#nms-modding

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dreamy tulip
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What would you do?

supple wadi
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If memory serves, the blackhole warp requires one to be InShip for it to work, I think...Yeah. You can activate it, but it only runs once you hop back in a ship

dreamy tulip
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Hmmm, is it possible to randomize the portal warp?

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W/o a need for coords

supple wadi
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What we should try to pin down is what they use during the story

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As that seems to enable a semi-random warp

dreamy tulip
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Considering that if you type in the wrong coords, it'lll auto determine the coords for you

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Like a randomizer

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I wonder what causes that

supple wadi
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It's been a lower priority research aim, personally, to sort out how the game semi-randomly warps us during the story

dreamy tulip
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Ah, I see

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Well, do you know which entity handles the warp?

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Looking now myself

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Looks like it "might" be this:

        <Property value="GcActionTriggerState.xml">
          <Property name="StateID" value="BOOT" />
          <Property name="Triggers">
            <Property value="GcActionTrigger.xml">
              <Property name="Trigger" value="GcPlayerNearbyEvent.xml">
                <Property name="RequirePlayerAction" value="OnFoot" />
                <Property name="Distance" value="15" />
                <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="True" />
              </Property>
              <Property name="Action">
                <Property value="GcGoToStateAction.xml">
                  <Property name="State" value="CLOSE" />
                  <Property name="Broadcast" value="False" />
                  <Property name="BroadcastLevel" value="Scene" />
                </Property>
              </Property>
            </Property>
            <Property value="GcActionTrigger.xml">
              <Property name="Trigger" value="GcStateTimeEvent.xml">
                <Property name="Seconds" value="0" />
              </Property>
              <Property name="Action">
                <Property value="GcNodeActivationAction.xml">
                  <Property name="NodeActiveState" value="Activate" />
                  <Property name="Name" value="Button" />
                  <Property name="IncludePhysics" value="True" />
                  <Property name="NotifyNPC" value="False" />
                  <Property name="UseMasterModel" value="True" />```
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                </Property>
              </Property>
            </Property>
          </Property>
        </Property>
      </Property>
      <Property name="Persistent" value="False" />
      <Property name="PersistentState" value="" />
    </Property>```
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"BOOT"

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Could be wrong.

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Looking in the Portal Terminal Entity

supple wadi
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Yeah nah, that looks to be more for opening up/closing the terminal

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I think it's the PortalTrigger entity, for the simple walk-through effect

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<Property value="TkPhysicsComponentData.xml">
      <Property name="Data" value="TkPhysicsData.xml">
        <Property name="Mass" value="0" />
        <Property name="Friction" value="0.5" />
        <Property name="RollingFriction" value="0.2" />
        <Property name="AngularDamping" value="0.2" />
        <Property name="LinearDamping" value="0.1" />
        <Property name="Gravity" value="20" />
      </Property>
      <Property name="VolumeTriggerType" value="TkVolumeTriggerType.xml">
        <Property name="VolumeTriggerType" value="Portal" />
      </Property>
      <Property name="SurfaceProperties" value="None" />
      <Property name="TriggerVolume" value="True" />
      <Property name="Climbable" value="False" />
      <Property name="IgnoreModelOwner" value="False" />
      <Property name="NoVehicleCollision" value="False" />
    </Property>```
dreamy tulip
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Hmm

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I will give it a try, thanks for taking the time to look

supple wadi
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How that works when disconnected from the coordinate input though is beyond me

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But given that the portals don't immediately move you, and require you to walk into an invisible volume around the portal effect, the above makes the most sense to me

dreamy tulip
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Yeah, that makes sense.

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I just tried making a custom scene for it

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with an altered entity

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based on what you pasted there

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Gonna load up with it

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I added the entity an an attribute for all of the scene's referenced in there

dreamy tulip
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Just did a lot with caves

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Wider and larger, but 20 diff combinations

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1 of them is vanilla

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Was looking at old "ORIA V" footage

lime mesa
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So will there be now ORIA V style of caves in the immersion update @dreamy tulip

dreamy tulip
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I'm aiming for that ๐Ÿ˜ƒ

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Or at-least oria v in shape, with the voxelgen

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like the terrain, they used a different height and width

dreamy tulip
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Just converted the "Gryphon" by Krem into a hovercraft

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And made a transparent image for it

cyan oracle
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nice.. I never did get around to that.. haven't done anything since messing with those Toxic biome materials..

dreamy tulip
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Thanks! However, there is one tiny issue. The wings are partially in the ground. I wonder if I need to increase the value of transy on all the references?

cyan oracle
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are you doing alternate .pak files for the gryphon and hovercar? or did the hovercar just get scrapped from your overhaul?

dreamy tulip
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I set it up in a way, where when you plot it into the mods folder it swaps it ๐Ÿ˜›

cyan oracle
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you should be able to adjust that in the GCVehicles file

dreamy tulip
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Yeah, was trying to but

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Is it

cyan oracle
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there's a collision offset, you can adjust the Y value

dreamy tulip
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Okay

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The way I tweaked it so far

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    <Property name="CollOffset" value="Vector4f.xml">
      <Property name="x" value="0" />
      <Property name="y" value="1.15" />
      <Property name="z" value="0" />
      <Property name="t" value="0" />
    </Property>
    <Property name="ExtraCollOffset" value="Vector4f.xml">
      <Property name="x" value="0" />
      <Property name="y" value="0" />
      <Property name="z" value="0" />
      <Property name="t" value="0" />
    </Property>
    <Property name="CollDimensions" value="Vector4f.xml">
      <Property name="x" value="1" />
      <Property name="y" value="0.5" />
      <Property name="z" value="1.875" />
      <Property name="t" value="0" />
    </Property>
    <Property name="InertiaDimensions" value="Vector4f.xml">
      <Property name="x" value="1.875" />
      <Property name="y" value="0.375" />
      <Property name="z" value="1.875" />
      <Property name="t" value="0" />
    </Property>```
cyan oracle
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yea, I thought it was the first CollOffset.. :\

dreamy tulip
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Hmm

cyan oracle
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try CollOffset Y at 0, and making CollDimensions for Y value bigger..

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that should center the collision to the model and the increased height should place it higher..

dreamy tulip
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Okay, gonna try now

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Thanks

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That helped a lot

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Tweaking it a little bit more

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The alternative hovercraft is fixed now

supple wadi
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HG using the Elevation NoiseLayer for semi-mountainous terrain instead of the Mountain NoiseLayer ๐Ÿคฆ

dreamy tulip
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Haha yeah

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I noticed that too in the past

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No idea why

lethal solstice
cyan oracle
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Unless I'm mistaken, that can be built in Rayrod's overhaul as the "Unrestricted Ship Spawner"

worn bison
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Think you're right Krem I was having my first play with build mode earlier

cyan oracle
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@lethal solstice if you're saying you want to be able to build it, that's easy enough too.. it's a matter of editing 3 metadata reality tables files:
ยทMETADATA/REALITY/TABLES/BASEBUILDINGTABLE.MBIN
ยทMETADATA/REALITY/TABLES/NMS_REALITY_GCPRODUCTTABLE.MBIN
ยทMETADATA/REALITY/TABLES/PURCHASEABLEBUILDINGBLUEPRINTS.MBIN

lethal solstice
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ty

cyan oracle
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actually, it looks like you don't even need to edit the NMS_REALITY_GCPRODUCTTABLE

lethal solstice
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RIP

cyan oracle
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and this to purchaseableblueprints:

    <Property value="NMSString0x10.xml">
      <Property name="Value" value="SHIPSUMMON" />
    </Property>
worn bison
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Krem you're a beautiful human

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๐Ÿ˜„

lethal solstice
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โค

cyan oracle
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๐Ÿ˜„ thanks, always glad to help when/where I can..

supple wadi
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Although if you just want it right away, you can edit DEFAULTSAVEDATA under Metadata>GameState

dreamy tulip
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Just changed the scaling, angles, direction and everything in the E3 inventory to match old footage

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Of all the models being rendered

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And their lighting

dreamy tulip
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The jetpack looks more 3 dimensional now

supple wadi
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Hrrm, @dreamy tulip, on the surface of a layer of terrain, have you been able to get it to be a bit rougher? I've been prodding some of the settings and it seems like there's always a flat surface emerging across some of the terrain. I'm thinking that may be where the Texture NoiseLayer comes into play, as this planet's biome doesn't have it enabled.

dreamy tulip
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Hi, sorry for the late reply

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My eyes are heavy

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Oh wait

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That was 2 min ago

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Texture has to do with multi-biome aspects

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to an extent

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Not so much via biomefiles

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with voxelgen yes

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No biome has Texture enabled by default

supple wadi
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Hmmm.

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Yeah I'm prodding the VoxGenSettings mainly, shoulda said that

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But yeah, keep seeing smoothed over terrain on points, & prodding other settings doesn't seem to really change that much. Seems like may need to just rework everything around the idea of a rougher terrain almost.

dreamy tulip
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I believe it can be done via voxelgen

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Well, I know it can

supple wadi
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lol, yeah, same, just trying to figure out a good way to do it & ensure it's not too tumultuous

visual shard
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hmm i'm wondering, if i install rayrod's mod will it affect my spaceport base?

lament rampart
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Any ideas as to when the Immersion update will be available for us? @dreamy tulip I'm so dang hyped man lol

frosty vine
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When its ready.

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Ray doesnt like to rush and he likes to keep adding stuff

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I cant speak for him of course but id wager sometime soon

lament rampart
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Fair enough about that. This is a big release so it makes sense if he waits till it's more completed.

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If he wants another beta tester there is a Happy guy that's available ๐Ÿ˜‰ lol

urban perch
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Righy after 1.5 launch so it wont work

dreamy tulip
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Haha nah

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I plan to release prior to 1.5

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And to keep working on it post 1.5

dreamy tulip
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I just re-worked all atmospherics for the overhaul. There should be less haze now, and when there is haze... I adjusted the density of it, the distances, the opacity of it, and lots of other things. I also added a very light depth of field. The effects will also now dynamically transition depending on the kind of weather, it will subtly increase when storms come.

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I also added more atmospheric palettes that I manually designed/replicated by looking at E3 trailers, E3 screenshots, other pre-release footages, and also after actual concept art pictures and then fan art.

weak nest
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So to download a mod from nomansskymods, i just click download on the mod i want and then open the game like normal and it will be installed?

echo oxide
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Drag & drop the file (.pak) after navigating to PCBANKS, and delete the disablemods.txt if it exists. Then create a mods folder there and do so like said above

weak nest
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Ok, I don't understand any of that lol. Total noob with this stuff. I'll Google up what you said to do here though and I'm sure I can get it. Thanks for the help.

supple wadi
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Wish there was a good way to trim back the beach/shore effect

echo oxide
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^

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BoTW water atleast would be imaginable

supple wadi
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It's not the water I'm pointing to here, so much as the sharp contrast between interior land and the literal beach, as well as its awkward neglect for the slope of the terrain

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At a certain angle, that sand just shouldn't be appearing, I don't think

echo oxide
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The sandy textures?

supple wadi
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Yeah

dreamy tulip
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@supple wadi Yeah

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The beaches shouldn't be slopes

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Idk

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Looks smooth here

supple wadi
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Yeah, but it's both a different texture and very obviously a different set of VoxGenSettings at play

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That texture, at least imo, looks a bit better

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I think what it could come down to is setting up a biome file with terrain controls tweaked so that you get a milder sort of terrain that blends better into the presence of water/seas/oceans

dreamy tulip
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Yeah for sure

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Agreed

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I like that sand better

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There's also a diff ground texture in tandem with the grass

frosty vine
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@dreamy tulip Why do you want less haze?

supple wadi
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Probably goin' for a better balance of it

dreamy tulip
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I wanted a balance yeah

supple wadi
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At least with some of the biomes

frosty vine
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I wonder if there's a way to get clouds to stretch to the horizon

dreamy tulip
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I changed the clouds too

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Depending upon the intensity of the weather

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And also the effects on your mask

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and a lot of other things

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If we can properly edit the terrain texture, than we can make the beaches look better @supple wadi

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Apart from the voxelgen settings at play ofc

frosty vine
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that'd be cool

supple wadi
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It's not just the texture itself tho, as mentioned earlier

dreamy tulip
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Yeah, I'm aware of that

supple wadi
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Also just a matter of how it's being applied without regard for the slope/angle of terrain. =/

dreamy tulip
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I believe that one of the palettes, inside of the terrain texture, was sand. Therefore, a certain palette was being called through the main biome file which triggered that sand in that area

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However, the voxelgen also determined the way the beaches were formed

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The thing is, that, it doesn't make much sense to do, lest the terrain textures can be properly edited

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imo

supple wadi
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To be fair it's an across the board issue w/ the game atm, so ๐Ÿคท

dreamy tulip
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What is?

supple wadi
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The way they're applying the sand texture along the beaches/shores/coasts

dreamy tulip
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Ah

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It's done via the biome files

supple wadi
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In part, yeah

dreamy tulip
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The biome files call from the terrain texture

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with certain palette names

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And the terrain texture has I think 16 palettes?

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And the voxelgen also plays part in it

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Opening one of the terrain textures would allow one to view those palettes in PS

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However, it's the process of exporting in the proper format which has not been figured out yet

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tmk

supple wadi
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That, at least imo, wouldn't fully address much tho

dreamy tulip
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Why do you say?

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I'm curious

supple wadi
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Because then you'd just be modifying a texture that's being very loosely applied, rather than adjusting how it's being applied

dreamy tulip
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You can determine how it's applied via the biome files

supple wadi
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๐Ÿคฆ

dreamy tulip
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Are we speaking of the same thing? lol

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Oh wait, when you say "How it's applied"

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Do you mean, how it's applied as in being called?

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The texture, the palette

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or the voxelgen aspect

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It's being applied in more than one way

supple wadi
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When I say how it's applied I mean how the game is choosing how much of the sand texture/palette to stick along edges near water, and the angle at which to end its application so as to make way for the inland ground textures/palettes

dreamy tulip
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Okay, so we are talking of the same thing, I guess then

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You can adjust that via the biome files

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But I believe it works in tandem with the voxelgen

supple wadi
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<Property value="TkPaletteTexture.xml">
          <Property name="Palette" value="Sand" />
          <Property name="ColourAlt" value="Primary" />
        </Property>
        <Property value="TkPaletteTexture.xml">
          <Property name="Palette" value="Sand" />
          <Property name="ColourAlt" value="Alternative1" />
        </Property>```That's not even close. >_>
dreamy tulip
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It works in tandem with the voxelgen

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The voxelgen has to play a part in it

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I've made entire regions and hills and places out of sand before

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and sandy oasis's, like beaches

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through voxelgen and biome editing

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I haven't figured out the slopes though

supple wadi
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Yeah, I don't doubt that, it's just the specifics I was poking at, those aren't as exposed to allow for the degree of adjustment I'd be after

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You end up having to reshape things a bit more than you really should have to to get a proper spread of "correct" looking beaches

dreamy tulip
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Yeah, I get that it would take a ton of adjusting and testing to refine. But what I'm getting at here is that, I think that would be where to make those changes.

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Like, you'd have to work with both

supple wadi
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Oh yeah, I didn't mean to suggest otherwise

dreamy tulip
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And then that terrain texture ofc

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Oh okay cool

supple wadi
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I was just looking for something more specific

dreamy tulip
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Cool beans

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I've been meaning to look into it, but I'm just so pre-occupied with other things

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at the moment

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However, I'd really like to see those beaches

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And I also feel that w/o a better sand texture, inside of the terrain texture, it might feel a bit "meh"

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Idk

supple wadi
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Before I dug into reworking the texture I'd just want the formations right, personally, lol

dreamy tulip
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Ah, I see. The way I am, I'd go for the full thing at once

supple wadi
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Which we can do a bit of, I guess, so maybe just more the settings for application

dreamy tulip
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But considering that dilemma

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with the texture

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Hasn't been a top priority for me atm haha

supple wadi
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So like, "Don't appear when the terrain is literally a 90 degree angle"

dreamy tulip
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But then again

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Better beaches, even with the current texture is still better

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than w/o better beaches (terrain)

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Also, why are they even at a 90 degree angle? ๐Ÿ˜‚

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That question just crossed my mind lol

supple wadi
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๐Ÿคท Very loosely defined parameters. "Does land meet water? Apply sand"

dreamy tulip
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Appeared to be nailed down formerly

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Never seen a beach like that yet

supple wadi
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It still had some issues (in terms of the release build), but the milder texture made it less noticeable

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Then they added detail and now it jumps out at ya more

dreamy tulip
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Ah yeah, what do you think of the terrain texture?

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I think it looks pretty at times, not sure what I think about the "flowers" on it

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for the lushhq texture

supple wadi
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I'm mixed. Some I like, others I'm like...Ehh

dreamy tulip
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And the weird looks like a golf ball

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Well, the glass one

supple wadi
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Like I woulda taken more props with generated/descriptor features over reworked textures

dreamy tulip
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I wonder if it's possible to have an actual render of the planet

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the planet's terrain

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rather than a texture

supple wadi
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Or a texture generated based off of the approximate form of the terrain ๐Ÿค”

dreamy tulip
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Eh, Idk if that's possible?

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Looked more natural in the ps4 gameplay trailer

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With Vesta prime

supple wadi
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Memory serves, wasn't that with smaller planets & star systems tho?

dreamy tulip
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The planet was smaller I think

dreamy tulip
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Does anyone know a really good 4K monitor?

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I'm looking for the best

little fern
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can ps4 get mods

hardy hatch
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Nope, afraid not

supple wadi
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Not atm and not w/o custom firmware (probably)

scenic halo
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From the looks of it, my computer would have a stroke trying to run that overhaul

worn bison
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Overhaul actually gives really good performance

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The new version which is being released soon โ„ข is even better.

supple wadi
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besides that, RaY's just running on top hardware

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So they can run NMS at the highest settings

frosty vine
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True but it does have good performance

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it runs better than vanilla at times even.

worn bison
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I get around 40-50fps on the latest version of overhaul, on a 1050, i5, 8gb ram. And get pictures like this:

supple wadi
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I'm only pointing that out 'cause even if RaY were running vanilla, it might still look stupid good, lol

worn bison
frosty vine
worn bison
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Is that in the middle of the water?

scenic halo
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I have a 750Ti

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So yeah, I run the lower tier

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It used to be a 520

supple wadi
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I'm stuck with a 650 =/ Know that feel

frosty vine
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Yes, in the middle of water

worn bison
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You could give it a go Tech, see how it goes.

scenic halo
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I can just barely run the new DOOM with my current setup on any settings

worn bison
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That's amazing Oppressor

frosty vine
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I won't spam here xD

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But Ray's really doing some cool stuff

worn bison
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๐Ÿ˜›

supple wadi
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Haha, same-ish Tech, albeit not too bad since they patched it up

worn bison
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For sure

frosty vine
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These can spawn now

supple wadi
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I'm still disheartened RaY went the way of biggifying some stuff

frosty vine
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...

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Why

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Also, are you never satisfied with anything that guy does? I'm not saying that as a hater, just genuinely curious.

supple wadi
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Because the models aren't built for those scales

frosty vine
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Okay, true

supple wadi
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I dig RaY's forest distributions & voxel gen tweaks

frosty vine
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I personally love giant stuff

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I don't care if the models don't look grat

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cuz I can just cover up the bad textures with more fog through photo mode

supple wadi
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I've always been against the big stuff/rescales regardless of modder doing it, tbh. I said it with Redmas, I say it with RaY

frosty vine
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stumbling upon a giant ruin is so much cooler than a puny one we've seen billions of times by now

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It has to make sense, I agree

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and I think they do generally just make them bigger, but Ray's smart and will probably do it in a way that works

supple wadi
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You won't really see me saying it about Nadalee's stuff, just 'cause she generally makes her models to be gigantic, lol

frosty vine
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True

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Wish she would put in the old ruins stuff again

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she's said she'd do it but that was months ago.

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She just has to port them over too

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Not like make tons of new ones.

supple wadi
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She's busybusy like Shooter tho I think

frosty vine
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Yeah, probably

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I hope shooter makes some ruins mods

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that would be incredible.

supple wadi
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I've been really finicky about digging more into modeling, because I'm not sure how well I could work with the primitives for collision. But then there's also the other side of trying to sort out texturing. Like make some custom ones or try to work with the existing ones instead.

frosty vine
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I just don't personally mind the collisoin stuff

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that's been so much of a barrier for so long, and for what

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I mean, yeah it's cool to have, but I'm beyond used to no collision for stuff

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maybe that's just me

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Are the textures editable though?

supple wadi
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Textures are just pretty weird with NMS stuff, but I'm not sure how much of that is NMS-specific and/or limited familiarity with texturing 3D models on my part

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For objects I think they're a bit more normal tho

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But when you try to mix in procedurally picked colors for them it gets a bit weirder

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The catch for me with regards to collisions is that they're more essential for interiors and the like

dreamy tulip
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That's not bigified

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intentionally

supple wadi
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I know that one isn't, that's why I said some stuff ๐Ÿ˜›

dreamy tulip
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I personally am not a huge fan of insanely big things

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It depends in how it's implemented for me

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Like, if there was a gigantic tall tower in the distance

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I think that might look pretty sick

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But if something looks really sloppy, and just spammed with large assets... I can't deal with that

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There were dense, large forests at E3

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That I love

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But it's a matter of implementation, and if something is overkill or supposedly immersion breaking, I would adjust it until it feels right

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Also, some models look and function very nicely when scaled largely

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And the textures look fine

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I do have higher res textures on a lot of models as well, which helps a lot

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And they have collision

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And custom entities for them, so that they make sense

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But If I ever see something like overkill, like what D.E does imo

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I'll either scrap it or drastically change it

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Also, I don't think that structure there is enlarged?

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If it is, then it's unintentional. But I don't think that looks bad actually.

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In @frosty vine's shot

supple wadi
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StandingStone, yeah?

dreamy tulip
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Does it look larger than normal?

supple wadi
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It's honestly hard to tell given the other stuff going on in the shot

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It looks like it may be to me, which is why I said what I did

dreamy tulip
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Hmm. Okay. I'll look into it, but I don't think that it is. Nor are those trees in the BG

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There are some rare moments, where they can be larger than normal things. However, it's intended to only be moments where everything feels like it belongs.

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Really careful in the way that I implement things and I think it out beforehand

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And make further adjustments when I feel necesarry

#

In my opinion, those crystals feel like they belong there.

#

And that it does not look overkill, spammed, or sloppy.

#

They are definitely larger than normal though. HelloGames also had some very large crystals pre-release and some other very large objects now that I think about it.

#

However, what I think plays a huge part in (those things fitting in) is their form of implementation

#

Which requires a lot of work, testing, and refining to get right.
There's also a ton of other things in-play in that screenshot that aren't necessarily biome related.

#

Synonymous to what I'm doing.

#

Also @frosty vine I like the way that building in the water looks

#

What breaks immersion for me personally, is assets that are outside the scope of No Man's Sky. Here and there, I'd be okay with a few exceptions... for fun.

#

I personally like some of Krem's ships. My favorites are the one's that were shown in E3 footage (by Hello Games) and restored, alongside the ships formed from vanilla assets.

#

Other "out there things" for the most part (in generality when it comes to custom models) are outside the scope of my interests, and kills immersion for me, rather than slightly larger assets (alike what HG's had). However, as written above, if there were large assets implemented in a low effort way, It would totally kill immersion for me, and I would hope anyone.

supple wadi
#

I'm really picky, as I'm sure is already obvious, so what suits ya just doesn't suit me much. But that's what makes it being a mod good, as it's an opt-in type of change

dreamy tulip
#

Likewise, I'm really picky as well with my own individual preferences. Some are preferences that we both share.

#

My intention is to emulate an unmodded experience with mods.

#

Changes that are very subtle, and in many cases not subtle at all, but compliment the base game in such a way that it feels like it belongs and feels official, with some exceptions. To fully flesh out No Man's Sky and push it to it's limits with what is currently feasible. To iron out every nook and cranny. To create a more refined product. To take what Hello Games has already improved and improve it further as there's always room for improvement. Some things might or might not be subjective. However, feedback is really helpful in that matter.

#

Also, never "over saturated".

#

I want to make every moment special, while also reserving those "extra special" moments.

#

Alike the person who was practically making dlc's for Skyrim unofficially, working extremely hard, in a professial manner unofficially, while keeping the dev's interests and their vision for the game in-tact with his own twists.

#

Prior to being noticed and drafted for his hard work and effort officially

#

It's one thing to do something "just to do it", "just because you can"

#

It's another thing to do something with a goal, ambition, and purpose; with nearly every decision that you carefully make to be revolved around a potential user/customer base's interests, and perspective, while also seeking to appease the dev's vision (without compromising your personal preferences). At the end of the day, it's like you're creating a product, but for free in an unofficial, but professional manner... but the key to it is passion and inspiration. Because if you don't have admiration for what you're working for, then why bother? Y'know.
If someone is passionate about something, you'll see the evidence of that produced through their actions, works and behavior.

Generally speaking here and sharing some thoughts:

I have a personal qualm with people who do things solely or primarily (in self-ambition) for fame, attention, downloads, views, and ratings and have no genuine interest in No Man's Sky (or whatever may it be about).
I believe that there's a problem with that. What happens when you no longer get those things that you seek? Knowing that people can be fickle and applaud you when you do something great, but one day at the spur of a moment (with no apology) condemn you, not correct, but condemn you for making a human error? Considering that a person with only those motives for example, is not grounded in anything other than a longing for those things... what happens when they stop getting what they long for? When they stop getting the approval of others? They'll wither and lose interest. Because they stop getting what fueled them. What motivated them. What they're ultimately looking for and ultimately desire (without really asking themselves this question: ("Why am I even doing this?"). It can also produce a divisive behavior in the long run.

#

With all the craziness that I've been put through, what has kept me here is passion. I do what I love, and what I get out of it is a better NMS experience to my liking, and that's enough for me. I love what I've done and I love what I do and I love Hello Game's and their No Man's Sky product alike many others.

I've noticed the same about HelloGames. They could've switched up on people under so much pressure, but they genuinely love their game, and they will keep working on it regardless of what people say/do/think. Sure, they want their game to go well. Who wouldn't? However, They know where they stand, in their integrity. Passion can't be taken from them.
At the end of the day, it's possible to have a bunch of stuff that's really flashy and in your face with a lot of time spent into making it... but I'm creating a free, niche-product of a certain style that is still "No Man's Sky", which attains to particular user base that desires that kind of a certain style, birthed out of inspiration for what was already done by Hello Game's as an avid fan of Hello Game's and their No Man's Sky product.

And in some cases, I'm not re-inventing the wheel. The wheel was already invented. I'm just making some pretty darn good wheels. Have I made my own content for No Man's Sky? Absolutely.
However, say, for example (being hypothetical here)... "At E3, sentinel drones when destroying them, they would fall to the ground as disabled, with a drop animation, rather than disappearing)", and you want to replicate that; and it turns out that there's a perfectly functional animation for doing so already made by HelloGames, why would you go and develop a NEW one from scratch? Just so that you โ€œdonโ€™t use HG filesโ€? The same applies for 3D models, and whatnot. Re-incorporating content previously unavailable to people is something potentially beneficial and not really worthy of "downplay" in generality.

dreamy tulip
#

@lime mesa and @verbal cairn

#

So, was performance your concern?

#

I can elaborate a bit on that

#

I am aware that the v10 had some really bad performance issues (when it was first released). I actually did a lot of more optimizations, up until the most recent public version. (Not sure if either of you tried the latest public version). However, the latest one that I'm working on, with the confirmation of several fellow travelers who've said the same thing... have a significant performance boost.

#

Now, it's beyond me as to why someone would say that it performs better than vanilla for them. However, I keep hearing that.

#

But I do have a few ideas as to why that may be.

worn bison
#

I get really good performance with the testing version. ๐Ÿ‘
I haven't really compared it too heavily to vanilla, since one of the reasons I got a gaming PC was so I could mod.
But my gaming laptop is "budget" at best, and gets pretty slick performance! ๐Ÿ˜ƒ So worth a shot when it comes out.

verbal cairn
#

will you ever just develop a mod that makes nms run better? I dont want huge towers n such as they sort of ruin the game for me

dreamy tulip
#

The new version will not have huge towers if you don't think it should.

#

Also, that's honestly easier said than done. In totality, everything that I've done is what's improving performance.

#

However, there are a lot of performance improving mods out there

#

I was kind of elaborating a bit earlier on how that kind of stuff ruins NMS for me too

#

Not a fan of spammed/low effort stuff

#

Or just randomly giant things, it has to be implemented in a particular way

#

Alike how Hello Games had "large towers" and "large things" at E3, but in a smart way.

lime mesa
#

I've looked into the 'performance' mods that just lower rhe resolution of things.

#

i dont want to play a game that has stuff removed just to make it run better

#

or downscaled

dreamy tulip
#

How about this, I would greatly appreciate any feedback or personal preferences, in regard to what you personally feel would break No Man's Sky for you?

worn bison
#

If you wanna play the game "as is" but just with better performance, the best bet is probably a PS4 Pro - it runs the game super smoothly (and prob more so with NEXT) and doesn't make any compromises over the PC version.

dreamy tulip
#

It will help me to mold this into something that you would like.

lime mesa
#

I have a PS4 Pro and a desktop pc, I don't need to buy the game again ๐Ÿ˜›

dreamy tulip
#

I'm completely open to feedback or suggestions (in the realm of what's feasible) of course.

#

Also, I apologize for any inconveniences on the former version.

verbal cairn
#

(that procedural forest looks just like the one i had in a dream about nms)

lime mesa
#

It's fine

#

I'm just bitter because every time I try out a 'awesome new graphics mod' it makes me feel like I wasted my time because the mod makes my game run like crap.

#

I've installed mods that add features, like the old one for vehicles that could detect nearby portals, that was a cool feature to add.

dreamy tulip
#

I am hoping/aiming to make the wait worth it. When it's released, I'm eager to release it... would you mind letting me know if it is better for either of you? If not, I will make it my priority to tailor make you something.

lime mesa
#

Yeah I can do that for sure

dreamy tulip
#

Wonderful. Thanks a bunch!

#

@verbal cairn That's awesome

#

I sometimes make what I see in my dreams in-game

#

This project was birthed out of a dream of working on something like it

verbal cairn
#

there is one thing missing... do you by any chance have these weird atlas towers scattered around? lmao, because that was what was in front of one of them forests

dreamy tulip
worn bison
#

๐Ÿ˜ฎ Kev

#

Is that your dream?

verbal cairn
#

hmm... its close to my dream

dreamy tulip
#

Sadly, I do not... yet. I am looking for that tower, and if it's still there, I will add it into my "Spekira II" biome that I made from looking at that footage/picture. This planet was shown in the Infinite Worlds trailer.

worn bison
#

I wonder if you seen that screenshot before, and it's resonating in your dreams. Or if you're a prophet lol

verbal cairn
#

(some dreams i have actually show future things every now and then...)

worn bison
#

๐Ÿ˜ฎ

dreamy tulip
#

I also did the Spekira II atmospherics

verbal cairn
#

i did a crappy drawing of that tower thing that was in my dream the same day lmao

lime mesa
#

๐Ÿค”

supple wadi
#

Part of me wonders when the last time some folks played vanilla was, lol

worn bison
#

Me, today, PS4

#

haha

supple wadi
#

Shoulda specified, on PC

worn bison
#

๐Ÿ˜› haha

dreamy tulip
#

Sea Antelope riding anyone?

lime mesa
#

@dreamy tulip what you said about huge objects is pretty true. if they don't feel as though they fit in the environment, what's the point anyway? it's just a collision mess with no baring on the terrain near it so it's not really worth it. also color composition helps a ton

#

I'm still curious why big crystals aren't in the game when they're still being shown in 2018

dreamy tulip
#

Yeah, I dunno! ๐Ÿ˜›

#

I always liked these ones

lime mesa
#

my best guess would be cut content maybe? things they planned to do for Atlas Rises but kept putting off? otherwise they just keep appearing out of nowhere in so many no man's sky pieces

dreamy tulip
#

I added them back in, but I want to make sure that they are done right

lime mesa
#

and now the xbox one no man's sky cover. seriously curious for what's on the back

dreamy tulip
#

Oh, me too

#

Excited to see what's ahead

lime mesa
#

the update kinda has to appear before the One release, since people will probably somehow break street dates and see the update beforehand since it's on the disc or see the back of the case as it gears closer to launch

dreamy tulip
#

Hmmm, is it possible to delete updates on xbox?

lime mesa
#

if the game does indeed come out on july 24th, as in the one version, then I would suppose NEXT would be a few days before

dreamy tulip
#

I wonder if the rc1 will be on it

lime mesa
#

but even then how will HG market it in such a short time? just skip over NEXT content and focus on the other content patches? that wouldn't be very fair to the work they did

#

I'm curious on how they're gonna do that. people will probably want to see next before buying and I'm pretty sure most games have their entire cases leaked before they come out. unless I'm dreaming

dreamy tulip
#

Not sure, I saw some news sources

#

But it might not be directly linked to HG's

#

Maybe there will be trailers

#

or more news soon

dreamy tulip
#

We got flying sea creatures now

#

Let's have some monsters fighting each other in the sea

dreamy tulip
#

This trex literally just stepped ontop of this island lol

#

Still testing around with this stuff

dreamy tulip
hallow pumice
#

๐Ÿ™€

royal bear
#

@dreamy tulip I love that

dreamy tulip
#

Thanks!

lime mesa
#

very reminiscent of the stephen colbert gameplay

dreamy tulip
#

I actually replicated a lot of atmospherics and skies by looking at pre-release footages, pre-release trailers, pre-release screenshots, fan art paintings, and concept art paintings.

#

There are a lot of others that I tried my best to do. It took at-least 2 hours for each replication

#

However, those are a couple of them, that I made for the upcoming Immersion Update of RaYRoD's Overhaul.

lime mesa
#

yeah I heard about that. it looks good

dreamy tulip
#

Water Walkers in Radioactive Forest

lime mesa
#

myyyyyyeah I tried to play around on the beta that's on NexusMods/Google whatever, constant crashing. Can't land on any planets without it crashing the second I enter the atmosphere. Can't open the galaxy map. Crashes to desktop every time.

dreamy tulip
#

Ummm, Yeah. This is what we talked about yesterday lol

#

The new version isn't released yet

#

The v10 still has issues, but new version aims to iron them out

#

Which is common knowledge

lime mesa
#

no what i talked about yesterday was FPS issues ๐Ÿ˜› No mention of crashing.

dreamy tulip
#

What I talked about was there being several issues.

#

Alongside FPS issues.

#

And the disclaimer says "Expect Rare Bugs and Crashes" with this BETA ๐Ÿ˜›

lime mesa
#

oh those crashes were anything but rare

#

i sneezed and the game crashed

dreamy tulip
#

Haha, fair enough ๐Ÿ˜›

#

I wouldn't expect any different from the v10.

#

If you want to be helpful, you can report issues (instead of complaining about them)

#

It's helpful in the process of making progress, rather than stirring tension with mod creators.

lime mesa
#

i dunno how else I can explain it other than how I listed it above

#

When is it coming out or is it still TBA? @dreamy tulip

dreamy tulip
#

You are literally telling me what I already know.

#

Welcome to BETA testing.

lime mesa
#

you don't gotta quote me lol.

dreamy tulip
#

I'm moving on from that conversation now.

#

@lime mesa Hi!
I wanted to release it today, which is my Birthday. However, I will need to delay it a bit longer. ๐Ÿ˜ƒ

worn bison
#

It's your birthday?? ๐Ÿ˜ฎ

#

HAPPY BIRTHDAY RAYROD! ๐Ÿ™Œ

lime mesa
#

Oh ok thatโ€™s all good @dreamy tulip

dreamy tulip
#

Thank you so much. ๐Ÿ˜ƒ

lime mesa
#

Happy birthday RAYROD!

dreamy tulip
#

Thank you, @lime mesa !

worn bison
#

Popped your card on reddit ๐Ÿ˜‰

dreamy tulip
#

Thanks man!

worn bison
#

๐Ÿ™Œ

echo oxide
#

sean2 ๐Ÿ‘

wintry wedge
#

Happy B-day, man!

dreamy tulip
#

Thanks man!

visual shard
dreamy tulip
#

Nice base that you got there, looks complex

#

Just started real-time biome editing

hallow pumice
#

Happy b-day @dreamy tulip ๐Ÿ˜ƒ

cinder delta
#

Happy Birthday nerd!

hallow pumice
#

no u

cinder delta
dreamy tulip
#

Thanks! ๐Ÿ˜ƒ

worn bison
#

So much Rayrod love over at reddit ๐Ÿ˜ƒ

cinder delta
#

Because he's so good!

#

I consider Ray a close friend aswell as a fucking incredible modder

#

He's so dedicated that we've all had to yell at him before to take care of his damn self before he rewrites another 570k lines of code NyxGlare

worn bison
#

โค

dreamy tulip
#

โค Thank you for the kind words and support

supple wadi
#

It's also because he's like the only overhaul modder still active and has the time to dedicate as much time as they have to do what they're doing

dreamy tulip
#

There honestly hasn't been another person who has done what I'm doing on this scale (via NMS)

#

Not even 15% of it (not to sound cocky)

supple wadi
#

No yeah that's why I said just that, lol

#

But to be fair we have had other overhaul style modders, even if not as thorough

dreamy tulip
#

Yeah. Not with this particular style/niche, but there have been some other modders who have done things. They have been more-so mod packs though, and in some cases (the author added in their own additions). That's not a bad thing though. I'm glad that they got the game the way that they like it, and they felt desirous to share it with everyone.

#

What's his name, back in 2016, who made "Better Worlds"

#

TemplarGFX

#

Was an overhaul style modder

#

However, sadly he left. I think what he was focused on was trying to make the game more varied and interesting.

#

But he did a lot of different things for his mod, but it was more-so biome based. He messed with the voxegelgen a lot, biomes, and ecology.

#

I used to love it back in the day, when he was around, and I would talk with him a bit

#

By the way @supple wadi I saw your concept for landing in space

#

That's really awesome man

#

Nice work ๐Ÿ‘

#

And thanks for sharing that information.

worn bison
#

I missed the concept - whereeeee

dreamy tulip
#

It's in the pinned messages. ๐Ÿ˜ƒ

#

From march 9'th

worn bison
#

Ohh thanks! Didn't realise it was a realised mod just thought it was a video ๐Ÿ˜… haha

dreamy tulip
#

Gmr_Leon found a way to land in space, by attaching an object to an asteroid if I'm correct?

worn bison
#

That's awesome!

dreamy tulip
#

There's actually an old note/todolist

#

on HG's board

#

Which described asteroid walking, I think

worn bison
#

OH wow, that's awesome

dreamy tulip
#

Working on floating wave flora now

#

Can be seen here on old footage

cinder delta
#

I ended up landed in space by accident with your overhaul Ray

dreamy tulip
#

0.o

cinder delta
#

I was using smaller planets then you released the next version

#

so I stopped using smaller planets to try it out

#

and I was stood ontop of my ship in the middle of a system

#

it was pretty crazy lol

dreamy tulip
#

Oh yeah

#

The solarsystem scale and planetary positioning changed haha

cinder delta
#

Yeah I was VERY confused when I loaded in sat on a ship in the vacuum of space

#

looked lovely though

supple wadi
#

Nah RaY, it's not related to attaching to asteroids at all, lol

dreamy tulip
#

To the atmosphere?

supple wadi
#

Yeah, but the primary approach was via object spawning associated with that scene

dreamy tulip
#

Nice

supple wadi
#

Also I was actually thinking of Darconizer earlier for a more recent example. They took a more structure-tech approach with their overhaul as I recall though

cinder delta
#

The stuff you guys do is crazy lol

#

You're like doing objects and scenes and scaling and shit

#

I just change words ๐Ÿ˜›

supple wadi
#

I've been wanting to do some more stuff but I keep getting sidetracked researching to make sure I know exactly what some settings are affecting, lol

dreamy tulip
#

Oh yeah, well yeah. Darconizer is a friend of mine. He was who I was primarily thinking of. His mod is mostly comprised of other mods that are grabbed from various sources and credited (nothing wrong with that), which also consists of some cool things that he did. It's mostly a mod pack.

#

One of the unique aspects to it is...

#

The extra tech that he made

#

I personally think that what he did there is really cool, but it's not my personal cup of tea (because it's different than what I'm aiming for), but I know that he put a lot of hard work into it

#

And when using Darconia all together it is a game changer

supple wadi
#

Pretty much the same here, they went for a bit of a grittier/real vibe, which isn't my thing but I dig the effort put in

dreamy tulip
#

There are likely some other things in there too

#

And yeah! Def

#

His is aimed at realism

#

I think that's cool in it's own way

#

For me with NMS, it's kind of a hard choice...

#

like

#

I like some things a bit realistic, while some not

#

to my tastes

#

Like

#

I think that black space with nebulae looks super pretty

#

But

#

I also think that the regular nms space does

#

And also a darker variation of that space

#

And other stuff

#

So, I find it hard to decide lol

#

So what I tried to do on my end was, allow the possibility for all of those things

#

Which I managed to do

#

But that was just my personal preference

#

I really like the 80's scifi novel vibe of walking in a painting

#

And those tech products, with their textures, and style that Darconizer did is definitely aimed at realism

#

Other than that, I think the ReShade that he's using plays a part in it

#

Not really sure what else might be going on off the top of my head

#

Still working on this

#

@supple wadi

#

The pathfinder voxelgen

#

utilized that other struct

#

TkVoxelGeneratorRegionData

supple wadi
#

tfw can't tell if HG is breaking stuff or prepping for better things

dreamy tulip
#

I noticed how the barren/desert planets have that worm like terrain

#

I wanted to compared and see what in the voxelgen allows that

#

And remembered how the old pf file utilized that struct

#

Not sure why it isn't anymore

#

Trying to load up with PF terrain

#

I also did manage to trick the mbincompiler before

#

To get it to compile something w/o deleting those changes

#

In a file that's supposedly static

#

Also, what the heck?

#

The only difference between the PF voxelgen and now

#

is that struct no longer being there

#

But when did those worm like terrain structures appear?

#

lol

#

I don't recall them being on PF

supple wadi
#

Perlin worms have been a thing for awhile across each version, lol

dreamy tulip
#

Oh yeah?

#

Like now?

supple wadi
#

I definitely remember them in Path Finder

dreamy tulip
#

Hmm, never saw them!

supple wadi
#

And I believe I've seen them in Atlas Rises, but I tend to avoid them as I don't care for them too much

#

They look cool on some planets but on others just seem a bit messy

dreamy tulip
#

Hmm, I see.

supple wadi
#

Lol, there's a reason I do more current vanilla version dives, to make sure I recognize what's changed about

dreamy tulip
#

Yeah, it can be really helpful

#

I often do the same

#

Also with the 2016 version

#

Did you find anything really interesting?

#

That's kind of a broad question, now that I think about it

#

Since so much has changed

#

Also, I have a weird issue

#

When allowing Atlas Stations in systems, I can't use my MT

#

Weird, it's like it thinks that I'm in it lol

#

Fixed it

#

I only needed to warp to another system

#

I wonder if it's possible to swap the interior of an Atlas Station with a Space Station

dreamy tulip
#

Just added procedural stations per system and procedural starting ships

supple wadi
#

MT?

#

And lol, what does "procedural stations per system" mean, given that there are already procedural stations in each system?

supple wadi
supple wadi
dreamy tulip
#

@supple wadi Hi, sorry for the late reply. Just getting home

#

MT as in Multitool
Procedural stations as in various kinds of things per system that can be alternate variations of them than the current vanilla stations with proc parts that are typically in every system

frosty vine
#

like what for example?

#

Can you amke the stations closer if not on the planet?

dreamy tulip
#

Should already be possible

supple wadi
cinder delta
#

@supple wadi canโ€™t check rn but Iโ€™m credited so Iโ€™m into it. Sweet!

frosty vine
#

AHHHH

#

GORGEOUS

hallow pumice
#

Holy stars

clever adder
#

๐Ÿค” do normal ships still spawn with the special ships thingc

#

i've only played it for like 10 seconds since i installed rayrods mod but the only ships ive seen are the special new ones ๐Ÿค”

dreamy tulip
#

@clever adder Hi

clever adder
#

hi

dreamy tulip
#

Are you running the expanded ai ships .pak?

clever adder
#

yees

dreamy tulip
#

I included a document with it, that's likely why you're seeing Krem's ships for the most part on the v10 ๐Ÿ˜ƒ

#

I haven't balanced it out on that version

clever adder
#

oh

dreamy tulip
#

But if you remove the .pak file

#

It should fix it

clever adder
#

ok

dreamy tulip
#

Just a heads up, the v10 has some crashes and other rare bugs. However, I am still working hard on the new version which will fix those things and also be an overhauled, overhaul in general @clever adder Dr. big cashew, PhD TV#4485

#

@supple wadi

clever adder
#

o

#

is v10 the one on nexus ๐Ÿค”

dreamy tulip
#

Yeah, the Immersion Update isn't released yet

#

But I have been working hard on it for about 5 months

clever adder
#

๐Ÿค” it crash

#

do you need a crash report thing ?

dreamy tulip
#

Honestly, I would just wait until the next version for full stability. I would hotfix all of the issues that I ironed out but it would overcomplicate things on my behalf. The version that I currently am working on has advanced/progressed so much ahead of the v10, that it would be less of a burden to just release it when it's fully ready than to go through hoops to make a hotfix of hundreds of fixes to things that I no longer remember what the cause was, due to doing so many things.

clever adder
#

yees i was just going to play eithout it until then ๐Ÿค”

dreamy tulip
#

You can also do that

#

Btw, how frequent are the crashes?

#

On the old v10

clever adder
#

just 1 but it was also the first planet i went into with the mod ๐Ÿค”

#

is there a way for me to get the mod from before v10 ?

dreamy tulip
#

Nah, v10 was the first public release.

clever adder
#

๐Ÿค” oh

dreamy tulip
#

You can try another planet, or another save

#

There's a few faulty planets in there

#

Out of many, out of a lot

clever adder
#

i'll probably make a new save ๐Ÿค”

dreamy tulip
#

It's all by chance

clever adder
#

all i've done in this save is get to the space station

dreamy tulip
#

But I'm working on it

#

๐Ÿ˜ƒ

#

Yeah

clever adder
#

:simile:

dreamy tulip
#

That planet that you tried to land on (is faulty because of bug that I caused on my end on that version)

#

On the v10 (beta)

clever adder
#

OHWOW VERY BIG

#

๐Ÿค”

#

im in creative and the first thing i did was jetpack into space ๐Ÿค”

dreamy tulip
#

Lol

#

Sounds like fun

#

It blends in so nicely

clever adder
#

๐Ÿค” im playing without the mod now cause it destroys my framerate

hallow pumice
#

i get the same fps playing with the mod

clever adder
#

๐Ÿค”

hallow pumice
#

unfortunate for you

clever adder
#

mab it was cause i was in creative and i was going really fast ๐Ÿค”

hallow pumice
#

๐Ÿค”

dreamy tulip
#

Jesse has the test version

#

Which is optimized, that's why

clever adder
#

o

clever adder
#

bom

echo oxide
#

*michael bay low-res

echo oxide
#

Florescent creatures?

cyan oracle
#

not completely, just the accents.. spines, spikes, horns, quills, tentacles, eyes, etc.. tried to leave the main body alone except for the jellyfish..

echo oxide
cyan oracle
#

thanks ๐Ÿ˜ƒ so far got the Accessories fold and the Antelope, Blob, Butterfly, Cat and Fish rigs done..

#

still got a lot to go.. still majority of the animals I'm finding aren't done..

dreamy tulip
#

Almost done converting an Atlas Station into a space station

dreamy tulip
#

It worked

urban perch
#

nice

#

waht does that mean? a space station that looks sortof like atlas station?

#

npcs standing there not moving but on atlas station?

dreamy tulip
#

I converted an Atlas Station into a space station

#

Also, they can be in the atmosphere

#

Alike old concept art paintings of NMS

#

So the game will be able to spawn Atlas Stations, several kinds alongside proc space stations per system

urban perch
#

cool

rotund vine
#

Ray you probs get this question a lot but have you considered looking for a job at hello games?

urban perch
#

concept art level: Trolling. there is an actual player in the shot ๐Ÿ˜„

dreamy tulip
#

Lol yea

rotund vine
#

Uh RayRod?

hallow pumice
#

What did he do @rotund vine

frosty vine
#

what didn't he do

#

quite literally, in regards to this game, what HASNT he done xD

loud otter
#

bought me a pc so i could play his mod

rotund vine
#

@hallow pumice Oh I asked him a question but I think he looked over it

scenic halo
#

I'm just waiting for the gas giants update

rotund vine
#

Yes thatโ€™d be cool but itโ€™d be only useful for like mining gasses, considering you cant land on them

dreamy tulip
#

Hi, I do get asked that a lot. (I prefer not to answer that here)

#

Also, I once made a gas giant in-game

#

Or something of the sort, awhile back

#

I've been away, working on the same thing, as I am right now

rotund vine
#

Alright! : )

ruby torrent
#

Hey rayrodtv will the clock be in your next update

#

Remember when I ask you about it a few months ago

woeful walrus
#

Anyway I can help test out your mod RaYRod I have both a 4K and Dells 8K monitor and I can see how well your update runs on my PC with both resolutions with settings set to max.

dreamy tulip
#

@ruby torrent I found the data for it, but I haven't figured out how to enable it yet. I don't think it will be in the next update. When I start working with the PS4 build, I should be able to get it working then.

#

Right now I'm testing something, instead of converting the Atlas Station into a spacestation (which I properly did yesterday), I'm going to try converting the Space Station iinto an Atlas Station, Space Station

#

So, it's gonna need some work. I just trapped myself inside lol

#

Working on it lol

hallow pumice
#

oops!

dreamy tulip
#

Haven't stopped working on this haha

#

Has been 3 days now

hallow pumice
#

How's the progress going on it?

dreamy tulip
#

It's a lot better so far... but I'm ironing out a few issues with it.

#

Small but "stupid" things that are in the way lol

#

One problem leads to another

dreamy tulip
#

Just finished it

#

Stylizing the outside a bit more

dreamy tulip
#

E3 had Atmospheric atlases, alike this concept art

#

It's crazy how accurate it was lol

hallow pumice
#

Yes! Seeing those spacestations so close in pre-release was awesome, definitely what the current build is missing.

frosty vine
#

YES

urban hill
#

๐Ÿ˜ฎ is this a NMS community that isn't dead?

tawny peak
#

๐Ÿ˜ฎ

dreamy tulip
#

Spent the last 72+ hours creating an Atlas Station that's a fully functional space station. As we know the Atlas Station is a completely different building with a different interior and these models are huge and have tons of different parts. I actually put a space station inside of an atlas station and aligned it and polished it... (after doing this 4 different ways, this way worked out best).
I also removed and replaced various components that were in the way, changed the scaling on a lot of things, and did various positioning's and rotational adjustments to make it fit, alongside texture changes, all so that it looks like the concept art. There's also other system related changes and atmospheric changes.

#

It was nightmarishly tedious, to fuse two procedural models together to get the effect that I was looking for

supple wadi
#

so do you still have proper Atlas Interfaces or no?

dreamy tulip
#

Yup

#

And proper space stations

dreamy tulip
#

What the heck

#

I just warped to another planet with my ship

#

I warped to a new system, and it put me on the planet lol

lime mesa
#

are you using ambient

#

Itโ€™s glitchy but cool. I once spawned โ€œlanded in spaceโ€ and continuously fell into the cosmos lol. Another time I actually saw the stars from the galaxy map/loading screen in game

supple wadi
#

It's probably from testing some globals I pointed out to them. If you adjust'em the wrong way you can find yourself warping into planets a bunch

dreamy tulip
#

It ended up being ambient mode

#

Being in ambient, and then switching to normal

supple wadi
#

Aah, lol

dreamy tulip
#

Just made nightime really nice

#

I continued to work on what I did in the past

#

I added a twilight effect

#

Added a bit of nebulae visibility, and a subtle blue glow/ring around the planet

dreamy tulip
#

Added a bit of fog in the distance

urban hill
#

oh snap, rayrod is here. I have un question. I just started NMS. should I restart with your overhaul or would I miss something by not going through vanilla first?

dreamy tulip
#

Hi

#

Just getting back

#

@urban hill The overhaul mod is compatible with vanilla/unmodded saves (apart from vanilla/unmodded bases)

#

I recommend saving in a freighter or maybe a space station

urban hill
#

oooh, sounds great, will do

#

thank you, thank you

dreamy tulip
#

It's a pleasure ๐Ÿ˜ƒ

dreamy tulip
hallow pumice
#

Awesome!!!

dreamy tulip
#

Thanks!

#

Now, I just need to make it move.

lime mesa
#

atlas interfaces over planets is something I've always wanted tbh

#

literally almost all the NMS artwork is done that way. in the game instead they're very small

supple wadi
#

O_o

#

Are they small, or were the planets small? ๐Ÿ˜

lime mesa
#

this has been gmr's daily philosophical challenge frequently presented to all no man's sky discord users

#

but yeah the planets in pre-release were very small. like moon level

#

I honestly would like those back.

#

bigger planets is cool but nobody is gonna go around one the entire way through. and if it means you can get higher LODs and better effects when coming into the planets, then I'll take it

#

(and yes, someone did, but I mean someone in the actual game)

dreamy tulip
#

That Atlas is scaled up

#

a bit

#

And the planet is scaled down a bit

lime mesa
#

size doesn't matter. it's just what you do with it

dreamy tulip
#

Maybe It's better called "Atlas Falling"

#

lol

lime mesa
#

wait fuck I should've reworded that

#

but it's true... for no man's sky. let's ignore any other implications, for the sake of the convo

dreamy tulip
#

@lime mesa I'm totally with you on that preference

#

The smaller planets and systems, actually allowed some insane visuals

#

In their own kind of unique way

lime mesa
#

you can be given a universe size sandbox and nothing really matters if you can't do much in it. same with planets. luckily they've improved this substantially since release, but having better graphics for a planet nobody is gonna go around the entire way through seems like a better option. hopefully while they're at it, they update the atmosphere clouds to be like the ones in older preview videos. hopefully the 2014/2015 era style

dreamy tulip
#

2013-2015 โค

lime mesa
#

2013-2015 had changes between but they had a really nice style even as you went closer to release and things were downgraded a bit

dreamy tulip
#

Yeah. It was really nice at 2015 too... but I think in 2013 it was nicer in many aspects, while in 2015, it was better in many aspects

#

In the 2013 trailer, the ocean flora looked quite bad on New Eridu

#

But in 2014 the ocean flora looked a lot better

#

But in 2013, those atmospherics here.... mannnn

lime mesa
#

looks like cookie dough

dreamy tulip
#

Now I'm hungry

#

lol

#

I'm good, I got some ccookies

lime mesa
#

realtalk I think about eating certain planets because of the textures in some pre-release videos

#

I don't know why

dreamy tulip
#

LOL

lime mesa
#

even in some planets in the current game. I just wonder what they would taste like. it's weird but can be explained by... well.. something

dreamy tulip
#

And the stars look like candies

lime mesa
#

yeah

dreamy tulip
#

The sun is a stickless lollipop

#

and some clouds look like cotton candy

lime mesa
#

they really had a lot of heightfog in pre-release ๐Ÿค”

#

like, a lot

dreamy tulip
#

Yup, I love it

#

and fog

lime mesa
#

I can kinda figure out why they turned it down

dreamy tulip
#

And other stuff

#

Yeah, would be a bit overkill if everywhere. However, that's workaroundable.

lime mesa
#

since it may jeopardize flying, but tbh if you do it right then it shouldn't matter all that much. even then not all alien planets should be as easily seen through as others

dreamy tulip
#

I managed to make it dynamic

#

The right way

lime mesa
#

yeah

dreamy tulip
#

Recently

lime mesa
#

also lol @ HG saying that they are thinking about submarines

#

they're literally swallowing subnautica whole

dreamy tulip
#

When?

lime mesa
#

they said it was a common request or something, in the same list as basebuilding and space buggies

#

which they all did

#

let me pull it up

#

not a submarine, let me rephrase

#

deep sea diving equipment and boats

#

but that would imply that they could perhaps update the sea life with these things, obviously

#

which, even if I wouldn't use a boat much, I would like

#

a boat would be neat but I don't know how that would even fit. deep sea diving equipment is a maybe

dreamy tulip
#

Sorry, went away to make 2 biomes

#

Just got back

#

Yeah, I remember that video from 2016, and was also re-posted in another chat here recently

#

Sometimes I wonder if the portal glyphs are related

lime mesa
#

could be

gray loom
#

Hey, can anyone here help me out with RayRod's overhaul? My textures are really low res for some reason and I can't figure out why. They look fine in vanilla its just when i'm running the overhaul everything looks all wonky...

dreamy tulip
#

@gray loom Hi, what are your texture settings? Also, do you have a screenshot? Is it the HUD that looks lowres?

gray loom
#

oh wow I didn't expect the mod author to reply :p I can get a screenshot for you. I have textures set to ultra and shadows and lighting set to high. The HUD looks fine to me. I normally just run textures on high and everything else on medium but I though raising them may make them load in or something

dreamy tulip
#

Not a problem! Also, that would be helpful in figuring out what the issue might be. ๐Ÿ˜ƒ

gray loom
#

oh wait, i think it was aproblem with just that texture or something

#

at first nothing was loading in then everything popped in at once and it looks fine now

dreamy tulip
#

Oh, I see what's going. Or at-least an issue on that planet. The v10 has some known issues. That appears to be a planet that happened to utilize one of the (broken/outdated) atmospherics. As you can see, it's really bright and the sky+clouds look wonky. I hate that. The next version that I am still working on (The Immersion Update) has overhauled atmospherics made from looking at E3 photos and concept arts. How common is stuff like that on the older version?

#

It's been so long on my behalf, that I forgot about how the old skies looked

#

There were also some popin issues

gray loom
#

well right now everythings looking fine, i made a new save and its looking nice so far

dreamy tulip
#

Hmm, that's good to hear. 0.o

#

Looks like it loaded a vanilla/unmodified palette

gray loom
#

ok so if there's any low res textures I'll just wait for them to load in i guess. I feel kinda silly now that everything seems to be working ๐Ÿ™ƒ

dreamy tulip
#

It's alright! I'll be around if something happens. Gotta go out for a bit quick though, will brb

gray loom
#

alrighty I'll write if something else comes up

dreamy tulip
#

Awesome

#

Just getting back

dreamy tulip
#

@supple wadi Think I know what "LARGECREATUREWA" is

#

It appears to be an ID that got cut off short, upon compiling

#

But I believe I figured out what it stands for

supple wadi
#

Oh?

#

I'm over here figuring out a bunch of the GcBuildingGlobals' unknowns

dreamy tulip
#

LARGECREATUREWALKING, within the creature globals

#

There's synonymous camerashake data for it within the cameraglobals

#

And I remembered how large creatures shake the ground A LOT

#

Unknown14E0

supple wadi
#

So, does it just cut that out if you alter that?

#

Also there's a stupid amount of compass/marker data stowed away in GcBuildingGlobals

#

Which, well, I guess makes a fair amount of sense all things considering

dreamy tulip
#

Alike some of the ecology files

#

If you type an id too long

#

it'll cut off

#

I wonder how much that's happening all over

#

Now that I think about it

#

And the thing is.. that the ID set in that global is official

#

Maybe it's the MBINCOMPILER causing it

dreamy tulip
#

As some people requested
The overhaul core mod will now only have (lore only ships) in the basebuild menu's StarShip Swapper that all range in building requirements in relevancy to the kind of ship it is
However...
There's an optional file, that when added to "MODS" folder
It will add the extra tab for (Non Lore Ships)

dreamy tulip
#

@supple wadi HelloGames had/has a really neat way of spawning particular things with their methods via MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\ENTITIES
And METADATA > SIMULATION > ENVIRONMENT > SELECTABLEOBJECTSTABLE

#

In tandem with scene files

#

Although it's not a "new" or "modder-invented" method (as I've ironically seen it claimed before), (considering that this was done pre-release and there's examples of that being done by HG's in the files), especially demo files... it's pretty awesome. I can see a lot of potential with it. I'm going to start experimenting with it further.

#

Props to HelloGames (for creating such a useful method) and also props to fellow modders, for trying to flesh it out to an extent.

#

I'm going to make use of all of the spawners and entities in there... and do some more wild things

#
ANIMATEDPHYSICS.ENTITY.MBIN
ATLASPASSV1.ENTITY.MBIN
ATLASPASSV2.ENTITY.MBIN
ATLASPASSV3.ENTITY.MBIN
AUDIO_CORRIDOR.ENTITY.MBIN
AUDIO_SMALLROOM.ENTITY.MBIN
EMERGENCYUNLOCK.ENTITY.MBIN
INTERIOR_.ENTITY.MBIN
LOCATORRESOURCESPAWNER.ENTITY.MBIN
NPCPLACEMENT.ENTITY.MBIN
OBJECTSPAWNER.ENTITY.MBIN
OBJECTSPAWNERFULL.ENTITY.MBIN
RESOURCESPAWNER.ENTITY.MBIN
STATICPHYSICS.ENTITY.MBIN
STATICPHYSICSCOLOURED01.ENTITY.MBIN
SUMMONSHIP.ENTITY.MBIN
TKROTATEMEDIUM.ENTITY.MBIN
TKROTATESLOW.ENTITY.MBIN
TKROTATEVERYSLOW.ENTITY.MBIN```
supple wadi
#

I thought I shared that a few months ago?

#

Monkey & I figured it out awhile back, it's how the orbital platform I have in the pins works

#

It's not something "new" or "modder invented", it's just working out how it works that we mentioned/highlighted

dreamy tulip
#

I think that we're talking about different things/contexts.

supple wadi
#

Nope

dreamy tulip
#

I'll clarify

supple wadi
#

You're literally describing what we figured out awhile ago, that HG uses object spawning via locators in scenes, in connection with attached entities and ids defined in the SelectableObjectsTable

dreamy tulip
#

I am aware that you found a way to utilize one of the spawners. That is something that you shared. However, what I am talking about is something different contextually.

#

What I am saying (going back to what I originally wrote), maybe you should re-read it... is props to HelloGames for creating a useful method as is

supple wadi
#

๐Ÿ™„ Yeah, it's great, but I don't see how that changes anything about having worked it out, lol

dreamy tulip
#

We're practically saying the same thing though haha xD

#

Ah yeah

#

Well

#

Personally, I wondered for a long time (how HG's was spawning certain things in those old files)

#

But it's still possible, with the spawners

supple wadi
#

Tbh they both over and underuse it

dreamy tulip
#

And they also had certain triggers

#

That they used, which is cool

#

Yeah

supple wadi
#

Like some of the samey interior decor is in part thanks to these

dreamy tulip
#

Yeah true

#

But yeah, as a side note...

#

We were talking about the same thing, but I think it's a cool discovery of what HG's was doing

#

And imo it's silly (not talking about you or anything) that someone would claim that as "their method" and say "you can't do this"

#

When HG's did it first

#

Not talking about you or anything, but I saw that somewhere lol

supple wadi
#

I was gonna say...I've not seen anyone saying that about this specific thing anywhere

#

I don't even know that I've seen too many people making use of it yet

dreamy tulip
#

l'll inbox you

lime mesa
#

Hi i have a question. I recently installed Rayrod overhaul mod and started a new game. The problem i'm having is that every habitable base i encounter is gone/missing. Is this a bug or intentional?

dreamy tulip
#

The upcoming version The Immersion Update will iron out all former issues and be like the v10 overhaul, overhauled.

lime mesa
#

thanks ๐Ÿ˜ƒ

dreamy tulip
#

No problem!

#

๐Ÿ˜ƒ

supple wadi
#

(It's the best feature)

#

(Habitable bases are bad, lol)

dreamy tulip
#

Working on the angles, to make it look more 3 dimensional

supple wadi
#

It's a bit less the angles and more the lighting tho, no?

dreamy tulip
#

Oh nope, it's the angles

#

Like here... it's upside down but looks 3d almost

supple wadi
#

Hmm, but the lighting is also definitely helping illuminate the edges

lime mesa
#

the lighting is making the edges illuminate in the first place so it's the angle in relation to the lighting source

#

bit of both. but lighting is more substantial than angles