#nms-modding
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for example
But look at toxic and lush biomes for example
They are drastically different.
Variety/visual wise.
Ofc
They are varied differently.
A toxic biome should be paired with poisonous flora, and venomous creatures.
Yet they haven't that.
Yeah, I agree on that.
I'm referring to interactable objects
I mean
Are we talking about two different things?
Flora and creatures are interactive elements largely rendered hollow by current implementation.
I wonder why HG didn't restrict the toxic biomes to relevant creature types.
That can easily be done
I did so in the mod
Yeah, my mod has different flora functionalities and a lot of them interact different from one another.
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.
Is that something that you would like to see implemented into the game by HG?
Same with the flora.
It's something that I would like to see
There's dangerous flora in the game
unused
Yeah. I think it would be a tiny step towards helping realize the places as places.
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.
But something that feels more alive.
Is that it?
Like what you described about toxic biomes for exampl
Yeah, basically. That each has more to them than a different visor effect and hazard warning.
Yeah, that's what I'm aiming to do the furthest extent that I can push it with in-game assets ofc.
But a lot of things as we both know
Would need to be implemented by HG.
However, It's true that in general thngs with NMS could be pushed waaaaayyyyy further
with what's already here.
It's just time consuming to do so
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.
Yeah, every assett in the game could be re-worked.
Or a lot
Would make a huge difference overall
I felt the same way about the ecology
Actually
In the ecologytable that I'm working on... I thought to myself... "Why are there antelopes on toxic planets?"
So I had to do something about that
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.
And began to asemble certain custom creatures
From E3 files, that I researched, found the updated information for (As some things are outdated), and ported over
And restricted them to certain biome types
and also lowered the amount of life overrall and changed their probabilities
and setup dozens of rules per creature type and adjusted the values in a unique way for each of the rules
So that they should make sense
It's a small step
But I feel that it's a lot better than default
There's multiple ways to restrict creatures
Although, as discussed...
Creatures in their approach
needs to be ovehauled
On HG's end
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.
Like hopefully they add new animations, and new functionalities to them overall
Yeah
Well, I'm planning to do custom creatures
in time
It's possible
I prefer not to say too much about it though
Also
I guess working with what we have right now
There are more alien creatures, but cows and antelopes are the ones set to be the most common
There's a lot of things that can be done that would make a good difference
ecology wise
That I did on my end
The way I would go about that is...
I would restrict them to certain biomes, re work the actual table that it's being called in
And then in the datatable force them to only spawn when their id is being called
And also adjust the way those creatures behave, alongside their physical appearences
etc...
And go into the scenes and entities
And make further relevant adjustments
And look for anywhere else in the files where something could be potentially ported/crossed over into that creature file.
A few things I did for the ecology overhaul
Another thing @supple wadi
HG specified unique creatures with more advanced rules and appearences per biome pre release.
If that slot was utilized it would make a HUGE difference.
I've been working on it still
I'm porting ove those pre release creatures into the standard game and creating custom rules for them
Also, some of those older creatures have certain animations and behaviors that aren't currently utilized. It's quite interesting π
You know what would also be great?
More realistic creature sounds. π
Need to find out if the frequency has any relevancy for it in the creatureaudiotable
Or if the game chooses based on their size
I remember reading an article that talked about that
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.
This article talks about it
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.
Very little of the audio is procedurally created, only the creature vocals and background fauna. At the moment itβs 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.
I remember Paul Weir talking about it too
On stage
In regard to their custom creature synthesizer plugin
RIP
Game just crashed π¦
I keep crashing somehow
When entering planet
Let me try maybe its only one planet
My mission is on that planet tho
my jaw just dropped. Found a moon with endless forests, amazing
@thorn scarab That's awesome. I saw the pic, it was one of the procedural forests I did some time back
Nice discovery
Pretty π
No Man's Sky: RaYRoD's Overhaul - Tentacle Beach
https://youtu.be/8O1blyso20g
I'm heavily working on a new BETA. It will be purely immersion focused. I've compiled a giant to do list and knocked out a good portion of it today... and de...
So bloody good
Thanks!
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.
@warm thistle Thanks man, I'm heavily working on the next one still
@narrow zinc Are you still on that planet?
yes
Which mode?
Survival
If you archive your save game and send it to me, that would be helfpul
One moment
That works great
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.
fauna frequency varies by the fauna level of the planet(though rayrods mod might change that)
every time i get a new version of the mod i have to start a new save? D: @dreamy tulip
because the game crashed when I selected my save
I downloaded the latest version and I'm also getting some crashes
Not instantly though, only when entering the planet where my next mission is
I can't even access my save :(
@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.
alright, thanks
@past mulch
Oh forgot about that, will do it rn
it worked! thanks rayrod π
@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.
My pleasure
i was scared i was gonna lose all my progress π
The latest BETA (Not released yet) has a lot of rare crash fixes... but it's not fully finished.
Nah, no worries
The biome changed, biomes have unique leveling
oh
hahaha
well, at least i have a jetpack π
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
(i had no idea it was on C:)
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?
The HelloGames folder is sufficient enough :).
Alright
Regardless of what's inside
@dreamy tulip awesome Ray cant wait.
@narrow zinc There's 3 lush planets in this system
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?
One is a forest planet
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
In the meantime...
Great
I keep losing where it is lol
Sent a mail with the file π
Sweeeeeeeeeet
@past mulch Thank you. π
It's funny
Because Lo2k's mod is named "Where is my ship?"
Haha
I think HG originally inteded it to be that way, but I like the ship on the radar
more
Now that I've tried w/o
Me to...its hard enough in permadeath mode
Bloody love the way the flocks of birds fly around now
@narrow zinc Nice
Here's another planet I found in ur system
It was the one titled "Forest Planet" that I posted a pic of
I expanded the planet classes
via the language file, and it's relevant to the actual planet
Omg I'm so close on this planet....17/18 scanned now Ray
Come to moma 3,600,000 units
Just fixed all stretched crates, and a few other rare stretched things.
And making adjustments now to the ships, so they cannot fly that low @ kube
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.
Omg just walked into a stunning 46 slot fighter. I got to have it
I just found underwater grassy pillars
@narrow monolith , @north raft , @narrow zinc, @warm thistle How is terrain variety with the mod?
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?
Or does it feel repetitive.
I'm finding the variety very Good, but that's comparing it to vanilla so it's always going to feel great.
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.
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
That's great to hear... thanks for the input
I love the little e3 grunts haha evil little bastards
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
Lol
I wonder if somehing is wrong with the files
I'll send you something to your inbox, maybeit will help
Just sent
Wrong with my files I mean
π
Thx Ray. I've been on this planet now for 6 solid hours lol...god damn you completionist haha
No problem!
Running it now. What does it do?
More of my recent ecology changes that aren't released
I changed/adjusted a lot of things
Ok. Nothing new yet.
Are the ecology spawn percentages different depending on what mode is being played?
Yeah
I'm not done with the ecology yet though
Will be doing a lot more
This is very bare bones, but I'm working on a grassy plains biome
That looks damn beautiful, I can't wait
Thanks, it was just one of the things/ideas I wrote on my todo list
Lots more to be expected
I'm going to try to make different regions of this biome type have different kinds of grass more
Looks great that
Even in caves now
However, I'm considering a unique cave and underwater biome per biome type (If that biome is set to have caves or underwater)
down the line
I have that partially done, but not to my preference π
This biome can have grassy plains, grassy hills, grassy caves, grassy underwater plains, grassy water marshes, grassy resource deposit, and grassy pillars,
Going to make it procedural/different each time
And add different kinds of grass for this biome
before working on (maybe) adding other things to it
depending on how it turns out
Also, the new starter ship will actually be crashed now
Grassy resource deposit
Yeah, I'm gonna do the multi biomes soon
The bird decided to take a nap in the grass too lol (I shot it)
Awesome! That looks sick
Thanks... It was one of my custom E3 sky systems
That I found
I've been porting E3 skies over
and also doing custom skies (for all times of day) while looking outside my house and also on google
While also keeping the vanilla skies
And expanding fog colours and light colours etc...
Haven't done too much with the sun colours
do i still need to save at a freighter if i want to use the overhaul on an existing save after installation?
@old tendon No need anymore. π
The overhaul is now fully compatible with vanilla saves... except for vanilla bases.
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
Thanks, and I love it
It's fun to do different things
I like the feeling of having a lot of variety to explore
I just made those grassy plains biomes procedural
Tomorrow, I'll likely work on multi biomes
There's a lot I did recently
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
As the one's in vanilla lacked colission in some places
Also, sensible things should be able to be destroyed by the exocraft
huh this is weird, after installing the mod again my warp cell recipe didnt change
Those are a few changes from yesterday
wasnt it changed before?
Are you using any other mods atm?
i am not
i extracted the download from nexu using 7zip
right in pcbanks under a clean MODS folder
Can you send a screenshot of your mods folder?
yea sure
I want to see the combination of the overhaul mods
Also, can you elaborate a bit more on the issue? I'm trying to understand
Thanks
well when i booted
it didnt say "mod detected" wor whatever
*or
liek the message from hg
*like
huh
Okay, feel free to send that screenshot when you can
sure
I'll help you get the mod to load
Awesome
Okay, that's the issue
oh
What you need to do is take the contents out of that folder there
i take it, get that external folder out of there
No problem!
There's a few rare issues on the most recent uploaded version
But they are rare
So you know
But know that I'm heavily working on a newer version
That's solely immersion and stability focused
right, i saw the notes
And I'm listening carefully to people's feedback
Well, I didn't write anything about this in there
That's more so about "BETA" in generality
well i saw it somewhere
For the time being
Ah, fair enough π
Still heavily working on the next BETA that will be purely immersion and stability focused. I've compiled a giant to-do list of fixes, improvements, adjustments, noticeable changes, aesthetics, and new features. I've gotten a lot done so far... Just a heads up. :)
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.
will the mod immediately start affecting my current system and planet in terms of biomes/environs?
Bug reports are always appreciated. Yes.
Np! i'll report any bugs if i come across them
This also keeps the vanilla biomes in the game
Thanks
It adds to the game rather than replace
I figured.
I wouldn't be surprised if Sean offered you a position or interview at HG down the line
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.
I'll make sure to do that soon
In case anyone else might make the same mistake
My goodness
my first planet on this save, now its a corrosive icy planet
and there are flying insects
oh LOL
speaking of bugs
Lol
That does, adding it to my list. Thanks!
Yup!
lol, that's been a stubborn one.
it landed on the steam overlay itsfine
lol
Working on snowy forests next... and with new optimizations I'm getting 80FPS with this pic π
Doing performance optimizations to all procedural forest biomes
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.
Expect a huge performance boost on the next BETA
Testing out unique resource deposit biomes next
that's awesome!
HG needs to add this mod to an official update
I have an explanation for that @dreamy tulip @old tendon
It's because the entire radius of the planet you were on shrunk due to the mod making planet sizes differently
The ship however doesn't move to compensate
And remains landed at the height it was before you installed the mod
It happened to me on multiple saves
Both underground and above the surface
It's pretty strange
@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?
Redmas stuff was removed in the latest versions
ah ok, so if I want to reinstall all the extra ships, which mod will be needed?
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
There is still tons of ships from the moarships mod included
or what kind of ship was it?
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.
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
ah might have been this one
looks like ill need to install moarships mod then right?
its included so shouldn't be needed
@thin valve ah I see, thanks!
@thin valve @old tendon
Actually, that issue is related to something else.
Altering the planetary sizes and solar system scales should not cause a ship to do that when starting on a fresh save
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.
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.
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).
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
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.
@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.
I also love the Krant from Moarships π
Nice choice
:) yep didn't bother with redmas alternate ships seeing as the moarships has everything i need.
Just wanted to clean out my mod folder to see if that helped my ecology spawning situation.
Planet after planet the only fauna I now see are flyers. Really starting to frustrate me as I want to 100% a planet.
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. π
I'm heavily working on these things/multitudes of things (for the next BETA) and it's time consuming.
Na mate it's ok I'll just mess around until next version drops
Just finished Louil
We stopped in at one small No Man's Sky solar system and took a quick tour of five new, wildly different planets. ------------------------------Β---- Follow ...
what is Louil?
I posted a video of Louil
@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
@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
My pleasure
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
how does the sentinel starship i just bought work?
is it an item for my exosuit i take it?
*sentinel ship
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
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?
You're using the expanded ai ships?
yeah
Did you see the about.txt?
It's alright
I wrote
"This mod adds custom imported ship models into systems, and space stations, and as Ai"
Including the sentinel ships
π
got it, thankies
No problem
Stoian/@FlameBlind found one of the E3 Rhinos that I added and he made this art with it
do exocraft technologies i install apply to evey little buggy i spawn?
or only my current
In vanilla all the exocrafts of the same type is the same one, and shares an inventory. dunno if modded changes anything about that
thanks!
So all roamers is the same roamer, all nomads is the same nomad, all colossuses is the same colossus
That's epic man nice! What kindve rules did the e3 creatures and planets have? @dreamy tulip
thanks ket
@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
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?
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
Slight bug with these objects being extra large ?
nice
Oh I always thought that was intentional lol
That's beyond beautiful
I hope HG takes inspiration from you
bootiful
damn dude
I just stumbled into this channel
feels like i've fallen through the wardrobe into Narnia
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
false gek. π
Thanks man, I love the game that HG worked hard on for us... π
seriously tho, second gek is tired of our shit
Oppressor11 took those shots π
On the overhaul mod.
Yep
Ello
It's the onl way to play IMO
Thanks man, I'm also an avid ps4 player. I think NMS is beautiful in general haha
I mean, once you're done with the main game I guess
But I love the custom PC build that I'm working on
Nice to have the best of both versions
True dat
So any plans on doing some hardcore gameplay overhauls? no pressure, but I'm curious to see if its in the future
The next BETA will strongly be immersion focused :)
The one after that will be strongly gameplay focused.
Any ETA on that?
Although the overhaul mod does overhaul various aspects of gameplay
I've decided to go back in time a bit xD
I compiled a giant todo list and knocked out about a quarter of it so far
Just to look at what once was, during pathfinder
I also custom assembled all IGN footage Louil creatures, and finished the Louil biome
today
Because I came across a massive gallery of my old photos that would make DET blush XD
Well yesterday
Also congraats on the new creatures!
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
I forgot how cool these looked
Yeah, totally
I got it for $20 for the PS4 pro
because it was so poorly optimized
From Ebay
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
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)
Grind's a lot easier, lol
@frosty vine What do you feel that I did better in PF?
If we wanted we could totally rebalance a lot of the grindy aspects of the game.
@tawny peak What gmr said is right
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.
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. :)"
What I feel is good balance may not match with others', after all.
Like personally I'd have everything stupid quick to gather and cheap as hell. π
But that doesn't make for great gameplay, and creative basically handles much of that.
From what I remember, the water looked better, but maybe I had another mod installed. Also some weather effects looked better
But it's not anything worth re doing I don't think
There's always room for improvement π
It was just so cool to see this stuff again
But yeah, @tawny peak, if one wanted to, they could make everything basically free.
How is the BETA comnig?
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...
Yep
have you got a patreon?
I currently do not
It's been suggested a lot though
Getting 80-90 fps in dense forests now
does this immersive beta equate to more variety?
This was a random planet that I landed on with the Overhaul mod. Latest BETA update available here: https://www.nexusmods.com/nomanssky/mods/497/ This is mos...
Yep, lots more
I'm heavily working on a new BETA. It will be purely immersion focused. I've compiled a giant to do list and knocked out a good portion of it today... and de...
haha rayrod you sly dog
I hear the interstellar theme in the second one
you aint fooling nobody π
Interstellar π
wth is wrong with discord
the emojis don't show up
ok it's just the β€ emoji acting up
interstellars soundtrack is honestly so good
Yes
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
Honestly that movie is what made me want to become a pysicist
The music made the that much better
@thin valve yep, incredible soundtrack, incredible movie...Everytime I watch it, it hits me hard
@dreamy tulip
it's... invisible
or it isn't there at all
also, weird grass stripes
what's going on?
Working on fixing invibisble bases for the next BETA
You can, it's the signal booster that's the issue
It's one of the things on my todo list
that I wrote.
so how do i find bases without the booster?
You can build one
i tried but it was marked as unclaimed even though i did claim it
(when i built the square one)
Is this for a mission?
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
Np
Okay, I'm working on it
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
That will work
Cool
Anyway, gonna figure out why the signal booster is acting weird.
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
Has anyone managed to find any fauna bigger than 10 meters?
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.
@dreamy tulip you should make the old e3 frieghters actually freighters too since you made them pilotable ships too
@warm thistle Yeah
My ecology overhaul does that, there's some rare big creatures around π
Holy crap, look at the size of them feet.
What size did that animal measure at?
That's HUUUGE.
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
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.
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
Nice!
I love that.
That guy is really good at his art
I love his stuff
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.
Oh, I don't know if I've seen it π
Looks pretty π
Ever seen CyberCyruses stuff? π
A compilation of some work over the year. Happy Holidays, much more to come! Music: Hans Zimmer
Fan-Made CGI Teaser Trailer No Man's Sky CJK Version. A little tease for no man's sky, as well as in dedication to the Explore no man's sky community. Chec...
We're going to work on somethhing together.. he's a good friend of mine
A compilation of some work over the year. Happy Holidays, much more to come! Music: Hans Zimmer
Fan-Made CGI Teaser Trailer No Man's Sky CJK Version. A little tease for no man's sky, as well as in dedication to the Explore no man's sky community. Chec...
Dang, I have missed these too.
Mod related
π
Soooo....what was that rather nice looking thing for?
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)
Also, I like this planet that I landed on
Working on this snake
Going to try flying predators soon
The body scale needs to be trimmed a little, and should try to dig out a more snakelike head, I think.
Sure
But a nice start.
lol
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
will the snake slither π€
Mm, I was thinking you might be going for normal snakes.
That too yeah
For the normal one, you think it should be smaller right?
Or thinner
I appreciate the input/suggestion
It depends on what kinda snake you're after, tbh.
make a corn snake
Well, the one in the picture there... I'm thinking more-so of a snake slithering in the grass
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.
Right now I can tell right away that what you've now looks more akin to an eel than a snek. π
Yep, it's an eel
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.
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
Yeah. Too many different things to adjust. π
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?
please make a snake like my Queensland Tree Snake. they are cute
but remember kids, Don't approach any snake in the wild
cos fucking christ some of them will screw you over
I've been surveying the star systems recently to get a better handle on the biome probabilities.
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
Not that, just the biome probabilities within like yellow/red/green/blue.
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.
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
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.
@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 π
woah, you've done all this without new assets?
@supple wadi That's interesting. π
you absolute nutjob haha. thats crazy
lol, didn't I tell ya that over in the NMS channel? Chat mighta gone by too fast.
@tawny peak Yeah, I work with in-game assetts. There are a few things that aren't though
There's some custom assets mixed in, like ships, but those are adjusted by Krem to work in the game.
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
you've restored some of the e3 stuff right?
have you found like the e3 buildings? I loved the look of them
cool
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.
Have been on my todo list for 4 months
RaY's work more or less proves a ton of that.
Its not the size that counts but what you do with it
Same with other less extensive biome mods, tbh.
Yeah
I'm an ocd perfectionist
And I have lots of stuff temporaily disabled
Until it meets my standard
whats like the probability of you reworking water? if the next update doesn't do it?
is that feasible or nah
So, the motive here is...
Which aspect of the water, lol
joey just pour water on your screen
lol
β solved
So the motive/ambition here is Quality over Quantity
Yet.... Quality and Quantity
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.
by spawn rate I mean generation sorry
Yeah, nah, I followed.
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)
cool
It's something that can be messed with, for sure.
Well, Physics is another thing,... I messed with water physics a tiny bit
Like we can get tides working through shaders to a degree.
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
so flowing rivers and waterfalls would be tough?
I think so
damn
I bet it could be done with the shaders
damn dam
HG used shadertoy for a lot of things
xddddd dam cause water
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.
And there's really dynamic water that can be made in the shaders w/o the need for textures
I see.
The game actually does have a flowing liquid effect
Just barely used, and not sure how far it could even be expanded
If you want a retro approach to a nice looking controlled flow effect, the game supports scrolling textures, so. lol
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
oh shit yeah you're right
I dunno, I just think some verticality with water just appeals to us for some reason
There's also the weird orb plants on scorched planets.
Oh yeah
That oil looks more like that
But I do recall that someone mentioned Sean at GDC talking about how they desire/intend to work more on the water
And the terrain
The water shader at E3 looked much better than now
I'd love some avatar pillar cliffs with waterfalls just fucking rocketing down the sides
Alike the clouds
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.
And planets, and planet visual variety imo
yeah i noticed the water effects looked super good in the e3 demo
its tough. I'm kinda thinking that NMS might be better off becoming more modular with its generation
but I dunno
having some set prop types instead of leaving the generation to chance
You know what I would love?
what?
Despite how broken and outdated it might be
If we had an option to select an E3 build
Via the menus
But that would be extremely complicated to do I think xD
Yeah
I'm sure they have the local files
Of E3 Nostalgia
I'd love to see that nightime glowy planet
I partially got something like that working
Perfectly fine on my end
lol we should just pin your specs tho.
Because you are running a pretty powerful config.
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
It's a variation of a particular tree model, and likely other stuff going on
But I also believe it relates to lighting and certain visual effects
alright
actually low key one of my biggest gripes with the game
is the cockipt variety
or lack thereof
It just grinds my gears haha
krem?
Krem's moarships has more cockpit variety*
haha I hate that ay
NMS vanilla could do with some ship decals
also I saw his mod but I dunno. I'm not really into custom ships in that way.
bit lore breaking and feels seperate from the vanilla stuff
Ah, the overhaul mod utilizes lore only based ships
And there's an extra file
to add the rest
And then there's the basebuild menu
sec
It's categorized in the way I set it up
There's also a ufo in the files
That's unused
neat
"No Man's Sky: RaYRoD's Overhaul v10 BETA" allows for unpredictable and consistently unique exploration. It was dark here even in the daytime. My "ecology ov...
NexusMods Download Link: https://www.nexusmods.com/nomanssky/mods/497/ If you desire to support me for the time I spend into making these mods, you can here:...
This was a random island world that I landed on with pretty colors with the overhaul mod that also contains a complete visual overhaul. :) - Mod Downloadable...
The first and second videos showcase a lot of things, but also unused creature assets
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.
sleep well earned
What is ecology data?
Ecology data likely encompasses the the how/where flora & fauna may appear. So probably carrying that over from previous biome settings.
Ecology data as in creature related data and behavior
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.
the last video you made RayRod is amazing
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
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...
@dreamy tulip hi mate. Just watched your recent upload to YouTube. How do I get the external flying camera?
chico you might be playing it at a higher resolution π€
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
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.
Temporarily waking up to answer a few questions
@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.
@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
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...
wait, 3rd person flight? waaaat
@narrow zinc Yeah, I coded a 3rd person flight mod in C++
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 ...
@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.
gotcha
http://i1.wp.com/www.globallightminds.com/wp-content/uploads/2012/08/Morning-Glory-Rainbow-Pool-Yellowstone.jpg?fit=500%2C332 Is it possible to make lakes like this in NMS? @dreamy tulip
it's the volcanic Yellowstone Lake btw
that would be so cool to come across in NMS
@narrow zinc Lakes like that are in the overhaul π
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
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
@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.