#nms-modding

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dreamy tulip
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I'll make sure to post it in the chat when it's ready

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Also, please keep in mind that the overhaul is still in an early beta state

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Or at-least not a final release

tacit mesa
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I'm aware. I wouldn't be in here reporting and asking for updates if I wasn't.

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I'd be playing offical unmodded.

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And i wouldn't be reporting jack shit. ๐Ÿ˜›

dreamy tulip
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Yep, just a reminder.

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The other thing is, that if I don't reply back right away it's because I'm genuinely tied up with a lot of things going on

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As I'm toggling back and forth in-between like 8 social mediums

tacit mesa
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That's fine mate, now that I know you check your messages, I don't even care or mind your silence anymore.

dreamy tulip
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When the download actually mentions to report to my email ๐Ÿ˜›

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But yeah

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Just wanted to let you know that I'm workin on it as this is also my setup

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And I don't play if I know there's an issue

tacit mesa
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Having a few different mod folders isn't a big deal either. No Mans Sky seems to seperate saves between modded and unmodded, and even between some different major mods. -_-

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Unless Space Adventures is 'unmodded' enough to be accessing my normal official file. -_-

dreamy tulip
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Well, actually NMS has one save folder typically

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But there are multiple saves

tacit mesa
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I mean its keeping a different stack of five somewhere.

dreamy tulip
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When you open the pause menu, like say... if you click "Reload previous"

tacit mesa
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I'm serious as well, move your mods folder out of its position, and your modded saves disappear.

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And your normal savelist returns.

dreamy tulip
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I've done so and it hasn't happened for me

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That sounds weird tho lol

tacit mesa
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Oh also, your mod disables the ability Atlas Rises grants to skip the Journey Milestones.

dreamy tulip
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Nah it's still there

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Hold tab and it'll work

tacit mesa
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I can't skip them though?

dreamy tulip
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You can

tacit mesa
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ANd there's no prompt?

dreamy tulip
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Doesn't need to be

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It's removing the "in your face" black bars that pop up a lot

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But the function of it still works

tacit mesa
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I would argue that if you don't regularly use the function and get it popping up in a tense situation. Don't care about the block bars, but the little 'Press Tab to Skip' text prompt was nice.

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I couldn't even remember it was tab because I'd been running your mod since atlas rises came out.

dreamy tulip
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I can look into that, as it's user interface related which happen to be some of the more annoying/tedious things to deal with. Though I rarely use that feature.

tacit mesa
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I actually doubted the function existed before I swapped to Space Adventures while my saves are broken.

dreamy tulip
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Yeah, I fixed the issue with it

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It was something from SA

tacit mesa
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Yeah I saw you mention that earlier.

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Too bad you didn't put an @ in front of my name, would've found it faster.

dreamy tulip
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That conflicted with it, but I'm still looking for any other issues that could be solely on my behalf

tacit mesa
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Good on ya mate.

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I'm gonna bring up tree's again now btw.

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Before i logged off your mod, one of the worlds I was on had super tiny trees.

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Like hidden in the grass tree's.

dreamy tulip
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Pic?

tacit mesa
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But they're basically roadblocks to your exocraft.

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I'd send you a picture but my save files....

dreamy tulip
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Was it on your last save?

tacit mesa
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One of them yeah.

dreamy tulip
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That you sent?

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Okay

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What kind of planet?

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I can look myself

tacit mesa
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Either the second save or the most recent one on a new game.

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I don't mind tracking it down and sending you a picture, but I'm just saying your minimum setting for tree's might be a tad small.

dreamy tulip
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It has to be relevant to that particular biome if so, If it's on the save you sent... I can look into it myself

tacit mesa
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Okay, you should be able to find them then

dreamy tulip
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I spent the past 13 hours looking for what could be the cause of the crash

tacit mesa
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But you may have to spend a while driving around to find them.

dreamy tulip
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Only to find out it wasn't one of my biomes but a model

tacit mesa
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Because it was a rare type of tree that was very small.

dreamy tulip
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Not a problem

tacit mesa
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So they were hard to come by.

dreamy tulip
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It might just be a plant haha

tacit mesa
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But plants should just be driven through right?

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Non Carbon ones you can pass right through without collision

dreamy tulip
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I mean, Idk. It's not depending upon the type of resource it gives

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There's a boolean for all props

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That controls that via exocraft

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for that specific biome file, and that specific model type in that file

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There's likely hundreds of thousands of instances of it

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Will look into it ๐Ÿ˜ƒ

tacit mesa
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Sheesh.

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I mean honestly if you just want to make a quick 'Tree Crasher' patch so all my exocraft can annihilate tree's, I wouldn't object, were it possible. I don't mine the break in immersion in that regard, I have shield systems anyways, and if they're plasma shields like I imagine them to be considering our exocraft tend to annihilate conductive minerals on contact, then it'd make sense that you'd be able to crank them and burn a hole through a tree. That's just my opinion of course, I'd also love to have an Exocraft specifically for removing tree's and collecting carbon, but sadly we don't have the capacity to do that, so far as I'm aware, and I think you mentioned before that cranking the damage on the laser would be a uniform increase across all instances of mining. -_-

dreamy tulip
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Down the line, I may create a script for that

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But I honestly like crashing into tall trees in a forest

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@tacit mesa

dreamy tulip
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Loading up now, also added some new features that should add more variety

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So the survival save you previously sent is working fine on this version

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Your planet loaded up too

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Gonna check @north raft 's save now

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It's possible that this will fix the problem for a lot of people

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Bananarama's save seems to be working fine, must've been the recent changes

tacit mesa
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@dreamy tulip I don't really mind crashing into tall tree's. Its the ones that are the size of apple tree's with nary enough space to ride between that cause me apoplexy.

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@dreamy tulip If I'm being honest, I'd actually prefer that whether or not we can ride over something or bust through it were based on scale. The lower 30-35% of scale should be destructible, and above that should be a solid collidable object. But I imagine that working that out, outside of the hardcoded game itself, would be a huge pain in the ass.

supple wadi
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It would, for sure.

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And it definitely wouldn't handle well with other mods that change flora/geology.

tacit mesa
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Meh, if I have Rayrods mod I don't need the others. Diverse Environments is great, if you have a set of SLIed GTX Titans or 1080's.

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I however, am running a GTX 1070. When I'm in a 'clear' area in diverse environments, the framerate is about 43.

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In heavy area's, its freaking 12.

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And thats the 'normal' settings. Extreme directly reduces it to 12-19 permanently.

dreamy tulip
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Just fixed a major cause of biome crashes

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I had three incorrect file path typos that I just fixed

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If there's only 1 file path error

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It can screw up the entire system

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and crash on warping

tacit mesa
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Excellent, and yeah, that's what happens when you're overtired and working on lots of details.

dreamy tulip
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Yeah :/

tacit mesa
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You really need to enforce a proper sleep cycle on yourself man, otherwise your work will suffer and you'll burn yourself out.

dreamy tulip
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Yeah will try to do that

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Was talking a bit about this earlier

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The longest I've worked on something was 7 days straight

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It was a bad idea though

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Got anxiety from it

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Won't do that again

tacit mesa
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7 days without sleep?

dreamy tulip
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Yeah

tacit mesa
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You almost fucking killed yourself.

dreamy tulip
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I had a panic attack on the seventh day and fell asleep

tacit mesa
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11 days is like, the max you can stay up. 7 days a lot of people already wouldn't be able to deal with.

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Seriously you can kill yourself doing that.

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Don't do that.

dreamy tulip
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That's scary, won't do that anymore lol

tacit mesa
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I'm a bit ashamed to say I'd probably actually be yelling at you if we were face to face, because upside the head is how my Dad made me learn important things, but its very effective. Consiquence is very real. Even if its not appreciated most of the time. ๐Ÿ˜ฆ

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But for the record, you shouldn't stay up past 2 days. 3 days starts to impair your motor functions to the point where you can casually lose control of yourself and end up seriously hurt or, if driving, dead.

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I may have bumped up against the hard limit of conciousness myself in the past. ๐Ÿ˜‰

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I was trying out this insanity called the 'Sleep Diet', wherein you attempt to train your body to produce the needed chemicals in the minimum amount of time, to the point where you only require a half hour of sleep a day.

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Did 'not' work.

dreamy tulip
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That sounds really bad lol

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Half hour of sleep a day

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I don't know how that's possible

dreamy tulip
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The next beta should be the most stable yet

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Fixing the next crash now

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Fixed like 6 today

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Loading up people's saves is a lot quicker

tacit mesa
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I figured it might be more helpful, so I decided to start providing them without being asked.

dreamy tulip
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Yeah, thanks for that

tacit mesa
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No worries, information is gold after all. If I want ya to work, I gotta pay ya something right, otherwise where can you place any expectation? ๐Ÿ˜„

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Just don't get so distracted you kill yourself, and if this is really diverting the majority of your working time, you might want to start working on your own game. ๐Ÿ˜›

dreamy tulip
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Information is gold, I'll be careful ๐Ÿ˜›

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@lime mesa
Just fixed a crash within

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          <Property name="Value" value="METADATA/SIMULATION/SOLARSYSTEM/BIOMES/ALTERNATE/RINGS/LUSH/LUSHOBJECTSMID.MBIN" />
        </Property>```
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The tree density was too high

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I have the fixed file if you want it

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One more thing about that biome, that I wanted to inform you about:

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The npc's are static

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I would expect that though, as I believe that npc's alike creatures when spawned in via level one or biomes object files would end up as static.

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You might need to adjust the planetbuildingtable for that to work properly.

lime mesa
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@dreamy tulip thats so weired i ve never encountered that freezing bug

dreamy tulip
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Ah, are they not static on your end?

lime mesa
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nope

dreamy tulip
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Cool, looking into it.
I'm assuming that they are one of the trading post layout npc's?

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That you referenced

lime mesa
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i noticed the entity files are ignored, if the density is too hugh, this might be causing your freezing issue

dreamy tulip
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Yeah, I lowered the density on this mid file

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and it loaded

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Um

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The rest of them worked for this biome

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the dead, low, and high

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It was only the mid with the issue

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Just in case anyone else might have that problem, might as well pass it your way if you wanna use it @ redmas

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It was just a few small adjustments I made

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Also, I just realized that if the entity files are ignored that's the cause of the static npc's

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I believe the entity is what's handling the anims

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I didn't check, but I'm pretty sure it is for those models

supple wadi
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Might be off but if memory serves it's what properly spawns them, no? In which case that would make sense.

dreamy tulip
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That does matter too

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But

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I just checked the entity it uses

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          <Property name="Value" value="MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\ENTITIES\NPCPLACEMENT.ENTITY.MBIN" />
        </Property>```
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<?xml version="1.0" encoding="utf-8"?>
<!--File created using MBINCompiler version (1.38.0)-->
<Data template="TkAttachmentData">
  <Property name="Components">
    <Property value="EmptyNode.xml" />
    <Property value="GcNPCPlacementComponentData.xml">
      <Property name="SearchPlacementFromMaster" value="False" />
      <Property name="PlacementInfosToApply">
        <Property value="NMSString0x10.xml">
          <Property name="Value" value="ALWAYS" />
        </Property>
        <Property value="NMSString0x10.xml">
          <Property name="Value" value="NPCHIREABLE" />
        </Property>
        <Property value="NMSString0x10.xml">
          <Property name="Value" value="FILLER" />
        </Property>
        <Property value="NMSString0x10.xml">
          <Property name="Value" value="NPC_BUILDER" />
        </Property>
        <Property value="NMSString0x10.xml">
          <Property name="Value" value="NPC_TECHSHOP" />
        </Property>
        <Property value="NMSString0x10.xml">
          <Property name="Value" value="NPC_VEHICLES" />
        </Property>
        <Property value="NMSString0x10.xml">
          <Property name="Value" value="NPC_BUILDSHOP" />
        </Property>
        <Property value="NMSString0x10.xml">
          <Property name="Value" value="NPC_MISSIONSHOP" />
        </Property>
      </Property>
    </Property>
  </Property>
  <Property name="LodDistances">
    <Property value="0" />
    <Property value="50" />
    <Property value="80" />
    <Property value="150" />
    <Property value="500" />
  </Property>
</Data>```
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No anims in here

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No anims referenced in the scene either

lime mesa
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@dreamy tulip i told you that the static is from the entity ignored just before u said u realized it ;D also , you r not looking in the right entity files for the anims

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they are in the MODELS/PLANETS/NPCS/ folder

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๐Ÿ˜‰

dreamy tulip
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@lime mesa I already knew that the entity files are being ignored in this sense when called through the biome files.
I learned that on foundation

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But what I did realize was that for certain models, the anims are referenced in the entity's

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However, the reason why the NPC is static in your alien worlds biome in the way that you structured it, is because you are linking to an NPC scene that's static and is not calling an entity with animations.
I just looked in the scene and it's calling this entity:

          <Property name="Value" value="MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\ENTITIES\NPCPLACEMENT.ENTITY.MBIN" />
        </Property>```

I am looking in the riht place, but I don't think your scene is referencing the right place. ๐Ÿ˜›
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Either it's that, or it's just not going to work via the biomefiles properly.
I had to remove it from your file, because it's broken.

old vessel
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Hey, here's an idea for a mod... Getting rid of the need for technology adjacency bonuses. Or rather, changes them to just "stacking" bonuses I suppose. Making it so the adjacency bonuses always apply, even if two pieces of tech are not next to each other. Mainly because I personally find that a great hassle. :P
No idea if such a thing is even remotely feasible, just an idea.

inland sky
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not really feasible atm with current knowledge, though could remove the bonus and increase the base stats for the modules I guess

old vessel
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Mm, yeah, that could work. Try to increase the base stats to roughly match the ideal adjacency bonuses, to keep the power roughly the same.

inland sky
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though it would remove the choice in what stat to focus on

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normaly you can choose to focus on firerate, damage per bullet, or coolant for example for weapons

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by changing which module type you give the best spots

old vessel
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True. I just personally don't really enjoy that aspect. And I don't use the weapons modules at all, I just stack mining beam. ๐Ÿ˜›

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That works for my playstyle, obviously, not for everyone probably.

inland sky
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btw, is it having it restrict where you place it you don't enjoy, or figuring out where to place it or?

old vessel
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Both, really. I just want to put a technology in without having to think about where to place it or having to make ideal space for it. Coupled with the fact that you can't just move techs, you gotta dismantle them and rebuild them. I've taken to using a save editor just to move the tech around when needed. Should be an in-game feature IMHO.

inland sky
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I made a layout planning website which includes all the adjacent bonus calculations if you haven't seen it

old vessel
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Yeah, I've seen there are a few of those, and that's cool.

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Which one is yours?

inland sky
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Are there other ones? didn't know about that

lime mesa
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@dreamy tulip "But what I did realize was that for certain models, the anims are referenced in the entity's" yes, that was i was just saying ๐Ÿ˜ƒ

inland sky
old vessel
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Well, I saw a couple of spreadsheets at least, not full sites.

dreamy tulip
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Yeah :)
But the entity in your scene has no anim

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Which results in it being static

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Is what I'm saying

inland sky
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made a spreadsheet a month or 2 before that, but don't really use it anymore

dreamy tulip
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I looked where the scene is refernecing the entity, it might need to be redirected

lime mesa
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no, i ts the same spawning method i did for the trading post

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which is a tweek of the original spawn in trading post

dreamy tulip
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Did you spawn it via the biome files?

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For the trading post?

lime mesa
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yes

dreamy tulip
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Going to re-load and see if it's still static.

lime mesa
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oh, for the trading post, no

dreamy tulip
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Yeah, I figured

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That makes sense though

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As npc's might need to be utilized via a creature slot

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I might be wrong - but if not that, I recommend an alternative way... if you want to see them animated. ๐Ÿ˜›

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to function properly.

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The landmark, object, and detail object slots won't work well with anim related objects

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Except walkers, and quads

lime mesa
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idk, it will be helpful if i encoutered once that bug in my mod, but its not the case

dreamy tulip
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The bug could very well be on my end, but I'm going to make sure.

inland sky
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@old vessel I guess I can look into making a mod that removes adjacent bonuses then adds 10% to sigma, 15% to tau and 20% stats to theta for the ones that can be placed in a 3x3 box , and maybe 5, 5, 10 for the ones that can't (like hyperdrive or shield)

lime mesa
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Ill go for your end issue, because , u had a freezing creature issue i saw once

dreamy tulip
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That's not biome related

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That's ecology related

lime mesa
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idk, it reminded me that when u show the screenshot, but its based on nothing

dreamy tulip
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I was working on herds

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And I set the movement type of the struct to random

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in the past

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resulting in frozen creatures

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in the creaturedatatable

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That's not related to biomeobject files

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Which has been fixed for awhile now

lime mesa
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its still possible it was just a side effect on another issue

old vessel
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@inland sky Oh sure, but don't go out of your way to make it just for me. ๐Ÿ˜›

lime mesa
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just suggesting possibilities

dreamy tulip
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It doesn't hurt to verify, worst case scenario... if it is a biome related issue

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There's always a way to fix it

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Brainstorming over here ๐Ÿ˜›

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Bugs happen

lime mesa
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yep

dreamy tulip
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๐Ÿ˜„

lime mesa
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If i encounter this on my end, I let you know in the second ๐Ÿ˜ƒ

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I am going to do some other modifications to AW2 after some feedback i got as well

dreamy tulip
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Thanks a lot

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I'll let you know if they appear to move

dreamy tulip
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No Man's Sky: RaYRoD's Overhaul (v10-1.8 BETA)

The v10-1.8 BETA has a lot of crucial rare crash fixes, performance improvements, visual adjustments, more planetary variety than previously, and a lot more. This is primarily a stability-focused, work in progress BETA update.

Changelog:
v10-1.8 - Stability Focused

  • Crash fixes, crash fixes, and more crash fixes.

New Features:
Added beach variety, mountain variety, rock variety, and other things to various kinds of regions

Adjustments/Improvements:

  • The optional default gameplay difficulty normal/survival mode no longer utilizes the PS4 DLC incentive starship, and also now utilizes the base game multitool.
    Located in - Optional Mods\Core Mod Removals+User Recommended\User Recommended\Default Gameplay Difficulty

Added a new optional file called "Underwater Flight Removal"
Located in - Optional Mods\Core Mod Removals+User Recommended\User Recommended\Underwater flight removal

  • Cave weather and object adjustments
  • Slight atmosphere thickness adjustments

Nexus Mods Download Link:
https://www.nexusmods.com/nomanssky/mods/497

tacit mesa
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@dreamy tulip Why'd you have to release a patch right now? I just finished modding Skyrim Special Edition. ๐Ÿ˜›

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Well, two hours ago, without hitting me up with an @ ๐Ÿ˜›

orchid vector
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Early tines show my ideas same ones you see in dude overhaul takein From me

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In description he says akalyriks custom planets cause I made the e3 planets way back in 2016

hallow pumice
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@dreamy tulip FPS has surely increased in your lastest patch, awesome ๐Ÿ˜ƒ

orchid vector
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How dumb

heavy oar
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lol this is fuck up

dreamy tulip
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@hallow pumice Thanks bud ๐Ÿ˜ƒ

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More FPS improvements are coming, I just need to tweak the glsl shaders that I've coded

brazen pumice
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@orchid vector hey dude, you got a problem with rayrod?

hallow pumice
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it appears, calling him out for more bs

dreamy tulip
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^

orchid vector
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He knows that I do and I showed why I told him already so he blocked me

brazen pumice
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hey @akalyrik#5362 check the pins and copy and paste the text for me of the first one

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oh lol

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he left

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i was gonna ban him anyway

dreamy tulip
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@hallow pumice How much a fps increase did you get?

old vessel
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Sorry, what's this "drama"?

inland sky
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don't ask

hallow pumice
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I didnโ€™t have my FPS counter on, but the gameplay was much smoother felt like vanilla gameplay. Iโ€™ll turn on the FPS counter when I get home and give you the numbers ๐Ÿ‘

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@dreamy tulip

dreamy tulip
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Sweet, thanks! More FPS improvements are coming soon

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@shrewd pagoda was tweaking a few of my shader mods and got fps boosted by another 15+. Apparently, some of the values in a few specific shaders being set really high by me, which my gpu can handle, is taxing on low/mid-end gpu's.

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It doesn't affect my GPU though, but I think a lot of people will benefit off of it. I'm gonna adjust some of the changes I did awhile back. It should be subtle and not kill the visual overhaul

shrewd pagoda
dreamy tulip
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^

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The files of mine that Salo tweaked and improved by turning a few values down that I set really high for my GPU will be included as a standard in the next beta... but if you're using the overhaul; I recommend grabbing that now. I was on a dense planet getting 30-40fps, and it boosted up to 50-60 with barely any noticeable visual difference.

clever adder
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๐Ÿค” why do people get banned for not liking something

brazen pumice
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abusive over dms, and in chat

clever adder
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oh

supple wadi
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@dreamy tulip The spawning entities don't need to hold anim info because it permits the spawned object to retain its own entity attachments. This is unlike referencing, where some/all of that may be overridden.

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However you have to recognize that for it to flow correctly, you must place locators, not references.

dreamy tulip
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@supple wadi Cool beans ๐Ÿ˜›

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If you take the BUTTERFLYRIG for example

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The proc butterfly object scene has this entity attached:

          <Property name="Value" value="MODELS\PLANETS\CREATURES\BUTTERFLYRIG\BUTTERFLY\ENTITIES\BUTTERFLY.ENTITY.MBIN" />
        </Property>```
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Inside of the BUTTERFLY.ENTITY.MBIN is where the anim.mbins for that specific proc creature model are attached:

     <Property value="TkAnimationComponentData.xml">
      <Property name="Idle" value="TkAnimationData.xml">
        <Property name="Anim" value="FLY" />
        <Property name="Filename" value="MODELS/PLANETS/CREATURES/BUTTERFLYRIG/ANIMS/BUTTERFLAP.ANIM.MBIN" />
        <Property name="AnimType" value="Loop" />
        <Property name="FrameStart" value="0" />
        <Property name="FrameEnd" value="0" />
        <Property name="StartNode" value="" />
        <Property name="ExtraStartNodes" />
        <Property name="Priority" value="0" />
        <Property name="LoopOffsetMin" value="0" />
        <Property name="LoopOffsetMax" value="1" />
        <Property name="ControlDelay" value="0" />
        <Property name="ControlSpeed" value="1" />
        <Property name="ControlActionFrame" value="-1" />
        <Property name="ControlCreatureSize" value="AllSizes" />
        <Property name="FlagsAdditive" value="False" />
        <Property name="FlagsMirrored" value="False" />
        <Property name="FlagsActive" value="True" />
      </Property>
      <Property name="Anims" />
    </Property>```
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If the entity is ignored, which it would be ignored when spawning them in via the landmarks, objects, or detail object slots.... the creature would result in not being animated.

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However, I believe that we're talking about two different things as the spawners that HG has used function differently.

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Have you tested with the E32015 spawners, or the demo spawners? The NPCSPAWNER is being utilized in the base game I think...

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There's some interesting stuff going on there, worth checking out ๐Ÿ˜›

supple wadi
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Yeah, we're talking different methods for sure. What you describe in the slots I see more as placement rather than spawning for the most part.

dreamy tulip
#

Cool, have you ever figured out the fishing struct?

supple wadi
#

Anything that overrides and/or ignores an object's original entity attachments: placement.

Anything that retains and/or recognizes an object's original entity attachments: spawning.

Roughly speaking, anyway.

#

And nah, haven't even looked into that yet, I don't think.

dreamy tulip
#

Yep, those are the differences.

#

Well, there is something that I'm looking into

#

The ai spaceships manager has a creature slot

#

I think it might be related to the portal trailer (could be wrong)

#

Where a ship was scene taking off of the ground

hallow pumice
#

Yeah random small features like that made those trailers feel a lot more alive.

dreamy tulip
#

Oh yes, remember that walker crouching too? ๐Ÿ˜›

#

And that cockpit sfx

#

Getting 90fps on this lush planet now ๐Ÿ˜›

north raft
dreamy tulip
#

1.9 BETA coming soon

lime mesa
#

what is 1.9 going to add just out of curiosity @dreamy tulip

dreamy tulip
#

v10-1.9 BETA - Quality of life focused

Adjustments:

  • Huge performance boost - Users should get a faster framerate than the previous betas that already had other performance boosts
  • Adjusted overwhelming depth of field on extreme weather planets
  • Underwater life adjustments
  • Slightly lowered the density on one of my underwater biomes to improve performance and also so that it looks better
  • Underwater biome draw distance increase + puddle multi-biome draw distance increase

New Features:

  • Greatly expanded height fog palette colors and fog palette colors in-between various times of day. There's also a lot more variety of day time sky colors, nightime sky colors, space colors, space fog colors, lighting, horizon colors and a lot of other various things.
  • Slight spectral class biome probability adjusments. This should make exploration more interesting.
  • Added more E3 skies and space effects
#

That's what I have so far

#

Gonna have to cut it short this time, as I only slept three hours after working on things for over 48+ hours in the past two days for the previous 2-3 betas.
But this is what I've managed to do in the past half hour

lime mesa
#

oh hell yea epic perfomance and lots of new features , Ray your releasing updates like its just water Wow great work again ๐Ÿ˜ƒ

dreamy tulip
#

Thanks man :)
More will follow soon

lime mesa
#

can't wait

dreamy tulip
#

Doing final tests, then will upload for anyone/everyone who would like to run it

lime mesa
#

wow thats a nice planet there , great colour palette , and well shot screenshot good job

dreamy tulip
#

Thanks bud ๐Ÿ˜ƒ

lime mesa
#

man this may sound embarssing but, your problay doing more work than hello games at this point lol

dreamy tulip
#

Considering to do a wave flora, and windy biome next

lime mesa
#

oh cool thats going to be really fun

dreamy tulip
#

I think it will look nice ๐Ÿ˜ƒ

#

Also

#

working on simulating multi-biomes

#

^ That's just a random pic, not a multi-biome

lime mesa
#

oh ok cool

dreamy tulip
#

I mean in a way it is I guess

#

As that's a puddle biome of mine

#

fused into another biome

lime mesa
#

oh that's cool

#

love that picture pretty cool and love those big trees

dreamy tulip
#

Thanks!

lime mesa
#

the sharder fix file really makes this game 100 percent better because with v-synce i have no frame drops yay im so happy

dreamy tulip
#

I'm great to hear that :)
And thanks to @shrewd pagoda for finding the fix to it with my shader mod

clever adder
#

๐Ÿค” more work than hello games ?

#

i hope not

nimble ruin
#

hey @dreamy tulip . I heard a new version of the overhaul dropped. Where can I find it? ๐Ÿ˜ƒ

dreamy tulip
#

@nimble ruin Hi, in a few minutes

#

I had to restart my PC as it's being super slow

#

Been trying to upload it for 1 hour

#

lol

nimble ruin
#

lol

#

oh man

lime mesa
dreamy tulip
#

Getting ready to upload the new version

nimble ruin
#

thank you @lime mesa

lime mesa
#

Your welcome

nimble ruin
#

oh sweet. I'll just wait rayrod lol if its a new spanking version

lime mesa
#

Thatโ€™s 1.9 he is speaking of

nimble ruin
#

๐Ÿ˜„

dreamy tulip
#

Uploading now.

frosty vine
#

oh shit

#

it's about to get real XD

nimble ruin
#

yay!!!!!!!! you've just made my nightly binge epic rayrod

lime mesa
#

And by the way just a question ray , will 1.9 already have that shader fix file with the overhaul @dreamy tulip

dreamy tulip
#

Yessir ๐Ÿ˜ƒ

lime mesa
#

Oh good thanks

dreamy tulip
#

No Man's Sky: RaYRoD's Overhaul (v10-1.9 BETA) - Quality of life focused

v10-1.9 BETA - Quality of life focused:

  • Huge performance boost - Users should get a faster framerate than the previous betas that already had other performance boosts (Thanks to Salo for finding the cause of this one and adjusting a few values). :)
  • Adjusted overwhelming depth of field on extreme weather planets
  • Underwater life adjustments
  • Slightly lowered the density on one of my underwater biomes to improve performance and also so that it looks better
  • Underwater biome draw distance increase + puddle multi-biome draw distance increase
  • Added an optional "Default Sentinel Difficulty" file.
    Located in Optional Mods\Core Mod Removals+User Recommended\User Recommended\Default Sentinel Difficulty

New Features:

  • Greatly expanded height fog palette colors and fog palette colors in-between various times of day. There's also a lot more variety of day time sky colors, nightime sky colors, space colors, space fog colors, lighting, horizon colors and a lot of other various things.
  • Slight spectral class biome probability adjusments. This should make exploration more interesting.
  • Added more E3 skies and space effects

NexusMods Download Link:
https://www.nexusmods.com/nomanssky/mods/497

echo oxide
#

Whee

#

Time to play this in glorious 1080p

#

instead of 720p

echo oxide
#

@dreamy tulip Hey, Ray.

#

Just finished downloading and it seems that the file's still called 1.8

lime mesa
#

go to the modb mirror link that will have 1.9 version @echo oxide

echo oxide
#

nah, the zip itself's named 1.9

#

seems like ray didn't rename the beta

lime mesa
#

which one did you install from neaxus or google drive

echo oxide
#

nexus

#

it just looks like a simple oversight

lime mesa
#

huh just try this link for now its free no login or registry this link always works for me http://www.moddb.com/mods/no-mans-sky-rayrods-overhaul-v10-beta/downloads/no-mans-sky-rayrods-overhaul-v10-141-beta

Mod DB

The v10-1.9 Work in progress BETA is quality of life focused. It includes another big performance boost, spectral class adjustments, fixes to previous overwhelming depth of field, greatly expanded fog, heightfog, space sky, day-time sky, nighttime...

echo oxide
#

yeah, will check back in. I mean that ray seems to have not renamed the overhaul file while already having renamed the zip

lime mesa
#

but are you on 1.9 overhaul or is it he just name the file wrong

dreamy tulip
#

@echo oxide Hey, you must've downloaded before I re-uploaded ๐Ÿ˜›

#

Sorry about that

#

Result of being overtired

#

lol

#

So, I was just getting over 100fps in a thick forest

#

with my gpu

#

Things are back to the way it used to be ๐Ÿ˜›

#

Anyway, I think I need to fall asleep... running off of 3hrs of sleep within 3 days

echo oxide
#

yeah man you deserve it

echo oxide
#

I'd like to report a massive fps increase on enviroments that usually were unattemptable (with giant structures, giant objects, thick grass and DOF) to around 40-50 frames on a GTX 1050Ti laptop using Rayrod's Overhaul.

#

I think I could cram a bit more if I install the NoFade booster.

dreamy tulip
#

I'm glad to hear that the latest beta is the best beta yet performance wise. Will see what else may help down the line. ๐Ÿ˜ƒ

winter vector
#

@echo oxide what settings?

quasi moat
#

Hi everyone ! First of all, thanks Rayrod for your work, appreciate to discover all your biomes. Just one quick question ๐Ÿ˜ƒ Lot of demanding planets are crashing the game when I want to cross atmosphere with my ship. Some graphical settings to adjust for better results ? ๐Ÿ˜ƒ

dreamy tulip
#

Hi, @quasi moat! :)
Can you send me a screenshot of your MODS folder?

quasi moat
#

Sure ๐Ÿ˜‰

dreamy tulip
warm thistle
#

Nice!

worldly viper
#

Anyone using the overhaul mod? If I try it, should I start a new game with it?

inland sky
#

preferably

#

you can use an old save, but you will likely spawn in space next to your ship and need to jetpack over

opaque crag
#

I have a quick question: I played some time with No Mansยดs Sky mods installed, I dont know all of them, but I had RayRods Overhaul "installed" at that time. I had no problems or crashing while entering a planet. Then I was playing sometime with no mods and today I changed the installed mods and tried to play it. I deleted the shader cache and tried to install no mods that conflict each other, but for some reason my game crashes while I am entering on some planets but not on others. The Mods I have installed are: RayRods Overhaul v10 (BETA 1.2.2) ; Dark Space Nebulas Only ; NoStrangeHeavyAirParticles ; Default Gameplay Difficulty ; Default User Interface ; E3 Scaled Planets + Solar Systems ; Spiral Galaxies ; Uncapped Hyperdrive Distance by RayRod. The Planet I am momentally crashing is type: hyperborean Planet (I think its the name, I have the game on german but it should be the name)

dreamy tulip
#

@worldly viper @inland sky Hi, the overhaul mod is now fully compatible with vanilla saves; except for vanilla bases. The mod comes with an infinite variety of terrain and has a large chance of repositioning your base. However, reportedly someone's vanilla base still stayed where it was from what I've heard so it might not happen. Players will no longer start off floating in space on vanilla saves. ๐Ÿ˜ƒ

#

@Sir Coopa101#7859 Hi! What is the version number on the overhaul file?

worldly viper
#

Oh sweet. Thanks for all of your work on that by the way. I've heard great things!

dreamy tulip
#

Thanks a lot! I'm always around if you encounter any rare issues ๐Ÿ˜ƒ

ruby torrent
#

Hey RaYRoDTV I am on a planet and everything is blurry any idea how to fix it?

#

multi tool look blurry and so does everything else

supple wadi
#

๐Ÿ˜ฎ Like inverse depth of field effect.

ruby torrent
#

how do i fix it

supple wadi
#

@dreamy tulip would be the one to answer that. Not sure how that's happening.

ruby torrent
#

maybe it from other mods i using

inland sky
#

looks like shader issues, but don't know if graphics settings/card, or conflicts

#

are you using other mods?

#

rayrods mod doesn't play well with a lot of other mods

ruby torrent
#

yes i am using other mods with RaYoD TV mod

inland sky
#

as it edits a LOT of files

ruby torrent
#

what mods should i take out

inland sky
#

depends on what you have really, you could try removing them 1 at a time and see if it is fixed

#

shader related mods are the most likely ones

ruby torrent
#

i have 18 mods installed that will take a while

inland sky
#

just move multiple to another folder and start the game, if its fixed, try moving some back

#

could also list them and I could check if its likely

ruby torrent
#

ok

inland sky
#

space dream is included in rayrods isn't it?

#

dont remember

ruby torrent
#

I donโ€™t know if it is

inland sky
#

a lot of lok2s stuff is in there, his shaders in particular

ruby torrent
#

Which one

#

Do you use mods also

inland sky
#

yeah, and create some too, but i dont run that many at once

ruby torrent
#

Is it bad to run 18 mods at once

inland sky
#

not if they dont conflict

#

each file can only be changed by a single mod

ruby torrent
#

I did not know that

inland sky
#

betterhd clouds is already included in rayrods I belive, changes same file at least

ruby torrent
#

True clouds is already in

#

Should I take out true clouds

inland sky
#

space dream is also part of rayrods

#

or atleast same files

ruby torrent
#

Is there a list of mods that is in RaYRoDTV overhaul mod

inland sky
#

no, a lot of them are tweaked as well

#

but a lot of lok2s stuff is there

ruby torrent
#

ok

inland sky
#

true clouds files are in rayrods as well

ruby torrent
#

That good I love true clouds I could not go back to regular clouds

#

Should I take every mod out except RaYRoDTV mod to see if it will fix the blurry issue

inland sky
#

yeah, thats a good start

#

you can pretty much assume the majority of mods are incompatible

#

some are not, but test it

ruby torrent
#

will no blinding lights mod be ok

inland sky
#

its either already included, or not compatible

ruby torrent
#

ok

inland sky
#

scanpulseeffect will either overwrite a part of rayrods, or not compatible

#

tides and waves is either already included or not compatible

ruby torrent
#

ok

#

I will miss using the e3 2015 scan effect mod

inland sky
#

it might be compatible, but whatever rayrod did with the file will either be overwritten, or overwrites the mod anyway

ruby torrent
#

ok

#

I will launch no man sky and see if the blurry issue is fix or not

inland sky
#

rayrod uses the same files as NotificationBackground as well

ruby torrent
#

i forgot to take that one out i already launch no man sky

#

do you use RaYRoD TV mod also

inland sky
#

nah, too much of an fps drop for me

ruby torrent
#

ok

#

I have a other problem the time in game does not move at all

inland sky
#

which mod was scanner hotfix?

ruby torrent
#

that come with the RayRodTV package

inland sky
#

ah ok

#

should have noticed by the zs ๐Ÿ˜›

ruby torrent
#

lol

#

i need to get a new computer soon because my computer is 6 years old

#

amd fx 4100 r9 270x 8gb ram ddr3

#

the blurry got worse

inland sky
#

and unmodded is fine?

ruby torrent
#

this is when i fire the multi tool

#

and the effect does not go away

inland sky
#

and its fine with no mod, and still there with only basic rayrods overhaul?

ruby torrent
#

no man sky runs great without any mods installed

inland sky
#

if its there with just the basic overhaul then not sure what I could do to help, would have to talk with rayrod

ruby torrent
#

Thanks for trying to help

#

i am new to mods for no man sky

inland sky
#

most smaller mods lists which files they modify in the description on the mod page, each file can only be modified by a single mod at a time unless they are made to work together

#

rayrods overhaul is huge and made to be used standalone, so it doesnt have a list

ruby torrent
#

it crazy how mods work

#

I took rest of the mods out expect RayRodTV mod

#

when you stop playing no man sky where do you save at

#

i save at the space station each time i stop playing no man sky

#

i notice the game load much faster if i save at the space station

inland sky
#

I got an SSD so load time has never been an issue

ruby torrent
#

i only have two hdd and zero ssd

#

i need a upgrade

#

how fast does no man sky loads on a ssd

inland sky
#

like 5-20 seconds from nothing to running around ingame

ruby torrent
#

that fast it take me a few min for the game to load

#

still the same blurry

#

should i delete the shader cache

supple wadi
#

Might help.

ruby torrent
#

i forgot to do that after i took some mods out

#

Even worse a random picture appear over the hud radar

#

what is happening to my game

supple wadi
#

wtf? O_o I'm at a loss.

ruby torrent
#

my game been acting up ever since i first started to use mods

supple wadi
#

Typically if you do as Ket suggested it should help narrow it down...But I'm not sure what could be producing this.

ruby torrent
#

i took all the mods out expect RayRodTV mod and it still happening

supple wadi
#

I don't know of anything in RaY's work that adjusts the compass to where that would happen...

inland sky
#

yeah thats really odd

#

was afk for a moment

#

and yeah need to delete shader cache upon installing rayrods

ruby torrent
#

maybe my game still remember the other mods even through i took them out

#

already did deleted the shader cache a few min ago

opaque crag
#

I think Gmr_Leon mentioned a problem with shaders, which are the reason for the "errors", have you deleted the shader cache file after modding and before starting?

#

Ok, nvm just read it :D

ruby torrent
#

i deleted the shafer cache after i took rest of the mods out expect RayRodTV mod

inland sky
#

what the hell is up with that compass, and the weird depth of field setting

ruby torrent
#

I had no idea

opaque crag
#

@dreamy tulip Thanks for the quick response, I will be home in about an hour and will be able to give you more information then

ruby torrent
#

my game was just working fine few days ago with RayRodTv mod and other mods but i had no idea why this is happening

inland sky
#

hmm, tried reducing texture detail?

#

I know ultra have had issues before

#

in vanilla

ruby torrent
#

i will try that

inland sky
#

though not those issues

ruby torrent
#

is setting it to high ok

inland sky
#

If I remember right, when it had issues you had to set it to medium

ruby torrent
#

ok

#

it weird that my game is still remembering the other mods that i took out

inland sky
#

if it is actually remembering them yeah, but remember that a lot of those mods you had were already included in rayrods

ruby torrent
#

should i take out RayRodTv mod and put it back with a clean one

inland sky
#

shouldn't matter, but sure

#

heh, I installed the newest version of rayrods again

#

it really doesn't like switching texture settings without restarting the game

#

lots of hud issues :S

ruby torrent
#

you to

inland sky
ruby torrent
#

is your multi tool also blurry

inland sky
#

nah, no shader issues, just hud textures

#

going to try matching your settings

#

though im on a nvidia 960

ruby torrent
#

ok

#

maybe it the planet i am on is bugged

#

i am on a different planet the multi tool is not blurry anymore

inland sky
#

ah nice

#

guess it was some shader bug with custom weather or something

#

had no issues after restarting with your settings btw

ruby torrent
#

hud issues is still there

#

for me

#

Hey when you load no man sky with RayRodTV mod is the loading screen map black

inland sky
#

nope

#

lots of stars

#

but dark background

ruby torrent
#

same here

#

i been thinking about getting a imac as my next computer

#

yay it fixed

#

i remove the RayRodTV mod and deleted the shader cache and put a clean file of RayRodTV mod and the hud issues are gone

supple wadi
#

Depth of field issue still present, or...?

inland sky
#

was related to the planet apparently?

supple wadi
#

Saw that but wasn't sure if maybe it cropped up again. Still very strange.

ruby torrent
#

It been fixed all I had to do is delete the RaYRoDTV mod and replace it with a clean one and delete the shader cache

supple wadi
#

๐Ÿ‘ Good stuff!

ruby torrent
#

Yeah that is one weird issue

inland sky
#

yeah, it should be teh same version of the file, unless it somehow got corrupted? but its a packed file

#

and unless you got modding tools ready you can't really modify the content

#

really weird

ruby torrent
#

Yeah

#

Maybe when RaYRoDTV come on here maybe he will know more of what had happened

#

I got to go to bed it 4:30am

#

And I am tired

inland sky
#

night

ruby torrent
#

Thanks for the help guys

#

Later

opaque crag
#

@dreamy tulip "zNo Man's Sky - RaYRoD's Overhaul v10 (BETA 1.2.2)" is thefile name of my installed Overhaul mod. The other mods installed are: "zz_NormalMultiTool" ; "zz_WhiteScienceShips" ; "zzBlack Space With Nebulae" ; "zzDefault Gameplay Difficulty" ; "zzDefault User Interface - Removes the Classic E3 HUD (Optional)" ; "zzE3 Scaled Planets + Solar Systems (Read the warning.txt!)" ; "zzSpiral Galaxies" ; "zzUncapped Hyperdrive Jump Distance by RaYRoD".
The crashes occured while entering the Planet: hyperborean Planet. I am pretty sure the Planet type is not from normal No manยดs Sky. The moment its crashing is, when I am entering the atmosphere of the planet. Other Planets work, like "Forest Planet", "isotopic Planet" and "dead Planet" (I translated them from german, names may differ :D)

#

Just btw, the surrounding, like trees, bushes and everything looks extremely nice and just gives a fitting creepy feeling, really nice work.

warm thistle
#

@opaque crag the current version of the overhaul is 1.9

#

Downloading the newest version should improve your experience by a lot, lots of stability and QoL improvements, I play on ultra settings and get around 55-60 fps average

opaque crag
#

@warm thistle Ah, thanks I will try that out, what graphics card do you have/use?

warm thistle
#

No prob man, I use a nivida GeForce 1080 armor 8 gb @opaque crag

opaque crag
#

Ok, I use a Nvidia Gtx 1070, so it should run good aswell ^^

warm thistle
#

Yep @dreamy tulip has come a long way since the version you've been playing on, I think you'll find it to be a major improvement, you can also download his shader fix .pak for an even better fps improvement

opaque crag
#

I will try that out aswell, thanks.

#

What exactly is the difference between: "zzDefault User Interface - Removes the Classic E3 HUD (Optional)" (located in: Optional Mods -> RaYRoD -> HUD -> Default UI+HUD) and "zzDefault HUD - Removes the Classic E3 HUD (Optional)" (located in : Core Mod Removals+User Recommended -> User Recommended -> Default HUD -> zzDefault HUD - Removes the Classic E3 HUD (Optional))

warm thistle
#

I'm not entirely sure, my mod set up is overhaul (1.9) the alternative ship mods, and the e3 scaled planets

opaque crag
#

@dreamy tulip @Hoochmonkey6#9841 with the newer overhaul version (the 1.9 one Hoochmonkey6 suggested me to try) I dont have the problem of it crashing anymore. Thanks for the tip and thanks for the quick answer.

warm thistle
#

No problem man, I've been playing for a few hours and have yet to crash, he's done a good job at ironing out the crashes/bugs, he's who really deserves the thanks here.

#

Pretty sure RaYRoD is Sean Murray's brother from another mother ๐Ÿ˜‰

opaque crag
#

^^

royal bear
#

@warm thistle is the more communicative brother of him

lament rampart
#

anyone have a link for a .rar opening software?

warm thistle
dreamy tulip
#

Seeing lots of tags, will catch up in a bit

#

My HDD failed

#

So, I had to get situated on another and I ordered an SSD

supple wadi
#

๐Ÿ˜ฑ that's no good

dreamy tulip
#

Ah yeah. For awhile clicking something would take 30 seconds to actually work. Then it would freeze up for like 6 min, then unfreeze for two minutes and take 30 sec per click. Then it would freeze up again for like 6 min. Have been working on the mods through all of that... and then it crashed, so I spent 4 days getting it to boot only to see it not work again 2 days later. Then I spent another 24 hours getting it to boot, in which like 1 out of like 20 times the HDD was actually recognized where it would take like 20 minutes to boot... but most of the time BSOD anyway prior to windows even succesfully loading up. Eventually, I got Windows up and running for like 2 weeks of bearing with the slowness... only for it to fail like 3 days later again. So, I managed to use a portable windows HDD to create a mini partition on my other internal 2TB drive by deleting some stuff and using that extra space within the disk manager. Which is what I'm currrently using, while waiting for that SSD.

#

In short... a nightmare ๐Ÿ˜›

supple wadi
#

Basically. Figured it was headed that way from your mentions of the issues here & there.

dreamy tulip
#

Ah yeah, well that was the issue in whole

#

Til this point

#

@ruby torrent What version did you take that blurry picture on? ๐Ÿ˜ƒ

#

Also, I just saw your mods folder in the following pic. (Not sure if you ever got this sorted) but 99% of those things were conflicting.

#

In regard to Lo2k's shaders, my mod uses his glsl shaders as a base (with granted permission) in which I've coded some things and expanded upon. My mod also has other shaders that I've done that won't conflict with any other mod as there aren't other mods that do them.

#

The disclaimer on my mod page and in the download already mentions that the overhaul is intended to be used as a standalone. But I'm always willing to make custom compatiblity requests or custom mod requests. It's important to read the information with this mod.

#

@inland sky You might be able to run it with really good performance now, after the latest beta release. It's reportedly pretty close to vanilla now. Might be worth a try if you decide to ๐Ÿ˜ƒ

#

@opaque crag You were using 1.2.2? That explains the issue you were having. :)
Here's a link to 1.9.1 (1.9.2 will be releasing soon):
https://www.nexusmods.com/nomanssky/mods/497/

I'm around if there's any other issues.

#

@opaque crag In regard to this question:
What exactly is the difference between: "zzDefault User Interface - Removes the Classic E3 HUD (Optional)" (located in: Optional Mods -> RaYRoD -> HUD -> Default UI+HUD) and "zzDefault HUD - Removes the Classic E3 HUD (Optional)" (located in : Core Mod Removals+User Recommended -> User Recommended -> Default HUD -> zzDefault HUD - Removes the Classic E3 HUD (Optional)

Thanks a lot for pointing this out. Apparently, I had a redundant duplicate file in there. Will remove it :)
Those two files are the same, if not one being outdated.

#

Also, if anyone is curious what the classic E3 HUDS are...

#

There were various kinds of pre-release HUDS shown in various gameplays.

#

I don't have my latest screenshots of the more updated version with reduced opacity... but this is one of the E3 style HUDS

#

(These two pictures are before I further polished them up and reduced the opacity to match the trailers)

#

Also, in this trailer... it appears that HG crossed them both together which I may make a version for:

lime mesa
#

What will 1.9.2 have in it

dreamy tulip
#

And the additional files called (Auto Fade Extension) is a tweak that causes the HUD to auto fade after a few seconds.

#

Pre-release the HUD did not auto fade, at-least in trailers. So, it's like a particular style.

#

@lime mesa There's a lot that I'm planning to do with it; but I haven't really had opportunity due to a failed HDD

#

But I am back now and can get back to working on things

#

I did manage to finish a few things though

lime mesa
#

Oh rip hopefully you get your new ssd soon

dreamy tulip
#

This is what I managed to do so far prior to my HDD failing:

#

v10-1.9.2 BETA

Fixes:
Fixed cave heavy air
Reduced space smoke heavy air

Adjustments:
Crafting warp cells are now default in the core mod.
More ecology adjustments
Minor visual adjustments

New Features:
Added a rare giant bird ecology type

#

I backed up the files for that though

#

But here's a few things I may do next

#

sec

lime mesa
#

Oh that sounds cool

warm thistle
#

I'm excited about the multi biomes, that sounds pretty awesome!

dreamy tulip
#

Okay, so it loaded up to that planet. I really like it there.

#

Gonna get some coords for the planet in that video

dreamy tulip
warm thistle
#

Right on! I'll def be giving it a visit. Thanks homie

dreamy tulip
#

Sweet ๐Ÿ˜ƒ

#

Thanks

#

I just landed on Diplo Swamp

warm thistle
#

Oh wow haha that guy looks menacing!

dreamy tulip
#

Reminds me of WT ๐Ÿ˜›

lime mesa
#

Wow that screenshot is amazing

dreamy tulip
lime mesa
#

wow i love that rendering, just imagined one day if nms look like that

hoary lily
#

OH MAN

hardy hatch
#

That looks really...uh, real!

ruby torrent
#

RaYRoD TV i got it fixed and it was the latest one

dreamy tulip
#

Cool, glad to hear that

#

Think I'm going to try to make NMS look as close to that CGI as possible

ruby torrent
#

Hey RaYRoD TV had that hud issue or blurry multi-tool ever happen to you before

dreamy tulip
#

Nah, it hasn't

opaque crag
#

@dreamy tulip Thanks for the link. No problem pointing it out, I thought I missed something ^^

drowsy shoal
#

god what I'd kill to visit a single NMS city, or just general hangout space with aliens

#

@dreamy tulip I finally got around to seeing your other reply, and that's a bit sad to hear. At least in terms that the single color is hardcoded. The only issue I see is unless you restrict palettes, and let players select what palettes exist, you'd either have much more randomized weapons, or just the same difficulty finding smth good looking, but with the added flavor of finding that singular palette less often.
Realtime color changes would be blessed, but honestly I'd also settle for something like weapon sales containers can rotate through multiple on sale weapons, to at least increase the amount spawned for sake of finding a good one.
Still, it's neat that it is possible to do save file editing to take from existing ones that people have found to force the game to give you a perfect weapon (if others have found it)

lime mesa
#

@dreamy tulip Are you able to add huge ocean creatures to the giant ocean biomes?

#

I've found one of the super deep oceans and it was great

dreamy tulip
#

@lime mesa Large ocean creatures are already possible. If you check the (Latest Beta Changelog.txt) that's included... you'll see that's one of the more recent things I've created and added already.

rain bay
#

um

clever adder
#

salsasean what

#

oh

#

@lime mesa he answered your question salsasean

narrow monolith
#

how can I complete every species scan on a planet? It's frustrating the hell out of me. I'm always 2 or 3 short every damn planet. I've literally spent 4 or 5 hours on my current planet searching and I'm stuck at 15/18. I'm sure the planet fauna is screwed up. Any mods out there that make this easier?

inland sky
#

I got a cheat sheet that lists every single possible ecosystem that can be selected unmodded

clever adder
#

๐Ÿค” ket i was about to tell him to ask you

narrow monolith
#

im interested

inland sky
#

here are some less spoilery hints:

Almost no creatures are night only, but many are day only.
If there is water there is always 2 types of prey fish, and 50% chance of a third predator fish
There are 1-3 fliers, usually 1 or 2. If you see a large bird or flying worm, there are at least 2.
There are no cave creatures in low fauna biomes, and around 37% chance of at least 1 in mid and high level, up to 3.
There are 4-8 ground creatures.
If you see a group of birds at night, there are at least 2 types and a 30% chance of a third large bird on that planet.
narrow monolith
#

thanks Ket

#

I've a few shallow watered areas on this planet, but not seen anything in them at all

inland sky
#

that means there are 2-3 water creatures there

#

"puddle" planets are a pain to complete

#

its very rare that creatures spawn in them, but they still spawn water creatures

narrow monolith
#

i bet that is the remaining 3

inland sky
#

its pretty much an instant skip for me if I want to complete planets

narrow monolith
#

18 seems a massive amount to collect

#

im amazed I even found 15 so far

#

im sticking on it because its worth 3.8million i think

#

and im an anal completionist

#

lol

inland sky
#

wait a moment, 18?

narrow monolith
#

yes

inland sky
#

using a creature mod?

#

like rayrods

narrow monolith
#

rayrods overhaul yes

inland sky
#

because then my sheet is useless

#

he changes them a lot

#

still likely water creatures though

narrow monolith
#

yep

#

thanks all the same, ill keep the sheet for reference purposes

#

btw, how do i do the external view for flying with rayrods mod? Ive seen him and others flying with external chase camera

inland sky
#

should be in the text files that come with the mod

#

gimma a sec to check

narrow monolith
#

yep ive looked but cant see anything mentioning it yet

inland sky
#

huh, seems its gone from the newer versions?

narrow monolith
#

bummer, thought it would be easier for me to spot water when flying at low levels

inland sky
#

can at least look around with alt + mouse

#

or use photo mode

narrow monolith
#

yep, its just looking down in front of the cockpit view, it can be rather intrusive at the best of times, it all just gets in the way lol

#

if only the seat was higher lol

lime mesa
#

Thanks Rayrod! I didn't see the previous notes. THank you for all your amazing work

#

@dreamy tulip

dreamy tulip
#

@lime mesa Hey, no problem! My pleasure

#

Still working on the next BETA

pliant fossil
#

Hey @dreamy tulip. Sorry to ping you, but I have been wanting to use your mod for some time now, I would like to install and play with it, I have some mods installed in my game already, if you dont mind, would you like to have a look and tell me which will not be compatible with yours? Thanks ๐Ÿ˜„

dreamy tulip
#

Sure, feel free to send a picture @pliant fossil
However, my mod is intended to be used as a standalone. But I'm open to answer any questions, or make a compatibility patch in most cases.

pliant fossil
#

Ah okay. Thanks, I will send you a PM

dreamy tulip
#

Just made 43 more biomes, working on an island world now

#

Gonna name this the "Stormy Island" biome

thin valve
#

Hey someone should make a mod that changes black hole to worm hole

#

Apparently hello games can't tell the difference

#

Let alone that they are also way too small then what they should be

#

And worm holes aren't a natural occurances due to the fact you need a strong ammount negative energy to hold one open

#

I must have realism '-'

clever adder
#

the black holes aren't realistic cause they didn't want it to be a space simulator but someone could probably change it salsasean

past mulch
#

@dreamy tulip I just updated your mod to the latest version today. I just tried to warp to a different system and it crashed instantly. Tried it again, and it crashed again. Any idea why this is happening?

#

Or anyone else if someone knows how to fix this problem

clever adder
#

are you using any other mods ๐Ÿค”

past mulch
#

Nupe

#

I made a new save a few weeks ago with only this mod

#

Worked fine but I didnt try to warp yet

#

I decided to play again because I'm less busy now so I updated the mod

#

Same save

#

And then it crashed as soon as I tried to warp

#

Tried removing shadercache again, same results

#

This is the correct one right?

inland sky
#

yes

past mulch
#

Rip

#

Then I have no other ideas

inland sky
#

you tried a new save in another slot?

past mulch
#

Nope

#

But I don't really want to start over again tbh

inland sky
#

just to confirm if its save or configuration related

past mulch
#

I can try

inland sky
#

can just start up a creative save and warp

past mulch
#

I mean this save works fine till I warp

#

But going to other planets doesn't crash it

#

Oh yeah good idea

#

Forgot creative mode existed

#

Warping in a new save works fine

inland sky
#

does the crash happen upon selecting a system, after the warp animation, or when opening the map?

past mulch
#

During the warp animation

#

About 1 second in the warp animation

inland sky
#

and any system?

#

I assume

past mulch
#

Didn't try another system yet, will do rn

#

That's weird

#

Another system works fine

#

Thanks for the help ๐Ÿ˜„

golden vine
#

Ok, holy crap! Just trying out the RayRod mod and it looks amazing so far!

#

one minor question: I went to mine some Plutonium, and now i am being fired on from EVERYWHERE! How do i get back to non KOS status?

#

oh, also, my base is gone, any my planet is now radioactive instead of cold. lol

#

Also, Thanks @dreamy tulip ! It almost feels like a whole new game!

#

How do i get back to non KOS status, and why did mining Plutonium make them so pissed off?

dreamy tulip
#

@golden vine Hi, there are some rare valuable resources in the game that can trigger sentinel AI. It's a mechanic, that's not the default plutonium model. Also, the mod currently has like 3,900 biomes and the next BETA will have more. It resets the universe. Also, the mod is fully vanilla game save compatible (except with vanilla based)

And thanks man!

golden vine
#

Conflict level in system is peacefull

supple wadi
#

Er, wha? Vanilla save compat except with vanilla based? ๐Ÿ˜›

golden vine
#

and ya, it was a HUGE plutonium node

dreamy tulip
#

@narrow zinc The rare (last remaining static bird) issue is something that I believe I addressed for the next BETA. The second thing, if you have any screenshots it would be helpful. The overhaul is a wip.

#

Anyway, the conflict level is irrelevent with that plutonium model

golden vine
#

it dropped me back to a prev save, so i might be able to trigger it again, or at least find the node again

dreamy tulip
#

I wrote about it above

golden vine
#

can i back up my save game somehow? did not find the folder for the games

#

for the save games i mean

dreamy tulip
#

If you press Windows+R and type %appdata% and click "OK"
A window will open. In there you'll see a folder called "HelloGames". You can zip that folder to back up all of your saves.

#

Also, if you have an empty slot, you can utilize that as well.

golden vine
#

ahhhh, ok, I had not checked there. thank you

dreamy tulip
#

No problem!

#

And I have not released this yet, but here is a temporal rare crash hotfix

#

When I release the next BETA, anyone who downloads this should delete this temporal hotfix as the new one will be more updated.

#

As far as I know, all crashes are fixed at this point.

#

However, I will be looking for anymore after my recent changes.

golden vine
#

so are ALL of the oversized nodes going to get them pissed at me for mining?

dreamy tulip
#

Nah, but I won't spoil it ๐Ÿ˜›

golden vine
#

lol, ok

#

and what the heck happened to my starship? no tech mods installed any more? lol

#

Damn you RaYRoD! lol

dreamy tulip
#

?

#

Is it a new save?

golden vine
#

no, it was my original save

dreamy tulip
#

I've never heard of that happening before, can you elaborate more?

golden vine
#

sure

#

so i had some mods to firepower and shields installed

#

currently there is NOTHING in the ship tech slots

#

one sec ill SS

dreamy tulip
#

Were you using mods outside of the overhaul from somewhere else?

golden vine
#

no, it was all vanilla before you popped my cherry... lol

dreamy tulip
#

Ah, I see what you mean

golden vine
#

i can't say for sure it was anything in your mod though

dreamy tulip
#

Not sure

golden vine
#

ya, its ok either way, i can rebuild

#

my multitool is fine though

#

I do wonder too. are some of the name changes on your end?

#

Lazeus and Rezosu?

dreamy tulip
#

The Laser has been renamed to Lazeus and Boltcaster to Rezosu (To fit the pre-release theme). However, it's not just a text change aesthetic. I assume that pre-release The Laser aka Lazeus was a resource gathering tool but also used for combat. I also assume that Rezosu meant "Resource Gathering". So I creatively crossed their functions. The Laser/Lazeus is now slightly stronger in mining, but also great for combat... and the Boltcaster/Rezosu is now excellent in mining and beast in combat. There are many weapon functionality alterations done within many hours of testing and trial and error. There have been various weapon dispersion, damage, recoil, and fire rate alterations and much more!

golden vine
#

ahhhh! Thank you! 8)

dreamy tulip
#

Np ๐Ÿ˜›

narrow zinc
#

@dreamy tulip i have the screenshots on my PC so I can't really access them now. But if it comes to these untextured rocks and plants, they were kinda like polygons with one solid color. I could see the overall shape but they looked unfinished

dreamy tulip
#

Cool beans, feel free to send a screenshot my way when you can... and I'll finish those unused HG assetts that I may have missed.

dreamy tulip
#

Testing a super ecology table

lime mesa
#

I actually haven't tried using your mod yet, man. But, I find it pretty damn impressive.

#

Similar to Falskaar. You're doing a damn good job, bud.

dreamy tulip
#

@lime mesa Hi, thanks for the compliment. :)
I'm working hard to improve, as there's always room for improvement.

lime mesa
#

Noice

#

Noice

dreamy tulip
narrow zinc
#

@dreamy tulip I found the screenshot, it's hard to see anything but that's all I got and I've already left that star system. So on the bottom of the picture there are a few brownish-orange rocks and cactus-like plants in the distance. They lack textures. I also just remembered that I could walk through them

dreamy tulip
#

Oh, that's actually a low poly biome ๐Ÿ˜›

#

I'll get around to doing colission for it

narrow zinc
#

ohhh

#

Alrighty, thanks!

dreamy tulip
#

Thanks for sharing ๐Ÿ˜ƒ

narrow zinc
#

^^

#

I'm loving your mod btw

#

it's awesome

dreamy tulip
#

Thanks man, a lot more is to come ๐Ÿ˜ƒ

#

Another low poly biome pic

narrow zinc
#

oh yeah mine looked exactly the same

dreamy tulip
#

Yup, it's rare. Sorta different though.

narrow zinc
#

i've seen those. they're beautiful

dreamy tulip
#

I'd ignore the cover photo, the link is the full album ๐Ÿ˜›

narrow zinc
#

this is art

dreamy tulip
#

Oh cool!

#

Did you see this procedural forests?

#

They can all be different every time ๐Ÿ˜ƒ

narrow zinc
#

gorgeous

#

that's why I spend most of the time exploring

dreamy tulip
#

Is there anything in particular that you'd like to see?

#

I only have generation variety cranked up about 7% to my expectation atm

narrow zinc
#

i'd love to encounter lush forests

dreamy tulip
#

Oh yeah, there's lots of different kinds out there

#

And many that are vastly different each time

#

I was looking for one of them that I knew I added... it took me like 4-5 weeks to find it

#

Because of the scale of the mod

narrow zinc
#

yeah haha, so many possibilities

#

yesterday i found a planet that looked like the moon

#

gray and barren

dreamy tulip
#

Oooh nice

narrow zinc
#

with just a few blades of grass here and there

#

was very nice and quiet

dreamy tulip
#

Yeah, there's infinite color possibilities, I should probably crank it up a bit more though

#

That grey moon effect is one of them

#

I've seen one like it too

narrow zinc
#

I also found an oceanic planet with just these little sqaure islands. When I was entering the atmosphere at one point I was lost and didn't know where up or down was.

dreamy tulip
#

Nice, I've never seen that!

#

There's infinite terrain variety

#

I re wrote the terrains voxel generation 9x over to get it the best varied that I could. It was a lot to do, like 700k lines (that many times over), but every planet I've been too terrain wise has been unique

#

Super rare

narrow zinc
#

that's impressive, 700k

#

but you did a good job

dreamy tulip
#

Not to sound cocky, but that was a meager task for me. It was a lot, but I enjoyed it.

#

The UI related stuff required me to read 11 million lines

#

As a starter

#

And I still need to study it more

#

to do what I'm going to attempt soon

#

I'm planning a UI overhaul, I want to add a ton of content to the UI from the outside in w/o official tools

#

But there's a lot of stuff that I want to do still... as I'm toggling in between studying more C++, C#, asm, and hex

narrow zinc
#

Idk if it's just me but the HUD is a bit pixelated for me

dreamy tulip
#

and pwoerpc

narrow zinc
#

especially the bars

dreamy tulip
#

You're playing at low texture settings correct?

narrow zinc
#

on High

dreamy tulip
#

Hmm, does it look the way it does in my vid?

narrow zinc
#

Nope, lines that are lopsided are pixelated, but maybe that's just my screen

dreamy tulip
#

Do you have a screenshot?

#

That's bizarre, and would need to see it to understand

narrow zinc
#

i will boot up the game and take a screenshot

#

just a sec

dreamy tulip
#

Thanks!

narrow zinc
#

idk, maybe i'm seeing things ๐Ÿ˜‚

dreamy tulip
#

That's the E3 style! ๐Ÿ˜›

#

๐Ÿ˜„

narrow zinc
#

ohh okay

dreamy tulip
narrow zinc
#

๐Ÿ‘๐Ÿฝ

dreamy tulip
#

I really love that beach ๐Ÿ˜ƒ

narrow zinc
#

yeah it's nice

narrow zinc
#

That water color is beautiful

dreamy tulip
#

Better water glsl shader

narrow zinc
#

I love anything that's turquoise

#

anyway, I gotta go now, see ya later! ๐Ÿ˜ƒ

dreamy tulip
#

Alright, nice talking. Have a good one! ๐Ÿ˜ƒ

narrow zinc
#

Likewise

west notch
#

Hi @dreamy tulip i've been out of home a week and i couldn't read the messages here

#

which is the last version of the mod so i could download it?

dreamy tulip
#

@west notch Hey, the current latest uploaded is on Nexus... but I'm still working on the new update that I haven't released yet

narrow monolith
#

I just wet myself there Ray. I saw the above screenshot and thought you'd got that in one of your biomes lmao

past mulch
#

If I use RaYRoD's mod, will it matter which type of system I visit?

clever adder
#

๐Ÿค”

#

what do you mean

past mulch
#

In vanilla if the color of the sun is blue the planets look better I think, wonder if that's the case in RayRod's mod as well

#

Spectral class, that was the word I was looking for

inland sky
#

I dont think spectral class actually matters for the planets?

#

other than biome chance, but that is a very minor difference

#

yellow has more lush biomes anyway

past mulch
#

Then what's the point of the spectral classes?

#

If there's a very minor difference

inland sky
#

there are resources that are only found at certain star types, and they also change the chance for exotic biomes

past mulch
#

I haven't played no mans sky in quite a while, I think I remember people saying that the color of the star has effect on the amount of lush planets

inland sky
#

though its not that important

#

they do, but other way around

#

yellow has double the chance compared to red/blue/green

past mulch
#

Ah

#

And that's the same for RayRod's mod?

#

Yellow sun doubles the chances for better looking planets?

#

^ Which was my initial question

inland sky
#

it depends if he changed it or not

#

I guess I could check, sec

past mulch
#

Sure

inland sky
#

nope, same chance as far as I can see

past mulch
#

Ah alright

#

I'll keep exploring then

inland sky
#

though each type has more variations

past mulch
#

Just wondering, otherwise I would try to upgrade my hyperdrive first

#

Alright ty

dreamy tulip
#

My mod changes spectral classes

#

Maybe not on the uploaded version

#

That's on nexus atm

inland sky
#

ah, might have checked a slightly old one

#

BIOMELISTPERSTARTYPE

dreamy tulip
#

Yeah, I'm altering that file

#

Must be an older version

#

I only made a few minor adjustments though

inland sky
#

yeah, doesn't really change anything as far as lush goes

#

just more lush in all

dreamy tulip
#

Unlike my former spectral class mod

#

And frozen

#

Yeah

#

I haven't checked in awhile but

#

I don't remember if the spectral class actually affects the sun color

#

I think I remember it doing so

#

I know there's a lot of things relating to that, via RGB palettes and also global settings

idle gazelle
#

Rayrod... sorry to bother. Got the files to run your mod at some point... and have been kind of up on the fence mainly because I like the exotic ships in the later update. Now are exotic ships a thing in your mod still? Didnt thinkg they would be removed/replaced somehow but didnt see things one way or the other.

narrow zinc
idle gazelle
#

Kubae do the Exotic ships still pop up using that mod?

narrow zinc
#

ยฏ_(ใƒ„)_/ยฏ

idle gazelle
#

I've done some readon and I'd assumed yes... but don't know one way or the other and haven't seen any documentation on this :x

lime mesa
#

@dreamy tulip That fucking stormy island video!!! So good!

#

I want to play rayrods mod in survival mode but I feel like its more for creative

lime mesa
#

There should be a planet with just one little island on it.

#

XD

#

Just one.

#

Similar to Subnautica, maybe put a 'crashed freighter' down as a reference. ๐Ÿ˜›

warm thistle
#

I would not be surprised if there was a planet out there just like that! @lime mesa

dreamy tulip
#

Just waking up

#

Will respond to questions in a moment

#

@idle gazelle I responded to your pm

#

Also, @lime mesa

lime mesa
#

Nice

dreamy tulip
#

There's lots of different island worlds ๐Ÿ˜›

narrow zinc
#

I'm sorry to bother you Rayrod, but did you see the two bugs I sent in the chat above?

dreamy tulip
#

@narrow zinc I see it now, will look into it ๐Ÿ˜›

#

Thanks

dreamy tulip
#

Testing out E3 terrain that I just ported over

#

And I also made major super forumula adjustments

lime mesa
#

is there anyway to get mods on ps4

#

it feels lonely

quasi moat
#

What is E3 terrain ? ๐Ÿ˜ƒ

#

And super formula adjustements ?

#

I'm curious ^^

marsh aurora
#

There is not MikeHunt

#

E3 terrain is the terrain used in the E3 trailers and formula adjustments probably means he changed the formula that generates the terrain etc

quasi moat
#

Cool ๐Ÿ˜ƒ My question looks silly but E3 terrain had some particularities that I didn't see in the trailers ? ๐Ÿค”

#

@dreamy tulip By the way after our talk last time, I didn't have any crash about landing on planets since your last beta update ๐Ÿ˜‰

#

@lime mesa I know that feeling mate :/ Was on PS4 version since the launch but just bought a gaming PC recently. Probably we will have some modding inspiration at least in future updates ! ๐Ÿ˜ƒ

lime mesa
#

cri