#nms-modding

1 messages Β· Page 126 of 1

cyan oracle
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I wish I knew how to set it to proc so it contrasted against the planet's biome.. @dreamy tulip might know how to do that πŸ˜‰

supple wadi
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Depending on how you're doing it, @magic mirage might too

cyan oracle
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yea, by attaching them in the .texture.mbins somehow maybe

magic mirage
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do what ? @supple wadi

supple wadi
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See Krem's message above, figuring out proc colors for the shipwreck indicator

dreamy tulip
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@cyan oracle Hi, depends on how you're utilizing it.

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Are you spawning it via biomes?

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Perhaps try utilizing this struct: TkProceduralTextureChosenOptionSampler

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Alike how the frieghters for example use for their palettes.

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I haven't messed with it much, as of yet. Can't promise it'll work for ya

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If anyone uses RaYRoD's Overhaul, I'm considering some mod suggestions.

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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.

cyan oracle
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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..

dreamy tulip
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Ah, I see. Scenegraph reference?

cyan oracle
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yea

dreamy tulip
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Try spawning it via leveloneobjects (rather than a scenegraph) and upon "MatchGroundColor" try setting the Boolean to "True" rather than false... as a suggestion.

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Or link levelone to that scene with the scenegraph

supple wadi
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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

dreamy tulip
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Just found a weird structure

supple wadi
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lol

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That's a standard part typically attached to other structures, from what I recall

dreamy tulip
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Ah, makes seense

supple wadi
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Well, attached to or near other structures

dreamy tulip
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Likely in a "PARTS" folder

supple wadi
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Yup!

lime mesa
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@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)

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good luck on the immersion update

dreamy tulip
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@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.

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Thanks for the encouragement and support

lime mesa
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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

dreamy tulip
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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

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I want to expand a lot more with it, but lately... I've had a lack of energy (maybe not enough sleep).

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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.

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It has to do with my procedural caves shown here:

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(Finding them)

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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.

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After I fix that, I have 5 other things that I'll work on next, and then the rest of my todo list.

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Then NexusMods bug reports (in the event of some that I may have missed) and also email reports.

lime mesa
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those mushrooms look cool

dreamy tulip
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Thanks. I ported over a "YAVIL" cave biome from IGN footage and also added some extra things... and some other procedural things.

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Two of the other pics from there are from Letkremov

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An E3 biome

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And one of them is just a grassy thing going on

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But it's all procedural, so it'll be different each time

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However, if there's any bugs that you remember

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I'll know if it's fixed or not

lime mesa
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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

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like the drill, for instance, which confused me the most

supple wadi
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(My fav. part of modding is always trying to sort out which bugs you introduced vs. which are just part of the core game πŸ˜… )

dreamy tulip
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Oh yes, I remember that bug (something from Eucli-ea)

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That's fixed, and yeah

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That was confusing lol

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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).

frosty vine
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I found a planet unlike ANYTHING else

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The water level is so high, it hits the clouds.

frosty vine
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This is the most amazing planet. I'll share tomorrow.

lethal fog
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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? πŸ™

inland sky
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most should be listed on the wiki

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they are all in the language file anyway

lethal fog
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great, and that's all up-to-date?

inland sky
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think so, I updated some of them

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economy types atleast

lethal fog
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ohh, that's where it is in the game files? I was having a poke around last night but couldn't find them

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Thanks @inland sky

inland sky
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make sure to check both loc1 and update3

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some stuff has extra entries in update3

lethal fog
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ok, great

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πŸ˜„

lethal fog
dreamy tulip
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Hmmm, crashing appears to be fixed.

cyan oracle
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anyone know the valid playerstate for being in your ship? I thought it was "InShip"... but not having luck w/ that

inland sky
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for save editing or modding?

cyan oracle
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entity modding

inland sky
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then no clue

dreamy tulip
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I've only seen InShip

cyan oracle
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yea, I think it is InShip.. but I had the file in the wrong path..

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still didn't work nonetheless 😦

supple wadi
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Did you adjust the ranges to ensure it would click @cyan oracle?

cyan oracle
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nah, didn't have time to get to that earlier.. but I tried scaling the size of the PortalTrigger locator and it did nothing..

supple wadi
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Hmm. It can be finicky.

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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

cyan oracle
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got it working, but will only work for "OnFoot" 😦

supple wadi
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πŸ€”

cyan oracle
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something to do with the one button.entity.mbin activating the portaltrigger..

supple wadi
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        <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>```
cyan oracle
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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

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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

supple wadi
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That's how my trigger looked when testing it out with my fireworks, for what it's worth

cyan oracle
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yea, that's how I had mine set, and I'd just fly thru the portal 😦

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gunna try more after dinner...

supple wadi
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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?

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(For later, at any rate)

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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.

cyan oracle
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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>
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and if I change that VolumeTriggerType to "Open", it doesn't port me..

supple wadi
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That shouldn't be creating issues, I don't think. πŸ€”

earnest moss
obsidian tree
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@cyan oracle what are you trying to do?

supple wadi
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🀦

obsidian tree
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@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

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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

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usually when you get out it will trigger

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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!

supple wadi
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lol

cyan oracle
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@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 ...

β–Ά Play video
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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..

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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..

obsidian tree
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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..)

cyan oracle
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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

obsidian tree
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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

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they added it in 1.3, I think it is maybe used by the game once, but it opens up rediculous custom interactions

unreal rapids
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I'm not into NMS modding (yet) but that sounds really useful

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what kind of interactions?

obsidian tree
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interactions are anything that involves dialogue options

supple wadi
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(also yes it is the sloppiest code)

echo oxide
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Thank you so much! This will help so many other projects in the near future!

supple wadi
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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

dreamy tulip
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Heh, so making custom grass works.

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I just made 5 more grass variations

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Working on an opengl hook

dreamy tulip
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No Man's Sky: RaYRoD's Overhaul (Immersion Update) - A few Procedural Forests

https://youtu.be/XI2PzCxP78A

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......

β–Ά Play video
random flint
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Omg

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The forest in that video is amazing!

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Can that planet be traveled to, to see that, once you release the immersion stuff?

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*The first forest, with all the fog.

dreamy tulip
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@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.

random flint
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o.o

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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.

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I wanted to find one, lol.

magic mirage
dreamy tulip
cyan oracle
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@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?

obsidian tree
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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.

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I don't think you'd get something like the blueprints vendor, but you could make something similar

supple wadi
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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.

dreamy tulip
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@supple wadi Will consider adding the billboard flag back πŸ˜›

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When I was playing with the billboard flag, it looked worse imo

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As the new grass doesn't use it

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The new grass uses what's displayed in the video.

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Introduced on 1.38

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So, it should be the same as vanilla

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Unless I'm missing something?

supple wadi
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But you applied that billboard removal to grasses which did use them, yeah?

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Those I think should retain that, personally, but it may just be me.

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I think the absence of billboarding works with the new grass simply because it's designed without it in mind

dreamy tulip
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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.

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Will look more into it

supple wadi
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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 🀷

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grass is tough, lol

dreamy tulip
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Yeah, not sure how much the old and the new differ haha

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I mean

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What if the only difference is that flag

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No idea yet haha

random flint
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Well, hopefully HG makes a proper 3D model for grass one day.

dreamy tulip
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I was adding some new grass types

supple wadi
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To me it looks better when it tries to match your view, as it can create an illusion of depth

dreamy tulip
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Nah, 3D Grass won't be added

supple wadi
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That would honestly be nuts to add 3D grass, lol

dreamy tulip
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I don't think any game uses 3D grass

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too taxing haha

random flint
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o.o

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Really?

supple wadi
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Same here, yeah, lol

random flint
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How is something like BDO handled?

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Is it all 2D?

supple wadi
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I think they all typically use 2D sprites with billboarding to create an illusion of depth

dreamy tulip
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Too many polys

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When all together

supple wadi
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BDO?

random flint
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Black desert online.

supple wadi
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Oh, not familiar enough to say

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It's very likely it's some clever rendering magic though, tbh

supple wadi
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Yeah, that's still 2D

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It's just better bunched together to mask that

random flint
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Okay, well I hope HG adds grass like that then. <.<

supple wadi
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The newer grass actually does this pretty well to a degree

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As it kind of clusters together the grass and sets it low so you don't find yourself noticing the gaps as much

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But it has its own sets of issues here & there

supple wadi
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I think that may be part of April Fool's, lol

random flint
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Yup, that latlmes site is a great rick roll thing.

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The first one I saw was a link where Trump had declared a nuclear war on north korea.

dreamy tulip
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lol

tawny peak
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haha nuclear war

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hah

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ha

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😦

echo oxide
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I made that variation though

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:(

supple wadi
dreamy tulip
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Nice!

echo oxide
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@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.

dreamy tulip
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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).

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I can def do the pathfinder restoration file though

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W/o a doubt

echo oxide
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Thank you!

dreamy tulip
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Cool beans... won't be able to do it tonight though

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I think I need to rest, have been up too long

echo oxide
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Of course

dreamy tulip
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Be back soon

supple wadi
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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.

lime mesa
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Interesting

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So the planet isn't rotating but the clouds are rotating

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?

supple wadi
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Nah, both are

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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

pulsar sage
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So it's not actually a generated planet?

supple wadi
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Nah, it's still a generated planet

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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

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If that makes sense

obsidian tree
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What you see from space is just a fake rendering of the planet. It is this render that rotates, not the planet itself

dreamy tulip
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Just diagnosed and fixed 4 major crashes that I found

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They were ecology related.

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Misdirected filepaths

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Just fixed another
smh

hallow pumice
dreamy tulip
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No Man's Sky: RaYRoD's Overhaul - A Procedural Forest
(Work In Progress, Immersion Update)

dreamy tulip
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Found and fixed 5 more rare crashes

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This might be the last of them

lime mesa
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Wow great screenshots, can’t wait for the immersion update πŸ˜ƒ @dreamy tulip

dreamy tulip
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Thanks, @lime mesa

lime mesa
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Nice! @dreamy tulip

echo oxide
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πŸ‘

cyan oracle
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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..

supple wadi
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I kinda translate that as able to reprocess gases but not convert liquids to breathable gases

dreamy tulip
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Just got back

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I always found that UI data on "New Eridu" to be interesting

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With that old periodic table

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On the bottom left

supple wadi
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I'm glad they didn't keep it, given it's mostly just flavor text

dreamy tulip
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Yeah, it probably was just flavor text. I do remember Sean talking about a different periodic table that they had made though...

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Not sure if it's related to that

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But if they ever did anything like that, and it had actual depth to it... I'd love it

supple wadi
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I like what I think is their current version of it, which is planet data viewable in the Analysis Visor

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Trying to add that to the lower left HUD would make it way too off balance and dense

cyan oracle
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is it just me or does that look more like a submarine than a crashed ship?

supple wadi
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I think it's mostly the angle. When the camera sweeps over to get a better view it looks more like a ship

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I wonder when they'll sort out the water visuals. It's bizarre how much they've backtracked on that

dreamy tulip
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Yeah, the analysis visor aspect is cool too

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It just looked as if the way that planets were planned to be were more alienish

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And had more depth to the environments

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Would anyone like to test the 3rd person flight mod that I made non public to do some maintenance on it?

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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)

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However, I'm looking for someone to test that solution/what fixed it for him.

random flint
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Um, do you need someone other than me to test it?

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If not, I can do it again.

dreamy tulip
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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

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It works flawless for me, but I really want to be sure

random flint
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I'd be happy to give it a go, to see if it works for me.

dreamy tulip
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Didn't it already work?

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It's the same file as last time

random flint
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The thing causing it to crash for me, was locking my fps at 60.

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At the max fps - 160 - it worked fine.

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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?

dreamy tulip
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You're not an idiot, but yeah that's correct. Looking for another 3rd person flight mod tester to try that method πŸ˜ƒ

supple wadi
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🀷 I could give it a go, I s'pose. Simple toss in certain directory then hit hotkey noted in readme or whatever?

dreamy tulip
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Thanks

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Yessir

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That's all πŸ˜ƒ

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One moment

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Looking for the file

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@random flint Do you still have it?

supple wadi
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lol

random flint
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Or the test file?

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I still have the zz_Test_2.pak you sent.

dreamy tulip
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Yes

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The .dll and the .NMS file

dreamy tulip
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I still have the source tucked away somewhere, but would be better to use just use the already compiled one

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Thanks!

supple wadi
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What's the basic readme I should know for config & use? Toss over in Binaries and then...?

random flint
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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"
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From the files ^

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Both go into binaries.

supple wadi
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Cheers!

random flint
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So, in a nutshell what you'll be testing is pressing the 2 key within a ship, and seeing if you crash.

supple wadi
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NMS' windowed centering function needs a slight tweak so it's not cutting into the taskbar. >_>

random flint
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Set your fps to 60, and then press 2 in a ship. If you crash, you've replicated the issue.

supple wadi
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And crash, lol

random flint
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@dreamy tulip there we go lol.

dreamy tulip
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Now what about 160?

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Noooo

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160 -_-

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60 is supposedly the problem haha

random flint
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Yup, that's what I was saying lol.

supple wadi
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You typically use this in full screen I'm guessing? πŸ˜›

random flint
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@supple wadi, in the graphics settings, set your fps to 160 and press the 2 key within a ship.

supple wadi
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Okay, set at Max it works. Although it certainly doesn't seem to play well with Tethered

dreamy tulip
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Thank you! So that looks like the fix πŸ˜ƒ

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So, I suggest pressing 0

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After pressing 1 to toggle it on

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And then selecting a fov key with 2-6

supple wadi
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I've been flipping through those the past few minutes, lol

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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.

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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.

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Oh yeah, using keys bound to turn makes it much smoother

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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.

dreamy tulip
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Thank you!

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I appreciate it

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And I'm glad that this fix works

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I use a DS4 controller, indeed

supple wadi
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lol less a fix and more a workaround, but yeah, good that it works!

dreamy tulip
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True! I still wonder what could be the cause lol

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The very first verson of NMS

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Also... it looks like a concept, but it's not

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^ And I used to think that the bottom left pic was a concept, but turns out not to be

supple wadi
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Not a ton reported in, but still

random flint
supple wadi
echo oxide
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WOW

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Are these alternate language stones?

supple wadi
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Mmhmm!

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I was digging about the files and found them still intact, just needed an entity swap!

echo oxide
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This is amazing

worn bison
#

That's so cool. It makes you wonder why they didn't use these assets to create more variety

supple wadi
#

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. πŸ˜›

echo oxide
#

?!

#

What else did they have?

supple wadi
#

Nothing extraordinary mind, but they could surprise you a little.

echo oxide
#

πŸ€”

supple wadi
#

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

narrow valve
#

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 ?

supple wadi
#

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.

narrow valve
#

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 πŸ˜‚

supple wadi
#

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.

supple wadi
#

(p.s. sorry to the 6 people that downloaded it yesterday)

lone spire
#

What were the other interactions that language stones had?

supple wadi
#

Similar to knowledge stones, just different "rewards".

lone spire
#

Ah cool

weary ruin
#

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...

random flint
#

@weary ruin, I take it you didn't bother to read anything above?

#

Set your fps ingame, to max. It'll stop crashing.

weary ruin
#

That is the first thing I checked and it is on MAX!

#

I read...

random flint
#

@weary ruin Do you have the OpenGL32.dll file in your binaries folder?

#

The one that comes with the mod.

weary ruin
#

Both files in binaries folder as required

#

yes

random flint
#

Can you humour me, and check your graphics settings in the file? Make sure it's set to 160.

weary ruin
#

and a log file got created there saying: -->| RaYRoD's 3rd Person Flight Mod | Created By RaYRoD & Ported By MojoW |<--

random flint
#

The TKGRAPHICSSETTINGS.MXML file, in C:\Program Files (x86)\Steam\SteamApps\common\No Man's Sky\Binaries\SETTINGS.

weary ruin
#

ok, one moment

random flint
#

This bit, should be at 160:

<Property name="MaxframeRate" value="160" />
weary ruin
#

says: <Property name="MaxframeRate" value="160" />

random flint
#

Any basic text editor can open it, but Notepad++ works best.

#

Okay, hmm.

weary ruin
#

I use Notepad++

random flint
#

Would you mind pasting the contents of the log, to pastebin and linking it here?

weary ruin
#

injector.log says:

#

-->| NMS Injector | Created By MojoW |<--

RaYRoDs_3rd_Person_Flight.NMS | Injected Succesfully | Address: 00007FFF8ACD0000

#

how do you make those "quotes"

#

?

supple wadi
#

```text here```

weary ruin
#

RaYRoD Mod.log: '''-->| RaYRoD's 3rd Person Flight Mod | Created By RaYRoD & Ported By MojoW |<--'''

random flint
#

Backtick. It's to the left of the 1 key.

#

This symbol: `

#

You can copy paste it.

weary ruin
#

I see thanks

random flint
#

Yeah, so the mod functioned properly. It didn't report a crash at all.

#

That's what it was doing to me.

#

Um

weary ruin
#

no report, just win10 crash message, usual stuff

#

gtg, lunch time with wife, back later

random flint
#

@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.

dreamy tulip
#

Just got back

#

Yeah, so the workaround didn't work?

random flint
#

Waiting on them to get back, and use your copy of the graphics settings.

#

They went for lunch.

dreamy tulip
#

Thanks for looking out

random flint
#

Mhm.

dreamy tulip
#

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.``

https://youtu.be/KRqQDVwowPc

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...

β–Ά Play video
weary ruin
#

@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

random flint
#

@dreamy tulip, any ideas?

weary ruin
#

anyway I can debug this with x64dbg?

random flint
#

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.

weary ruin
#

Where?

random flint
dreamy tulip
#

Are you using any mods in particular?

weary ruin
#

no other mod

dreamy tulip
#

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

weary ruin
#

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:

dreamy tulip
#

Yeah, not much that I can do about that atm

weary ruin
#

Let me know if you need more testing πŸ˜ƒ

dreamy tulip
#

Will do πŸ˜ƒ

#

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

random flint
#

In other words: Extremely tedious, mind-numbing work that takes a lot of time and effort?

dreamy tulip
#

And one thing that caught my attention is that vanilla isn't utilizing the procedural resource based plants

random flint
#

o.o

dreamy tulip
#

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

random flint
#

Leon said there's a lot of stuff HG isn't utilising, in the files, right? Like unused structures and models, and whatnot?

dreamy tulip
#

There's a lot of stuff, I've been saying that haha

#

But yeah

random flint
#

Oh, it was you.

#

Sorry lol.

dreamy tulip
#

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

random flint
#

You and Leon chat the most in here, so sometimes I get you and him mixed up when recalling what people have said.

dreamy tulip
#

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.

obsidian tree
frosty vine
#

I might just wait for the full release of Ambient, since I can't even get it to work either.

obsidian tree
#

does the save editing not quite have full functionality either?

thin valve
#

Ambient

#

Hot

delicate dagger
#

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.

obsidian tree
#

ah ok

echo oxide
#

Mhmm.

obsidian tree
#

I found the variable in memory that tells the game what mode it is in, so could swap between modes in real time

echo oxide
#

Can confirm.

obsidian tree
#

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

echo oxide
#

Terrain tracking is a bit wonky, if you'd like to see.

obsidian tree
#

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...

thin valve
#

Shit ok if I want to prohibit mods

#

Where do I place the no mods file again

dreamy tulip
#

PCBANKS

thin valve
#

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

dreamy tulip
#

No idea

#

I've been using it with the overhaul

thin valve
#

Oh

#

It won't work for me

dreamy tulip
#

It's actually been helpful with testing/fixing some things

thin valve
#

Nice

dreamy tulip
#

on my behalf

frosty vine
#

@thin valve Yeah I haven't been able to get it either

dreamy tulip
#

Send me your hellogames folder

#

@frosty vine

#

In %appdata%

#

And also @thin valve if you'd like

thin valve
#

Alright

frosty vine
#

would that be my saves folder/

dreamy tulip
#

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

thin valve
#

Ok

#

Wait what the hell

frosty vine
#

Yeah got it

thin valve
#

I can't get ambient mode on normal either

#

I swear I updated

#

Hold on

#

Maybe I'm doing this wrong

frosty vine
#

Got it sent to ya, Ray

#

Thanks man

dreamy tulip
#

My pleasure

dreamy tulip
#

LOL

#

My Framerate literally just increased with 8k grass textures

random flint
#

o.o

#

That's... actually interesting.

#

I had something like that happen before, with RuneScape.

#

Just strange optimisation stuff.

dreamy tulip
#

Ah cool

#

Went from a solid 65fps in the dense forest in this video:

#

To now 85fps

#

solid

random flint
#

You made the 8k grass thing?

dreamy tulip
#

yea

random flint
#

You likely did far better at it, than HG.

dreamy tulip
#

It's my pathfinder mod updated

random flint
#

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.

random flint
#

That middle image looks like it could be Mars, before it turned into a dead planet.

dreamy tulip
random flint
#

Okay, that's terrifying.

#

I'd nope out of that planet, about as quickly as I'd run from an ocean planet.

dreamy tulip
#

Hahaha

#

There were giant sharks

#

Grassy hills

random flint
#

I like that one, lol.

#

It looks like a slightly alien version of an African savanna.

dreamy tulip
#

Thanks!

#

And yeahh man

echo oxide
#

πŸ‘

marsh aurora
#

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?

supple wadi
#

@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.

marsh aurora
#

But your camera is not even attached to it so I don't get it

#

Why are they there

supple wadi
#

Just some placeholder stuff I imagine

#

Kinda give the feel as if it's guiding you maybe

#

🀷

#

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

supple wadi
#

wait a sec, @cinder delta weren't you in the modding server at one point? πŸ€”

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.

cinder delta
#

Agh you pinged me and I thought WT stuff was happening lol

#

What sorta stuff is missing for Atlas Interfaces?

echo oxide
#

Yeah, the trader dialogue fix or something

supple wadi
#

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

cinder delta
#

Oh as in like, yeah, no i get what you mean

supple wadi
#

also when have i ever pinged someone for WT stuff, lol

cinder delta
#

I think it was discovered at some point that the Atlas interfaces don't actually use the Atlas language

supple wadi
#

πŸ€”

cinder delta
#

Which is really strange I know πŸ˜…

#

I'll have to double check obviously

supple wadi
#

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

cinder delta
#

That's entirely possible,

#

I've entirely forgotten pretty much everything about this tbh πŸ˜…

#

Alright well I've managed to find the Atlas language so that's a good start lol

supple wadi
#

lol, I was afraid of that

cinder delta
#

Ah okay found all the files πŸ˜…

#

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

#

&lt;TITLE&gt;The Atlas&lt;&gt;&#xA;Come closer. Hear our words.&#xA;Press &lt;IMG&gt;INTERACT&lt;&gt; to Commune with Monolith

#

What the heck is this line of dialogue

supple wadi
#

lol

#

You can check Ket's pastebin for the current dialog dump

cinder delta
#

Okay I think I'm finding Atlas stuff now

cinder delta
#

it's just pretty far down in the file is all

supple wadi
#

Current is the key word though, as it also has the old iterations

cinder delta
#

True,

#

What we have created is immaterial. This is not real. It has never been real.&#xA;&#xA;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.&#xA;&#xA;One day, deep in the distant Beyond, the Atlas might finally find freedom.&#xA;&#xA;We thank you, Traveller.

supple wadi
#

Yeah, they trimmed down what the Atlas says a lot. I think to reduce the amount you have to learn

cinder delta
#

That, is a very interesting line lore-wise

supple wadi
#

But also yeah, a lot of this no longer appears in-game

cinder delta
#

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 πŸ˜…

#

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

supple wadi
#

lol

cinder delta
#

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

supple wadi
#

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

cinder delta
#

I don't think I ever put it up on Nexus no, I think it's only on NMSMods

cinder delta
#

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.
------
#

Thanks @supple wadi for letting me know about the additional missing dialogue πŸ˜›

supple wadi
#

Thanks for adding those changes to your existing set of fixes, @cinder delta!

dreamy tulip
#

@supple wadi I think NMS still utilizes seeds

#

With spawning

dreamy tulip
#

Also, 8K grass textures increased performance

#

That's so bizarre

#

@echo oxide Reported the same thing

#

They are also noticeably higher res

supple wadi
#

πŸ€” I still wonder tho

dreamy tulip
#

I went from a solid 65fps in a dense forest, to a solid 85fps xD

#

The grass is also what's most taxing here

#

In general

supple wadi
#

there's something very wrong with that πŸ€”

gilded basalt
#

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.

dreamy tulip
gilded basalt
#

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

supple wadi
#

with terrain gen mods, never settle is probably the best advice one can give, lol

gilded basalt
#

i like building though

dreamy tulip
#

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.

gilded basalt
#

nah i want the mod. i guess i'll just wait.but thanks for the info

dreamy tulip
#

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

dreamy tulip
#

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"

https://imgur.com/hmxvmQ2

supple wadi
#

thicc fog

dreamy tulip
#

Lol nah

#

I have something different going on

supple wadi
#

thicc weather effects

dreamy tulip
#

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

supple wadi
#

Yeaah, not a huge fan of the existing ones

dreamy tulip
#

What would you like to see?

#

I'd love to see something like what's mentioned in here haha

#

Raining glass sideways in a 5,000mph hurricane wind

#

xD

random flint
#

Fluffy clouds, in a blue sky.

dreamy tulip
#

Raining Sean memes?

#

jk

random flint
#

Just, a generic clear earth day.

#

No weird stuff.

dreamy tulip
#

On the planet I come from.. we have a saying. "It's raining Geks and Vykeens"

supple wadi
#

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?

πŸ€”

dreamy tulip
#

Would be awesome

supple wadi
#

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

dreamy tulip
#

I can do a lot of it

#

Not the scripted event though

supple wadi
#

The trick to it is the feels part, visuals we can probably do here & there to certain degrees

dreamy tulip
#

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

#

I'm working on restoring all of these

supple wadi
#

Eeh, yeah, those aren't terribly close to what I was thinking of

dreamy tulip
#

What do you mean?

supple wadi
#

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

dreamy tulip
#

Ohhh I see

#

I think it looks a lot better than what is now though

supple wadi
#

Eh, give or take, still shy of what it could be

dreamy tulip
#

Loving the 8K res grass

#

Still weird that it increased performance

#

I would've expected the opposite lol

supple wadi
#

That's why I'm still kinda thinking, "Did it really work properly?" Sure you gotta be kinda wonderin' the same, lol

lime mesa
#

Increases performance?

#

What the actual fuck?

supple wadi
#

Yeah, right?

dreamy tulip
#

Yeah it worked properly

#

lol

#

That's why I'm shocked though

#

Because it actually did xD

supple wadi
#

You sure it's not that it's a planet with trimmed down VoxGen?

#

I.e. fewer NoiseLayers?

dreamy tulip
#

I'm sure

#

The FPS increased

#

From a solid 65 in a dense grass, dense forest

#

to a solid 85fps

supple wadi
#

Er, reread my question (unless that's addressing Expand)

dreamy tulip
#

I'm sure (in regard to the voxelgen)

#

It's the textures that did it

supple wadi
#

Still makes fuckall sense, lol

dreamy tulip
#

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

supple wadi
#

lol

royal bear
#

Even more Ray? Are you ever gonna release it? Hahaha

random flint
#

You can't rush perfection.

#

Also, just ask Ray for a test build.

supple wadi
#

To be fair, this is kinda their personal thing...Everyone else is just lucky they release it to also enjoy, lol

random flint
#

^

supple wadi
#

We have some modders that no longer release their work >_>

dreamy tulip
#

Yeah, I'm excited to release it soooon πŸ˜ƒ

#

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

cyan oracle
#

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

dreamy tulip
#

Ah yeah, better to just do quick requests on the fly

supple wadi
#

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

supple wadi
#

Just turned out I wasn't seeing much of a change because I was operating in all the wrong entries 🀦

#

I mean, I'm sure it worked on some planet, but certainly not the one I was on

dreamy tulip
#

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:

warm thistle
dreamy tulip
#

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

warm thistle
#

I think its cool, not like anything ive come across ingame before. Man those shots are gorgeous

dreamy tulip
#

Thanks!

#

Just fixed two more crashes

#

So that's 6 fixes today

#

Filepath typos

#

Fixed another

#

And another

#

xD

#

And another

random flint
#

Lol, nice.

dreamy tulip
#

Looking for more

#

This is crazy

random flint
#

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.

supple wadi
#

nah it's all the keyboard's fault

random flint
#

You're not your best, when you don't get enough sleep.

supple wadi
#

can't trust'em <_< >_>

dreamy tulip
#

My keyboard does lag a lot

#

when my chair is blocking the blutooth adapter for it lol

#

It's likely a combination

wispy grail
#

@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...

dreamy tulip
#

@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

wispy grail
#

Ah... that's super cool, but I have NMS on PS4

supple wadi
#

I think some folks may upload print-ready files to 3D printing sites...? Not sure which though, unfortunately!

cyan oracle
#

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..

hallow pumice
#

Anyone know why MBINCompiler won't compile GCSOLARGENERATIONGLOBALS.GLOBAL.MBIN?

cyan oracle
#

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

hallow pumice
#

Keeps saying, Unable to read beyond the end of the stream πŸ€”

hallow pumice
#

Thanks Rayrod <3, don't why it wasn't working

dreamy tulip
hallow pumice
#

Digging those floating islands

dreamy tulip
#

Thanks man!

#

It's a floating forest island

#

Pictures from this planet when the seeds changed upon different overhaul test revisions

cyan oracle
cyan oracle
obsidian tree
#

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

proven wrenBOT
hallow pumice
#

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 🀠

frosty vine
#

@plucky pollen You still kicking?

supple wadi
#

They just busybusybusy

frosty vine
#

Ah

dreamy tulip
#

So, the overhaul mod is now performing identical to vanilla. πŸ˜„

#

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

worn citrus
#

@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?

dreamy tulip
#

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

worn citrus
#

thank you!

dreamy tulip
#

Glad to help! Let me know if there's anything that I can help with... whenever.

worn citrus
#

will do

dreamy tulip
#

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.

worn citrus
#

yeah, me too

dreamy tulip
#

Also, @supple wadi Another person reported a FPS boost with my 8K grass.

#

It's odd, but it works

#

Made 8K metallic textures for some ships last night

#

They appear to glisten

supple wadi
#

Still feel like there must be something else at play, but I'm guessing you've done the before/after checking

dreamy tulip
#

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.

supple wadi
#

Oh yeah, it'd be immediately obvious if they weren't, lol

dreamy tulip
#

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

supple wadi
#

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? πŸ€”

dreamy tulip
#

What time is it where you are?

#

Probably me tbh

supple wadi
#

I've been up for approx. 15 hours or so, lol

dreamy tulip
#

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
#

Another crash fixed

#

One more to go πŸ˜ƒ

weary ruin
#

@dreamy tulip : Just installed your mod from Nexus, followed Installation Instructions to the letter and it worked. πŸ˜ƒ

#

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.

supple wadi
#

D=

#

I'm surprised it didn't place you on the surface πŸ€”

dreamy tulip
#

@weary ruin I'm glad that it worked. Yes, that's a result of the terrain alterations. πŸ˜ƒ

#

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?

weary ruin
#

it was a new slot

#

How do I get back the ship marker?

dreamy tulip
#

0.o

#

That's weird, indeed.

#

I uploaded a temporary hotfix

#

Until the immersion update is released

#

sec

weary ruin
#

Do I put that in MODS directly?

dreamy tulip
#

Yes, sorry about that! πŸ˜ƒ

weary ruin
#

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.

dreamy tulip
#

@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

weary ruin
#

I think there is a ship marker. The N/S indicators are there both in vanilla and your mod.

#

Yep, ship marker in vanilla

dreamy tulip
#

Did you add the hotfix?

#

And you didn't rename it right?

weary ruin
#

no rename and put in the binaries folder

dreamy tulip
#

The hotfix needs to go into the MODS folder.

#

πŸ˜ƒ

weary ruin
#

sorry not binaries but MODS

#

my bad

dreamy tulip
#

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

weary ruin
#

Sorry to have you all worried

dreamy tulip
#

No problem! Glad it's working

south turtle
#

test

#

!pin 431996804872273930

#

πŸ€”

#

!pin 431996804872273930

hardy auroraBOT
#

@south turtle OK.

south turtle
#

!unpin 431996804872273930

hardy auroraBOT
#

@south turtle OK.

red iron
#

<@&376156604417966100> You guys can now pin and unpin messages in this channel by using !pin [Message ID]

supple wadi
#

Thanks @red iron & @south turtle!

red iron
#

No problem

hallow pumice
dreamy tulip
#

@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

hallow pumice
#

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?

dreamy tulip
#

That might be able to decompile that file

hallow pumice
#

I've tried older version of MBIN aswell with the same error

#

ill try that on rayrod

dreamy tulip
#

Can you send the mbin? If it doesn't work?
Np

hallow pumice
#

will do πŸ˜ƒ

dreamy tulip
#

πŸ‘

#

Also...

hallow pumice
#

yep same error

dreamy tulip
#

Cool, send it my way and I'll see if I have a version around that'll work

hallow pumice
#

want the mod .pak or just the mbin?

dreamy tulip
#

Mbin is fine

hallow pumice
dreamy tulip
hallow pumice
#

how xD

dreamy tulip
#

The same exe that I sent worked for me xD

#

I dragged it ontop haha

hallow pumice
#

so confused

#

why it's not working for me

#

but thank you always πŸ˜›

final needle
#

wrong chnl\

hallow pumice
#

oof

#

Apparently exacting them on my separate hard drive works, very odd, but got it to work

random flint
#

@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.

dreamy tulip
#

Are you using anything else?

random flint
#

Nope.

dreamy tulip
#

Can you send a snap of ur mods folder?

random flint
dreamy tulip
#

Something sounds off, as it works/looks beautiful on my end

#

weird

#

Okay

#

Do you have any snaps of what happened?

random flint
#

Yeah, just a sec. I'll take some screenies.

dreamy tulip
#

Cool

random flint
#

The colours are completely "off" and dark.

#

Er

echo oxide
#

Hmm.

dreamy tulip
#

Cool beans πŸ˜›

#

If you're saved in that system, you can send me your save

#

I'm ironing out "those crashes"

#

Fixed like 5 so far

random flint
#

Sorry for being nooby, but.. where are saves located? >.>

dreamy tulip
#

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

random flint
#

I just downloaded it before playing, about.. an hour or so ago.

dreamy tulip
#

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

random flint
dreamy tulip
#

Everything is going to be changing consistently

random flint
#

Okay

dreamy tulip
#

So, bugs are expected

#

Especially after changing a lot all day haha

#

But after the changes, I get around to refining those things

random flint
#

I just created this save, to test it out so there's not much in it.

dreamy tulip
#

That won't help

#

Would only help if you're saved in that system

random flint
#

Yes, that's what I just sent you lol.

dreamy tulip
#

This is the inside of my ship:

#

Will check it out soon

#

Occupied with another thing atm

random flint
#

Okay.

dreamy tulip
#

Looks like the 8K grass wasn't problematic for you

#

If there's an issue, it's something else