#nms-modding
1 messages · Page 110 of 1
For 1.4
But it's on the drive link
not nexus yet
And it should be on the filename
I don't use the Nexus link.
Okay, try re-downloading
I hate the Nexus, I find them to be a completely deplorable community, in regards to the moderators and site admin.
As the current one on the drive is an early 1.4
In which a newer one will be uploaded when I'm fully finished with 1.4
Currently fixing a lush planet biome type crash
I wonder if its the same crash I have on my other file.
I believe that it is
There's only a few rare crashes that's been sparsed about that I've been on the hunt for
Which is good 😄
Making progress
Esp since you've made it worth it to finish a planet, at 1.6 mil to complete the list.
Well once its done, I'll be able to hop around the galaxy looking for more. 😄
Yeah, I'm determined to fix any issues
Good shit man.
Its a shame we can't crank up the variety of animal life to go with the lusher looking worlds.
But a lot of them were from email reports
I'm in the process of studying how to implement certain creatures with unique rules per biome type
However, in my mod... some creatures are already restricted to certain biome classes
But that's totally different than what I'm studying
What I'm studying is the E3 method
I'll be working more on creature variety
Though there already is a lot more than vanilla
I like that title. Another author who's done an overhaul partially in german has actually replaced the No Mans Sky title splash with his own modified version.
It was initially amusing because your overhaul would appear still on the bottom of the screen.
Doing so much more but being so much more humble about it, lol.
Oh yeah, I respect HG
I was careful in what I named the mod
I wanted to keep their title in the mod name, because it's still their game
I'm surprised no one's done "A Better Sky' yet.
Seriously though this game is like every man's sky, the sky isnt really dangerous as long as you know to stock before you take off.
I'm really close to fixing this bug
Will be happy once it's fixed
Then I'll be making more biomes
I'm all for fixing that one as well man, but I don't want ya to burn out on this, not before Sean Murrey hires you at least.
Have you landed on any crazy resource type planets yet?
No I don't think so, like I mentioned, I'm generally loathe to leave a system until I'm finished, and the one planet crashes me.
So I can't finish.
Also I was waiting for the Tie Fighter to be fixed considering I really like my apparently rare B Class Tie Fighter
Fair enough 😃
If you re-dl from google drive, the tie fighter will be fixed
It should be
Ah that reminds me, I gotta finish up that delta flier.
But, I also gotta
Upload again later
As I have more stuff incoming that I did
Even though there's a temporal hotfix for that
ship
Sweet
So
I expanded the planetary class names
And even included ones that have been missing since the early 2016 build
Like "Jungle Planet" and "Forest Planet" for example
And the planet that I was flying towards in the tie fighter in my pic said "Jungle Planet" and accurately it was a jungle planet.
I'm glad to know that worked out as hoped, so far.
I'll be adding the extra names for all biome classes soon
from former versions of NMS
Including their weather
It's a small touch, but it will be noticeable
Yay my Tie Fighter is back, love this B Class Tie Fighter, so dope.
Sadly crash planet is still crash planet.
Sad my Tie Fighter only has the dual pulse lasers on it though.
Er
Dual beam lasers, not dual pulse lasers.
The pulse lasers are missing.
😄
The tech?
Yeah, I don't have access to the tech to craft it, and the ship itself doesn't have any Pew Pews on it.
It only has BWWAAAAAAAOOOOOOOOO
It feels weird to me because a Tie Fighter isn't supposed to have Bwao and should indeed only have Pew Pew
I wish there was a secondary weapon, called the Rejection Gun.
Just figured out which biome in my mod is causing the problems
Where we could just tag animals as too ugly to exist/spawn.
Now I can fix it
And they get removed from existence.
Wait Ray you have access to 1.4 beta??? Or am I missing something?
.....Rayrod, you can explain this one.
No Man's Sky: RaYRoD's Overhaul v10-BETA (v1.4)
I think your folder makes no sense either. 😛
You have two version numbers in there man.
v10-Beta 9v1.4)
Ooh, I gotchu now, sorry lol
It's the 1.4 post v10 BETA hotfix
True.
Regardless I ain't gonna sit around nitpicking, lmao, I want to be able to land on that one world.
I miss water filled worlds.
Testing now
It'd be so cool if we could use all the randomly generated parts to build our own ship ingame. 😛
our*
^^^^^^ if I knew a thing about modding I would do it man
I think that request is pretty far beyond whats possible with modding.
Unless Hello Games gives us a kickass MDK.
True
But couldn't you access the generation of ships in the game code and kinda mod that? Like I said I have no clue what I'm doing so that might be a stupid idea
Fixed it
What I'm talking about would require an editor to be build ingame, then have all the parts arranged on a parts list in different catagories, then add restraints for them so they don't spawn in random or wrong orientations, and probably dozens of other hooks that's actually make it a ship once you were finished, plus a system of saving and archiving all those player created ships.
I imagine it wouldn't be too terribly hard if the game was open source. A bit challenging but certainly doable.
However, the way Rayrod has to work, I somewhat doubt the validity of that idea.
@dreamy tulip Lemme know when the patch is uploaded and I will test with all haste.
Will do, thanks
@tacit mesa I'll upload a temporal hotfix for you
Can you let me know if it crashes?
yeah
Moment
Oh, and all starter ships or ships crashed after space fights float like this for some reason.
Awesome, will fix that eventually... may be related to one of Krem's ship settings 😃
Had to adjust something
About to upload now
Waiting for it
gonna work on more biomes now
@tacit mesa Here's that test
https://drive.google.com/open?id=1gNVlxVnzz75YPpLC1_aBjLl_rTJ8cMnI
downloading, should the page ever load...
I've found underwater cave networks bfore, and gotten trapped in them
Yeah they go on for kilometers
Can get lost
Apparently, this one has minerals:
@tacit mesa I've been debating on adding cloud nimbus, and so far it's looking like a possibility.. I figure Nimbus would make more sense than a flat earth model that people believe I should include in the morships mod.. as for the tie fighter, if it were an issue with the ship, it'd be consistent every time you see the ship whether it were at a crash site or in a hangar or on a landing pad.. I think that's just how the game positioned the model.. just like how we sometimes find elevated plutonium and green storage containers..
best way out of an underwater cave is plasma launcher.. even vanilla game has some UW tunnels that can kill ya..
plus with all those mineral resources rayrod showed in that screenshot.. you could profit just by saving your life XD
By the by, asked this the other day but didn't catch any responses: did we ever try to roughly translate the u into real world units of measure?
@cyan oracle Haha, yeah man! There's a lot xD
IDK how you would even begin attempting that @supple wadi not a lot of things in game that exist on any known market..
maybe iron I guess.. but we don't know what 1 unit of iron weighs..
🤷 I know it went on a bunch before release, and I know some measuring enthusiasts get into that kind of thing.
Also I meant as in translating u/s to like meters per sec or somethin'.
it would be interesting to see how someone figures it out.. should they ever manage
So that we might get a better sense of, "Holy shit this thing is going 150 kilometers per sec" or somethin'.
Isn't "u" the distance from the Earth to the Moon? LoL, a bit unrealistic tho to figure my ship cruises that fast over the surface of a planet and still take 30 minutes to circumnavigate flying over the surface..
Took'em a bit but heya @dreamy tulip: https://kotaku.com/ambitious-no-mans-sky-mod-wants-to-make-the-game-more-l-1821938622
Measuring stuff's never been my thing so I haven't any idea. Maybe it's more like meters or somethin'.
yea, I'm thinking it's supposed to be an universal median between km and miles.. or maybe meters/yards.. kinda like knots..
@dreamy tulip Still crash to desktop when attempting to enter the planets atmosphere.
Thanks, so that means that that's a different biome that's problmatic. Gonna whip something up quick
It can be really tedious to deduce which biome/planet type could be problematic at times (with only a scan from space view). As from previous experience in fixing rare crashes (n-between more than 2k handcrafted biomes) that the issue could happen anywhere in the in-game universe and some planets of that biome type could be completely stable, while other's not. One planet of that biome type could have a certain set of rules that I've configured in the past that aren't invoking the CTD but one certain type of combination can invoke it in one place rather than another. However, I have my ways of deducing it.
you say that, until it turns out to be extreme weather conditions and sentinels. 😛
From orbit the planet looks to be about 50% water at least, so honestly, they can try to chase me under the sea.
Under the Sea
While my engines are blazing and hydrogens hazing
I'll get my ass away
from the sentinels today
under the sea
UNDER THE SEAAAAAAAAA!
Didn't work anyways.
also @cyan oracle I'm pretty sure the reason they float like that, is because that's where the models x,y,z centerpoint is set to, thus that's the area that it would rotate around where it manipulated.
Still crash to desktop @dreamy tulip
except the x,y,z is at the base of the wings.. not a significant distance below.. and if it were an issue with the model, it would be consistent everytime you see the model.. landing pad, space station, freighter, etc.. not just a crash site.. that's more related to the placement of objects by the game itself.. just like the green containers.. why do I feel like I'm repeating myself?
@cyan oracle Also I base that assumption off the fact that my Tie Fighter hits the lip of the station every time I go to leave.
Pitching me sharply downwards.
that's called the collision model..
if you respect the dimensions of your wings, you won't have that problem..
If you're going to treat me like a laymen because i don't think the bottom of the ship should hit the lip of the station on exit where I have NO CONTROL, then I honestly give up.
the only issue there is the game isn't launching you high enough at take off..
then block me.. I'm the one working this mod, but you're acting like you know it better than I..
I'm glad you know how to do 3d modeling, but I'm not sure that qualifies you to know what's involved on my end..
dat moment when you make lift-off higher 
I'm not sure you can respect the limitations that I have..
Tbh tho that's a setting we can adjust, not sure what other problems it might create.
yea, launch height is a single value in some file I can't remember which..
Should be in one of the station entity files with the outpost setting stuff.
But given how weirdly connected those all are, not sure if it's there or the landing pad itself.
Collision volumes aren't generally the model of the ship itself in my experience.
Thus it shouldn't be too hard to edit the lower portion of the wing to be higher if that's the only issue.
Here's the catch: collisions are really fuckin' wonky right now and we're not sure why.
Regardless, I'm just gonna keep my hands off Krem's stuff at this point. Hopefully Rayrods mod will function fine without it. x.x
Generally ships use a mesh collision that roughly corresponds to the ship's shape, hence why you can stand on the wings and different parts of'em and not weird offsets as if it's a box volume. However, in our circumstances, we're stuck working with an odd workaround for mesh collisions that Krem has generally consistently working, or some basic primitives only like box/cylinder/etc.
We used to have mesh collisions working but it broke with 1.3 and we've been at a loss as to how to figure it out since.
So in a certain respect, we're lucky Krem's ships have collision at all.
Wow, if I'd known that previously I think I may have just stuck with the regular ships, or went with another mod that increases the fighter variety. I think I'll go look for one of those actually.
Hopefully it'll play nice with the Overhaul.
Most of Krem's ships work pretty well (at least, I've not read of any serious issues with'em) tho, so it's not a knock against'em.
In all honesty, I'd like to keep em, but that Tie fighter sharply pitching down everytime I leave a station is pretty irritating.
I'm kinda surprised the game even detects collision during that moment, honestly...
Plus if Krems ships are frequently going to act or be weird about impacts I'd prefer not to deal with it.
I like canyon flying when I can find them.
Well, so far as I'm aware, many of'em don't? We could sort it out if we had anyone familiar with the backend of collision stuff. =/
Well sadly the NMS team isn't really talking to modders about such things.
We're pretty fortunate to have model importing in general given that the tools had to be built from scratch.
Passion for a game only takes it so far without some developer support.
Hopefully someone will be able to reverse engineer their collision physics.
I was all hyped about adding a new tank to the game, but if the collisions aren't gonna come out right I don't see a reason to bother.
As I said, ya can get consistently working collisions if you use primitives. It's only mesh based collisions that are proving befuddling.
its probably because they've tied primitives into the random ship generation system to make it easier for NMS to generate ships on the fly
see how the game rendered those crates in high?
but we all know the crate models are fine..
That gives me a strange idea now that you mention it...
well, apparently removing Krems ships breaks the overhaul.
O_o
removing those files has for some reason disabled all controls
I can still use the menus but not move my character at all
did you delete your shadercache afterwards?
but hey, I'm sure rayrod will make you something with an AISPACESHIPMANAGER that doesn't use the ships.. if you're nice about it
I've set things up in a unique and particular way for everything in the overhaul, I'm the only one who is currently aware/informed/understanding of how things are configured.
But feel free to fill in a request 😛
i made a spiderweb of stained glass, no touch! 😛
I have to admit I don't fully understand how this tie fighter is still here with the files gone.
Are you desirous to remove the tie fighter?
Also... what is the issue with it?
it didn't come with a pack of nipnip and some rolling paper
lol
It keeps clipping the station exit everytime I leave and sharply pitching downwards.
Its kind of irritating.
It was a crashed ship.
Don't worry about it man.
he needs you to swap it so you can help him debug his own overhaul..
but way to help out.. 👍
Ah I'll help you debug it, I'm not an asshat.
But I thought this was Krems mod and therefor Krems problem and Krem says it isn't workaroundable.
So yeah, don't blame me for just, removing the problem you know?
Oh, I suggested to swap it first
to prevent a potential ctd
I'm thinking that
If I tell the game to not have it
Yet your save recognizes it
It might crash 😃
So, if you swap it first I can take care of that for you
What should I swap it to if I'm just nuking the mod?
Btw, which Ti Fighter it is?
You can swap it to any other ship
And I can make something that disables it from your end
The B Class Tie Fighter is the one messing with me. Might be the normal fighter model as well, I don't know I didn't try that one.
any vanilla ship.. none of mine if you want to remove my ships..
A simple hot fix
Do you have a pic of it?
And is it just that ship? or all of them
That are custom
Do you want screenshots of the ship freestanding on the ground, or their inventories and classes?
how about a screen shot after you've landed or relocated the ship away from the crash site?
Oh I've long since moved the ships from the crash sites.
@supple wadi Oh, just saw that you tagged me earlier. Someone else told me about Kotaku wriiting about the overhaul mod a bit ago. I missed your tag. Thanks for the heads up 😃
The Class B one is long removed from its crash site and is clipping on exiting a station in space.
Well, there's 3 ti fighters
what's it look like on a landing pad? on the ground after landing on a planet? or being called?
and all class B I think
The C Class one is landed somewhere planetside.
If I see the model I can tell what it is
However, the aispaceshipmanager
can give them diff classes
So it's hard to tell
class, stats and inventory have nothing to do with how the ship is going to be positioned and collide with objects..
It looks normal. It isn't raised, it isn't doing anything weird like its incorrectly positioned. I'm just honestly concerned that the Collision Model spawning after the normal model is hidden once you're in the cockpit is centered on the lower quardinate that the Tie Fighters x,y,z is located on and its center mass/center volume balanced on 'its' axis.
Which would make the wing act like its a foot or two lower than it is.
I'd be interested in resolving a bug, if there were actually a bug.. but I believe the game just placed the ship high in the crash site and it created a placebo effect in your perspective..
especially cause the wings of the regular tie are VERY tall
Placebo effect eh?
"It looks normal. It isn't raised, it isn't doing anything weird like its incorrectly positioned."
that's because the ship IS normal and it ISN'T raised
I've messed with enough ships and collision models of ships to know that when the collision is offset, so is the ship
this was one of those things I was discussing earlier in regards to not knowing what's involved on the NMS side of things
No problem @dreamy tulip, know ya like keepin' up with that stuff.
sigh
We've never run into any botched collision models from wrecks with even standard ships before, have we?
So rayrod is there anyway I can help you fix this issue?
Or should I just remove the mod?
I do have to wonder a tad if, for some reason, the game may be distorting the ship config somehow when placing it in the shipwreck scene.
There's some dark magic behind the shipwreck scenes, at least imo.
Working on 1.4.1
I've found my own ships at wreck sites, recovered them and have had no issues..
the tie fighter just has very tall wings..
Oh yeah screenshots. This is the one that clips the station.
and when you fly without compensating for such, yes, you clip things... either at the top, or the bottom of the wings..
Does it clip with every station? I know they appear to use a standardized model for the hangar bay, but there's at least two variants at play there.
if there is an actual clipping problem, then it's likely because the ship's physical size.. if I scale down the size of the tie fighter, are you willing to test it primedragoon?
I apologize, I thought you were refering to take off from a trade station where it's not uncommon to clip the center of the trade post
shrug all I'm hearing now is crickets..
If there's any way that I can help, I'm around 😃
I do use the expanded ai ships
I should probably have that installed
then reland
then take a screenshot
that might be more helpful
Sorry Krem, I didn't initially see you message because I was starting to feel very patronized, so I just blocked you so I wouldn't end up saying anything rude in response. 😦
your*
But yes I'm more than willing to test.
@tacit mesa That screenshot was helpful 😃
And you saw you got that as a wrecked ship?
Not built right?
No, crashed and repaired
Herm.
So after landing and taking off 5 times, just for the hell of it
It stopped colliding with the bottom edge.
thank you, I'll rescale now.. also an idea if you'd like to try, you can use rayrod's ship swapper to get a fresh/clean tie fighter.. I don't want you to jeopardize a save, but maybe start a new creative file just for quick testing purposes? if you have the same clipping problem with the fresh/clean one, we can still rescale and use that new temp save for the additional testing..
But when I restart the game and take off again, collides immidiately.
hmm.. I think it might still be wise for me to scale it down a little.. I think that may have been the issue.. the thing is VERY tall..
This is weird. If you land and takeoff a few times from the same station it fixes it. But if you come back to the station, or restart the game, it collides again.
I'd suggest testing the ship swapper with a fresh/clean tie fighter.. if it still does the same, we can at least know it's ship related and not crash recovery related
I'm doing so now.
and if you still need to fix the scale, this should do it..
Okay, so it only seems to do it with the B Class Tie Fighter included with the AI Ships Expanded Pack
The Normal tie seems to be completely free of this issue.
The normal Tie does have a different issue though.
I like to land
But not like this.
lol, I've seen landing issues like that, but I think those are overhaul related.. @dreamy tulip would know better...
thatsfine
IIRC, there was a mod at one point to allow landing at any angle.. and I think that's what's causing this
there was a video I saw of an aussie reviewing the overhaul, flying the millennium falcon and it kept landing on it's side.. quite embarassing :\
Oh yeah? So just stay level and land level aye?
yea
Seems like something you may wanna give a heads up about. 😛
It's in the changelog
But yeah @dreamy tulip It appears to only be the B Class Tie Fighter with that weird problem.
so that's interesting tho.. figured out it's something to do with the positioning/placement of the crashed ship?
It can create some cool crash landing pics 😄
Quite true, please see above. 😄
Cut off the wings and we have a Saijin Pod.
With remarkable minitiurized weapons technology.
Yeah, thats how the preorder ship should look!
I want to add that little gem to the game.
The ship class is a Starbridge.
A For Pleasure Pirate Yacht from hell. 😄
Though it would require a custom cockpit that looked like an extensive bank of TV's and a more spatious cockpit to be a true Starbridge.
And sadly, I can't even figure out how to turn my head in my ship mouse and keyboard.
use alt key + mouse to look around cockpit
Ah, good to know thanks.
Also just crashed to desktop flying around on a misty waterworld, same system as the other planet that causes an instant crash @dreamy tulip
and it's a bit tricky to design a functional cockpit.. what might look good in blender doesn't always end up functioning well in game.. I recommend if that's something you want to try and do, use the NMS model viewer to export a cockpit as an obj so you can build your new cockpit to the same/similar size..
Yeah I wasn't planning on working without reference Krem, thanks for the tip, hopefully I can dig out the largest cockpit presently ingame and work around that and experiement with a few things.
that ship looks like texture mapping the UV would be the toughest part of the project..
Well I only have the do half, I can mirror the rest of it, that'll cut down on some work.
all the cockpits seem to be fairly similar in size.. but I believe as long as you don't build beyond the atmospheric glow effects, you're good.. tho placement can sometimes be tricky.. don't want to have the cockpit too high/too low/too far/too close..
and you only have to do the front portion of the cockpit.. you can sent the angle of panning around with the camera so your users don't look somewhere that the model isn't built..
I want to keep the cockpit scaled with the ship itself, if it needs to become a fighter so be it I suppose, but its meant to have about a 40 foot beam.
the game doesn't care.. it switches between models anyways.. when the interior is drawn, your ship is gone.. this is displayed when using rayrod's 3rd person flight to toggle between 3rd and 1st person..
it'll let you stick the freighter bridge into an explorer ship if you set the locators and things right
No no, I mean to give people the proper perspective of where/how to put the ship down without it looking funky and being clipped all weird.
gotcha.. you want it to look pratical and applicable
I get the bigger on the inside fun that video games can cause sometimes. 😃
Yeah, I want dimensions consistent enough that you could pilot the ship as your experience would naturally interpret.
problem is, as GMR_Leon mentioned earlier, our collisions are wonky.. we can't make 100% accurate collision models like the game does.. instead our collision models are essentially the ship mesh as a whole converted to a convex hull..
which is why you can't stand on the capsule pod on the tie fighter, but are stuck elevated between the gap at the top of the wings
this collision also prevents from going inside any ship interiors and being able to look around.. if we could, I'd probably be working on an interior scene for the millennium falcon..
That's a shame. Herm.
Hopefully Hello might allow for it later on, if they start paying more attention to the modding community.
I mean complex interior models, hopefully we can figure out a better alternative for ship collisions. -_-
hopefully.. I'm still hoping they'll provide some official tools for us to use than having to rely on 3rd party tools.. but I doubt they'll bother with such tools until they've finalized the game the way they want it and don't anticipate major future content updates
Likely.
@tacit mesa Thanks, if there's one faulty planet/biome in a system, sadly it makes the system faulty
I'm on the hunt for it
By which point they'll give up on helping the modding community much, because if you don't build a game in a modular way to account for modding, you can only do so much.
ship collisions are wonky in themselves.. they don't behave like a prop collision.. if I assign a physics entity to the ship itself, and then attach the cockpit with it's own physics entity, the ship acts really funny.. so I have to add a collision mesh (node) to the scene file, but can't attach an entity because the physics entity from the cockpit applies to the ship and renders the convex hull of my collision mesh.. Also ship collisions have always worked for me with the NMSDK version I have, but buildings and prop collisions act similar to your tie fighter clipping issue.. after loading, you'd sometimes have it or you wouldn't.. except there was never any consistency to reliably troubleshoot it..
Well it consistently happens if I restart no mans sky and exit the station.
Does that count?
lol, it makes it easier to troubleshoot.. like knowing that we were able to test the ship swapped tie and find different results..
if it were inconsistent, it would be a lot tougher to figure out
No Man's Sky: RaYRoD's Overhaul v10 (1.4-1.4.1) BETA:
*Tweaks, bug fixes + User recommended additions*
- Added Three Inventory Variations with .txt documentation explanation, in Optional Mods > RaYRoD > Inventory Variations
* Default Inventory.pak
* Default Substance Icons.pak
*Transparent E3 Inventory.pak
- Removed Unintentional remainder of exocraft rockets
- Adjusted exocraft language files
- Slight Tifighter scaling adjustments (Courtesy of Krem)
No Man's Sky: RaYRoD's Overhaul v10-BETA (v1.4)
1.4
Fixes + Quality Of Life adjustments
- More rare planet/biome crash fixes, fixed a reported lush biome type crash
- Fixed rare remainder of static/frozen birds left over
- Cave mineable object adjustments
- Slight Flashlight intensity adjustments
- Slight Gravity adjustments
- Adjusted a type of Crystal biome
- Creatively added different requirements and resource ammounts to various base building products to increase exploration/challenge incentive and compliment gameplay
- Further organized the basebuilding menu
- Wanted level glitch fix (attempt)
- Prevented ship shield and ship ulse engine dismantlement, to prevent a crash from doing so.
- Rare oversized ships in stations and rare oversized crashed ships should no longer occur
New Features:
- Added a new cave weather type, I combined mars dust with swamp fog.
- There's around 21 underwater weather type possibilities overall now (More may come later)
- Slightly greater possibilty of denser forests
- Grass patch adjustments
- Added possibility for Crystal Biomes
- Created and implemented more cave biomes
- Created and implemented another underwater biome
+ More
Nexus Mods Download Link:
https://www.nexusmods.com/nomanssky/mods/497
@dreamy tulip Planet still crashes. Tie Fighter still pitches down hard upon exit of trade station.
prime, did you try the zzz.pak I shared earlier?
Yeah I did.
Thanks, if there's one faulty planet/biome in a system, sadly it makes the system faulty.
I'm on the hunt for it, and will squash that bug on spot... asap. 😃
Really draimed atm, I just finished replying to a lot of emails, and also comments, and updating pages, making requests, and releasing two new BETA's after 24 hours of testing and working on stuff 🙂
and yet you still gunna be awake for the next 14 hrs doing more of the same probably XD
I'll wake up tomorrow and it'll be 1.4.3
well, I got errands to run.. :\ apparently I gotta wait till sunlight's gone and temps are near freezing.. smh
.....Why?
if you fall asleep before I should get back, good night RayRod..
if you're asking me, lol, I have no idea why.. not sure if subconscious.. but most likely just the procrastinator in me..
Thanks man, likewise!
Will be hunting for that rare crashing planet later, and also making more biomes
I wonder...Would borrowing Prime's save help in determining the issue at all?
@supple wadi Someone sent me a save earlier, but when I loaded up with it.. it wasn't recognized. :/
I could probably decrypt the json
and get the coords though
Great idea
O_o That's bizarre. Should be able to swap about saves without issue, I thought.
I wonder if it's related to the new saving system?
I made sure to ask him to send the entire HelloGames folder
And none of your stuff was still present to cause a conflict?
...Weird...That doesn't make much sense at all.
I think it has to do with the userid.. like my save files are in %appdata%\hellogames\NMS\st_76561197965830838.. so the saves within my id are assigned to me.. I'd imagine trying to load someone else's save under your own folder id would register a CRC error and force you to launch a new game (or maybe redownload your saves from the steam cloud).. if you try to load them from another player's id, I think the game will just throw a hissy cause it's not finding the files where it's looking..
you'd have to actually log into prime's steam account to be able to utilize his saves... :\
Hmm. Disabling cloud storage and then directly replacing the files within the st_# folder should be able to handle it...
I'd think, anyway, I tend to avoid cloud backups.
any more patches since I went shopping?
yea, you might be onto something with that.. steam offline mode, within the steam account's ST folder.. so I'd put prime's save in a "st_76561197965830838" folder and you'd put it in a different ID.. but if steam is offline mode, hopefully it's unable to compare saves and just loads what's there..
unless there's something written into the save that denotes the ST_id#..
I don't think there's been any patches posted, but I'm sure Rayrod's been working on the next one already
@supple wadi I totally forgot about that!
I had it on... thanks 😃
Er
So do you want my savefile then @dreamy tulip ?
kk
O.o
You can send it btw
quick! snap a screenshot so we have proof he sleeps!
what folder is it in?
I'll test it when I'm cognisent
xD
Press Windows+R
and type
%appdata%
The folder is named "HelloGames"
You can archive it and pass it here 😃
Thank you, by the way
As this will help me fix that rare biome type crash
g'night Rayrod!
Thanks man, have a goodnight 😃
Herm. Shit.
I've run into none of my controls working again.
And now, deleting the shader cache doesn't help anything.
Started right after I turned the Geforce Experience Overlay off. -_-
Sometimes the overlay does something weird, just press the alt key or whatever key you hold to activate it and things should go back to normal
Or open the overlay and close it again, sometimes that works
Deleting the shader cache a few more times and restarting several times also worked. -_-
Lol fair enough I guess
as long as it works right?
thanks for the tip Saviour.. I get this issue too.. get a scanning scroll bar along the bottom like my NMS is in away mode
Same here, keeps coming at me now that Geforce Experience is turned off.
I guess I should turn it back on. -_-
Yeah that fixes it.
That's some weird shit. -_-
primedragoon, are you using rayrod's 3rd person flight mod?
I have been yes, sadly it hasn't been working.
I guess i should just uninstall it. 😦
I started experiencing the "away"/busy NMS when I started using the 3rd person flight.. it looks great, but I think maybe I am using an old opengl32.dll from mojo rather than the one rayrod includes in the overhaul..
or maybe it's something to do with our own opengl.. but the mod at least works for me.. at least button 1.. tried the others once and I think I scrolled thru them too fast, cause the game CTD
cool x-wing shots.. but that roamer shot reminds me of Wall-E
Lmao, the roamer is like 300+ meters underwater looking at some Sauropods who shouldn't be there.
@cyan oracle The ReShade .dll isn't compatible with the 3rd person flight OpenGL.dll
And the .dll also enables a no pause on loss of focus
So when you first open the game, make sure that you're in the window
Before backing out
what's the reshade.dll? cause I only see the opengl.dll in your overhaul's compressed archive..
is anyone elses scanner broken with rayrods overhaul?
@harsh dock I'm assuming that you have an AMD gpu?
There's already a hotfix for it in Rare+Unique Bug Hotfixes > scanner hotfix
Yeah i do. Thanks i'll get it when i get home! 😄
Awesome, glad to help. 😃
@dreamy tulip You alive? Not that I mind, but I shot some information and a question at you in DM earlier.
I'm not sure if it gets sent if you're offline though.
And we both appear offline at all times. 😛
Working on new custom forest density biomes
These newer additional forest type biomes can be dense in various increments, are procedural, and have other unique rules.
Testing the procedural forests
Just expanded it further
oooooh
yeah
Is there a way to impliment those sized planets into the game w/o cheat engine
like so there's a chance to get a small one or big one?
LawnReality and I were looking into it sorta, but don't fully understand how it functions. So not at this time unfortunately.
Just implemented around 40 new procedural forests that can all be different "each time" into "RaYRoD's Overhaul" for the v1.5 BETA that's releasing soon with a lot more features alongside additional bug fixes.
Imgur Full Album Link:
https://imgur.com/a/cMTCJ
Working on more biomes now
@rancid shale Which pink one?
The all pink biome
it's a biome right?
pink grass pink trees
even the treetrunks were pink
It could be a fraction of a variation to infinity
lol
Like, for example
It's not like I said... "I'm going to create a pink biome"
Is it possible? Definetely
But the mod has near infinite possibilities and variety so, there's no way of telling based off of what you said
As it's vague
understandable
There were A LOT of trees tho
that might be the problem for my rig
However, on my behalf I get around 60+ fps on very dense planets for the most part... as mentioned that the mod at times can be very taxing. Though mid end machines can run it.
I just thought it was really coincidential that the biome looked exactly like this
like maybe different kind of grass
You must've landed on a proc forest biome that happened to allow pink in it's palette and choose those trees
In that album I posted, those are all different variations of proc forests (but there can be really any kind of variation).
That pic above shows a specific tree model that the game engine chose, alongside a particular palette combination for that particular biome type (with various rules for it)... just to elaborate a bit
@supple wadi I managed to get the save working
Interestingly, disabling the Steam cloud didn't fix the issue with loading another person's save
But renaming the save folder ID let it work
I renamed it to the same id as my save
:+1: I thought that would work. Cloud was mostly an extra safety measure.
@dreamy tulip There's another reason that the tree's should be taller btw. Anything brontosaurus like should evolve to be that tall in the presense of tall trees. But I still think that being able to see with the exocraft camera at all whilst driving through forests is a better reason. 😄
@dreamy tulip So that lush planet does indeed not crash with that last hotfix.
However this planet, the other planet I mentioned in the system that also crashes sporadically, now crashes when I attempt to enter the atmosphere, same as the lush did before planet. Don't even get to fly around. @dreamy tulip
@dreamy tulip Have I been finding too much stuff, do you hate me now, or are you just asleep? 😄
Hopefully asleep, does look like he's gone idle actually. Good for him, screenshots!
Aaaaah shit, I'ma feel like a dick but I should mention this. @dreamy tulip The camera on the Hovercraft is basically centered on the model itself, and thus whenever you're actually aimed at something you can't see it. Is there a way to raise the camera without moving it farther back at all?
In the process of fixing that planet. 😃
@frosty vine Taking it here
instead
to modding
😛
Yeah good idea
But yeah, would love to see that
Currently working on 1.5
And ironing out these crashes
Dang you're on a roll
Come to find out that the crash wasn't biome related for this biome
It's metadata > reality related
which is bizarre
Strange
Deducing the cause now
I did a lot for 1.5, but want to do more still
Ohhh, you might like this
Moment
More variety incoming 😛
Enjoy, I'm watching it too lol
Think I have 1 episode left
While eating and working on the mod
Have been in and out of discord
But just want to share this here below:
No Man's Sky: RaYRoD's Overhaul (v10-1.5 BETA) - A Few Procedural Forests
https://youtu.be/wgso3JUqjOk
Just implemented around 40 new procedural forests that can all be different "each time" into "RaYRoD's Overhaul" for the v1.5 BETA that's releasing soon with...
So I can't interact with that ship at all at the crash site. Sadness.
Only one of these is a real example of headlights.
❤ Hovercraft ❤ Water
Why ride but for the scenery it presents?
Fix for the police ships appearing as crashed ships.
Awwww.
O_o why are so many of the crash site ships floating, anyway?
Or is that just a weird angle on that shot above?
no its floating about 30 feet off the ground
i don't know what this website is but rayrod did you see this
http://www.dsogaming.com/news/no-mans-sky-rayrods-overhaul-v1-4-adds-new-weather-types-denser-forests-inventory-variations/
Damn, RayRod, you're a genius! Thanks for 1.4.1! i'm going to test it these days. Is 1.4.1 the latest version?
I did not see that new article, but there is another article here that I saw @clever adder 😃
Thanks for sharing
http://www.dsogaming.com/www.dsogaming.com/news/no-mans-sky-rayrods-overhaul-restores-cut-content-from-e3-presentations-overhauls-graphics/
1.5 BETA Is coming soon 😃
@west notch
But 1.4.1 is the latest, I just fixed a lot of rare crashes and other things
That was nice of whoever wrote that
Gonna add that source to the page as well
Fixed that radioactive-ish planet on primedragoons save
Just landed
Sweet, looking forward to that, looks like a nice world.
That B Class Tie Fighter still hitting the bottom rim of the space stations when lanching?
Didn't check, I did add a file that Krem sent me for his 3rd party ship
That was intended to adjust that
I did likewise I think, but I believe it only adjusted the C Class ship included in his mod, and not the B Class varient caused by the AI expanded ships.
More-over the normal C Class Tie Fighter doesn't have the issue present with or without Krems hotfix.
I really liked that planet
Just implemented around 40 new procedural forests that can all be different "each time" into "RaYRoD's Overhaul" for the v1.5 BETA that's releasing soon with...
So, I've just discovered that there's a 3rd class of planets
Rather than just planets or moons
There's a 3rd named "Planetoid"
does that have something to do with the weird radiation planet crash?
Nope
And has the fix for that been uploaded yet perchance?
It has to do with there likely being an unused planet type
Other than planets and moons
There's also planetoid
ic
Making changes to this python scrpt atm
Ever come across the issue of having a very small depth of field in photo mode using the overhaul?
Just found a system with two suns and went to take a picture of it but I can't because it's too blurry
Yep, still looking into a way of nulling that out for extreme weather planets
@dreamy tulip, you never cease to amaze me homie. This overhaul has pretty much killed my crippling depression since harambe's unfortunate death, you've given my life a place to relax and blow off the days stress, I couldn't praise/thank you enough for the time and effort you've put into making this game more of what we were expecting upon release, I dunno about anyone else but I say you've achieved that and beyond my friend. Keep up the astounding work 😎
@warm thistle
Thank you, for taking the time to share your input with me! I'm glad that you are doing better and are enjoying this project
I'm excited to continue improving and expanding the overhaul mod; and to eventually get it polished up to a more professional standard. 😃
Just created 120 more biomes
To be added alongside the near 40 new procedural forests that can be all different each time, which I made earlier
Will implement this and test, if it's flawless I'll upload and craft more biomes tomorrow
@tacit mesa sounds like that tie fighter you picked up was actually part of the police ship list that Rayrod patched out.. I would recommend trying to replace the ship as soon as you can find another Tie Fighter.. Additionally, if you haven't done so already, you may want to check out C.S.S. for Atlas Rising if you want to maximize slots, class and/or stats..
https://nomansskymods.com/mods/c-s-s-for-atlas-rising/
Mods chevron_right Atlas RisesCheatsFixesGameplay chevron_right C.S.S. for Atlas Rising description Description C.R.I.S.P.I.E - Cost Reduction & Inventory, Stat & Probability Improved Enhancments v1.1 S.I.D.E - Ship Inventory, Default Enhancements v1.1 S.M.I.L.E - Ship & Multitool Inventory & Ludicrous Enhancements v1.3 (Atlas Rising Compatible) This mod unlocks 48 slot inventory capabilities on all FIVE ship …
using that mod should help you easily find an S class 48 slot w/ high stats (if you're using CRISPIE), or can get you a 48 slot vanilla class/stat ship if you're using SIDE.. SMILE was the one that started it all.. enhanced stats, max inventory possibilities.. CRISPIE is 48 slot on every ship, SMILE has inventory ranges to make finding 48 a little tougher; both increase the chances of finding S class over anything else, A class as runner up, B class and then C class becomes the rarest class found.. SIDE doesn't adjust anything other than the inventory ranges; still has vanilla probabilities, classes and stats
crispie also has prices adjusted so everything's cheaper and you get 100% trade in on your ship
then again, IDK if that conflicts with Rayrod's overhaul... @dreamy tulip do you edit the metadata\reality\tables\inventorytable.mbin?
(sorry to tag you and distract you)
👍
well, I'm off for my trip.. be back on Sunday unless I get a chance to hop on fri night/sat morning.. ☮
Okay, so I'd like to edit my statement earlier
Just created 140 more additional biomes
To be added alongside the 40 new procedural forests that can be all different each time, which I made earlier
So the overhaul now has over 3,000 handcrafted biomes
Will work on more tomorrow
I don't suppose you'd have a tip for me if I wanted to go through all those instances and make tree's taller than my camera/brontosaurus heads.
It would be so tedious to do that at this point; that I wouldn't do it 😛
- I like them the way they are
As they all can vary in different sizes
Depending where you are
Yeah I figured that when you ignored the suggetion. But I do want them taller, I want them all taller than my camera, and I'm annoyed enough to do the work myself.
Then can be really tall
They can also not be really tall
Got a lot of everything in here all over
They're either getting taller or they're getting run over.
But the super tough tree's that aren't even twice as tall as my character.
Those gotta go. 😛
Gonna test and if it's fluid, I'll upload soon 😃
The changes I've just made
Exhausted as this took 23-24 hours, but I'll enjoy it
I just realized, at the pace you update, updating all those files so I only get tall tree's would be an every other day thing. sigh
It would be redundant effort
Yeah. Just gonna can that entire idea.
I'll just shelve NMS until it has full VR support or something, I'm tired of forest barriers and jumping them at this point. Need first person in the vehicles otherwise I can't navigate forests.
Aside from that, it would require me to adjust multiple files assigned to each of all 3K+ biomes (that I happen to be quite pleased with) manually.
I'm not going to do that for a nitpick
I'm sorry
No no, I get it.
Its a big enough issue for me to ruin it and for you obviously it isn't a concern, this is just a difference of opinion, and I certainly wouldn't force you to use my preference.
I'd prefer to edit it to my own preference, but if that's going to be a regular and relatively extreme piece of work, then I'm probably better off just shelving it or building my own mod, and I'm not willing to lose all your awesome changes because I want taller tree's.
So both options mutually annihilate eachother. 😃
Fair enough 😃
So NMS can just sit on the shelf until Hello Games fixes it or becomes ballsy enough to use their own superformula.
I feel strange about not being able to run over tree's though, I feel like you could do that before.
Mm...I only ever recall being able to run through smaller stuff. Trees were always a hit and...You're stopped.
bugger
They're really annoying, I'd love to be able to just yank the mod to be able to deal with them.
Oh well, screw it, I'm tired of hopping over forests. It completely ruins my sense of immersion and suspension of disbelief.
To...Not be able to drive through them, I take it?
yeah, there's lot of stuff inside of Rayrods forests, and any time I have to interact with one I feel like I'm playing pogs with my Rover.
Jumping into a random place in the forest, then another random place in the forest, because I can't drive around the trees.
Aah, sounds like they made more of a jungley style forest. Hmm. Rebalancing the crowding would be tough.
I think normally the forest stuff would've already chased me off, there was just enough other new shiny stuff in Rayrods Overhaul to keep me sucked in before it got annoying again.
But even outside of the forests navigation issues, how they're formed bothers me too. Generally tree's conopies interweave in order to block out the light and clear the area under them to get more nutrition. So, being in an ancient forest on an unknown world, you shouldn't be able to see the sky while you're in the forest, for all the tree canopies above you.
Instead I feel like I'm driving through an orchard.
Somewhere on Earth.
😄
Oh weird.
The way you initially described it sounded as if they might be too densely packed, either with other nondestructible objects via driving or the trees themselves.
If they were less densely pack it'd certainly be easier to drive, that'd take care of my navigation issues probably.
Making them taller once less densely packed would make them look like legit forests discovered in a world where the sky belongs to no man.
But either of those options is too much work as far as Rayrod is concerned, and its his mod and his efforts are entirely voluntary.
So yeah. Game Over man.
@supple wadi It should be noted that driving a tank through an orchard wouldn't work out well. Just saying.
Think I'm going to start re working flora that floats on the waves tomorrow
Excited to see how that turns out
I love how back in pre release footage, that was shown
Although my mod has that... I think that I'm going to create different kinds of wave flora
😃
@tacit mesa
Hey, I appreciate your interest in my work, but as I'm trying to implement more of my own ideas as well as resolve more commonly reported issues from other users, I'm afraid I can't address your specific interests (that haven't appeared to overlap with others') over my own and others. If you would like, I can direct you to resources to help you make something for yourself to suit your interests, but I can't put you at a higher priority to myself nor others.
That detracts from my work and does a disservice to several others experiencing other issues that you've not reported.
@dreamy tulip No offense, but when you ignored the idea until I requested specific resources to furnish it myself, and only then informed me of why it was unrealistic, I had the impression you didn't want me messing with your mod. The impression I got was that you thought I was being rude for being dissatisfied and wanting to change something myself... Because earlier I did indeed ask for specific direction into the area's I'd need to go into to make the changes myself, because I was quite willing to make the changes myself, as I said. And I only finally decided it wasn't worth it, given how many updates you make, and your apparent dislike of the idea in general. Otherwise, I'd have already offered to make the changes, then offer them to you so you could merge them into the mod, because honestly there really should be no objection I can see to tree's working how they should...logically work? I hope its not rude to put it that way. 😛 But yeah, you update very often and having to make those changes every time to your expanding list of biomes through your consistent updates just isn't appealing. Maybe if it wasn't being updated so frequently and was considered a stable release, but you're still interested in modding and going strong, so I doubt you're going to stop making version changes anytime soon, all of which would be things I'd miss out on if I just zzzzed my own list of files to overwrite your set. So I'd be doing constant minipatchs to your mod just for taller tree's, while retaining the expanded variety that itself is the very reason the mod should be installed.
So I do apologise if you got the feeling I was being hypercritical. I would just do it myself, its just that I got the impression that you didn't want me to, and that the patchload would be infeasible.
And as I'm not willing to give up your mod, I was planning on perhaps quietly doing it myself in 2 or 3 years, for my own enjoyment alone, after you've finished updating the hell out of it and No Mans Sky itself is hopefully finished being updated and on a final version. Maybe I'll even get lucky, and Hello Games will bring back those bendy tree's from the E3 videos, and we can just drive over the forests without ruining them. (I admit this would be super cool.) But in all ways I was planning to 'not' be a 'shit disturber' if at all possible.
Ah, I see where you're coming from. I want you to know that I was not initially ignoring you. Last night after I replied to your inbox message prior to me saying that I was going to sleep... I read your three inbox tags and started to look for those things as potential issues in my mod. I did not reply to you because I had just woken up. I also did not reply to your four tags in the chat soon after (with insunations/suspections towards me that also were not true) as I was actually away/idle from the PC, prior to spending the entire day doing particular fixes/adjustments that you requested quietly and did not find the time to reply yet. I saw it as spam I may not reply to people right away, but then again; I work on things in my own timing. By no means did I ever intend to give an impression of me having an issue with you taking apart my mod and altering things, but I did say various times that I was willing to help if need be in regard to Krem's ships yesterday. I also said that everything is setup in a complex/unique fashion. That was purely assumption on your behalf. I respect your opinions, and I never took you as being hypercritical.
Again...
``I appreciate your interest in my work, but as I'm trying to implement more of my own ideas as well as resolve more commonly reported issues from other users, I'm afraid I can't address your specific interests (that haven't appeared to overlap with others') over my own and others. If you would like, I can direct you to resources to help you make something for yourself to suit your interests, but I can't put you at a higher priority to myself nor others.
That detracts from my work and does a disservice to several others experiencing other issues that you've not reported.``
~ Ray
In regards to the supposed insinuations that I'm irritating or you're ignoring me, It was self deprecating humor, and my way of apparently not politely asking whether you'd got the information I'd communicated to you, I did also say that I wasn't certain if messages were delivered when we were both offline.
And...you didn't reply to me for a straight day. I wasn't even sure you got the information.
I suspected that you didn't get the information. x.x
The first messages that I had received from you, I was sleeping. Shortly after I woke up I read your messages in the chat here and quietely began to work on figuring out certain things. There were several hours in-between. But yes, that was an assumption on your behalf.
I was not ignoring you. I'm just a busy guy 😛
If there was some other insulting insinuation that I made...whoops? I'm sorry I didn't mean to imply anything negative.
Also and again, it was self depreciating humor, I wasn't assuming you'd taken a dislike to me.
I was basically knocking on my own head and asking if ya'd heard what I said.
Trying not to be annoying because being asked the same thing multiple times is annoying.
It's alright man,I don't dislike you. No personal feelings here. But moving on from that... feel free to let me know if there's any way that I can help in the context of what I proposed in the context of modding. Are there any resources that you need or might find useful for working on something of your own?
If not, I'm currently wrapping things up and doing support for people outside of discord... really busy.
I'm always around if you need some kind of info, alike other modders here
😃
I just want all the tree's in your mod to universally be taller than the Exocraft Cameras, both because Bronto's would then make sense to eat at that level, and because navigating under the trees would be much easier. So, knowing what I need to edit to achieve the effect of taller tree's would be nice.
You are going to need to sort through around 6,000 object files manually.
If you want it to be universal
Yay.
You didn't limit diplos to a particular biome? 😮
Are you quite sure I can't run a batch file to edit similar properties across those files?
Or they appear in that many? 😮
Diplos are restricted to certain biomes on the latest
Hmm, not sure how RaY has it set, but if it's like a scene file or something, that might be somewhat possible...? Could try a search & replace across all open xmls of the specific scale values for all the trees...Maybe.
I dunno about Rayrods latest version, but the last planet I was on in my other file has about 5 Diplo's of various varieties.
And the tree's are like knee level on them.
And they somehow possess the ability to stop a tank.
facedesk
@supple wadi Yeah, doing it that way would be a lot more appealing. Then I could just play and find the specific biomes it hadn't hit, and search out the appropriate file and patch it.
Though honestly its still kind of unappealing without it being merged into Rayrods regular updates, since as I mentioned before, there are so many nice updates and things I wouldn't want to give up just for the taller trees. Though I suppose that itself might be an excessive nitpick, as there's probably more than enough biome content already for there to be a great deal of variety.
@supple wadi The latest beta as a new adjustment has them only being spawned when the custom ID is called
Alongside other "special creatures"
A lot of creatures are fixed to only certain biome types
And there's a lot less overwhelming life now
Making creature discovery moments feel more special imo
Hmm. Gotcha. I'd have to dig through your stuff myself to see if there's a more optimal solution to rescaling certain assets.
While they do make them feel more special, it'll make excellent photography moments harder to find. Your mod really makes one wish to pull out his camera Rayrod.
One planet might have tall diplos and certain trees
Another planet might be totally different
It's always different
Consistently
@dreamy tulip Anything you can do about those low flying freighters? You never mentioned if that was on your list or whats up with that.
Though I'm specifically referring to the ones flying low enough to clip you into the ship and crash your game.
Good stuff.
One of the things I fixed right away after your report
Sorry if I give ya the impression I'm bugging ya about stuff man, its just if I don't ever hear a response, i don't know if ya even know. 😦
Fixes, adjustments, new features:
- Fixed a reported crashing lush planet (all known crashes so far are fixed, please report any more to rayrod129@gmail.com)
- Fixed reversed E3 freighters flying by
- Fixed floating police ships on crash sites
- Confused Spaceship with Stations (Fix test)
- Various space activity adjustments
- slightly Increased the minimum height that ships can fly near planetary surfaces to prevent clipping
- Slight language adjustments
New Features:
- Created and implemented around 40 new "procedural forests" that can all be different each time.
- Created and added 140 more additional biomes
Imgur Album Link:
https://imgur.com/a/cMTCJ
It's all good man 😛
see the real solution here was to shrink the diplos all along. 😛
I personally don't think there's an issue at all
lol
I have personally seen a tank drive over a tree.
The tank should be able to mow forests.
The 'Tank' at least.
Do ya mean the Colossus?
i wish we could reimplement the shrinking camera height bug, and make it weirdly consistent.
Drive over a tree? xD
Dude, the whimpy tree's that are on most planets in No Mans Sky? A british Challenger 2 could totally destroy one of those wimpy things.
A tank can drive through a brick wall.
And the house that fell on it.
Like if we're talking an 'old' oak tree, or a big pine tree, or a redwood, tank knocks down tree.
Ah, I see what you mean. If that boolean is marked to true, it would work for all exocrafts
Not just the tank
I know I know.
Yeah...Exocrafts are obnoxious that way.
Otherwise I would've asked you to make tanks wipe forests.
Instead of asking for taller trees. 😛
My fav is they don't even have a driving setting for proximity triggers. Game reads it as on foot, lol
See what makes no sense to me, is that tanks, hovers, and buggies, crush mineral deposits to worthlessness.
And yet tree's, of a much lower density and hardness, are indestructible to vehicle ramming.
?????
Oh also @dreamy tulip Could you make those random tentacles that attack you on the ground like, 3 times as large? They're getting hidden inside of your enlarged objects a lot for me, and you never 'could' see them coming, because NMS won't let you look down and ahead in front of your vehicle, especially on downward slops.
It's because they're often lower to the ground, so harder to see, and/or more plentifully annoying.
Regarding why rocks but not trees, I think.
Like driving across cave spots of ground would be a nightmare if they didn't crush'em.
I get what you mean, but offroading over those minerals in a buggy actually sounds like a lot of fun to me.
And ramming into forests and being unable to progress is 'unfun'.
It makes sense to me, but 🤷
And if you avoid the 'low paths' you can avoid major concentrations of minerals anyways.
I mean I ran a go-kart into a tree once and lemme tell ya, that's no fun.
That's a go cart though, and I assume it was a solid tree.
Try getting into a literal tank and ramming into a tree.
I'll give you 100 dollars if you can keep a shit eating grin off your face.
I'm thinking more of the Roamer, because I don't know many people that use the Colossus for casual travel, lol
At the end of the day, that's why we have friggin' lasers on these things.
@dreamy tulip Could you give the Exocraft lasers bonus damage against specific resource types? If so, could you make either a specific, or all exocraft lasers, do damage to tree's/carbon 4 times faster, essentially granting tree clearing/pathing ability?
...Which just gave me a really dumb, silly idea...
@supple wadi Yeah but the laser is really weak and takes about the same time as a mineral rock.
Either way, yeah, I'm pretty sure we might be able to tweak the laser settings to torch through junk faster...I think.
That would be 'excellent'.
Not so sure about specific things, but in general...I think it's possible. I'd need to check up on it.
I know the basic premise is there in the multitool laser tech, but it may not extend to exocraft.
Bugger, I don't want it to end up being a cheat. 😦
Should be able to differentiate though, because some things require an exocraft laser I haven't found a blueprint for yet.
Oh yeah, guess you could rework it that way, come to think of it.
But it might require significant reorganization of Biomes to work that all properly without it being a cheat.
Which would then probably also require revisiting a few thousand files tho...
*jump scares* 👻
I mean they should be intimidating
Maybe not outright scary. But menacing is a good word for sure.
No Man's Sky: RaYRoD's Overhaul v10-1.5 (BETA)
New features, adjustments, various fixes, various rare crash fixes, 40 new procedural forests that can be different each time and vary in densities, and 140 more new additional biomes that I've handcrafted overnight. Now over 3,000 handcrafted biomes.
Changelog:
1.5:
Fixes, adjustments, new features:
-
Fixed a reported crashing lush planet (all known crashes so far are fixed, please report any more to rayrod129@gmail.com)
-
Fixed reversed E3 freighters flying by
-
Fixed floating police ships on crash sites
-
Confused Spaceship with Stations (Fix test)
-
Various space activity adjustments
-
slightly Increased the minimum height that ships can fly near planetary surfaces to prevent clipping
-
Slight language adjustments
New Features:
- Created and implemented around 40 new "procedural forests" that can all be different each time.
- Created and added 140 more additional biomes
https://imgur.com/a/cMTCJ```
NexusMods Download Link:
https://www.nexusmods.com/nomanssky/mods/497
@dreamy tulip Should i ditch the hotfix files once I've downloaded that?
Yessir 😃
Dope.
Can someone make a mod that combine black space with nebule like in some solar systems it will be black and in other solar systems it will have black space with nebule
I built off of my friend Lo2k's space dream to make that with his permission
Enjoy
Unfortunately not sure, but here's the alternative.
Also, I'm pretty sure that in the overhaul mod I've encountered some systems that appear to be black
With the core mod
While other's not
I made systems more dynamic
When working on things
nice i am getting tired of seeing color space all the time in no man sky
But I can't promise the same result with that file alone, as my full overhaul mod is also altering other things that are space related including implementing e3 space colors and lots of other things... etc...
Which is more than that one .pak
ok
Yeah, I like seeing a lot of space color variety
after some time seeing color space it gets old to me
do i put both mods in or only pick one
@dreamy tulip Does the latest update happen to have huge tingamajiggers ;)?
Guess I'll find out regardless. 😄
This system was darker, taken on the overhaul
What's a tingamajigger?
lol
Creature?
😛
LMFAO!
So I spawned up here for some reason! What did you do Rayrod!?
Was talking about the tentacle plants, but trynbe low key in case you made them randomly sized or something and wanted it to surprise people sometimes.
I could've sworn that save point was on a surface before though.... 😛
Also, I noticed you may have missed my comment about the Hovercraft Camera, which is centered on the turret itself, meaning you can't see your target because placing it behind the turret is where the target is.
Fair dues.
SPACE ADVENTURES UPDATE 1.5 - ALIEN WORLDS 2 https://youtu.be/xI6x2a1texk
Added 6 new biomes type : - Rings - Monster plants - Ruins - Statues - Ships - ICE Added NPCs on the surface of some planets Added Walking Sentinels patrolin...
So the Ultimate Vehicle Mod, for some reason, does 'this' when combined with Rayrods mod.
I should like it to be noted that, some ships should be that size, if you ask me. Especially the Cargo and Shuttle craft, and Science craft even, should probably be more geared towards this scale.
@lime mesa Gotta say man, every time I've tried to put Space ADventures in there with Rayrods mod, only bad things happen.
I love these vehicles though. ❤
That's so pretty
@tacit mesa i never use Rayrod overhaul, and bad things never happens 😄
Whys it say in the description that its intended to be used with rayrods overhaul then? Thats confusing.
@tacit mesa u can yes. And it should works fine. But Rayrod overhaul is still in beta
Thanks for 1.5 @dreamy tulip !!!
Yesterday i downloaded these files you uploaded here:
can i delete them or are they still useful with 1.5?
Probably not wise to suggest compatibility while RaY's still working on their stuff.
@west notch My pleasure!
Yes, feel free to toss those three files 😃
@tacit mesa i didnt get you were talking about my vehicles 😄 whats the issue with them ? they works fine for me, combined with Rayrod overhaul.
Just calculated all of the collision verts for all HG swamp biome object geometrics
And fixed the weird oversized objects
Currently re-doing the outdated swamp biome
And fixing the popin
And allowing everything to be mine-able and scan-able there
5.825125
12.986390
5.467995
5.825125
10.650230
5.467995
4.032963
4.632979
1.499494
2.284730
33.838870
2.284730
4.140013
2.917875
2.600824
16.981865
42.635570
14.346665
13.415071
23.750530
20.022853
@lime mesa Your vehicles don't have any problems when used with Rayrods mod. I was trying to use the complete space adventures with it. From your nexus page, "--------------------------------------------------------------------------------------------
THIS MOD WAS THOUGHT TO BE USED WITH RAYROD OVERHAUL, IN ORDER TO MAKE IT FIT MORE MY PLEASURE OF PLAYING NMS.
NOTE THAT IT CAN BE USED WITHOUT RAYROD OVERHAUL OR WITH ANY OTHER MOD."
"Thought to be used with Rayrod Overhaul" seems to suggest the intention that it run alongside Rayrods overhaul.
@tacit mesa yes it does :D but this is a special edition of the mods pack. that is more compact with less mods.
@lime mesa Well I dunno whats up mate, but I added a relatively limited selection from Space Adventures alongside of Rayrods Overhaul, and the game crashes on a new save, and my two old saves are messed up. The one where I've saved station side, I fall through the floor as soon as I log in. As for the other, I appear in deep space, and my ship is landed on a far far away planet, that's invisible.
Oh get your issue. well SAU is compatible with vanilla saves but not with Rayrod saves. If u want to use SAU on a Rayrod save, u have to use the modular version. I ll need to do a patch for ur case i think.
@tacit mesa ;)
I did an update: V2.01
IMPROVED Walking sentinels spawn on some planets (RUINS / SHIPS / WOODLAND / SAND ) (+ fixed a FPS issue on sand planets)
( the update is not available on NOMANSSKYMODS.COM yet, the site is having issues for me )
--------------------------------------------------------------------------------------------------------------------------- Do I have a twitter account ? the...
@lime mesa Lookin good 😛
There we go, this swamp biome is now fixed up.
Calculated the swamp biome object mesh geometrics, added appropriate colission to the models alongside mining and scanning capability, re-made the old/oudated biome from scratch, fixed the bad pop in, fixed stretched objects, and various made density adjustments.
@dreamy tulip so is this new overhaul all your work in one mod?
@dreamy tulip You there mate? I got some questions about Space Adventures. Specifically space adventures has some biomes in it I'd love to have, but I don't want to overwrite yours. But...ruined ship/scrapyard biome just makes sense for this type of advanced universe.
@rapid moth Rayrods Overhaul is a buttload of stuff all in one mod. I believe it also includes a few other mods with permission, the most notable of which i"m aware of is Redmas Alternate ships.
@rapid moth Hi there, all of my work is in the overhaul (with some external optional components).
Additional credits for any contributations by any other modders are also mentioned in the download. 😃
@tacit mesa Alien Worlds biome are integrated, but as far as any other features from space adventures I currently don't know; you may have to talk to Redmas about that
1.6 will have the updated files/biomes
And will link to his page if anyone wants his standalone
Oh god I can't wait to find a ruined ship biome then.
@tacit mesa @dreamy tulip thanks for the response!
I already use a ton of rayrods mods so im sure ill get this when I get back into playing.
Oh yes, if you've used any of my mods... this is the only mod of mine that you'll need 😃
@rapid moth
@dreamy tulip Hey if you wanna have a laugh, add the Ultimate Vehicle Mod to your load order. For some reason, it makes all of Redmas alternate ships GIANT sized.
(Which as a side note is actually really cool.)
@dreamy tulip ‘s overhaul is going to be the fallout 4s sim settlements of NMS
Oh yeah, does having mods installed affect multiplayer in anyway?
@rapid moth
Any mod that alters terrain, or planetary/solar system distances will affect multiplayer player positioning. In some cases, editing the planetary building table can break saves. Also, Some custom biomes have different rules and also collaborate with terrain voxel gen rules, and also create different kinds of leveling that could affect multiplayer positioning and coordinates. That's pretty much about it. I don't believe that there's other files that can be modded at this time which will do that. Anyone with the mod can accurately see ach other though.
Oh thats cool, it’d be problematic if i wanted to go join the galactic hub im guessing
The planets would still be there :)
But it honestly hasn't been tested enough
for that yet for me to be 100% sure what would happen
One time I did fall asleep
And someone randomly found me
on a random planet
And he was unmodded
Thats pretty neat
Iv never had a multiplayer interaction
I cant wait for our playermodelsnto become a thing
*playermodels
no joke
@dreamy tulip Got another little weird bug for ya. For whatever reason, whenever I open my inventory with the Tab Key now, it likes to default to my ship inventory a lot of the time, if not all the time. I think sometimes it randomly opens to my Multitool as well. -_-
That might be a vanilla issue.
@supple wadi I don't recall that ever being an issue in normal gameplay, but you could be right, or it could be something brought about by Atlas Rises.
🤷 I know in my vanilla gameplay it seems to like switching about. I think it might be an Atlas Rises quirk, as I know before it typically stayed at most recently accessed. Haven't watched closely enough lately to see if it's still that way or not.
@tacit mesa There's also a similar glitch with the basebuild menu and inventory ui that I think is vanilla
I believe it's a hardcoded issue
Introduced on AR
300 more biomes integrated, so it's like around 3,600 biomes now
Now time to work on floating wave flora biomes next
@dreamy tulip Can I put the camera for the Exocraft anywhere I want? Can I zoom into the level of Inside the craft?
If I can figure out a good centerpoint for the camera to rotate around I could experiment with making a few cockpits that hold the camera without clipping as you look around.