower the closer you get to the equator..
Shut up @cyan oracle
The earth is obviously flat 
Have u ever been to space and did you look down? No?
tbh it's the moon that's flat.
that's why no one goes there anymore. they really crumpled it up so anymore landings and it'll just tear through. sad stuff.
What are you taking about? The moon is sometimes flat and sometimes it has depth
You know when u see like a half moon
The other half is behind It
Creating depth
The moon is only flat when it's a full moon
yeah, it's basically a taco.
has this become #bot-spam 2.0

