#nms-modding

1 messages Β· Page 114 of 1

supple wadi
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I disagree on that. That makes the variation superficial at best.

dreamy tulip
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for example

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But look at toxic and lush biomes for example

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They are drastically different.

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Variety/visual wise.

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Ofc

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They are varied differently.

supple wadi
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A toxic biome should be paired with poisonous flora, and venomous creatures.

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Yet they haven't that.

dreamy tulip
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Yeah, I agree on that.

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I'm referring to interactable objects

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I mean

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Are we talking about two different things?

supple wadi
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Flora and creatures are interactive elements largely rendered hollow by current implementation.

dreamy tulip
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I wonder why HG didn't restrict the toxic biomes to relevant creature types.

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That can easily be done

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I did so in the mod

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Yeah, my mod has different flora functionalities and a lot of them interact different from one another.

supple wadi
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It doesn't matter much given the creatures are still limited. None of them will poison you and make you lose hitpoints and scramble for antivenom.

dreamy tulip
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Is that something that you would like to see implemented into the game by HG?

supple wadi
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Same with the flora.

dreamy tulip
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It's something that I would like to see

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There's dangerous flora in the game

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unused

supple wadi
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Yeah. I think it would be a tiny step towards helping realize the places as places.

dreamy tulip
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Okay, I see what you're saying.
That "variety wise" that biomes in general for NMS (Modded or Unmodded) would feel more immersive if the very things in them felt more interactive in an immersive way. That it doesn't really have to be buildings or whatsoever.

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But something that feels more alive.

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Is that it?

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Like what you described about toxic biomes for exampl

supple wadi
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Yeah, basically. That each has more to them than a different visor effect and hazard warning.

dreamy tulip
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Yeah, that's what I'm aiming to do the furthest extent that I can push it with in-game assets ofc.

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But a lot of things as we both know

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Would need to be implemented by HG.

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However, It's true that in general thngs with NMS could be pushed waaaaayyyyy further

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with what's already here.

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It's just time consuming to do so

supple wadi
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It's across the board, really. It goes down to the very basic behaviors of the plants and animals to the potential for the strange and dangerous in structures.

dreamy tulip
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Yeah, every assett in the game could be re-worked.

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Or a lot

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Would make a huge difference overall

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I felt the same way about the ecology

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Actually

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In the ecologytable that I'm working on... I thought to myself... "Why are there antelopes on toxic planets?"

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So I had to do something about that

supple wadi
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But yeah, like ya said. A lot of it is on HG's end and for us it's a matter of trying to make the time when we have the rest and motivation.

dreamy tulip
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And began to asemble certain custom creatures

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From E3 files, that I researched, found the updated information for (As some things are outdated), and ported over

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And restricted them to certain biome types

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and also lowered the amount of life overrall and changed their probabilities

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and setup dozens of rules per creature type and adjusted the values in a unique way for each of the rules

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So that they should make sense

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It's a small step

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But I feel that it's a lot better than default

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There's multiple ways to restrict creatures

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Although, as discussed...

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Creatures in their approach

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needs to be ovehauled

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On HG's end

supple wadi
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What I'd kill for, even on a basic level of implementation, are more really alien creatures. I feel like the reason for seeing cows/antelopes in unfitting feeling environs is in part from the limited pool.

dreamy tulip
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Like hopefully they add new animations, and new functionalities to them overall

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Yeah

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Well, I'm planning to do custom creatures

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in time

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It's possible

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I prefer not to say too much about it though

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Also

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I guess working with what we have right now

inland sky
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There are more alien creatures, but cows and antelopes are the ones set to be the most common

dreamy tulip
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There's a lot of things that can be done that would make a good difference

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ecology wise

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That I did on my end

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The way I would go about that is...

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I would restrict them to certain biomes, re work the actual table that it's being called in

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And then in the datatable force them to only spawn when their id is being called

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And also adjust the way those creatures behave, alongside their physical appearences

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etc...

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And go into the scenes and entities

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And make further relevant adjustments

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And look for anywhere else in the files where something could be potentially ported/crossed over into that creature file.

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A few things I did for the ecology overhaul

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Another thing @supple wadi

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HG specified unique creatures with more advanced rules and appearences per biome pre release.

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If that slot was utilized it would make a HUGE difference.

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I've been working on it still

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I'm porting ove those pre release creatures into the standard game and creating custom rules for them

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Also, some of those older creatures have certain animations and behaviors that aren't currently utilized. It's quite interesting πŸ˜ƒ

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You know what would also be great?

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More realistic creature sounds. πŸ˜›

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Need to find out if the frequency has any relevancy for it in the creatureaudiotable

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Or if the game chooses based on their size

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I remember reading an article that talked about that

supple wadi
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I'm telling ya and anyone else that's listening we need to test big head mode on creatures and see if it's tied to that or the torsos.

dreamy tulip
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This article talks about it

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Hello Games has invented an algorithm that scans the bone structure of an animal and combines them with different heads, feet and necks from other species. After that, the system alters the bone structure so that every animal we've seen so far looks like it was designed by hand. Even the sound of their voice matches the volume of their body. And they are not just there for show: they genuinely appear to live their own lives.

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Very little of the audio is procedurally created, only the creature vocals and background fauna. At the moment it’s too expensive and risky to widely use this approach, although there are several tools in development that may help with this. Procedural audio is just one more option amongst more traditional approaches and the best approach as always is to use whatever combination best works for a particular project.

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I remember Paul Weir talking about it too

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On stage

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In regard to their custom creature synthesizer plugin

past mulch
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RIP

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Game just crashed 😦

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I keep crashing somehow

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When entering planet

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Let me try maybe its only one planet

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My mission is on that planet tho

thorn scarab
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my jaw just dropped. Found a moon with endless forests, amazing

dreamy tulip
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@thorn scarab That's awesome. I saw the pic, it was one of the procedural forests I did some time back

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Nice discovery

warm thistle
dreamy tulip
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Pretty πŸ˜ƒ

dreamy tulip
loud otter
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So bloody good

dreamy tulip
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Thanks!

warm thistle
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That's an awesome biome dude! This latest beta has been stellar, I'm having a blast just exploring random planets seeing what I come across.

dreamy tulip
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@warm thistle Thanks man, I'm heavily working on the next one still

narrow zinc
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giant loots and underwater ships

dreamy tulip
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@narrow zinc Are you still on that planet?

narrow zinc
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yes

dreamy tulip
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Which mode?

narrow zinc
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Survival

dreamy tulip
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If you archive your save game and send it to me, that would be helfpul

narrow zinc
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oops wrong channel

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alright i'll try to do that

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where do i get the file?

dreamy tulip
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One moment

narrow zinc
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never mind i found it

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should i send it through google drive?

dreamy tulip
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That works great

narrow monolith
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No idea why, but whatever planet I land on, there might be 18 species to find, yet I have to walk miles and miles before I even see just 1 single creature alone....Yet in everyone elses videos, fauna is crawling around everywhere.

inland sky
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fauna frequency varies by the fauna level of the planet(though rayrods mod might change that)

narrow zinc
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every time i get a new version of the mod i have to start a new save? D: @dreamy tulip

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because the game crashed when I selected my save

past mulch
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I downloaded the latest version and I'm also getting some crashes

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Not instantly though, only when entering the planet where my next mission is

narrow zinc
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I can't even access my save :(

dreamy tulip
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@narrow zinc Replace your save files with this.When you were using the otudated version, prior to me scrapping some stuff there ended up being a conflict.

narrow zinc
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alright, thanks

dreamy tulip
past mulch
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Oh forgot about that, will do it rn

narrow zinc
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it worked! thanks rayrod πŸ˜„

dreamy tulip
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@narrow monolith Will be looking into it soon. Heavily working on a major update and I've compiled a giant todo list of things that I've partially knocked out.

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My pleasure

narrow zinc
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i was scared i was gonna lose all my progress πŸ˜‚

dreamy tulip
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The latest BETA (Not released yet) has a lot of rare crash fixes... but it's not fully finished.

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Nah, no worries

narrow zinc
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wait

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my spaceship is in the air 😳

dreamy tulip
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The biome changed, biomes have unique leveling

narrow zinc
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oh

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hahaha

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well, at least i have a jetpack πŸ˜†

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also don't ask me why, but previously i had NMS located on C:... and it used to lag. Now I moved it to E: and runs so smooth

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(i had no idea it was on C:)

past mulch
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RayRoD, The bug_reporting.txt says I have to upload the HelloGames file but I assume that one contains all saves. Do I have to specify which save contains the crash on entering planet?

dreamy tulip
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The HelloGames folder is sufficient enough :).

past mulch
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Alright

dreamy tulip
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Regardless of what's inside

narrow monolith
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@dreamy tulip awesome Ray cant wait.

dreamy tulip
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@narrow zinc There's 3 lush planets in this system

narrow monolith
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Any idea why my ship symbol not showing up on hud compass now or the notification text in the main screen when I look in direction of ship?

dreamy tulip
narrow zinc
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omg

dreamy tulip
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I incorperated one of Lo2k's mods for that which removes the ship from the radar based on a pre-release style @narrow monolith.
However, I've decided to re-enable it for the next beta

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In the meantime...

narrow monolith
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Great
I keep losing where it is lol

past mulch
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Sent a mail with the file πŸ˜ƒ

narrow monolith
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Sweeeeeeeeeet

dreamy tulip
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@past mulch Thank you. πŸ˜ƒ

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It's funny

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Because Lo2k's mod is named "Where is my ship?"

narrow monolith
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Haha

dreamy tulip
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I think HG originally inteded it to be that way, but I like the ship on the radar

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more

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Now that I've tried w/o

narrow monolith
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Me to...its hard enough in permadeath mode

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Bloody love the way the flocks of birds fly around now

dreamy tulip
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@narrow zinc Nice

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Here's another planet I found in ur system

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It was the one titled "Forest Planet" that I posted a pic of

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I expanded the planet classes

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via the language file, and it's relevant to the actual planet

narrow monolith
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Omg I'm so close on this planet....17/18 scanned now Ray

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Come to moma 3,600,000 units

dreamy tulip
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xD

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Working on fps improvements

dreamy tulip
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Just fixed all stretched crates, and a few other rare stretched things.

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And making adjustments now to the ships, so they cannot fly that low @ kube

narrow zinc
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gotcha

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this mod is beautiful

north raft
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I've said it multiple times, but I hope to god HG is noticing this mod and the value it adds to the game. I actually want to explore now. Not just for resources and for the grind, but for the amazing sense of scale and vista that this brings.

narrow monolith
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Omg just walked into a stunning 46 slot fighter. I got to have it

dreamy tulip
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I just found underwater grassy pillars

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@narrow monolith , @north raft , @narrow zinc, @warm thistle How is terrain variety with the mod?

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I'm looking for input in regard to the terrain overhaul that I made for the mod. Does every planet feel unique terrain wise in it's own way now?

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Or does it feel repetitive.

narrow monolith
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I'm finding the variety very Good, but that's comparing it to vanilla so it's always going to feel great.

dreamy tulip
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Thank you for your input. My goal is infinite terrain variety, or near infinite terrain variety. I personally believe that I achieved that... however, if not, I will not stop until I actually do. One thing that I can say is that within the past 3-4 months... there has not been a planet that I've landed on that has been similar terrain wise yet after rewriting the voxel generation nine times.

warm thistle
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I really like how far the terrain has come especially in this version, I've seen land forms and cliffs/ plateus generated in ways I've never seen before. Every planet, especially the lush planets are major eye candy now

dreamy tulip
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That's great to hear... thanks for the input

warm thistle
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I love the little e3 grunts haha evil little bastards

narrow monolith
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So, about 4 hours ago, I was at 17/18 species scanned.......im still at 17/18 LMAO. Come on I want my 3.6mil and I'm not leaving till I get it. Anything u can help with Ray lol, spent 4 hours walking this planet haha

dreamy tulip
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Lol

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I wonder if somehing is wrong with the files

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I'll send you something to your inbox, maybeit will help

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Just sent

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Wrong with my files I mean

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πŸ˜›

narrow monolith
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Thx Ray. I've been on this planet now for 6 solid hours lol...god damn you completionist haha

dreamy tulip
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No problem!

narrow monolith
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Running it now. What does it do?

dreamy tulip
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More of my recent ecology changes that aren't released

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I changed/adjusted a lot of things

narrow monolith
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Ok. Nothing new yet.

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Are the ecology spawn percentages different depending on what mode is being played?

dreamy tulip
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Yeah

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I'm not done with the ecology yet though

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Will be doing a lot more

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This is very bare bones, but I'm working on a grassy plains biome

narrow monolith
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Looks great.

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Can u throw some love towards permadeath ecology Ray;)

dreamy tulip
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I don't think it's possible to restrict them to modes :/

narrow monolith
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Oh

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Seems like my respawm rates are so low.

warm thistle
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That looks damn beautiful, I can't wait

dreamy tulip
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Thanks, it was just one of the things/ideas I wrote on my todo list

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Lots more to be expected

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I'm going to try to make different regions of this biome type have different kinds of grass more

narrow monolith
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Looks great that

dreamy tulip
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Even in caves now

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However, I'm considering a unique cave and underwater biome per biome type (If that biome is set to have caves or underwater)

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down the line

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I have that partially done, but not to my preference πŸ˜ƒ

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This biome can have grassy plains, grassy hills, grassy caves, grassy underwater plains, grassy water marshes, grassy resource deposit, and grassy pillars,

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Going to make it procedural/different each time

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And add different kinds of grass for this biome

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before working on (maybe) adding other things to it

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depending on how it turns out

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Yeah, I'm gonna do the multi biomes soon

dreamy tulip
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Testing out custom skies

warm thistle
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Awesome! That looks sick

dreamy tulip
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Thanks... It was one of my custom E3 sky systems

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That I found

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I've been porting E3 skies over

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and also doing custom skies (for all times of day) while looking outside my house and also on google

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While also keeping the vanilla skies

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And expanding fog colours and light colours etc...

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Haven't done too much with the sun colours

old tendon
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do i still need to save at a freighter if i want to use the overhaul on an existing save after installation?

dreamy tulip
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@old tendon No need anymore. πŸ˜ƒ

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The overhaul is now fully compatible with vanilla saves... except for vanilla bases.

old tendon
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Awesome!

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Thanks!

warm thistle
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It's pretty awesome how much customization is possible, the skies of the e3 biomes you've been adding look so alien yet beautiful at the same time

dreamy tulip
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Thanks, and I love it

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It's fun to do different things

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I like the feeling of having a lot of variety to explore

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I just made those grassy plains biomes procedural

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Tomorrow, I'll likely work on multi biomes

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There's a lot I did recently

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I also gave appropriate collisions to biomes that lacked them, made more underwater and cave biomes, and also gave the cave/underwater biomes proper colission

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As the one's in vanilla lacked colission in some places

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Also, sensible things should be able to be destroyed by the exocraft

old tendon
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huh this is weird, after installing the mod again my warp cell recipe didnt change

dreamy tulip
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Those are a few changes from yesterday

old tendon
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wasnt it changed before?

dreamy tulip
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Are you using any other mods atm?

old tendon
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i am not

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i extracted the download from nexu using 7zip

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right in pcbanks under a clean MODS folder

dreamy tulip
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Can you send a screenshot of your mods folder?

old tendon
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yea sure

dreamy tulip
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I want to see the combination of the overhaul mods

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Also, can you elaborate a bit more on the issue? I'm trying to understand

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Thanks

old tendon
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well when i booted

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it didnt say "mod detected" wor whatever

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*or

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liek the message from hg

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*like

dreamy tulip
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Okay, so the mod didn't get loaded

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In your PCBANKS folder

old tendon
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huh

dreamy tulip
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Can you look for something called

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"DisableMods"

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And if you see it, delete it

old tendon
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i deleted that file before, and its still not there

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all i see is PAK files

dreamy tulip
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Okay, feel free to send that screenshot when you can

old tendon
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sure

dreamy tulip
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I'll help you get the mod to load

old tendon
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thats my pcbanks atm

dreamy tulip
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Awesome

old tendon
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just me sarc files

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*more

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and inside the mods folder

dreamy tulip
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Okay, that's the issue

old tendon
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oh

dreamy tulip
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What you need to do is take the contents out of that folder there

old tendon
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i take it, get that external folder out of there

dreamy tulip
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And it will work

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Yeah

old tendon
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i see

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thanks!

dreamy tulip
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No problem!

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There's a few rare issues on the most recent uploaded version

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But they are rare

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So you know

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But know that I'm heavily working on a newer version

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That's solely immersion and stability focused

old tendon
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right, i saw the notes

dreamy tulip
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And I'm listening carefully to people's feedback

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Well, I didn't write anything about this in there

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That's more so about "BETA" in generality

old tendon
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well i saw it somewhere

dreamy tulip
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For the time being

old tendon
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ah!

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it was on twitter

dreamy tulip
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Ah, fair enough πŸ˜„

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Anyway, if you encounter a bug... feel free to let me know. If I don't have it on my "to-do" list of things to fix... I'll add it in.

old tendon
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will the mod immediately start affecting my current system and planet in terms of biomes/environs?

dreamy tulip
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Bug reports are always appreciated. Yes.

old tendon
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Np! i'll report any bugs if i come across them

dreamy tulip
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This also keeps the vanilla biomes in the game

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Thanks

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It adds to the game rather than replace

old tendon
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I figured.

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I wouldn't be surprised if Sean offered you a position or interview at HG down the line

dreamy tulip
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After helping you get that sorted, I now have the idea to include a screenshot of what the MODS folder should be like into the intructions.

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I'll make sure to do that soon

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In case anyone else might make the same mistake

old tendon
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My goodness

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my first planet on this save, now its a corrosive icy planet

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and there are flying insects

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oh LOL

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speaking of bugs

dreamy tulip
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Lol

old tendon
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no thats not it

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here

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i think this classifies as a glitch or bug

dreamy tulip
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That does, adding it to my list. Thanks!

old tendon
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Yup!

supple wadi
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lol, that's been a stubborn one.

clever adder
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it landed on the steam overlay itsfine

dreamy tulip
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lol

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Working on snowy forests next... and with new optimizations I'm getting 80FPS with this pic πŸ˜ƒ

dreamy tulip
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Doing performance optimizations to all procedural forest biomes

dreamy tulip
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Just made huge performance optimizations across all forest type biomes, and in the game overall for the work in progress immersive BETA. From previously 40-45fps average to now 70-80fps on my rig while on Dense Forest planets.

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Expect a huge performance boost on the next BETA

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Testing out unique resource deposit biomes next

narrow zinc
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that's awesome!

narrow zinc
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HG needs to add this mod to an official update

thin valve
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I have an explanation for that @dreamy tulip @old tendon

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It's because the entire radius of the planet you were on shrunk due to the mod making planet sizes differently

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The ship however doesn't move to compensate

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And remains landed at the height it was before you installed the mod

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It happened to me on multiple saves

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Both underground and above the surface

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It's pretty strange

narrow monolith
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@dreamy tulip Just cleaned my folder, reinstalled your mod etc. I noticed previously (deleted now from recycle bin) I had 6 individual Redmas alternative ships files, but I can't seem them now in your mod. Are they automatically installed or do I need to redownload those and add them again?

inland sky
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Redmas stuff was removed in the latest versions

narrow monolith
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ah ok, so if I want to reinstall all the extra ships, which mod will be needed?

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Only ask because my save game I wasnt flying a vanilla ship, and now I've deleted my mod folder and reinstalled the latest RayRod stuff, I dont want there to be a problem as the mod ship wont be included in my saved game that I load

inland sky
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There is still tons of ships from the moarships mod included

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or what kind of ship was it?

narrow monolith
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cant remember the name, it was flipping awesome looking though. Think it was a fighter, black with red accents, like a fork at the front with 2 jet engines at the back.

inland sky
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the moarship ones are the static models which are quite different from the vanilla ones, redmasses ones are the ones with different part placements and slightly different looks, longer parts and similar

narrow monolith
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ah might have been this one

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looks like ill need to install moarships mod then right?

inland sky
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its included so shouldn't be needed

narrow monolith
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ah ok didnt realiie

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realise

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think it was the "Krant Fighter"

old tendon
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@thin valve ah I see, thanks!

dreamy tulip
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@thin valve @old tendon
Actually, that issue is related to something else.

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Altering the planetary sizes and solar system scales should not cause a ship to do that when starting on a fresh save

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The core mod no longer changes the solar system and planetary scales alongside their positioning. The E3 Scaled Planets + Solar Systems mod is now optional.
If you start a fresh save on the E3 Scaled Planets + Solar Systems mod your ship should be normal.
If you enable the E3 Scaled Planets + Solar Systems mod on a pre-existing saveyou will be floating in space, rather than on a planet as a result of the positioning of everything in the system changing.

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What would cause you to be underground or above ground when loading up a vanilla save with the mod is the internal terrain overhaul (which isn't vanilla terrain).
What would cause you to be underground or above ground when loading up a new version of the mod with a save made with the mod on the older overhaul version would be because the biome changed. (A lot of things are subject to change, and I'm still making new biomes daily.) Biomes interact with the voxel generation in certain ways.

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The reason why it was recommended to start a fresh save or save in a freighter prior to installing the overhaul mod in the past was only because E3 Scaled Planets + Solar Systems was formerly a part of the core overhaul mod file. Freighters were also the only thing that did not get repositioned with the mod. Space stations sorta could work, but they did get repositioned a bit... so a freighter was best. Now that it's optional, the mod is fully compatible with vanilla saves (with the exception of not compatible with vanilla bases; because the terrain overhaul is likely to change the leveling etc... since it has near infinite variety).

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I also highly recommend using the optional "E3 Scaled Planets + Solar Systems" mod that I made located in Optional Mods > RaYRoD > E3 Scaled Planets + Solar Systems

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This optional mod scales the planets and solar systems slightly down to resemble E3 style planets and systems. This can create some really nice visuals and aesthetics. I primarily use this as default, but it has been left optional due to some people not reading the instructions and having issues.

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@narrow monolith Alternate ships by Redmas will no longer be included with the mod. I chose to remove it some time back. However, you can optionally download it from his page.
Also... Moarships by Krem is integrated into here in a particular way and the standalone is not needed/compatible with the overhaul.
There are also a few ships that I made, and more that I'm working on.

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I also love the Krant from Moarships πŸ˜›

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Nice choice

narrow monolith
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:) yep didn't bother with redmas alternate ships seeing as the moarships has everything i need.

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Just wanted to clean out my mod folder to see if that helped my ecology spawning situation.

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Planet after planet the only fauna I now see are flyers. Really starting to frustrate me as I want to 100% a planet.

dreamy tulip
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Lots of stuff (ecology related is coming soon) including improvements and fixes
You're gonna need to hang on... or I can make you a vanilla ecology hotfix in the meantime. πŸ˜›

#

I'm heavily working on these things/multitudes of things (for the next BETA) and it's time consuming.

narrow monolith
#

Na mate it's ok I'll just mess around until next version drops

dreamy tulip
#

Just finished Louil

west notch
#

what is Louil?

dreamy tulip
#

I posted a video of Louil

narrow zinc
#

@dreamy tulip how do i disable a mod? i put the e3 hud mod in the "put disabled mods here" folder and i still have the old hud

dreamy tulip
#

@narrow zinc

Optional Mods\Core Mod Removals+User Recommended\User Recommended\Default HUD\zzDefault HUD - Removes the Classic E3 HUD (Optional).pak

Place the .pak from this directory into your mods folder

narrow zinc
#

oh

#

got it

#

thanks!

dreamy tulip
#

My pleasure

warm thistle
#

I can't wait to see what's all changed and improved next beta especially for ecology, I myself have come across a few lush planets with multiple different species but only seemed to be able to find birds and a few others no matter how long I looked for

old tendon
#

how does the sentinel starship i just bought work?

#

is it an item for my exosuit i take it?

#

*sentinel ship

dreamy tulip
#

I need to remove that, it's redundtant the craftable tech

#

@warm thistle Awesome man, lots coming. I'm actually working on ecology now

#

Have bene for the past few hours

#

So far I have a list of 23 custom creatures that I've put together, I just finished 13 of them so far.
There's already a ton of custom creatures in the game with the mod. The new beta will have better creature life adjustments. The old version likely has it too low. However, the mod will make ecology slightly more rare... as we don't want every planet over saturated with creatures.... (like vanilla)

#

Aiming to make those moments special an varied

#

I'm also porting all E3 creatures rules from all E3/pre-release planets

narrow zinc
#

oh speaking of sentinel ships. I was once in a trade station and there was like 5 of them. does that mean it was just a hostile planet or they were just normal ships that were very common in that particular star system?

dreamy tulip
#

You're using the expanded ai ships?

narrow zinc
#

yeah

dreamy tulip
#

Did you see the about.txt?

narrow zinc
#

nope

#

imma read it

#

i just didn't know it was this mod

dreamy tulip
#

It's alright

#

I wrote

#

"This mod adds custom imported ship models into systems, and space stations, and as Ai"

#

Including the sentinel ships

#

πŸ˜ƒ

narrow zinc
#

got it, thankies

dreamy tulip
#

No problem

old tendon
#

do exocraft technologies i install apply to evey little buggy i spawn?

#

or only my current

inland sky
#

In vanilla all the exocrafts of the same type is the same one, and shares an inventory. dunno if modded changes anything about that

old tendon
#

thanks!

inland sky
#

So all roamers is the same roamer, all nomads is the same nomad, all colossuses is the same colossus

warm thistle
#

That's epic man nice! What kindve rules did the e3 creatures and planets have? @dreamy tulip

old tendon
#

thanks ket

dreamy tulip
#

@warm thistle That's a really long and complicated conversation to get into haha

#

There's also some articles on it

#

But there's also a lot of data that's unused in the base game

#

It took 3 hours, but I just finished all of the creatures from 1 pre release biome

#

I plan to do them all

warm thistle
#

Is it the article involving the bird being shot and eaten by the shark on the surface of the water? If so that is awesome! Which pre-release biome was it?

dreamy tulip
#

Well, that article and there's others yeah... but that's different than what I'm doing

#

I prefer not to say much about it yet

thorn scarab
dreamy tulip
#

Already fixed for the next BETA

#

Thanks

thorn scarab
#

nice

thin valve
#

Oh I always thought that was intentional lol

dreamy tulip
#

Still working on more biomes

#

Haven't stopped yet

warm thistle
#

That's beyond beautiful

tired shale
#

I hope HG takes inspiration from you

narrow zinc
#

bootiful

tawny peak
#

damn dude

#

I just stumbled into this channel

#

feels like i've fallen through the wardrobe into Narnia

dreamy tulip
#

Welcome to Narnia... where the E3 Gek run wild. πŸ˜„

tawny peak
#

dude that second one haha

#

also, I gotta give you props for being so involved in the community

#

even if it is in your own little corner haha

supple wadi
#

false gek. πŸ˜›

dreamy tulip
#

Thanks man, I love the game that HG worked hard on for us... πŸ˜ƒ

tawny peak
#

seriously tho, second gek is tired of our shit

dreamy tulip
#

Oppressor11 took those shots πŸ˜›

frosty vine
#

I used a Eucli-a colored light to get that shot

#

Oh, hay

dreamy tulip
#

On the overhaul mod.

frosty vine
#

Yep

dreamy tulip
#

Ello

tawny peak
#

honestly you are straight up the reason why I want PC NMS rayrod

#

haha

frosty vine
#

It's the onl way to play IMO

dreamy tulip
#

Thanks man, I'm also an avid ps4 player. I think NMS is beautiful in general haha

frosty vine
#

I mean, once you're done with the main game I guess

dreamy tulip
#

But I love the custom PC build that I'm working on

#

Nice to have the best of both versions

frosty vine
#

True dat

tawny peak
#

So any plans on doing some hardcore gameplay overhauls? no pressure, but I'm curious to see if its in the future

dreamy tulip
#

The next BETA will strongly be immersion focused :)
The one after that will be strongly gameplay focused.

frosty vine
#

Any ETA on that?

dreamy tulip
#

Although the overhaul mod does overhaul various aspects of gameplay

frosty vine
#

I've decided to go back in time a bit xD

dreamy tulip
#

I compiled a giant todo list and knocked out about a quarter of it so far

frosty vine
#

Just to look at what once was, during pathfinder

dreamy tulip
#

I also custom assembled all IGN footage Louil creatures, and finished the Louil biome

#

today

frosty vine
#

Because I came across a massive gallery of my old photos that would make DET blush XD

dreamy tulip
#

Well yesterday

frosty vine
#

Also congraats on the new creatures!

dreamy tulip
#

The RC1 ps4 version is my favorite to go back to man

#

Have you tried it?

#

Thanks

frosty vine
#

No, but i need to re buy it on ps4

#

I sold it during the dark days.

#

XD

dreamy tulip
#

Ah

#

You need the bluray

frosty vine
#

I regretted it almost immediately

#

Yeah

#

the disc version

#

I got it physical copy day 1 because I wanted to hold it in my hands

#

I should go back and test out RC 1 someday

dreamy tulip
#

I see

#

Well

frosty vine
dreamy tulip
#

You can find it discounted

#

If desired

frosty vine
#

Yeah, totally

dreamy tulip
#

Nadalee's bones mod

#

Cool beans

frosty vine
#

Ican probably get it for like 10 bucks

#

Yep

dreamy tulip
#

I pre-ordered on PC and always loved NMS

#

Been on it since day 1

#

But

frosty vine
#

I remember gettingi it on PC day 1

#

and hating it

dreamy tulip
#

I got it for $20 for the PS4 pro

frosty vine
#

because it was so poorly optimized

dreamy tulip
#

From Ebay

frosty vine
#

Woah, noice

#

What a steal

#

I feel like there were some things pathfinder did beetter

#

or maybe stuff you did better in pathfinder, Ray XD

#

Not much, because everything has been overhauled x10

#

but some things still

tawny peak
#

Just curious Rayrod, what kind of things are possible to change under the engine? like clearly you can fucking go nuts with generation, but is it just as easy to say, change how the grind works (on a technical level)

supple wadi
#

Grind's a lot easier, lol

dreamy tulip
#

@frosty vine What do you feel that I did better in PF?

supple wadi
#

If we wanted we could totally rebalance a lot of the grindy aspects of the game.

dreamy tulip
#

@tawny peak What gmr said is right

tawny peak
#

that gives me hope for modding, and for the vanilla game

#

Hopeful all round guys!

supple wadi
#

But there's a load going on there in terms of different techs/products/etc. and trying to feel out a good balance is tough.

dreamy tulip
#

I wrote this in the past in regard to what I'm doing:

"The game is actually more difficulty than vanilla with the mod, but there may be a few things that could make it be easier in some aspects; which I could null out for you.
So, even though it's largely exploration based
The game is also more difficult than default; with minor adjustments to prevent redundancy
So that you still need to grind, but it doesn't feel overwhelming and the exploration incentive keeps one going. I'm trying to create a good balance, making adjustments here and there to perfect that. :)"

supple wadi
#

What I feel is good balance may not match with others', after all.

tawny peak
#

What about going full space communism

#

knocking out money altogether πŸ˜›

supple wadi
#

Like personally I'd have everything stupid quick to gather and cheap as hell. πŸ˜›

#

But that doesn't make for great gameplay, and creative basically handles much of that.

frosty vine
#

But it's not anything worth re doing I don't think

dreamy tulip
#

There's always room for improvement πŸ˜›

frosty vine
supple wadi
#

But yeah, @tawny peak, if one wanted to, they could make everything basically free.

frosty vine
#

How is the BETA comnig?

dreamy tulip
#

It's coming

#

Have been working on it for the past 3 days, from the moment I wake up til the moment I sleep. Managed to get a lot done so far...

frosty vine
#

Immersion focused you say?

#

that's cool!

#

Love me some immersion XD

dreamy tulip
#

Yep

tawny peak
#

have you got a patreon?

dreamy tulip
#

I currently do not

#

It's been suggested a lot though

#

Getting 80-90 fps in dense forests now

frosty vine
#

does this immersive beta equate to more variety?

dreamy tulip
#

Yep, lots more

tawny peak
#

oh so these vids are of the immersion beta?

#

fuck they must be. I feel so immersed

tawny peak
#

haha rayrod you sly dog

#

I hear the interstellar theme in the second one

#

you aint fooling nobody πŸ˜›

narrow zinc
#

Interstellar πŸ’š

#

wth is wrong with discord

#

the emojis don't show up

#

ok it's just the ❀ emoji acting up

tawny peak
#

interstellars soundtrack is honestly so good

thin valve
#

Yes

narrow zinc
#

indeed

#

this movie is the best

#

🐴 πŸ‘ i luv it

narrow monolith
#

only mentioned to Ray yesterday about the Hans Zimmer Interstellar soundtrack on that video yesterday. Gotta be careful on Youtube, don't want a copyright strike.

#

@tawny peak Hans Zimmer is a god full stop

thin valve
#

Honestly that movie is what made me want to become a pysicist

#

The music made the that much better

narrow monolith
#

@thin valve yep, incredible soundtrack, incredible movie...Everytime I watch it, it hits me hard

thin valve
#

I only hate the wormholes interior

#

Everything else is soooooooooooooooooooo goood

narrow zinc
#

it's... invisible

#

or it isn't there at all

#

also, weird grass stripes

#

what's going on?

dreamy tulip
#

Working on fixing invibisble bases for the next BETA

narrow zinc
#

ok

#

so you can't make bases for now?

dreamy tulip
#

You can, it's the signal booster that's the issue

#

It's one of the things on my todo list

#

that I wrote.

narrow zinc
#

so how do i find bases without the booster?

dreamy tulip
#

You can build one

narrow zinc
#

i tried but it was marked as unclaimed even though i did claim it

#

(when i built the square one)

dreamy tulip
#

Is this for a mission?

narrow zinc
#

but when i built the round base and hired a construction specialist, it said "I'd better let him go on with his business"

#

and couldn't do anything with him

#

i never got any mission for building a base

#

i just wanted to build one

dreamy tulip
#

Np

narrow zinc
#

couldn't place anything in the square base

#

even though it was claimed

dreamy tulip
#

Okay, I'm working on it

narrow zinc
#

k

#

thanks

dreamy tulip
#

Okay, so... alike vanilla, there is a certain way that you have to add certain things to bases

#

You cannot place a construction terminal in the main base room

#

You have to do so in a new room, or floor

narrow zinc
#

oh

#

okay

#

i'll try that

dreamy tulip
#

That will work

#

Cool

#

Anyway, gonna figure out why the signal booster is acting weird.

narrow zinc
#

okay, should the overseer automatically show up?

#

because before i had to hire him.

#

and now he's just there and i cant do anything with him

#

oh wait

#

nope

#

he still doesn't wanna talk to me lol

#

ok it just fixed itself

warm thistle
#

Has anyone managed to find any fauna bigger than 10 meters?

lucid wigeon
#

Well if you scroll up, ull see a giant ass flying snake

#

So yes, people have

lime mesa
#

@Hoochmonkey6#9841 yes but the scanner get stuck at 10 meters

warm thistle
#

Ah just making sure I wasn't tripping out, thought I had seen one that measured at 15 meters but I'm pretty sure now that was a dream I had after binge playing nms. I hope one day the measurements are fixed so we can know the approximate size of them.

thin valve
#

@dreamy tulip you should make the old e3 frieghters actually freighters too since you made them pilotable ships too

dreamy tulip
#

@warm thistle Yeah

#

My ecology overhaul does that, there's some rare big creatures around πŸ˜›

lime mesa
#

Holy crap, look at the size of them feet.

#

What size did that animal measure at?

#

That's HUUUGE.

dreamy tulip
#

Oppressor11 took these screenshots on the overhaul

lime mesa
#

Amazing!

#

I haven't found anything near that huge.

dreamy tulip
#

The base game doesn't have them set to be allowed that big

#

I think creatures were allowed to be a bit bigger in 2016 though

#

Than how they are set now, but I haven't checked

lime mesa
#

I got my game setup with vanilla on one save which I disable mods for and another save purely for your mod that I obviously enable the mods on.

dreamy tulip
#

Awesome, the way that I prefer to do things (mod wise) and (ecology wise) is to not oversaturate things

#

I don't want every creature to big gigantic

#

or small

#

But it's nice to know that they are out there

#

Lots of variety

#

The next BETA will have a lot more ecology fixes and changes (+ other stuff)... I assembled 23 custom creatures so far

lime mesa
#

Nice!

lime mesa
#

I love that.

dreamy tulip
#

That guy is really good at his art

#

I love his stuff

lime mesa
#

Wow

#

I have only seen the "Going home" image.

#

Coming Home even.

#

I think I see it on reddit. The others I haven't seen.

dreamy tulip
#

Oh, I don't know if I've seen it πŸ˜„

lime mesa
#

That one was on the subreddit yesterday.

#

But the others I haven't seen!

dreamy tulip
#

Looks pretty πŸ˜ƒ

#

Ever seen CyberCyruses stuff? πŸ˜ƒ

#

We're going to work on somethhing together.. he's a good friend of mine

lime mesa
#

Dang, I have missed these too.

dreamy tulip
#

Mod related

lime mesa
#

Well that's somewhat exciting.

#

πŸ˜„

dreamy tulip
#

πŸ˜ƒ

median pollen
#

Soooo....what was that rather nice looking thing for?

dreamy tulip
#

My friend Cyrus is into filmography, graphic art, vr modeling etc... he freelances and works profesionally in different areas of expertise. But he made NMS fan videos there

#

I really like it, and it makes me want to mold the game to look as close as possible to that (with a mix of E3)

#

Going to try flying predators soon

clever adder
#

snak

#

do not step on it

supple wadi
#

The body scale needs to be trimmed a little, and should try to dig out a more snakelike head, I think.

dreamy tulip
#

Sure

supple wadi
#

But a nice start.

clever adder
#

@verbal cairn spends a lot of time looking at snakes he can help you

#

:smork:

supple wadi
#

lol

dreamy tulip
#

My ambition is to make something alike the original trailer

#

I just need to get it functional properly

#

Before doing other things

#

It's a work in progress

clever adder
#

will the snake slither πŸ€”

dreamy tulip
#

The one in the trailer was bigger

#

Though

supple wadi
#

Mm, I was thinking you might be going for normal snakes.

dreamy tulip
#

That too yeah

#

For the normal one, you think it should be smaller right?

#

Or thinner

#

I appreciate the input/suggestion

supple wadi
#

It depends on what kinda snake you're after, tbh.

clever adder
#

make a corn snake

dreamy tulip
#

Well, the one in the picture there... I'm thinking more-so of a snake slithering in the grass

supple wadi
#

But generally a snake's body is roughly cylindrical, and the head tapers off into a flatter portion, with some variance depending on the type of snake.

#

Basically you can do as you've done with skies and pull up some reference photos, pick a type you like the look of, and try to find something that matches with to a degree.

dreamy tulip
#

Thanks

#

Yeah

#

Makes sense

supple wadi
#

Right now I can tell right away that what you've now looks more akin to an eel than a snek. πŸ˜›

dreamy tulip
#

Yep, it's an eel

supple wadi
#

But I think there may be some eel-heads that look more like snakes, and I know there are some cobra-esque heads floating about.

dreamy tulip
#

I think the one used there is this:

#

That's the eel one

#

The actual snake one looks more so like a dragon

#

There's a few other files with snake parts

#

May take a look

#

Like the shark for example

#

Also, I've seen a PS4 build only snake reference (That might actually be the trailer snake)

#

I'll get deeper into it eventually, with an exploited ps4

#

No time atm

supple wadi
#

Yeah. Too many different things to adjust. πŸ˜›

dreamy tulip
#

Yeah, I need to fix all these reported issues and knock off this todo list of things that I want to try first

#

Almost done

#

But then I'll likely write up another list afterwards.... it's fun at the same time

#

And a great learning process

#

@supple wadi Working on anything new lately?

tawny peak
#

but remember kids, Don't approach any snake in the wild

#

cos fucking christ some of them will screw you over

supple wadi
#

I've been surveying the star systems recently to get a better handle on the biome probabilities.

dreamy tulip
#

Oh cool.

#

For the spectral class types right?

#

I recall seeing a wiki about it

#

In the past

#

Not sure if it changed though.

#

On 1.3

supple wadi
#

Not that, just the biome probabilities within like yellow/red/green/blue.

dreamy tulip
#

Ah

#

I've been looking into that too a bit

supple wadi
#

I know we have values for those in a file, but adjustments there don't translate as precisely as I'd like, so I'm trying to pin down why.

dreamy tulip
#

I was last night

#

Like, the values 1, 2

#

for example

#

I'm thinking either it increases the probability

#

Or... could it mean 2 lush planets possible?

#

I'm thinking the former

#

As always

#

But I do wonder what causes multiple biome types per system

#

Lest it's solely probability

supple wadi
#

It for sure sorta increases the probability, but cutting down to 0 isn't a certain: "This won't ever appear." Except in the case of Exotic planets.

#

So I'm thinking there may be some underlying values at play which those then act as a sort of modifier for in some way.

dreamy tulip
#

@tawny peak That would be cool to see

#

But I'm currently utilizing in-game assetts

#

I think what I have is the closest I can get atm πŸ˜›

tawny peak
#

woah, you've done all this without new assets?

dreamy tulip
#

@supple wadi That's interesting. πŸ˜ƒ

tawny peak
#

you absolute nutjob haha. thats crazy

supple wadi
#

lol, didn't I tell ya that over in the NMS channel? Chat mighta gone by too fast.

dreamy tulip
#

@tawny peak Yeah, I work with in-game assetts. There are a few things that aren't though

supple wadi
#

There's some custom assets mixed in, like ships, but those are adjusted by Krem to work in the game.

dreamy tulip
#

Yep

#

Those are not in-game assets

tawny peak
#

Yeah I was about to say with the ships. But it's amazing that you've done all of this just with whats in game already

dreamy tulip
#

Well, some are paritally there

#

partially

#

Not all

tawny peak
#

you've restored some of the e3 stuff right?

#

have you found like the e3 buildings? I loved the look of them

dreamy tulip
#

Yeah, lots of E3 features.... and more to come πŸ˜ƒ

#

I'll be working on those soon

tawny peak
#

cool

supple wadi
#

It's basically what many of us in the modding community have said for ages. Many of NMS' variation issues are more to do with distribution & arrangement than anything else.

dreamy tulip
#

Have been on my todo list for 4 months

supple wadi
#

RaY's work more or less proves a ton of that.

tawny peak
#

Its not the size that counts but what you do with it

supple wadi
#

Same with other less extensive biome mods, tbh.

dreamy tulip
#

Yeah

#

I'm an ocd perfectionist

#

And I have lots of stuff temporaily disabled

#

Until it meets my standard

tawny peak
#

whats like the probability of you reworking water? if the next update doesn't do it?

#

is that feasible or nah

dreamy tulip
#

So, the motive here is...

supple wadi
#

Which aspect of the water, lol

tawny peak
#

all of it

#

haha

#

the texture, the spawn rate, the physics

clever adder
#

joey just pour water on your screen

supple wadi
#

lol

tawny peak
#

βœ… solved

dreamy tulip
#

So the motive/ambition here is Quality over Quantity
Yet.... Quality and Quantity

supple wadi
#

Textures can be adjusted, "spawn rate" is an odd bit that can sorta be adjusted. Physics is...Mm, not entirely sure what of that we can mess with.

tawny peak
#

by spawn rate I mean generation sorry

supple wadi
#

Yeah, nah, I followed.

dreamy tulip
#

In regard to water... I have wroekd the water a lot with textures, and also a bit in the shaders.. (also included Lo2k's edits)

tawny peak
#

cool

supple wadi
#

It's something that can be messed with, for sure.

dreamy tulip
#

Well, Physics is another thing,... I messed with water physics a tiny bit

supple wadi
#

Like we can get tides working through shaders to a degree.

dreamy tulip
#

Not sure how much can be done with that

#

And the way water can spawn, I've done a lot with that

#

Within generation

#

It's voxel based

tawny peak
#

so flowing rivers and waterfalls would be tough?

dreamy tulip
#

I think so

tawny peak
#

damn

dreamy tulip
#

I bet it could be done with the shaders

tawny peak
#

damn dam

dreamy tulip
#

HG used shadertoy for a lot of things

clever adder
#

xddddd dam cause water

supple wadi
#

Yes & no, depending on which way you want to see. If you wanted an illusion, there's stuff that can be worked with to that end.

dreamy tulip
#

And there's really dynamic water that can be made in the shaders w/o the need for textures

tawny peak
#

I see.

dreamy tulip
#

The game actually does have a flowing liquid effect

tawny peak
#

it does?

#

haha

dreamy tulip
#

Just barely used, and not sure how far it could even be expanded

supple wadi
#

If you want a retro approach to a nice looking controlled flow effect, the game supports scrolling textures, so. lol

dreamy tulip
#

Yeah, the oil in abandoned buildings

#

But likely a scrolling

#

effect

#

Now that GMR said that

#

Not sure lol

#

But it legit looks like it's flowing

#

unless

#

It's a prop hanging down

#

With an oilish texture

#

And a scrolling effect

#

lol

#

idk

tawny peak
#

oh shit yeah you're right

#

I dunno, I just think some verticality with water just appeals to us for some reason

supple wadi
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There's also the weird orb plants on scorched planets.

dreamy tulip
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Oh yeah

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That oil looks more like that

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But I do recall that someone mentioned Sean at GDC talking about how they desire/intend to work more on the water

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And the terrain

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The water shader at E3 looked much better than now

tawny peak
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I'd love some avatar pillar cliffs with waterfalls just fucking rocketing down the sides

dreamy tulip
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Alike the clouds

supple wadi
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So like if someone wanted to, they could totally create some spring-like objects or even fountains probably, for some occasional isolated little flowing liquid bits.

dreamy tulip
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And planets, and planet visual variety imo

tawny peak
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yeah i noticed the water effects looked super good in the e3 demo

dreamy tulip
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Ah cool

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About the liquid bits statement

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And yeah it did

tawny peak
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its tough. I'm kinda thinking that NMS might be better off becoming more modular with its generation

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but I dunno

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having some set prop types instead of leaving the generation to chance

dreamy tulip
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You know what I would love?

tawny peak
#

what?

dreamy tulip
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Despite how broken and outdated it might be

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If we had an option to select an E3 build

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Via the menus

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But that would be extremely complicated to do I think xD

tawny peak
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Yeah

dreamy tulip
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Or imagine a portal taking you

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to a parallell universe

tawny peak
#

I'm sure they have the local files

dreamy tulip
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Of E3 Nostalgia

tawny peak
#

I'd love to see that nightime glowy planet

dreamy tulip
#

I partially got something like that working

tawny peak
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ooh

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hows the framerate with all the light effects going off?

dreamy tulip
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Perfectly fine on my end

supple wadi
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lol we should just pin your specs tho.

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Because you are running a pretty powerful config.

dreamy tulip
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My Specs:
NVIDIA GeForce GTX 1080 Amp Extreme!, 16GB Ram, Intel(R) Core(TM) i7-4960X CPU @ 3.60GHz (12 CPUs) ~3.6GHz, 8TB HDD, Samsung 256GB SSD, Windows 10 Pro 64-Bit

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It's a variation of a particular tree model, and likely other stuff going on

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But I also believe it relates to lighting and certain visual effects

tawny peak
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alright

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actually low key one of my biggest gripes with the game

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is the cockipt variety

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or lack thereof

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It just grinds my gears haha

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krem?

dreamy tulip
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Krem's moarships has more cockpit variety*

tawny peak
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oh

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cool

dreamy tulip
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Kept hitting enter prior to typing it all

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lol

tawny peak
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haha I hate that ay

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NMS vanilla could do with some ship decals

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also I saw his mod but I dunno. I'm not really into custom ships in that way.

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bit lore breaking and feels seperate from the vanilla stuff

dreamy tulip
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Ah, the overhaul mod utilizes lore only based ships

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And there's an extra file

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to add the rest

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And then there's the basebuild menu

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sec

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It's categorized in the way I set it up

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There's also a ufo in the files

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That's unused

tawny peak
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neat

dreamy tulip
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The first and second videos showcase a lot of things, but also unused creature assets

dreamy tulip
#

Off to sleep. Today, I ported all ecology data from every version of the game, including dozens of custom creatures that I assembled, and various E3 creatures that I assembled. I also added around 30,000 more rule variations for the creatures ontop of the former 25,000.

tawny peak
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sleep well earned

ruby torrent
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What is ecology data?

supple wadi
#

Ecology data likely encompasses the the how/where flora & fauna may appear. So probably carrying that over from previous biome settings.

dreamy tulip
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Ecology data as in creature related data and behavior

narrow monolith
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really looking forward to this next Beta, my ecology seems completely broken on every planet I land on. Nothing but flyers or planets that meant to have a dozen plus creatures yet I dont see one in hours of roaming.

west notch
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the last video you made RayRod is amazing

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i don't understand tho why with a GTX 1070, a I7-4770 and 12gb RAM my game doesn't go so well as in your videos. I understand you have a better level in your rig but it's not so far from my PC and the difference i see is big

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maybe it is something else slowing my game? when i play Fallout 4 i'm supposed to play it at Ultra but my PC can't play it in Ultra...

narrow monolith
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@dreamy tulip hi mate. Just watched your recent upload to YouTube. How do I get the external flying camera?

clever adder
#

chico you might be playing it at a higher resolution πŸ€”

narrow monolith
#

Ray doesnt specify what in game settings he is using, but I'm pretty sure he only plays at 1080p. I think on your rig you should be getting upwards of 60fps easy on a 1070 if you're at 1080p that is

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For reference I get around 70fps @ 1440p with the game maxed out on a 8700K @ 5GHz, 32GB DDR4 @ 3600mhz and a Vega 64 @1700/1100.

dreamy tulip
#

Temporarily waking up to answer a few questions

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@west notch

I'm playing at 1080p fully maxed out.

These are my specs:
NVIDIA GeForce GTX 1080 Amp Extreme!, 16GB Ram, Intel(R) Core(TM) i7-4960X CPU @ 3.60GHz (12 CPUs) ~3.6GHz, 8TB HDD, Samsung 256GB SSD, Windows 10 Pro 64-Bit

I'm not sure why the game is slow for you. However, the next BETA will have major performance optimizations. I know that one of the BETA's before the most recently uploaded one from a week ago or so lacked the perfomance hotfix. However, the new BETA will include the performance hotfix and various other performance adjustments that I made.

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@narrow monolith I'm going to inbox you a test file, maybe it will help.

#

No Man's Sky: RaYRoD's Overhaul: Planet Hopping and Sight Seeing:

In this video, I decided to explore a few random planets that I've found. Apart from that... the next immersion focused BETA that I'm nonstop working on is coming along very nicely, and I've gotten a lot done on my todo list. Lots more to do still before uploading it. :)

Additional Credits:
E3 Reaper ship courtesy of Hello Games and Krem

https://youtu.be/XoE2bbTBNeU

In this video, I decided to explore a few random planets that I've found. Apart from that... the next immersion focused BETA that I'm nonstop working on is...

β–Ά Play video
narrow zinc
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wait, 3rd person flight? waaaat

lime mesa
#

this guy is vanilla, fantastic beast is making him that huge

dreamy tulip
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@narrow zinc Yeah, I coded a 3rd person flight mod in C++

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It allows you to toggle in-between first and 3rd person view seamlessly.
Here's an older video of the mod (recorded by my friend Cyrus), from back when it was still in application form. Now it's a .dll that gets injected into the executable when inserted into the binaries folder with hotkeys:
https://www.youtube.com/watch?v=3aTjaRMY42I

RaYRoD's 3rd Person Flight Mod Introducing the first fully functional 3rd-person flight mod for No Man's Sky. I decided to update my old flight mod handling ...

β–Ά Play video
lime mesa
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@narrow zinc Rayrod uses a 3rd person flight already in the egine. He find a variable that make it available when changed. Another modder did a dll injection in c++ that allow to do it endlsessly. But the view is right behind the ship, its unplayable. And its very buggy. Rayrod cant update the mod cause he cant redo the dll without his modder friend.

narrow zinc
#

gotcha

narrow zinc
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it's the volcanic Yellowstone Lake btw

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that would be so cool to come across in NMS

dreamy tulip
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@narrow zinc Lakes like that are in the overhaul πŸ˜ƒ

dreamy tulip
#

Also, in regard to what @lime mesa said about my 3rd person flight mod:

The 3rd person flight mod that I coded in C++ is based off of an in-game mechanic that Hello Games added. It is a boolean that is marked by false by default. This may also be an indication that Hello Games may very well be implementing it in themselves. The mod is also hacking various other files, (mbins, global mbins, external files outside of the mbins), and is also changing the game's field of view in real time by tweaking the tkgraphicsettings file in-between in real-time in-between using various hotkeys

For me it is not buggy at all and it works fine. For some they experienced rare issues, but I haven't had the time to fix it yet.

What was really buggy and unplayable was this old method, (the one that Redmas once found was cool but extremly buggy and unuseable because you couldn't land and would crash). Sadly, that was a dead end.

Now, I understand that a lot of people have absolutely no clue at all in regard to how I made the thing... but yes, I can update it. I also have better news... It doesn't even need updating! :P
Thanks to the fact that I've found consistent patterns in the memory, it has worked for the past 3 updates. In the event that it stops working I will update it, without needing help from my modder friend whom I worked on the extension directly with. His dll is coded in C++. My extension is also coded in C++ and I still have my C++ base for my flight mod; where I am planning to look for any potential issues when I have time as I'm pre-occupied doing everything else at the moment. Prior to the mod being in .dll form I was updating it every update in filebased and executable form. There's multiple ways that I can make the mod, but it's on temporal hold.

So, if you wanna give it a try... i'll send you the file; it may even work fine for you, as it works flawlessly in my videos @narrow zinc.

Be back soon

lime mesa
#

I was talking about the lack of interrest in the chosen views. The way its placed makes you hit everything and is not fun at all. Talking about my feeling about using it. Also the views slider werent working for me. Thats why i did a mod that placed the cam the way i liked. My 3rd person was very playable but was never released because the landing crash was systematic. People asked to test it because it was fresh new at this time. So i leaked pak of it. The fact that people added it in their mods pack to download is not my problem : D

dreamy tulip
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@lime mesa I understand that you are salty, because I kindly asked you to remove my flight mod from your mod page (and that you were abusive towards me in dm over it) and that you've decided to transfer that attitude here. However, I think that it's best that you let the authors of their own mods, answer questions about their own mods. There was no need for you to go out of your way to discredit my work within the range of a question that was directed towards me. I don't want anything to do with you.