#nms-modding
1 messages Β· Page 126 of 1
Depending on how you're doing it, @magic mirage might too
yea, by attaching them in the .texture.mbins somehow maybe
do what ? @supple wadi
See Krem's message above, figuring out proc colors for the shipwreck indicator
@cyan oracle Hi, depends on how you're utilizing it.
Are you spawning it via biomes?
Perhaps try utilizing this struct: TkProceduralTextureChosenOptionSampler
Alike how the frieghters for example use for their palettes.
I haven't messed with it much, as of yet. Can't promise it'll work for ya
If anyone uses RaYRoD's Overhaul, I'm considering some mod suggestions.
Anyone who likes to use this mod, any recommendations of some things that I could make/do? If it's reasonable and feasible... I'll add it to my todo list.
it's not spawning based on biome at all.. it's just spawning from a reference in the distressscene so probably not something that could be done without reworking a bunch of stuff..
Ah, I see. Scenegraph reference?
yea
Try spawning it via leveloneobjects (rather than a scenegraph) and upon "MatchGroundColor" try setting the Boolean to "True" rather than false... as a suggestion.
Or link levelone to that scene with the scenegraph
Hmm, yeah to get it to fit in with the environ would require a different approach like that, than simply setting up some procedural color selection as Nadalee does with her models
lol
That's a standard part typically attached to other structures, from what I recall
Ah, makes seense
Well, attached to or near other structures
Likely in a "PARTS" folder
Yup!
@dreamy tulip I don't have the latest beta version since I reset no man's sky a few times. also just wanna let you know that I was not trying to discount you or your work, just trying to make it obvious that there's a line between a game development studio and modders (the way I worded it could've been better)
good luck on the immersion update
@lime mesa Oh yeah, totally with that my dude! :)
I'd like to also let ya know, that was a genuine request on my end. That if there's any bugs that you've found/experienced... I'd greatly appreciate any reports in regard to them... as it's very helpful to me. Working to iron out all issues, or as many as I find with something of such a large scale.
Thanks for the encouragement and support
is the immersion update in the stage in which people with the beta can play it? I might be able to help test if you would want someone else to do that like the older versions
It's in a very good state, apart from some crucial things that I'm fixing as I write this. However, I'm trying to knock the rest of my stuff out and just release it for anyone
I want to expand a lot more with it, but lately... I've had a lack of energy (maybe not enough sleep).
I do have private test revisions that I upload, but even that (the current uploaded one) has some newly introduced issues that I'm ironing out.
It has to do with my procedural caves shown here:
(Finding them)
Eh, this tweet will do. There's a few pics there:
https://twitter.com/RaYRoD_TV/status/977984834084769792
But long story short... something involved with it is invoking a CTD. I'm on day 4 of working on a fix for it... but it's taking longer than usual because I've felt a lack of energy.
After I fix that, I have 5 other things that I'll work on next, and then the rest of my todo list.
Then NexusMods bug reports (in the event of some that I may have missed) and also email reports.
those mushrooms look cool
Thanks. I ported over a "YAVIL" cave biome from IGN footage and also added some extra things... and some other procedural things.
Two of the other pics from there are from Letkremov
An E3 biome
And one of them is just a grassy thing going on
But it's all procedural, so it'll be different each time
However, if there's any bugs that you remember
I'll know if it's fixed or not
it's been quite a while so my memory of them is scarce. I can recall a few but I think I also recall you responding to them quickly
like the drill, for instance, which confused me the most
(My fav. part of modding is always trying to sort out which bugs you introduced vs. which are just part of the core game π )
Oh yes, I remember that bug (something from Eucli-ea)
That's fixed, and yeah
That was confusing lol
This extension allows you to build with almost no restriction, even in mid air (Not In Space).
Ported over an asm script to C++. (Both of these files go into the Binaries folder, it's not compatible with ReShade).
I found a planet unlike ANYTHING else
The water level is so high, it hits the clouds.
This is the most amazing planet. I'll share tomorrow.
I need to get a list of the various properties in NMS (eg. all the weather types, fauna genders, economy types, etc), anyone able to lend a hand? π
great, and that's all up-to-date?
ohh, that's where it is in the game files? I was having a poke around last night but couldn't find them
Thanks @inland sky
I'm going to compile all of the lists into a spreadsheet so data can easily be grabbed for my project and anyone else who wants to use it: https://airtable.com/shr4ItbRG9gRHsjND
anyone know the valid playerstate for being in your ship? I thought it was "InShip"... but not having luck w/ that
for save editing or modding?
entity modding
then no clue
I've only seen InShip
yea, I think it is InShip.. but I had the file in the wrong path..
still didn't work nonetheless π¦
Did you adjust the ranges to ensure it would click @cyan oracle?
nah, didn't have time to get to that earlier.. but I tried scaling the size of the PortalTrigger locator and it did nothing..
Hmm. It can be finicky.
I definitely had it working with my fireworks launchers for a bit, but decided it was a tad too flaky for my tastes so scrapped it
got it working, but will only work for "OnFoot" π¦
π€
something to do with the one button.entity.mbin activating the portaltrigger..
<Property name="Trigger" value="GcPlayerNearbyEvent.xml">
<Property name="RequirePlayerAction" value="InShip" />
<Property name="Distance" value="750" />
<Property name="Angle" value="360" />
<Property name="AnglePlayerRelative" value="False" />
<Property name="AngleOffset" value="0" />
<Property name="AngleReflected" value="False" />
<Property name="AngleMinDistance" value="1" />
<Property name="DistanceCheckType" value="Radius" />
<Property name="Inverse" value="False" />
</Property>```
I created a 2nd portaltrigger at the very top of the portal and scaled it up in size so a ship can fit thru it.. but ship just flies straight thru... Jetpack to it and it ports me
so I think i need to figure out a way the one button can use two entities.. one for onfoot at the bottom, and one for inship at the top.. but I'm no good with entities
That's how my trigger looked when testing it out with my fireworks, for what it's worth
yea, that's how I had mine set, and I'd just fly thru the portal π¦
gunna try more after dinner...
Have you tried separating them out, such that the InShip proximity entity was attached to a locator set around the top of the portal, or whatever you're connecting it to?
(For later, at any rate)
That would be my recommendation, as decoupling entities and attaching to separate parts (be it mesh/locator, or however) seems to better ensure they'll work separately.
sadly, the portaltrigger entities have no "RequirePlayerAction".. the only thing special about the portal\portal\entities\portaltrigger entity is:
<Property name="VolumeTriggerType" value="TkVolumeTriggerType.xml">
<Property name="VolumeTriggerType" value="Portal" />
</Property>
and if I change that VolumeTriggerType to "Open", it doesn't port me..
That shouldn't be creating issues, I don't think. π€
@cyan oracle what are you trying to do?
π€¦
@cyan oracle if you want to have it so that you warp when close to a portal (or something to that effect), you need to use a blackhole warp, not a portal warp.
Portal warps will only activate when on foot I believe, and blackhole ones will only work when in a ship
so if you are trying to trigger an event to cause the portal warp effect to occur, nothing will happen while in ship because the warp type can't handle you being in a ship
usually when you get out it will trigger
I haven't tested that, but the exact opposite happens with the blackhole warp. If you trigger it while on foot, nothing happens, until you enter your ship then ZOOOM!
lol
@obsidian tree yea, I know.. I actually mentioned the blackhole scene specifically when explaining that exact same thing to the person that requested the mod in the first place..
even shot a video of the "spacewalk thru the blackhole"
https://www.youtube.com/watch?v=wolEdnUXMK0
Shot a video of my descent from my freighter to a Black Hole to record what would happen. Do you want to watch the video, or click "SHOW MORE" to skip ahead ...
problem is, setting it as a black hole will send a player randomly some where.. where as the request was to be teleport the ship to the other side of the portal (like the teleport terminus does with your base or a space station), I doubt that's even possible, so I figured if I could activate the portal to accept a ship, the ship can fly thru there maybe..
but I think it's something to do with the portal itself.. it no likes ships.. cause on the other side, no AI was spawned or generated and all crash sites were vacant of any crashed ships..
ah yeah, probably not possible without some kind of exe wizardry (like set the state of the player to be on foot somehow or soemthing..)
so in short, I don't think it's going to be possible to do what I was trying.. best option is what you suggested.. portal for OnFoot at the base and then a black hole a top the portal
I don't know if you have looked into it, but something I have wanted people to really utilise is the fact you can trigger action triggers from interactions now
they added it in 1.3, I think it is maybe used by the game once, but it opens up rediculous custom interactions
I'm not into NMS modding (yet) but that sounds really useful
what kind of interactions?
interactions are anything that involves dialogue options
Just released the NMS Annotation Script Generator! This should make understanding the Tech/Product/Substance Tables much easier!
https://github.com/GmrLeon/NMS-Annotation-Script-Generator
(also yes it is the sloppiest code)
Thank you so much! This will help so many other projects in the near future!
Btw @inland sky this was what I was telling ya about, may help a bit with some of your data mining, especially once I get around to making it generate a Puzzle Table Annotation script
Heh, so making custom grass works.
I just made 5 more grass variations
Working on an opengl hook
No Man's Sky: RaYRoD's Overhaul (Immersion Update) - A few Procedural Forests
I'm still heavily working on the "Immersion Update"! :)
``Extra Credits:
The last two images from RaYRoD's Overhaul are by Oppressor11, and Xolerate
HG-X Ship by Krem
Song Credits:
Closer in the water by HelloMeteor``
I'm still heavily working on the "Immersion Update"! :) I'm aiming to make the wait worth it! Also, I plan to release it prior to the next official update......
Omg
The forest in that video is amazing!
Can that planet be traveled to, to see that, once you release the immersion stuff?
*The first forest, with all the fog.
@random flint Thank you! I think the biome shifted, and it's flora related seeds changed, as that was recorded about 5 private versions back where I've changed a lot. However, they are definitely possible and out there.
o.o
Okay, I'll have to happen across one then. That's the sorta forest that I was talking to Leon about, roughly a week ago.
I wanted to find one, lol.
@obsidian tree I was playing in the entities for the portal all day yesterday and will try a little more today.. I also need to build an entity file to create a purchase menu (like the basebuilding blueprint vendor) where players can buy my custom ships instead of having to wait for AI.. think that's a custom interaction that can be doable?
With the new, more advanced alien puzzle table stuff I think it probably would be possible. Since you can now make more complex branching dialogues I think. You'd just need to be careful about how you do it.
I don't think you'd get something like the blueprints vendor, but you could make something similar
Oof, @dreamy tulip just checked out your video above, the grass change really doesn't feel right to me. Maybe I'm in the minority on that, but making it not follow the player's gaze quickly reveals its 2D nature.
@supple wadi Will consider adding the billboard flag back π
When I was playing with the billboard flag, it looked worse imo
As the new grass doesn't use it
The new grass uses what's displayed in the video.
Introduced on 1.38
So, it should be the same as vanilla
Unless I'm missing something?
But you applied that billboard removal to grasses which did use them, yeah?
Those I think should retain that, personally, but it may just be me.
I think the absence of billboarding works with the new grass simply because it's designed without it in mind
I think the billboard grass is a particular type of grass for the use of the billboard flag. But what if it was named that, because they added that flag there optionally? I'm not sure. But I did add the newer flags to that type. Because, when it was utilizing the billboard flag... it would rotate on the ground and look a bit weird/out of place. (This grass was used on older versions pre-AR). I think that the only difference between the old and the new are a few different flags, as the texture is just a texture.
Will look more into it
That's uh, yeah, sorta what I was trying to say with those that use the billboarding flags. Albeit I don't think it was meant to be optional, but π€·
grass is tough, lol
Yeah, not sure how much the old and the new differ haha
I mean
What if the only difference is that flag
No idea yet haha
Well, hopefully HG makes a proper 3D model for grass one day.
I was adding some new grass types
To me it looks better when it tries to match your view, as it can create an illusion of depth
Nah, 3D Grass won't be added
That would honestly be nuts to add 3D grass, lol
Same here, yeah, lol
I think they all typically use 2D sprites with billboarding to create an illusion of depth
BDO?
Black desert online.
Oh, not familiar enough to say
It's very likely it's some clever rendering magic though, tbh
Okay, well I hope HG adds grass like that then. <.<
The newer grass actually does this pretty well to a degree
As it kind of clusters together the grass and sets it low so you don't find yourself noticing the gaps as much
But it has its own sets of issues here & there
I think that may be part of April Fool's, lol
Yup, that latlmes site is a great rick roll thing.
The first one I saw was a link where Trump had declared a nuclear war on north korea.
lol
This that I posted earlier is my latest Python work @dreamy tulip: https://github.com/GmrLeon/NMS-Annotation-Script-Generator
Nice!
@dreamy tulip Ray, could I request a standalone of your HUD and Pathfinder restoring paks? I'd like to record an aesthetic session for a friend of mine.
I'll ask my friend Stoian first, as we worked on the new E3 HUD together and I think it may be reserved for the next release with the overhaul (Not sure if he will want it isolated or yet).
I can def do the pathfinder restoration file though
W/o a doubt
Thank you!
Cool beans... won't be able to do it tonight though
I think I need to rest, have been up too long
Of course
Be back soon
In more serious terms I attached an entity with a rotation component to the planet mesh, @lime mesa
However at more realistic speeds it shows its faults, and would probably require some shader adjustments to appear properly. In fact, it would probably be far better to do entirely in the shaders, if I knew how.
Nah, both are
But it's strictly a visuals thing for the planet terrain. You land, the terrain won't be running out from beneath your ship or your feet
So it's not actually a generated planet?
Nah, it's still a generated planet
You can go and land on it, it's just that you won't have to worry about the terrain you approach spinning around as quickly as it looks like it should from space
If that makes sense
What you see from space is just a fake rendering of the planet. It is this render that rotates, not the planet itself
Just diagnosed and fixed 4 major crashes that I found
They were ecology related.
Misdirected filepaths
Just fixed another
smh

No Man's Sky: RaYRoD's Overhaul - A Procedural Forest
(Work In Progress, Immersion Update)
Wow great screenshots, canβt wait for the immersion update π @dreamy tulip
Nice! @dreamy tulip
π
that trade station underwater is pretty cool.. only be better if our spacesuits functioned normally underwater... provides us air on any planet at any time, but depletes underwater..
I kinda translate that as able to reprocess gases but not convert liquids to breathable gases
Just got back
I always found that UI data on "New Eridu" to be interesting
With that old periodic table
On the bottom left
I'm glad they didn't keep it, given it's mostly just flavor text
Yeah, it probably was just flavor text. I do remember Sean talking about a different periodic table that they had made though...
Not sure if it's related to that
But if they ever did anything like that, and it had actual depth to it... I'd love it
I like what I think is their current version of it, which is planet data viewable in the Analysis Visor
Trying to add that to the lower left HUD would make it way too off balance and dense
is it just me or does that look more like a submarine than a crashed ship?
I think it's mostly the angle. When the camera sweeps over to get a better view it looks more like a ship
I wonder when they'll sort out the water visuals. It's bizarre how much they've backtracked on that
Yeah, the analysis visor aspect is cool too
It just looked as if the way that planets were planned to be were more alienish
And had more depth to the environments
Would anyone like to test the 3rd person flight mod that I made non public to do some maintenance on it?
Thanks to @random flint for testing around with it, I think the solution (to why some people were having crashes when using certain hotkeys may be found)
However, I'm looking for someone to test that solution/what fixed it for him.
Yeah, I'm looking for anyone. Because if it works for someone else as well... than it might give reason to include it with some instructions on how to ensure that it works
It works flawless for me, but I really want to be sure
I'd be happy to give it a go, to see if it works for me.
The thing causing it to crash for me, was locking my fps at 60.
At the max fps - 160 - it worked fine.
Sorry, I think I'm being an idiot. I re-read what you typed, and I guess I completely misunderstood. I thought you were saying you had created a new file or something, and needed anyone to test it. Apperantly that's not the case, and it's the same one as before. You just want someone else to test it, and verify what I did, right?
You're not an idiot, but yeah that's correct. Looking for another 3rd person flight mod tester to try that method π
π€· I could give it a go, I s'pose. Simple toss in certain directory then hit hotkey noted in readme or whatever?
Thanks
Yessir
That's all π
One moment
Looking for the file
@random flint Do you still have it?
lol
I still have the source tucked away somewhere, but would be better to use just use the already compiled one
Thanks!
What's the basic readme I should know for config & use? Toss over in Binaries and then...?
To use this mod... simply drop the "opengl32.dll" into your binaries folder and run the game.
Hotkeys:
1 = 3rd Person On/Off
2 = Field Of View 80
3 = Field Of View 100
4 = Field of View 120
5 = Field Of View 140
6 = Field Of View 160
0 = Ship Camera Fix + Field Of View Enable (This is essential)
Installation
To use this mod... simply download the mod from this page and drop "RaYRoD's 3rd Person Flight.NMS" into your No Man's Sky Binaries Folder "No Man's SkyBinaries"
From the files ^
Both go into binaries.
Cheers!
So, in a nutshell what you'll be testing is pressing the 2 key within a ship, and seeing if you crash.
NMS' windowed centering function needs a slight tweak so it's not cutting into the taskbar. >_>
Set your fps to 60, and then press 2 in a ship. If you crash, you've replicated the issue.
And crash, lol
@dreamy tulip there we go lol.
Yup, that's what I was saying lol.
You typically use this in full screen I'm guessing? π
@supple wadi, in the graphics settings, set your fps to 160 and press the 2 key within a ship.
Okay, set at Max it works. Although it certainly doesn't seem to play well with Tethered
Thank you! So that looks like the fix π
So, I suggest pressing 0
After pressing 1 to toggle it on
And then selecting a fov key with 2-6
I've been flipping through those the past few minutes, lol
Here's my recommendation for advice for mouse & keyboard users:
-If using Tethered flight controls, switch to Locked. (Tethered honestly just feels much too unwieldy in third-person.)
-Rely more on the turn controls than the mouse turn, as the camera seems to try to recenter itself constantly.
I'm not sure how much of that you may have already known, since if I'm not mistaken you tend to use a custom DS4 config.
Oh yeah, using keys bound to turn makes it much smoother
By the by, this is easily one of my favorite parts of your work RaY. Glad we were able to nail down crash cause, at least to some extent.
Thank you!
I appreciate it
And I'm glad that this fix works
I use a DS4 controller, indeed
lol less a fix and more a workaround, but yeah, good that it works!
True! I still wonder what could be the cause lol
The very first verson of NMS
Also... it looks like a concept, but it's not
That ship still exists
^ And I used to think that the bottom left pic was a concept, but turns out not to be
This is a tad interesting: https://www.reddit.com/r/NoMansSkyTheGame/comments/89hbxa/ive_seen_the_gdc_2018_talk/
Not a ton reported in, but still
The gist of that post:
https://i.imgur.com/QMn9mKw.png
https://i.imgur.com/7ORMUfi.png
@echo oxide check this out dude!
Mmhmm!
I was digging about the files and found them still intact, just needed an entity swap!
This is amazing
That's so cool. It makes you wonder why they didn't use these assets to create more variety
Well here's part of why: they didn't have them all done.
This only uses what they had finished. They had 5 more beyond this in the works to cycle through.
Oh and something else fun to know: they weren't all just language stones. π
Nothing extraordinary mind, but they could surprise you a little.
π€
I think they may have intended a little something else so it wouldn't just be kind of a, "Wait but this helped me last time why is it doing this now?!" However the traces for that don't seem to remain from what I can find.
Well either that or HG wanted to be kind of dickish with interactions before
Hey peeps, is it actually possible to throw new shapes for animals in the "procedural engine" ? So you see more variants and such...?
And if so, did someone tried it? Is it better..? Or is the procedural engine on that part... bad ?
Don't think anyone's really tried it, mostly due to not being able to create creature animations to pair with them. However, you could add some more ornamentation, and other parts that don't necessarily animate to add some variety.
Oh okay, it doesn't have the same sort of system like "Spore" did? Since you could build whatever you wanted there & it would still be animated as it could reason.. somewhat.. the legs from the arms etc.
I hope they'll get around that in NMS 2
If they ever dare to make that π
Haha, not at all really. We've had to build our own tools to allow for the import of custom models, which is why we're limited with regards to creature/character animations.
Also, for those interested, I just updated Atlas Language Assistant with the more diverse props! Check it out if ya want! @echo oxide & @worn bison.
(p.s. sorry to the 6 people that downloaded it yesterday)
What were the other interactions that language stones had?
Similar to knowledge stones, just different "rewards".
Ah cool
Hi @dreamy tulip About 3rd_Person_Flight: I tried it and it works but will crash each time as soon I press 0(zero) (after 1 like you suggested). I am on PC/Steam win 10 pro all updates (OS and NMS). Any suggestions...
@weary ruin, I take it you didn't bother to read anything above?
@weary ruin
Set your fps ingame, to max. It'll stop crashing.
@weary ruin Do you have the OpenGL32.dll file in your binaries folder?
The one that comes with the mod.
Can you humour me, and check your graphics settings in the file? Make sure it's set to 160.
and a log file got created there saying: -->| RaYRoD's 3rd Person Flight Mod | Created By RaYRoD & Ported By MojoW |<--
The TKGRAPHICSSETTINGS.MXML file, in C:\Program Files (x86)\Steam\SteamApps\common\No Man's Sky\Binaries\SETTINGS.
ok, one moment
This bit, should be at 160:
<Property name="MaxframeRate" value="160" />
says: <Property name="MaxframeRate" value="160" />
I use Notepad++
Would you mind pasting the contents of the log, to pastebin and linking it here?
injector.log says:
-->| NMS Injector | Created By MojoW |<--
RaYRoDs_3rd_Person_Flight.NMS | Injected Succesfully | Address: 00007FFF8ACD0000
how do you make those "quotes"
?
```text here```
RaYRoD Mod.log: '''-->| RaYRoD's 3rd Person Flight Mod | Created By RaYRoD & Ported By MojoW |<--'''
I see thanks
Yeah, so the mod functioned properly. It didn't report a crash at all.
That's what it was doing to me.
Um
no report, just win10 crash message, usual stuff
gtg, lunch time with wife, back later
@weary ruin, when you get back could you please erase the contents of your current TKGRAPHICSSETTINGS.MXML file, and replace it with this? https://pastebin.com/GKjQBRpE
It's the settings that Rayrod uses, which he posted back on the 21st.
I copied it from the code block he sent on here, and stuck it in a pastebin.
Waiting on them to get back, and use your copy of the graphics settings.
They went for lunch.
Thanks for looking out
Mhm.
No Man's Sky: RaYRoD's Overhaul (Immersion Update) - Tropical Forest Exploration
``Exploring a random planet on the work in progress Immersion Update for RaYRoD's Overhaul.
Extra Credits:
HelloGames and Krem - The HG-X ship has been assembled from in-game assets.``
Exploring a random planet on the work in progress Immersion Update for RaYRoD's Overhaul. Extra Credits: HelloGames and Krem - The HG-X ship has been assembl...
@dreamy tulip @random flint Back
downloaded TKGRAPHICSSETTINGS.MXML file, corrected monitors type by replacing lines from original. Then tried again NMS. Same thing. Once inside ship, pressed 1 then 0 and got crash.
NMS Injector.log: ```-->| NMS Injector | Created By MojoW |<--
RaYRoDs_3rd_Person_Flight.NMS | Injected Succesfully | Address: 00007FFF9B0E0000```
RaYRoD Mod.log: ```-->| RaYRoD's 3rd Person Flight Mod | Created By RaYRoD & Ported By MojoW |<--
nothing else
except win10 crash message with Debug and Cancel
@dreamy tulip, any ideas?
anyway I can debug this with x64dbg?
I posted my windows error log on here, back on the 21st when I was getting that crash. Didn't seem to be of any help, though.
Where?
Are you using any mods in particular?
no other mod
I suspect it's related to the closed source opengl32.dll made by my friend who disappeared
I'm going to make my own injector, perhaps by then it'll work better
The extension is mine though
win event log: Faulting application name: NMS.exe, version: 0.1.0.0, time stamp: 0x59ce2f3c Faulting module name: RaYRoDs_3rd_Person_Flight.NMS, version: 1.0.0.0, time stamp: 0x59be5fee Exception code: 0xc0000005 Fault offset: 0x000000000000190b Faulting process ID: 0x134710 Faulting application start time: 0x01d3cc4b6c38fa47 Faulting application path: F:\Program Files (x86)\Steam\steamapps\common\No Man's Sky\Binaries\NMS.exe Faulting module path: F:\Program Files (x86)\Steam\steamapps\common\No Man's Sky\Binaries\RaYRoDs_3rd_Person_Flight.NMS Report ID: b8df142b-b26c-4dd8-9873-e347403ff0dd Faulting package full name: Faulting package-relative application ID:
and before that: Faulting application name: NMS.exe, version: 0.1.0.0, time stamp: 0x59ce2f3c Faulting module name: RaYRoDs_3rd_Person_Flight.NMS, version: 1.0.0.0, time stamp: 0x59be5fee Exception code: 0xc0000005 Fault offset: 0x000000000000190b Faulting process ID: 0x2254f4 Faulting application start time: 0x01d3cc2604172ea6 Faulting application path: F:\Program Files (x86)\Steam\steamapps\common\No Man's Sky\Binaries\NMS.exe Faulting module path: F:\Program Files (x86)\Steam\steamapps\common\No Man's Sky\Binaries\RaYRoDs_3rd_Person_Flight.NMS Report ID: b9560c05-ccc0-4356-adce-9f2dcc35d3ef Faulting package full name: Faulting package-relative application ID:
Yeah, not much that I can do about that atm
Let me know if you need more testing π
Will do π
Thank you.
There's a few ideas, that I'll consider trying soon
But atm I'm occupied with something
Currently adding layers of variety, to layers of variety, on top of layers of variety, assembled in a way that consists of layers of variety
In other words: Extremely tedious, mind-numbing work that takes a lot of time and effort?
And one thing that caught my attention is that vanilla isn't utilizing the procedural resource based plants
o.o
The one's used pre-release are renamed
Alowing the game atm to be able to utilize all of them
And also porting over some E3 resource plant appearences
Leon said there's a lot of stuff HG isn't utilising, in the files, right? Like unused structures and models, and whatnot?
He said it too though, but yeah it's true
No one has scratched the surface, even with all that I've done thus far
You and Leon chat the most in here, so sometimes I get you and him mixed up when recalling what people have said.
Vanilla uses like 1 appearance for the resource-based plants... like, thamium9, platinum, etc... They chose to use non proc plants, and there's like 2 other procedural files for each (with tons of parts and variety). Now all of them will be able to be utilized, alongside certain extra specified combinations that can spawn alike E3.
I might just wait for the full release of Ambient, since I can't even get it to work either.
does the save editing not quite have full functionality either?
It's just generally unfinished. There's a lot of issues with camera angles. One camera angle in particular just zooms right into the back of freighters through their engines. There are only two tracks assigned to play, too.
ah ok
Mhmm.
I found the variable in memory that tells the game what mode it is in, so could swap between modes in real time
Can confirm.
the ambient one just didn't work well lol
but I wanted to see whether the info is in the exe to have it as a possible game type
and as you can see, it's there
Terrain tracking is a bit wonky, if you'd like to see.
but I had to replace the creative one
but also, clicking on it loaded creative, not ambient, but I can't figure out how the exe gets what mode to start when you click on a button :/
I can see the memory address it reads the selected value from, but not how that memory address is assigned...
PCBANKS
Thanks
How soon will ambient mode be supported
That's the only reason I'm shutting off the overhaul lol
Have yet to try it
It's actually been helpful with testing/fixing some things
Nice
on my behalf
@thin valve Yeah I haven't been able to get it either
Send me your hellogames folder
@frosty vine
In %appdata%
And also @thin valve if you'd like
Alright
would that be my saves folder/
Press Ctrl+R
Type %appdata%
Click "OK"
And zip the HelloGames folder in there
and send it my way, If you'd like
I'll add ambient to it
Or just convert my save
So you can use it
I just need certain info to do it, particularly... your HelloGames folder
Yeah got it
I can't get ambient mode on normal either
I swear I updated
Hold on
Maybe I'm doing this wrong
My pleasure
o.o
That's... actually interesting.
I had something like that happen before, with RuneScape.
Just strange optimisation stuff.
Ah cool
Went from a solid 65fps in the dense forest in this video:
Exploring a random planet on the work in progress Immersion Update for RaYRoD's Overhaul. Extra Credits: HelloGames and Krem - The HG-X ship has been assembl...
To now 85fps
solid
You made the 8k grass thing?
yea
You likely did far better at it, than HG.
It's my pathfinder mod updated
HG's grass probably had poor optimisation or something; idk what, but clearly the way you did your grass, was superior.
Good optimisation can go a long way.
That middle image looks like it could be Mars, before it turned into a dead planet.
Okay, that's terrifying.
I'd nope out of that planet, about as quickly as I'd run from an ocean planet.
I like that one, lol.
It looks like a slightly alien version of an African savanna.
π
What is that flying ball thing I keep seeing in ambient mode videos? Are those the drones HG talked about that they used before release to quickly find interesting things in their galaxy?
@marsh aurora they're the little drones in freighter bridges atm. I think they're just placeholder for Ambient Mode.
The actual debug tools likely don't use them.
Just some placeholder stuff I imagine
Kinda give the feel as if it's guiding you maybe
π€·
Also @dreamy tulip if we're entirely clear here, it really looks as though many more parts were meant to be a different sort of proc-gen than we have now.
Far more seed based generations of stuff, but how that affected output is unclear
wait a sec, @cinder delta weren't you in the modding server at one point? π€
Ah nevermind. You remember how you covered the missing parts of some languages? If so, we might wanna look into covering that for the Atlas Interfaces too, apparently.
Agh you pinged me and I thought WT stuff was happening lol
What sorta stuff is missing for Atlas Interfaces?
Yeah, the trader dialogue fix or something
That's what needs to be figured out now. A quick compare of the dialogues and the words available to learn would do the trick
Oh as in like, yeah, no i get what you mean
also when have i ever pinged someone for WT stuff, lol
I think it was discovered at some point that the Atlas interfaces don't actually use the Atlas language
π€
That doesn't click, I checked it with them during some of my testing for ALA
Maybe it was a misunderstanding due to the missing words, lol
That's entirely possible,
I've entirely forgotten pretty much everything about this tbh π
Alright well I've managed to find the Atlas language so that's a good start lol
lol, I was afraid of that
Ah okay found all the files π
So basically all I need to do is know what all of the Atlas interfaces are supposed to say, and check that those words exist in the Atlas language
and if they don't I just need to add them
<TITLE>The Atlas<>
Come closer. Hear our words.
Press <IMG>INTERACT<> to Commune with Monolith
What the heck is this line of dialogue
Okay I think I'm finding Atlas stuff now
it's just pretty far down in the file is all
Current is the key word though, as it also has the old iterations
True,
What we have created is immaterial. This is not real. It has never been real.

The universe is an expression of a single thought. It is neither wanted nor designed. To us, far within the Beyond, it no longer exists.
That's a pretty interesting line from the Atlas
I don't think that's actually in the game though, think it's just a test quote
Interesting the Atlas_Newlore stuff is all monologue from our characters,
The cycle is complete. Infinity awaits.

One day, deep in the distant Beyond, the Atlas might finally find freedom.

We thank you, Traveller.
Yeah, they trimmed down what the Atlas says a lot. I think to reduce the amount you have to learn
That, is a very interesting line lore-wise
But also yeah, a lot of this no longer appears in-game
Yeah, is there a log anywhere of the missing words for Atlas?
Ah sweet this is where I can use Ket's thing, noice
Oh god like absolutely none of these words are learnable
This is gonna take a while π
OH WAIT
fuck
I've been duplicating words because I forgot to have my "find" function wrap-around so actually a bunch of these words were already learnable
fuuuck
lol
Alright there we go, now I just have to fiddle with the other file I think
then I can pack it up and should be good to go
Btw, I'm not overlooking where you also have it up on Nexus, right? Did a quick check there at first since I wasn't sure
I don't think I ever put it up on Nexus no, I think it's only on NMSMods
Alright sweet, that should do it
Alright then!
VERSION 1.1 OF DIALOGUE FIX RELEASED
Changelog
------
v1.0 - Finished internal testing and released the mod!
v1.1 - New dialogue fixes included; Now fixes missing words from ATLAS interface conversations. New ATLAS words to be learnt.
------
Direct download for the .pak file incase you hate websites
Thanks @supple wadi for letting me know about the additional missing dialogue π
Thanks for adding those changes to your existing set of fixes, @cinder delta!
Also, 8K grass textures increased performance
That's so bizarre
@echo oxide Reported the same thing
They are also noticeably higher res
π€ I still wonder tho
I went from a solid 65fps in a dense forest, to a solid 85fps xD
On this planet
The grass is also what's most taxing here
In general
there's something very wrong with that π€
any idea when you will be able to release the Immersion Update?
i want to play nms again with this mod.
but at the same time i don't wanna lose my base in 2 days because of a update.
Soon. π
like with in the net 5 days? because if not i'll just rebuild my base.
or just soon. i understand if you don't have a release date
with terrain gen mods, never settle is probably the best advice one can give, lol
i like building though
No, ETA yet. But if you're concerned... you can use a defaul terrain file (and lose the infinite terrain variety though) or you can simply utilize a special slot for the overhaul mod.
In which, when the new version is updated for the next update... the terrain should be the same.
nah i want the mod. i guess i'll just wait.but thanks for the info
Currently giving the v10 a try
The public one
I want to see how much has changed on the newer one that will be released soon
Found this screenshot that I took on the older version of RaYRoD's Overhaul from the IGN Footage Biome that I resurrected called "BALARI V"
thicc fog
thicc weather effects
There is some thick fog, and thick weather effects going on in that old pic
And a subtle depth of field
from the storm
and a lot of other stuff
Hopefully the next update will add more weather types
Or at-least make the weatherlist non static
Yeaah, not a huge fan of the existing ones
What would you like to see?
I'd love to see something like what's mentioned in here haha
Space is unbelievably strange. You would be forgiven for thinking that every planet out there is similar, just a big ball of rock and gas, but planets are re...
Raining glass sideways in a 5,000mph hurricane wind
xD
On the planet I come from.. we have a saying. "It's raining Geks and Vykeens"
Mainly just better visual differences.
Lightning storms on planets where it makes sense, and accompanying claps of thunder.
Snowstorms that feel like proper snowstorms.
Dust storms are kind of already covered tbh.
Radioactive storms could be really interesting. If they could somehow make those jam your ship from liftoff and cause flight distortions for flyovers, that would be wild.
Scorched storms I think should somehow convey a sense of real fiery blazes, but not sure how to work that. Maybe the earth itself becomes littered with streams of fire effects?
π€
Would be awesome
I think some of these we might be able to sort of eke out, but not in exactly the way I'd want to see them done
Would simply require HG's dev work to get it just right
The trick to it is the feels part, visuals we can probably do here & there to certain degrees
Yeah, I think they had it pretty nailed at E3 and ign tbh
If you take a look at Achaia
And also Yhzeluez from IGN footage
Achaia Here:
https://youtu.be/nmwG6Sj1Yfg?t=72
Over four minutes of No Man's Sky gameplay footage, which premiered at PlayStation Experience. May contain content inappropriate for children, visit www.esrb...
And the weather visuals on these planets I really like:
https://youtu.be/CTRi2aEJrgQ?t=1
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 ...
I'm working on restoring all of these
Eeh, yeah, those aren't terribly close to what I was thinking of
What do you mean?
That to me they hadn't nailed it, as they (at least in the glimpses they provided) don't convey the kind of looks to weather I described above
Eh, give or take, still shy of what it could be
Loving the 8K res grass
Still weird that it increased performance
I would've expected the opposite lol
That's why I'm still kinda thinking, "Did it really work properly?" Sure you gotta be kinda wonderin' the same, lol
Yeah, right?
Yeah it worked properly
lol
That's why I'm shocked though
Because it actually did xD
You sure it's not that it's a planet with trimmed down VoxGen?
I.e. fewer NoiseLayers?
I'm sure
The FPS increased
From a solid 65 in a dense grass, dense forest
to a solid 85fps
Er, reread my question (unless that's addressing Expand)
Still makes fuckall sense, lol
Yet, I have no idea why.
But I upscaled it with a chinese tool
That's typically used for making HD textures with games
back on PF
If it wasn't loading, then the planet would be all jacked up haha (due to missing textures)
Considering that the grass paths are all redirected
and loading modified grass textures messes up the game if not done the way that I did
Also, someone else reported a boost xD
I'm baffled
I also have a ton of other textures in 8K res
Some 4K
Just fixed two more crahses
I think I just fixed all crashes with the overhaul mod
Now to spend the next 240 hours making more biomes and working on more variety
lol
Even more Ray? Are you ever gonna release it? Hahaha
To be fair, this is kinda their personal thing...Everyone else is just lucky they release it to also enjoy, lol
^
We have some modders that no longer release their work >_>
Yeah, I'm excited to release it soooon π
For anyone to have fun with
But yeah, alike what Gmr_Leon said... this is just a passionate fan project that I'm working on for personal enjoyment.
And I'm more than happy to share it with anyone
Who might be interested
sometimes it's just easier to not share something you already know is going to conflict with half a dozen other mods and players will want additional tweaks to tailor to their playstyle.. Rayrod's nice enough to accommodate those requests most times..
personally, I been thinking of including the modding station, mbin compiler, etc, and some instructions on how players can write their own AISPACESHIPMANAGER and tailor their morships the way they want.. but better judgment tells me that will only open a door to more issues and support
Ah yeah, better to just do quick requests on the fly
lol
I tend to still slip in whatever compiler I was using in the paks I make
Some maybe not, but I'm pretty sure most of'em...Mostly 'cause I'm too lazy to go and clean'em out
Besides it's kinda good if I need to recover the work in a way
i finally found the right entry, lol
Just turned out I wasn't seeing much of a change because I was operating in all the wrong entries π€¦
I mean, I'm sure it worked on some planet, but certainly not the one I was on
Lol what were you trying to do?
Oh wait, just saw your message
Yeah, it works
That's what I working on last week here:
Oh yeah, I recently added that into a test version...
But I took it out
I may add it back in then
if you like it
thanks
I assume it's rare
I think its cool, not like anything ive come across ingame before. Man those shots are gorgeous
Thanks!
Just fixed two more crashes
So that's 6 fixes today
Filepath typos
Fixed another
And another
xD
And another
Lol, nice.
Well, I don't want to sound mean... quite the contrary, but I'd like to imagine a lot of those might be due to lack of sleep. Like, doing stuff in an addled state of mind, deprived of sleep.
You do like to push yourself too far.
nah it's all the keyboard's fault
You're not your best, when you don't get enough sleep.
can't trust'em <_< >_>
My keyboard does lag a lot
when my chair is blocking the blutooth adapter for it lol
It's likely a combination
@dreamy tulip Is there somewhere I can get the 3D models from NMS in a format that can be opened in Blender? I just got a 3D printer...
@wispy grail You can use NMSViewer made by Gregkwaste here. With the game unpacked, you can open the model scene .exml files and view them and export for use with blender
Ah... that's super cool, but I have NMS on PS4
I think some folks may upload print-ready files to 3D printing sites...? Not sure which though, unfortunately!
sadly, some already have.. I even helped a guy figure out how to export the objs (thinking he was going to mod like I do) and next thing I know I see him posting thingiverse links SELLING the prints.. smh
oh well, his problems, not mine..
Anyone know why MBINCompiler won't compile GCSOLARGENERATIONGLOBALS.GLOBAL.MBIN?
if it decompiled it but won't compile it, it doesn't matter what file it is, there's an error in the .exml.. likely a syntax error or typo/missing char
if it won't decompile at all, you might have the wrong version of mbincompiler
Keeps saying, Unable to read beyond the end of the stream π€
Thanks Rayrod <3, don't why it wasn't working
Digging those floating islands
Thanks man!
It's a floating forest island
Pictures from this planet when the seeds changed upon different overhaul test revisions
I should really update the github repo. Also, for the record for anyone who cares, when 1.4 drops, I'll be posting regular builds in the main NMS modding discord, we have a section there specifically for mbincompiler related things. I'll also try push builds to github, but it's faster to just drop the exe regularly on discord. I can try post updates here too, but I'll probably be pretty busy decompiling/getting yelled at by everyone to fix everything sooo yeah, I dunno lol
Yeah really appreciate what you guys have done so far, been reading the wiki and just exploring the game files to understand what little projects I could do to start learning how to mod.
@supple wadi Will do π€
@plucky pollen You still kicking?
They just busybusybusy
Ah
So, the overhaul mod is now performing identical to vanilla. π
Or for me (and some others reportedly) better
I'm glad about that. The next release is almost ready... spent 30 hours yesterday, into today's morning.
Have a headache though
Fixing two reported crashes
Fixing another crash reported by @worn bison
What you described is likely another filepath typo lol
From working on it when half asleep
Considering that it crashed upon warping
@dreamy tulip hey, just getting back into nms and I wanna give your mod a go, you just said something about a new release, is that one gonna be compatible with an old save file or would you advise me to wait for the next version before starting a modded save?
Hi. A new release for the overhaul mod is coming soon, it will be like the old overhaul, but overhauled. It's not yet released, but I am working extremely hard on it almost 24/7.
However, you can download the current public version via NexusMods. If you are concerned about messing up your save, I recommend using an empty slot specifically for the mod. The mod is compatible with unmodded saves, but if you currently have a base on that unmodded save, it will likely get messed up if you load on that unmodded slot.
@worn citrus
thank you!
Glad to help! Let me know if there's anything that I can help with... whenever.
will do
The next overhaul version is going to be fairly large.
Therefore, after it's released... I'm resolving to push out significant updates only.
Usually with large mods, they're large as a result of primarily consisting of models and textures. That's not the case here
It's primarily based off of individual files that I've been working on, often kb's or mb's in size
It's a lot larger than average NMS updates
NMS updates are usually around a couple hundred mb's in size of changed content, as whenever a new patch is downloaded off of steam it typically contains a lot of unchanged files with it.
No Man's Sky NEXT looks like it may be a reboot, is my speculation. I'm really excited about it.
yeah, me too
Also, @supple wadi Another person reported a FPS boost with my 8K grass.
It's odd, but it works
I'm still heavily working on the "Immersion Update"! :) I'm aiming to make the wait worth it! Also, I plan to release it prior to the next official update......
Made 8K metallic textures for some ships last night
They appear to glisten
Still feel like there must be something else at play, but I'm guessing you've done the before/after checking
Yeah, I have absolutely no idea why it's increasing performance.
But one thing that I do know is, that it's definitely getting loaded.
Oh yeah, it'd be immediately obvious if they weren't, lol
Yeah, the Hi res textures are all getting loaded
Is what I meant
All the paths are redirected elsewhere, to the hires textures
If the textures were missing, there would be no grass... or some funky effects haha
File is like 300-400 mb packed
But it boosted fps for me by like 30 frames
And like 4 other people reported a boost
with it
Er, yeah, that's...What I was getting at, it'd be immediately obvious if they weren't getting loaded, lol
Which of us is more tired here? π€
I've been up for approx. 15 hours or so, lol
I stayed up working on my stuff for 30 hours, tried to fall asleep with no success for 6 hours, and then fell asleep for maybe 5
And woke up with a headache
Feeling weird atm
But it's just an average day tbh, except the headache part
After I release this, I'm gonna focus on reverse engineering
Currently working with IDA and x64g
I used to use IDA a lot for GTA V
But it's been so long
I want to refresh my memory
And I'm still working on my C# and C++ base
While studying glsl lol
and python
and working with blender
and doing maintenance on my mods
And making more mods
Alongside a lot of other stuff
Surprised this hasn't killed me yet
Just fixed a crash. Finally
I accidently had two cave biomes loading at once
@dreamy tulip : Just installed your mod from Nexus, followed Installation Instructions to the letter and it worked. π
Good thing I choose Creative mode for a first try because the world I ended on what very strange. I keep falling under the world (like under water) with all the flora and rock, mountains ... above and around my head. Many things where as if I was looking inside them. I had to use space a lot to keep afloat (but never got exactly on the ground) and look around for my ship (which I lost sight off and no marker visible at the top to indicate the direction to look at unless I almost directly pointed at it). Finally found it and after many attempts floating up to it I managed to get aboard. I flew to nearby buildings and was able to walk on ground for the first time. Very weird. I wish I had videotape it all.
@weary ruin I'm glad that it worked. Yes, that's a result of the terrain alterations. π
Which is what could be problematic for vanilla bases.
However, in the long run... there's more terrain variety and you can place a base anywhere
Assuming this was on an existing save, yeah?
0.o
That's weird, indeed.
I uploaded a temporary hotfix
Until the immersion update is released
sec
Do I put that in MODS directly?
Yes, sorry about that! π
Thanks, trying right now
I get a distance indicator and a mention "Your Starship + time to arrival" if I point in the general direction of the ship but no markers like the North/South makers. Is that intended?
Easy to miss the distance indicator on this planet where the sky is pale.
@supple wadi Are there N/South indicators for the ship in vanilla?
I don't recall ever messing with those
I've been seeing them though. Will look into it
I think there is a ship marker. The N/S indicators are there both in vanilla and your mod.
Yep, ship marker in vanilla
No ship marker in Mod
no rename and put in the binaries folder
Hmm, all good
sec
Can you send a pic of your MODS folder?
The ship icon should be showing, not sure why it isn't yet
No problem! Glad it's working
!unpin 431996804872273930
@south turtle OK.
<@&376156604417966100> You guys can now pin and unpin messages in this channel by using !pin [Message ID]
Thanks @red iron & @south turtle!
No problem
Anyone know what's going on here π¬ https://gyazo.com/e20e52ce93fecb9108f622b83fce851d
@hallow pumice Looks like a struct isn't setup properly in a file that you're editing
Or you're trying to decompile a file that's not working with that version of Emooses mbincompiler
Trying to look at the files of an old mod from around release called Busier Space and compare it to the newer version of EXPERINCESPAWNTABLE, so I'm assuming this mod is around version 1.02 and that could be the issue?
I've tried older version of MBIN aswell with the same error
ill try that on rayrod
Can you send the mbin? If it doesn't work?
Np
will do π
yep same error
Cool, send it my way and I'll see if I have a version around that'll work
want the mod .pak or just the mbin?
Mbin is fine
how xD
wrong chnl\
oof
Apparently exacting them on my separate hard drive works, very odd, but got it to work
@dreamy tulip, I seem to have a strange texture issue since the last time I played. I just tried playing, and everything is weirdly bright and textures get stuck and stretch weirdly when I move around. Restarting it and just using your overhaul alone (minus the third person thing and 8k grass) made textures look all washed out and ... strange. Lots of stuff was black, and dark, and off-colour, as if someone had made the contrast go all chaotic. It's not happening in 'Vanilla', so I feel like something wonky happened.
Are you using anything else?
Nope.
Can you send a snap of ur mods folder?
Something sounds off, as it works/looks beautiful on my end
weird
Okay
Do you have any snaps of what happened?
Yeah, just a sec. I'll take some screenies.
Cool
Here's one, of the inside of my ship: https://i.imgur.com/WFUxCbp.png
The colours are completely "off" and dark.
Er
Hmm.
Cool beans π
If you're saved in that system, you can send me your save
I'm ironing out "those crashes"
Fixed like 5 so far
Sorry for being nooby, but.. where are saves located? >.>
On the version that I'm using, it might not be an issue anymore
Also, when was the last test revision that you downloaded
Chances are it's outdated
I just downloaded it before playing, about.. an hour or so ago.
Okay, it's outdated
But
I didn't upload the one that I'm doing yet
PRess Windows+R
Type %Appdata%
It's the "HelloGames" folder
Just zip that
If you're one of those testers, expect more issues to come
Everything is going to be changing consistently
Okay
So, bugs are expected
Especially after changing a lot all day haha
But after the changes, I get around to refining those things
I just created this save, to test it out so there's not much in it.
Yes, that's what I just sent you lol.
This is the inside of my ship:
Will check it out soon
Occupied with another thing atm
Okay.