#nms-modding
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yeah
Not exactly
It looked the way that it did in the sky, because of where it was
It wasn't the lighting, or the fog in the clear sky
It was the angle and positioning
If I were to turn it to the side, it would show
At the right time of day when the light source was also at the right angle, I'm sure, lol
Has to do with the x, y, z, rotation, and the trans positioning
But I think each system might be different.
The atlas in that picture was above the planet
Probably will be
So looking straight up
You're seeing only the front of it in that pic
This is older, but to the side
And another
I want this mod now
Creating alternate sentinels now
How will they be different?
I'm not really sure yet, but I'm going to get creative with it. ๐
One thing that I just got working was a sentinel ship, alternate variation of a drone.
I'm considering making it procedural, so that it can be a different model each time. I might also try to assemble different drone like models from in-game assets
I've already cleaned up the animations of some of the robots so that they look less clunky, and they can range in sizes. There can also be large ocean walkers
This ship was chasing me and shooting at me
However, I am going to need to rotate it because it's shooting from the back
Would be amazing if you could somehow make Sentinel Exocraft to fight with lol. Or even just different colored sentinels of varying strength/speed based on their color
yeah, or any other exocraft. It's weird to me that the player in NMS is the only entity in the entire universe that uses exocraft lmao
Haha, I'll give it a test
Nice! Gotta go to work, have a good one.
When rayrods is released will we have to start over or will it work with existing playthroughs?
The overhaul mod is compatible with vanilla saves, but not vanilla bases. It's recommended to save in a freighter first (so you don't spawn underground)
What
Have
You done?
There is a drone inside of that xD
Gimme a sec, i'm rendering something
What are you rendering?
a soundbite
Kool beanz
...RaY, you're not really trying to spawn in those ships alongside your standard Sentinel Drones...Are you?
lol.. @dreamy tulip that's something in the freighter scene file.. probably lights on the side of the freighter that need to have their intensity lowered greatly
but wtf is the sentinel drone doing in the middle of it.. we'll figure it out in message
Thanks! Checking out your message
wow ๐ฎ
Handcrafted grey sky atmospherics, crashed and explosive E3 freighters, wild terrain, and mini forests
I wish my crummy laptop could run nms, this looks like one helluva mod
@dreamy tulip just asking if i install the overhaul mkd now, will it affecr the spaceport i'm building currently?
Yea
Yes, it will.. unless you use a different slot.
<
In return there will be a near infinite variety of terrain, and the ability to build a base anywhere
Even underwater if desired
Guess i gonna install after i do w my spaceport
External is done, now i'm doing the interior
Also, if you use another save slot... it won't affect your base.
But you could try backing up your save
And double check what happens ๐
One person reported that their base was fine
But I can't promise that, as I think he got lucky
Haha well i expanded my spaceport outside the default boundary
As u can see in screenshot if you havent
Figured out which HG's changed to prevent you from auto-ejecting from the cockpit
Er, which unknowns HG changed?
๐
There must be a different one for landing pads tho, as I believe they still auto-eject ya on those
I'm pretty happy with that change, in terms of landing on planet surfaces and getting to take it in before deciding to hop out
Agreed, me too! I like that change that they made
What I am currently looking for is the take off height
Found this in the past but never really said anything
UnknownA8C appears to control the direction of the ship
when you're flying
Changing it to 1 sorta turned it to the side, I could no longer see the cockpit but in photomode the ship looks turned
The direction that I'm flying is straight ahead of the right engine on the right wing
But the ship is turned towards the left
Something's making my camera auto rotate
@lime mesa Finally found what handles the takeoffheight (as you requested last year)
@supple wadi
I wouldn't really describe it as takeoffheight, after testing with it though.
As a name
But it is what HG's used back then
It's more-so something that controls how high your ship will eject, but also... how high it will ascend prior to letting you control it
Going to imitate the oria v traile rnow
After a year of looking for what handles this, I got the "E3" style, more-subtle, "takeoff" for ships that was demonstrated here:
https://youtu.be/nLtmEjqzg7M?t=86
No Man's Sky is a science-fiction game about exploration and survival in an infinite procedurally generated universe. http://www.no-mans-sky.com/ Developed b...
Just found what a solution to how when increasing your pulsedrive speed, it would prevent you to warping towards nearby planets due to planetary interference
I also just managed to insta warp me to another planet
In 2016, I was doing it via cheat engine
But I just found the file based way, w/o doing anything asm related
Found the check that prevents pulsing on planets

Awesome ๐
my brethren
is the immersion update ready to play? i'm seeing at reddit that some people is playing it and the nexus link doesn't updates since january!
Not yet, Ray has been giving BETA versions to people he trusts so far, for them to test and report bugs.
yea, because relying on the general public to report bugs instead of berate the mod is too unreliable..
@dreamy tulip Care to share the unknown(s)?
Speaking of, if you check the wiki over on the MBINCompiler GitHub page, you can see where I logged a few of the BuildingGlobals unknowns I sorted out.
Or at least somewhat sorted out
Hope yall enjoy the new whale update
Yo
Unknown89C = It's more-so something that controls how high your ship will eject, but also... how high it will ascend prior to letting you control it
That's what HelloGames utilized in the Oria V trailer
I figured out that unknown last night
Cool! I woulda asked when ya mentioned it earlier but I was out at the time
Unknown80C --- Set to zero for Instant warp to a nearby planet (given that your maxpulsespeed value is set to at-least 1,100)
It also appears to remove the nearby "Planet Interference" restriction and I was able to pulse on a nearby planet for a few seconds... but it was stopped by the Atmosphere interference check
However, it's a bit wonky to play with.
If a planet was on the other end of the solar system
It would take you into it's atmosphere in no time
instantly
It's similar to what I was doing with asm in 2016
Hmm, that kinda sucks that it's tied into a global like that
Would be cool if it could be mixed into a Pulse Jet Omega style thing
Yeah, I feel the same way about gravity
Those are both tied into Spaceship Globals, by the by?
Indeed
When you say how high your ship will eject above, you mean kind of like LaunchForce, maybe? I.e. the amount of force of liftoff from the ground (including landing pads?)?
Well, it's like... if you set the value to 20 for example
It will launch you up very high, but you won't be able to move your ship until it reaches that value height
Aaah, gotcha
I have to admit, after setting it to be like the way it was in that ps4 gameplay trailer, it feels a lot more natural.
I feel like it should be the standard.
"Very few ships actually have VTOL or vertical engines... it wouldn't make any sense to spring like that" (We're not in rocket ships either)
Sorry, crosswired unknowns
You're referring to this in terms of aforementioned Pulse Engine speed, yeah? <Property name="MaxPulseEngineSpeed" value="20000" />
In regard to Unknown80C ?
Yeah.
wha? crosswire comment above I meant in relation to my own reading, lol
Unknown89C = The TakeOffHeight
Unknown80C = The Pulse esque function
Wait, no I didn't cross it
Lol I'm just waking up so my mind is slower than usual
Yeah, yeah that's all me, not you, lol I was comparing position in the global file itself & briefly mixed things up
That said I was trying to be sure I was following your comment right about Unknown80C & Pulse Speed, if that was referring to: <Property name="MaxPulseEngineSpeed" value="20000" /> above 80C.
So this sound about right:
* Unknown89C = "1.2": Launch/Takeoff height. Controls how how high your ship launches from a surface, and the height at which player flight control is restored.```
Hm?
Unknown89C
Er, I'm blanking on whatever it is, lol
It's all good, you wrote the word "how" twice
Ooh, that would be why, lol
Wasn't caught by anything so didn't pop out to me
Thanks!
At first I forgot to write, "how high" so in correcting it I must've added the entire phrase instead of just "high", lol
Just added to the notes here: https://github.com/monkeyman192/MBINCompiler/wiki/Notes\GCSPACESHIPGLOBALS.GLOBAL
Also still getting adjusted to my new phone lol
The other day I meant to say something else, and it wrote out "Raindeer"
lol
Thanks for sharing
I wonder what other cool things are yet to be discovered in the globals
you could rename my modding workspace folder, "Endless Checks" and it would be just as appropriate tbh
Seeing all the work @dreamy tulip has done is amazing, and imagining all the work an entire team at Hello Games can get done is even more intriguing.
Loving the atmospherics here ๐
Working on fixing these alternate sentinels next
@cyan oracle Yeah, they are like wayyyyyy up in the sky lol
sortof general technical question
are seeds actual RNG seeds to select patrs on a ship/etc ? or is it some kind of composite that can be broken down and fiddled with?
Hey all! I"m having an issue getting mods to even work at the moment. I've made a few before and have also tried just DLing other ppl's after creating the MODS folder. I have tried renaming the DISABLED.txt file to ENABLED.txt and also flat out removing it. Anything else that might be blocking them?
Hi there
I have an idea
@fleet rapids
Are you using the Steam version of No Man's Sky?
Yep!
Awesome.
So, if you go into your Steam Library and right click on "No Man's Sky" and then click "Properties"
A dialog will pop up and try going to local files tab
got it
and click "browse local files"
And then can you send a snap of your "PCBANKS" folder and your "MODS" folder?
Sure thing!
Awesome, and now the inside of the MODS folder?
When you load the game, do you see a "mod warning"?
indeed
And what is this mod intended to do?
So, if you see the mod warning (the .pak file is definitely getting loaded).
However, it may be possible that the mod may have an issue within the inventorytable
Where it may not be doing what's desired
Do you happen to know of a mod that's pretty "in your face" so I can DL it quickly to test out and verify mods are working?
I tried the crashed ship one, which says it's been updated for 1.38, but didn't see any flying for 15 minutes
Worked! Thanks for that, now to debug my mod ๐
Awesome. ๐
Thanks
Glad to be of any help
inventory table doesn't increase probability of encountering exotic ships; it only changes the probability of a ship being S-Class instead of a lower inventory class.. If you're trying to adjust the frequency of exotic ships, you'll need to mess with GCSOLARGENERATION GLOBALS
and the crashed ship finder isn't a pretty straight forward mod.. it utilizes a custom scene model..
but here's an inventorytable mod: https://nomansskymods.com/mods/c-s-s-for-atlas-rising/
there's actually three different versions of the inventorytable in there too
Does anyone have a download link to a recent model export and import tool so we can add to generation pools and make custom models for like source films, etc? I could only find an outdated one that Atlas Rises broke.
https://github.com/monkeyman192/NMSDK
^ this will allow you to generate custom models using blender
https://cdn.discordapp.com/attachments/289099380600864768/361319460071800842/NMSViewer-1.3x.zip
this is a 1.3 compatible model viewer (which allows .obj's to be exported ) (credit: Gregkwaste)
Is there a way to extract current existing models within the engine?
That's what the Viewer linked above is about
@lime mesa Hi, they are not :)
Will be fixed in the next update to the mod. Also, try reloading that save or rebooting the game?
alright
By the by @dreamy tulip you had much luck toying with the LifeChance settings in CreatureRoleDescriptionTable & BiomeListPerStarType?
The creatures are less frequent now, after adjusting it and other probabilities
yeah
I did also edit the BiomeListPerStarType
Been playing with those off & on past few months but haven't had much luck tracking discernible changes from it. Altho I think the CRD LifeChance settings have more impact.
In a way that I thought was best
but
Not sure if that's also playing part in it yet
Yeah, was hoping the LifeChance settings in BLPS might affect biome selection in some way but it's been more hit & miss
Might have some effect on Flora? But wasn't monitoring that closely enough
Have you seen any changes from it?
Nothing major that I've been able to catch so far
plants do not seem to have a hitbox for me
Anything minor?
Lol, neither honestly
Will be fixed in the next version ๐
sick
But need to test it out more closely
Okay cool
I was testing with the placement globals before
It did some weird things
and affected density
But I forgot stuff
Oh yeah, I tried toying with those before in CheatEngine but that is definitely not the way to go about it with those.
Nice man
not really tho since they're not actively accessed in memory. Seems to be primarily an on-boot/read once thing.
I was testing with cheat engine, but I didn't test much with it
I did test with a file as well
But it was roughly to see if it would fix a crash that I was encountering awhile back
Ooh yeah, really good to know the CRD Table LifeChances are in play.
Nothin' much atm, just makin' sure I know some of the bounds of what we even can do.
...Still, lol
Feel like I've been doing that since release.
@supple wadi
The ecology method didn't work as expected
Trying with the all slot now
๐คฆ
Have been half asleep and I just realize that for the past 4 hours I ad a typo in a folder name, so it wasn't getting loaded
Just finished throwing together a script to annotate the mission table to make it easier to read over. Going over the results now to be sure it's covering everything it should.
So spawning them in the format that proc ships are spawned didn't work.
The same with ecology.
I think that I may have to modularize these alternate drones and make them optional, due to the procedural aspect of it not working properly.
It would get all wonky when the wanted level kicked in and other drones would appear (invisible, or high in the sky, or weird)
So, there will be an optional file that will swap the orig drone with one or two diff models (until I find another, superior way)
is this a moving freighter in this video for rayrods? haha https://www.nexusmods.com/nomanssky/mods/497?tab=videos#lg=2&slide=20
@urban perch It's a version of a moving freighter. That freighter happens to be a pre-release freighter shown in the E3 trailers. I will be working on getting the "others" working properly. I did in the past, except for a few small issues that I never took the time to fix... therefore, it was temporarily disabled.
Same as in this video:
https://youtu.be/Q46jff0Sd1Y
Downloadable Link: https://drive.google.com/open?id=1gNVlxVnzz75YPpLC1_aBjLl_rTJ8cMnI In this video, I am showcasing a recreation of the IGN footage biome ca...
does playing with rayrods require a newgame
kind of want to try it but have invested alot of time
It's not required, but if you have an existing base... it might get messed up due to new terrain rules. In exchange, users would get a near infinite variety of terrain and the ability to place habitable bases anywhere, even underwater.
thats neat
I also recommend saving in a freighter beforehand, but it's not mandatory. (If you don't, you may spawn underground at first on an existing save)
ok cool
Or maybe a space station
I will check it out . and will back up my saves of course
did you change how ships are generated
will everythign look different
Since that's still the v10, and not the newest versions that I've been working on for several months
Not a problem, I'm around if you have any more questions.
There is a possibility for some other (in-game asset) ships to spawn... however, there is an optional file that allows Krem's "Moarships" to traverse planets and enter stations.
Krems is another mod?
Regardless of whether you have that optional .pak file titled "Expanded AI Ships.pak", you can still build custom ships through the basebuild menu.
It's integrated.
Oh neat
Wait building ships that is a feature im curious about
Guess ill have to see
I would like to emphasize that there are a lot of bugs on that version. However, I am working hard on a newer and more refined version that will iron out those known issues.
Ok
It's more-so basebuilding a starship swapper
Where, when you interact with it...
You can swap your current starship with that model, or custom model
Given that you have the required resources to craft it
interesting.
Hey Ray. Do you know if it's possible to make the actual freighter ships move in space?
Yeah it is, I have before
Is that included in your mod?
And what happens if you enter a moving freighter? Does the game glitch out or something?
@waxen cedar Hi, just getting back. It should be possible in the v10 already (haven't checked i awhile). Also, it would not glitch out.
Oblivion Style sentinel :)
Extra Credits:
Thanks to Krem for helping to trigger the various sentinel drone modes.
Yeah man, I liked it too
Oblivion was a good movie in terms of art direction & cinematography, the story was just a bit eh in execution
Just realized that the 2016 skyglobals was never decompiled
Lots of changes in that global between the official 2016 release and the foundation update
Didn't get much sleep last night... woke up to a spider in my bed and jumped up in the air. Couldn't fall back asleep
Made a lot of progress on the mod instead, and fixed a ton of issues
so about that bed...
No Man's Sky: RaYRoD's Overhaul (Immersion Update) - Orange Meadow + Oblivion Style Sentinel Drones
``I have been working on a lot of new features and content for the upcoming "Immersion Update" of RaYRoD's Overhaul.
I apologize for the less frequent Youtube uploads. :)
It's taken a lot of time to work on these reserved things. Another video will follow this one soon.
Extra Credits:
Thanks to Krem for helping to trigger the various sentinel drone modes.``
I have been working on a lot of new features and content for the upcoming "Immersion Update" of RaYRoD's Overhaul. I apologize for the less frequent Youtub...
Hmm, did you end up having to replace outright?
Yeah, I ended up utilizing optional drone replacement files.
Making them procedural had some bizarre effects
Damn, figured that might be the case
Woulda been wicked if any of us sorted out a workaround
Think at best we could do replace and/or maybe some proc-gen colorations
Proc-gen colorations sounds cool too
Using the singular model file also caused the material changes to show up
When using the scenegraphs, they weren't loading for some reason
I think the proc sentinels still may be doable if we ditch the skeleton structure.. in the vanilla drone, the only I see the skeleton is actually used for is gun barrel recoil (which I've never really noticed in game).. so I believe we could strip the joint structure out of the vanilla drone and create a proc & descriptor.. but you may have to point the global to the descriptor instead of drone.scene.mbin
ditching the skeleton sure helped the oblivion type alternate..
ofc, removing the joints from the file will require not only restructuring the nodes, but also repositioning/aligning their parts in the scene..
Modded sentinels scan but display as items with corresponding elements or hostile mobs
well, not so sure, for one my rng luck has run out haha
but you can't upload scanned sentinels from what I can recall
Every time i check in on this channel, im struck with awe at whatever Rayrod has managed to pull off. That orbital atlas station had me staring for like 10 minutes
the real trick in that was shoving a different interior in it
@echo oxide those custom sentinels I helped Rayrod with seem to be scanning just fine..
but yea, sentinel's aren't part of the indigenous wildlife.. so it's not a discovery to be had on the planet.. nothing to upload after scanning..
Is that a city???
Nah, I found an underwater trading system
Just finished balancing out all weather and depth of field effects for planets and space, and also fixed the cloud scales. It should no longer look like a singular cloud stretching across the sky. I'm also looking at E3 pics, to replicate the space that they had then.
The space in the infinite worlds trailer = โค
About 13 seconds in
https://youtu.be/0APP5WcX8v8
No Man's Sky is a science-fiction game about exploration and survival in an infinite procedurally generated universe. This is just a tiny sample of worlds yo...
๐ค Not sure if your description of clouds is concerning vanilla or an in-process version of your adjustments
@dreamy tulip what do you mean by fixing the cloud scales? is there a screenshot of what you're talking about?
oh wait
actually yeah that makes sense
Hi
To elaborate a bit more... I adjusted the clouds to better match the kind of weather
In vanilla, (apart from dead planets) there aren't really any clear and cloudless skies. So, for clearweather I adjusted the cloud scales to show a bit of clouds (in a way that it looks nice) but mostly clear skies
When storms kick in, it dynamically increases the amount of clouds with other unique weather effects
And extreme planets have their own kind of settings
And there's a subtle depth of field and certain (blending effects when flying)
And other unique space visuals
And a lot of other stuff going on
And there's other stuff working in tandem with these things in other files
Storms and extreme weather now have a refined and subtle depth of field
And clear planets have a very subtle depth of field
alongside some other balanced adjustments
Right now I'm re-working nebulas and suns
Oh, also heavyair speed adjustments
Still kind of baffles me that they bothered to Depth of Field pretty much every interaction, lol
it's a little too strong
the opacity needs to be adjusted, and the monoliths are a bit too blurred around certain edges
The other issue is that the camera angle isn't always right for it to display as well as it should
Still not sure how some of that's happening, tbh
it usually happens when you go to put in the glyphs but then cancel out I think?
Lotta weird little quirks with the interactions that don't show in the files, so y'know it's probably something .exe-side.
I need to run another look over the Atlas Path in particular, see if I can find any indicators of why it's bugging when providing seeds. That should be a straightforward occurrence.
Yeah
The depth of field for the interactions is aggressive and all over the place
in vanilla
Also, I just found filebased data for procedural factions
I'm aware that there's data for that in the executable... but they did it in xml format at E3
lol, I remember when folks were tired of hearing people mix up procedural & randomized, but now I'm just tired of procedural itself since it's really a very empty term. Essentially boils down to, "According to certain instructions/rules/processes," but that's not terribly informative in itself.
Yeah, I'm aware that it's instructions and rules... but I still use the word procedural
It's what I'm used to
Oh no, it's all good! I just like the details, it's kinda why we mod, lol
Oh yeah, fair enough!
It's awesome how we can adjust/make rules though... I'm glad that NMS isn't (completely random)
@cyan oracle yesh im not asking about thrm. Im asking about thr colossal creatures
that is really cool
Thanks!
@cyan oracle try the Rise of the Machines mod- that's the one that I tested long ago
What are you guys trying to do?
Rise of the machines is an updated version of a 2016 mod
Called Random Roaming Sentinels
why am I getting tagged? last thing I said was about removing skeletons from the sentinels to try and make them procedurally generate different types and still not conflict with one another..
My previous comment was about the sentinel joints was not in reference to a conversation about creatures that had yet to take place..
Just telling you that I was referring to the Rise of the Machines mod, not Rayrod's sentinels or your custom ones
okay, I get WW's tag..
Hope you're not.. irritated or anything?
and it's moot.. I was stating that scanning custom sentinels has no issues.. if another mod has that issue, that's the mod author.. not me..
I'm sorry.. I know I'm coming off harsh, and I'm not truly irritated.. just one of those days where people never cease to amaze me and for a second it felt like it was trickling into here too
Not trying to stir up conflict here, but seems like I barged in the middle of a conversation when he asked if modded sentinels could scan properly.
I mean no harm, and good day to you, sir.
yea, I think it's time for me to sign off of the interwebs and sever any continued interactions today..
Razor sharp, eh?
Well, we've crossed the line now, and I hope I can simply watch what developments go about here.
due to my extremely bothersome stupidity, apparently
did i trigger someone
i just wanted to know if we could scan stuff. including sentinels. the large creatures etc
i didnt complain that i couldnt or whatever
im just inquiring
Well, apparently I intervened between Krem's convo about his custom sentinels
nobody has answerd my question though
Hi, @urban perch :)
I'd like to answer this question for you.
i just want to nkow if those 2km sized creatures can be scanned
how big are they
does HG servers balk at upload attempts? ghehehe
mi guessing having mods disabled discoveries?
note: i havent tried any of this
im just asking
The very large creatures can be scanned and uploaded, however (I'm not sure if after a certain size... that the amount gets registered on the visor). Sentinels cannot be scanned when spawned via ecology.
I haven't checked. ๐
i know this is all frivolous stuff im asking but i enjoy it
I just know that you can scan them. Haha
No prob
biggest ive seeni n game is 7m and like 400kg
wiki says 8.4m and ~400kg is max normally
They are in the overhaul v10, just rare (the really large ones are only in the soon to be released immersion update, but more rare)
ok
will wait then
and get the full culture shock experience
thanks ofr the info and the teaser
Not a problem! I hope to get it out soon enough
Hahahaha
Placement Density adjustments?
Had something similar happen in the past:
https://cdn.discordapp.com/attachments/215940434516639745/368406846903549953/275850_20171012172526_1.png
A bit of this & that. It's wonky as hell
Yeah, looks pretty trippy lol
I've been bouncing back & forth between coverage/density & spawndensitylist
Mostly just playing around with the RegionScale & PatchSize
Nice
I have lots of custom ones
And some placement settings from the older versions
that I added additionally
Turns out I was being really dumb & not taking my own advice
And it just happened that some of my old settings were working well because heyo island planet
Got enough done yesterday/this morning. Not as much as the usual... but I did enough to my expectation.
To elaborate a bit on what I did... I adjusted the clouds to better match the kind of weather, because In vanilla, (apart from dead planets) there aren't really any clear and cloudless skies. So, for clearweather I adjusted the cloud scales to show a bit of clouds (in a way that it looks nice) but mostly clear skies.
When storms kick in, it dynamically increases the amount of clouds with other unique weather effects, and extreme planets have their own kind of settings...
There's a subtle depth of field and certain (blending effects when flying), and other unique (re-worked space visuals/atmospherics)
and a lot of other stuff going on in that realm.
Storms and extreme weather now have a refined and subtle depth of field.
Cear planets have a very subtle depth of field, alongside some other more balanced adjustments
Suns, sunsizes and brightness has been re-worked and also heavyair speed adjustments. I also worked on some buildings fixes.
I fixed a bunch of crashes, (still trying to verify if there's more), I modularized the Atmospheric Atlases that I also re-worked to try to fix some texture clippings, and a few other things. I attempted to add collision to the new alternate word stones that I added. (The original are still around). I worked on ecology a lot and fixed some odd stuff that was happening. There's a lot of other things, that I may have forgotten.
No Man's Sky: RaYRoD's Overhaul: (Concept Art Style E3 Atmospheric Atlases, Bioluminescent Forest)
This is a short footage showcase, however... I have been looking back at pre-release concept arts, and E3 footages and I noticed how there are Atlas Stations in the atmosphere. Therefore, I've converted an Atlas Station into a fully functional Space Station.
No Man's Sky concept art examples on google:
http://bit.ly/2jhSrVw
Extra Credits:
Chris I. for going out of his way to make this watermark for me. ๐
This is a short footage showcase, however... I have been looking back at pre-release concept arts, and E3 footages and I noticed how there are Atlas Stations...
I was curious as how mods are made. Can anyone give me a brief description of the workflow, what tools are used and to what extent can you manipulate the game?
generally its just editing the exported xml style files which works as the datasource and definitions for most things in the game, can't really make any new scripts. Can also use some tools for importing models to add those
do those XML files come in plain text with the game's installation or do you need other tools?
need a tool called mbincompiler to decompile the game files
You need PSARCTool (which is integrated into a program called NMS Modding Station) to unpack the .PAK files found under GAMEDATA>PCBANKS, from there you then want MBINCompiler to decompile the resulting unpacked .MBIN files.
can take a look at http://nmsmodding.wikia.com/wiki/Getting_Started
ok, thanks for the pointers
By the by RaY, do you have a more reliable/better method of live editing the objects files than taking an array of bytes from them when viewed in hex & scanning for them with CheatEngine?
Just nailed that down but thought there might be another method that might be better to work with.
Maan they should be way more willing to 1. create more SpawnDensity settings & 2. have those settings set stuff further apart
@supple wadi Hi
Personally, I just add an uncommon float value and search for it in most cases with what I do. Some other things require searching with some of the other search types.
Don't really use hex with ce
When you say " create more SpawnDensity " what are you referring to exactly?
You mean expanding the list?
Yeah. Pretty sure we can do that now, so don't see why HG doesn't
Yeah we can do that
That's what I was referring to the other day
I expanded that list a lot. I also added the SpawnDensityPlacement settings from the older versions of the game additionally to the list awhile back
And hmm, the float value method seems a bit less reliable to me, so I'll stick with what I've been doing. It managed to snag a single result for me right off the bat once I expanded the array copied
And back to that, there's so much that "could" be done, but hasn't haha
What are you doing with ce in particular?
Same as you, I think. Mainly just live editing different values & checking changes
You can just add a random float value like "123456" and then search for it
Works almost 100% of the time for me
It also usually has few results, and what you're looking for is usually at the bottom
Ah, I was grabbing the array of bytes from FOREST down three lines which snags that & a few other coverage/density settings to narrow it down
Oh yeah, real-time biome editing or real-time placement editing?
Real time biome editing is possible
I tried it
Both, basically
I also edited the strings
and when I re-loaded my save
it loaded the re-directed paths
The only thing though is that it's really tedious to deal with
and to go through
a tool would be better off for that
Ah cool, I definitely noticed the objects files demanded a reload for coverage/density settings adjustments to take effect
Yeah, definitely.
I was also playing with the placementseeds, outta curiosity
that you mentioned testing with
That did help a bit with the Atlas station rotation
but
I forgot which way worked for me
I was testing like A LOT of stuff
And one of the things... allowed me to reload and see the rotation change
But the most recent thing that I remember testing with that... wasn't working
Because... re-loading would revert the values
As something else is likely accessing it
I was also testing with the main biome file terrain rules
waitwat, placement seeds & rotation?
Aah okay, lol
From the placement seeds, to Atlas Stations/Space Stations
And then to editing biome files in real time (not biomeobjectfiles, which you can do as well)
I remembered the seeds but I was like, "not sure how those would relate to rotation exactly"
Ah yeah
Tbh I'm surprised they don't use more biome files even just for different terrain control settings.
So much of it has me convinced they're just hyper-wary of people not running into stuff, to the point that it all just kind of gets shoved in your face too rapidly, lol
I know right?
I resolved to do that lol
It's bizarre... because...
Even if you think about it...
All the values are also set to 1
lol
And they aren't bools either
One of them is turned off
Like, they can make huge differences when adjusted
Mmhmm
Went through a bunch of testing not too long ago with that & saw the effects. It has its limits in some ways, sure, but that's more to do with the limits of the VoxGenSettings array/list.
Which itself so far as I'm aware is simply an arbitrary limit they've kind of set upon themselves. Probably in some part because maybe they feel those are the most well-tested/calibrated amount of settings.
Yeah, definitely. I suspected that the way that you have the voxelgen configured would alter the way that the biomefilenames works in some areas.
Even just with what we have now, I can see why it's taking them so much time to work through. You don't necessarily feel it as you play through it, but there's just a ton of different things going on in the background.
Hey, have you seen this footage? I like a lot of the terrain that was shown here....
โบNo Man's Sky Info von Elca (2016) #NoMansSky #NMS #Elca #HelloGames โโโAlle Links (aufklappen)โโโ No Man's Sky ist ein prozedural generiertes Indie-Spiel vo...
Especially the planet at 5:40
This also looks like a render, but it's apparently in-game
At 4:44 you can see that they had tides
Never noticed that until now actually
oh wow it did have tides
Wow, I swear that I keep seeing things that I've never seen before everytime I look back at this stuff xD
small details like that are exactly what we need
^
@29:10 is that planet rotating?
where did that original gameplay come from, with the red atmosphere you linked and rotating planet, they look like they are from the same clip. Just wonder where Elca found that footage ๐ค
wonder if he remembers over 2 years ago ๐
Occasionally, there were random playthroughs (off the official record) recorded and shared
of the pre-release builds
and tend to be scattered around
Interesting to watch
That also looks like a sun
lol
A legit sun
I'm surprised there hasn't been play testers interviewed about the pre-release builds
unless ive missed that
NDA lifted ?
seen some reddit posts but they were all faked
Cobra TV also interviewed a pre-release tester from the time of IGN footage when YAVIL was shown
I mean stuff from Redbull
and other places
Some insane things haha
And back to that sun, seeing the solar flairs from the sun is just awesome
And also some crazy things mentioned via wikipedia
on the official NMS wiki
prior to it being edited out
and then some exclusive articles
and also by Sean
cools stuff
i need to do some research and find those
In fact, they were working on something where
Not even a single blade of grass would be the same.
lol
jesus
Talk about overkill
It was highlighted in one of their articles actually
I lost it
But HG's was describing their superformula
How not a single leaf, or blade of grass, or snowflake would be identical
Cool stuff
Hopefully we see something like that incorporated
some generative stuff is too much, as there is a resolution of detail that people won't notice. like the grass. it isnt needed
Technically impressive but frankly not terribly necessary
with how much sean loves algorithms i can see it happening
Yeah @supple wadi it's not necesarry but man..
Being in a field of different grass blades
Beats having the same blade repeated
Would add a lot more life, but the game is awesome as is
Grass is like the last thing I pay attention to both in games & life
i will repeat : "Kudos to HG for not doing any fanservice what so ever." in fact there is basically no rule34 stuff (yes there is a few images but they are outliers) because they avoided it so well.
lol
tho i am missing g e c c action
@supple wadi but then again let's be honest. the bethesda converts to NMS will notice the grass and be like how come this grass isnt 16k texture
So rotating atlases work.... I just need to adjust it because it smacked me like a ping pong ball
Hi @dreamy tulip It's been a while ๐
Will have a check on your last update probably tomorrow, hope you're well ๐
Can't wait to have a look on brand new immersion update
This planet was one giant, 5 foot ocean
Hi @quasi moat, that's cool man. Likewise
@half token - This is the mod I mentioned in #no-mans-sky :)
https://www.nexusmods.com/nomanssky/mods/570
I haven't tried it though so can't comment on how it is!
wow!
pls note using this with higher graphics settings makes things all kinds of funky in the wrong way
However as it's meant for use with lower spec PCs hopefully one won't be trying to use those higher settings anyway
@dreamy tulip that atlas interface shot is definitely a render imo
also
โบNo Man's Sky Info von Elca (2016) #NoMansSky #NMS #Elca #HelloGames โโโAlle Links (aufklappen)โโโ No Man's Sky ist ein prozedural generiertes Indie-Spiel vo...
this scene shows a planet EXTREMELY close to the sun
so yeah it was a physical object at this point, at least probably
cool
@lime mesa My sleep schedule shifted again, so I am just getting back.
There are many shots that look like renders, or actual paintings/concept art pre-release. Some of which, it's hard to tell the difference.
That planet that was close to the sun also looks just as much as a render, as the image that I pointed out.
I do not believe that it is absolutely a render, however it "might be" but I believe that it may have actually been something in-game.
If you look at this swamp biome here, it looks like it's a painting... but it's actually in-game
https://media.discordapp.net/attachments/377229206351773696/439293375443763201/HrEPlpd.jpg?width=1200&height=676
The same with Beta No Man's Sky
@supple wadi You can use project potato with a high end gpu, as long as you don't use TAA settings
Good to know that specifically! Any antialiasing is higher settings for low end imo, lol
The Surreal Biome
Nice screenshots, canโt wait for the immersion update to release ๐ @dreamy tulip
That is one cool forest
I like the lighting of it, it looks spooky
Like a horror movie
Wow those procedural biomes are amazing, I swear this overhaul just keeps getting better and better as time goes by ๐คฏ
why does your ship look super camouflaged haha
Not sure haha

May day, May day
May say!
May fools guys
Got some more annotation scripts running & extensively translating mission tables. Just gotta decide how I wanna go about sharing them.
Added the new thing here, for those interested: https://github.com/GmrLeon/NMS-Annotation-Script-Generator It's a file apart from the main one called MissionTable Annotation Script Generator
Just had a really dumb moment. Intended to put something into the microwave, but instead I put it in the oven and turned on the microwave timer for 3 min lol
well-baked
haha you doofus
Hey how does one go about starting to mod this game?
I've always been interested but never could get a good resource to look
Hey! Do you know what kind of mods you're looking for?
No not looking for mods... Making mods
Like I've wanted to try playing around with making one.
Ahh, that's out of my expertise! ๐ But there's a few guys here who'd be more than happy to help you get started I'm sure. They might just not be here right now ๐
Yeah. I'm kinda stunned to see RaYRoD here but I shouldn't be surprised.
His overhaul is damn good
It's amazing! He's normally around a bit later on!
Ah gotcha. Alrighty.
Yeah cause I want something to do in my spare time.. And modding a game I love playing would be a nice usage of aforementioned time.
Oh look at you
Thank you much
๐
So here's a problem... I have my mods in the MODS subfolder of PCBANKS as directed... no DISABLEMODS.txt file.. And NMS isn't loading my mods... Thoughts?
๐ค
Is it a super obvious change that should be immediately clear?
Yeah it's Rayrod's overhaul, it should be very noticable
I'm going to try adding DISABLEMODS.txt back to the directory, loading the game, removing the file then loading again
Is it the pak itself in the Mods folder?
Yes
๐ค
Ikr?
Has my noggin joggin
I've tried this on both production and beta channels of the game
Have you tried any other mods that should have an immediate effect? ๐ค
Hmmm.. No, let me see if I have one.
Also, if it's working you'll get the message at the start about Mods and to press any key to continue
If you don't get that - the folder is wrong
Really?
Hmm.. Okay. That must be it then..
My folder structure looks thus:
GAMEDATA/PCBANKS/MODS/*
DISABLEMODS.txt is not present as well
Hmm that sounds right
Maybe I'll do a Verify Game files on Steam
All files validated successfully ๐ค
Most engaging...
I mean I could try uninstalling and reinstalling the game
Wouldn't take me long
Maybe try one of Lo2k's recent new icon change mods? That's a quick & easy check
Yeah I have that one in the MODS folder
Oh wait no I don't
okay no i do
*now
Yeah still not loading
Okay
I'm uninstalling and reinstalling
Ahah!
That worked
Idk what was wrong but un/re-installing NMS worked
Cheers! I've honestly no idea either, albeit I've heard of issues like that on occasion
Yeah that was certainly weird.
Turns out that within the overhaul mod (since v10) I've had my custom HD cockpit screen shader disabled. I am going to turn it back on.
Just updated the hud again
But re-worked the compass
I like this better
I re-positioned it, made it slightly smaller, resized it, and less opaque within the UI
@supple wadi working with the HUD.MBIN is possible apparently
Hey all! Does anyone have a link to the most reliable/newest MBIN compiler?
If it's the 1.38 release in the "getting started" guide, then I suppose I already have it
Ty! That's the one I've been using, was just wondering if there was a newer version with more of the "unknown" variables filled out. Does anyone know if someone is actively developing this tool still?
The tool is still being actively updated by @obsidian tree and also with the contribution of us fellow modders who figure out the unknowns within testing.
If there's a more updated version, he will see this tag and pass it to you ๐
The second screenshot looks like a planet Iโd wander on for a complete day if it has no oceans
@rotund vine You're not fond of oceans? ๐
That version of mbincompiler is a bit outdated (not sure how much without running it on some files, but probably a month or two...)
Here is the most recent version:
I am but in no man sky ocean worlds have like islands so at least in the vanilla game there are most of the time a little amount of trees and bad looking textures every island and that is why I dislike them, however, if it is an ocean world with bigger islands and thicker forests like in that picture, then I do like it
Ah yeah, fair enough. I would like to see (actual beach like terrain)... rather than beaches typically being on a slanted angle.
I also prefer the old sand texture that they had going on awhile back
The awkward part of the oceans in NMS, from the little bit I've toyed with them, is that it appears to largely be nothing more than a big open volume plopped down over large portions of the terrain, and then the game is smart enough to ensure the biome that appears throughout the area the volume covers appears underwater in nature.
It's a functional yet rather crude approach to a problem which could almost certainly be solved in a better way, albeit likely creating new issues in the process
Oh yeah, about the HUD bit earlier...I guess you found a better way to work with it? Because I know we found that it was having influence on the HUD, just that it didn't seem all that practical to work through
I didn't do much within that file, however some of the textures and things are being actively controlled within it.
I was working in there to adjust the compass to look better with the HUD that Stoian and I made
The ship HUD stuff is within other ui related files. I've been working on restoring the unused cockpit screens from the trailers and other ui appearances that are outside of the screen (plus making some other textures from scratch)... alongside a few other things. While also making them higher quality within a few custom shaders and material changes, and texture adjustments that I'm doing in PS and paint.net
At some point I'll probably want to look through the ship cockpit UI just to slide over the planet name text in explorers, lol
Yeah, I noticed that the planet names... alongside others are to the far left.
I'm not sure how I feel about that
I was considering moving them, but I noticed that they were all to the far left... and I figured... "Eh, maybe it actually doesn't look bad."
It cuts off the first letter, maybe even first couple letters, in explorers. I've not really observed it as much in others.
It's a really weird oversight
Ah, I didn't know that. I usually fly in fighters.
I did notice that while using E3 cockpit screens...
On the S-Class ships (there's two screens that remain vanilla)
Because of the extra screens
So, I simply looked at the trailers and observed what HG's did for the extra screens
hey rayrod mate, can you check your dms? Sorry to bother you. I dont want to spam the chat
In-case they didn't have a texture for it
And just applied it to those extra ones
I like the animated landing texture as well.
Idk, it's very simplistic but very stylish.
Rather than just "black and white" HUD textures.
But the shader really makes things pop out
I dig seeing the landing gear deploy & retract in the 3D model of your ship in the cockpit panel
I was actually repositioning the speedometer and changing it's scales so that it fit more, alongside editing some of the screens via ce
As I saw that it was overlapping certain things
I also adjusted the bar size
and nulled out something irrelevant
and re-enabled a few disabled things
and added a few other blocks into the ui config and adjusted that as well with ce to add some things
I like how it is turning out
I actually really like the lowered lighting in the cockpit, it's much less distracting
gives a slight space noir vibe
Do you mean the default cockpit?
wait, the one above is the default?
Get the sense that some of these changes are probably more visible in-motion/in-play than in these shots
Oh, nope. It's similar to the iconic trailer cockpit screens
Except this pops out a bit more because of a few graphical adjustments in the files
And yeah, some things are more visible in-game, in-motion as certain ui stuff interacts with player movement and controls
And also some stuff in the shader
Those two screens are not default
Ok, yeah I get it now. I just like the idea of having a darkened cockpit. That way there's less confusing visual interpretation
Man I have not booted this game up in a while
Likewise.
I haven't taken a break from this since the day it released on ps4
I actually haven't gotten a haircut since then lol
please tell me you wash your hair lol
When I shower yeah
I try to make sure to play updated vanilla here & there to get a feel for what changes might feel meaningful
People can't tell that I'm like living under a rock working on things like within 18 hour durations and sometimes several day durations when they see me
But I often forget what day it is haha
And the light outside hurts my eyes
I sleep in every time zone
Something I really hope HG does when NEXT launches is open feedback channels in a meaningful way
Yeah, I do so on the PS4 build though with vanilla too
speaking of, have you modders made any prep or predictions for when and how NEXT will break all the things
We can only speculate
But considering that it sounds like a huge update
That it'll be the biggest yet
according to HG's...
It would make sense that a lot of stuff might break
And need to be updated
But the way that I look at it... in the end, it usually ends up for the better and a lot of more doors are opened
It will probably break scenes & entities again with some new structs. Atlas Rises introduced some new LOD stuff in scenes & entities that so far as I'm aware none of us have really played with too much, and either are functioning right now...Or are just preparatory for something else.
So that means that many model & function-related stuff will probably be borked for a bit.
The missions atm are pretty robust but also seem a little rough, so those may see some cleanup & refinement
They'll likely introduce some new products, substances, & tech if I were to guess, even if just a few, so those will be out of commission for awhile too
Rip globals too
@supple wadi I've worked with the LOD stuff and the entities a lot
I do often, so I may need to update it.
I've noticed that in some cases the new LOD stuff isn't required for some things to work. However, it can be useful
It is something that's being used
And yeah, globals always get jacked up upon updates lol
But say Hello to new globals
Er, the LOD stuff in both the scenes & entities or just one over the other?
In the biome object files
I have played with the LOD stuff in the entities, but I haven't tried removing it from entities (to my memory)
#forestsplscomeback
#forestsactuallyappearinreleaseversionforonce lol
I still kind of get a kick outta them thinking it would work to attach the diplo heads to a triceratops torso, lol
Part of the reason that old model looks as good as it does is simply that the body & neck/head just fit
Oh yeah, some of the creatures now kinda look a bit wonky
The procedural RF creatures also look better
RF?
Rainforest
Aah, gotcha
It's sorta depressing in some ways, since some of those creatures only look that way due either to more limited generation options or, perhaps, none? Can't say without digging into the files
Well, I don't think that's the case... because some of them are procedural. I think that they really just added more detail to those creatures.
Not all of them were used for the trailers as well, as some were just used in casual gameplay and have been spotted on off the record planets footages... but they were actually procedural models... and they looked really nice.
The diplo & rhino though, were those proc?
The diplo(s) are not proc. There are proc rhinos though.
So weird with the diplos, given we have a version of them in the release version...
Yeah... the diplos that are being used now, don't look as good in quality. I mean, I'm sure that the could be reworked and retextured. However, I find the original models to be more majestic and the parts look more natural.
Which goes with a bit of what I said, they just genuinely fit together more. If they'd made the rest of the necks/heads & some tail variants for the existing diplo torso, it'd probably still work rather nicely
can you screenshot what a scan of those ridiculuosly colossal creatures looks like?
@urban perch I will make sure to do so the next time that I find them for ya ๐
I want a mod that replaces the soundtrack of NMS with an orchestral recreation of it
That would be neat
Also, I like this tall flower field.
@scenic halo I have attempted to replace music before in a procedural fashion.
The way that I went about it, didn't work (due to the way that it is set up).
However, I've developed a few new ideas after snooping around the files... to test out some more.
An audio overhaul has been on my todolist
So now, we just need to find someone who can actually record the orchestra.
Or just get Garage Band to do it
I'm more so a recording artist/musician, but I know a few people who have years of experience in fl studio and pro tools that make instrumentals.
Nice
They could likely remix the tracks w/o trouble
But, sadly... at this point in time, adding audio to the game has not been accomplished. It's possible to replace audio. However, the procedural music is a different kind of beast to tackle than replacing typical in-game sound effects.
Ah
I was expecting it to be like replacing audio in Payday
Where it's scattered all over the place and segmented to pull up certain segments when it needs to
The game picks different instrumental sounds in a structured fashion..
It would need to be mapped out specifically how it's being done
Tfw RaY got NMS for the foundation & just a bit the game ๐
@supple wadi Perhaps it's related to the music folder?
Oh, wait, it's procedurally generated music?
Okay, now that's actually cool
I don't know a ton about how it's handling the audio beyond what they've spoken about here & there, tbh
I know they use raycasting from the player position to attempt to determine the sound effects of what you're walking across, whether you're under something, what the weather conditions are, and stuff like that
But in terms of how the music itself is then put together, I'm not entirely sure about
I know some of it's without a doubt related to specific events, but when it comes to the ambient music ๐คท
It's more complex than (can't remember the name)
But it was a game that had a fair bit of procedural audio that triggered when you were in specific areas
It was mostly an artistic walking simulator
Proteus?
I was thinking for, like the orchestral parts, something similar to the music Kyle Gabler makes
procedural audio could be cool
ive seen alot of it already
long time ago people were doing procedural audio using various real world phenomena
I personally wish that "Debutante" by 65DOS and "Pacify" would make release.
Also, Supermoon 8-bit
taking things like seti signals and trying to turn them into music
Paul Weir talked about some awesome things.
There is this awesome video
https://www.youtube.com/watch?v=ERwVR5DjlYo
British band 65 Days of Static have created a unique, procedurally-generated score to accompany you on your travels across the universe.
And this awesome video
https://www.youtube.com/watch?v=KUyQFRuXpfE
How one person from an English suburb is creating a universe bursting with sounds that are out of this world.
And then there's a long GDC video that Paul Weir talked in as well.
I always figured that the "SuperBiome" was oria v, referenced in the files.
That video, I think confirms it.
Within Paul's Audio tool
Hot damn, this is the first time I've seen what is undeniably planet rotation to me, without being too brief & sharply cut away from:
https://youtu.be/ERwVR5DjlYo?t=3m24s
British band 65 Days of Static have created a unique, procedurally-generated score to accompany you on your travels across the universe.
Idk why but that planet's atmosphere looks so good
As if it has a fluffy layer on it
Could be a mix between moving clouds and high quality terrain
That's actually a depth of field in space
interesting video
I added that for the next version of the overhaul mod
id love it if they would share this tool
proc gen can reach new heights if they have proper mod support
and a toolkit
maybe THAT is what next is about ๐
Would be such a help, tbh
There's several different files you look at & you're just like, "Yeah no, this is totally their tools' output"
Given, they all pretty much are, I'm sure, but some are much less human friendly than others, lol
Finally getting my ideas prioritized & think I've got the first little part mostly sorted out. ๐
if i use rayrods mod how will it effect in game progress
@steady breach , @~ BenKenZ ~#6538 Hi, the mod does not screw with building spawns.
Player progression should not really be affected, as the mod is made for all game modes... however, if there happens to be anything that breaks progression, it will be ironed out on the upcoming Immersion Update of RaYRoD's Overhaul.
Going to start handcrafting more E3 planets
Starting of this time with Yaasrij
I finished up and polished the unused assets in the game files yesterday, as many of them lacked collision or were blurry or had glitchy textures
Due to them becoming outdated from being left untouched after many updates
Sometimes it took like 30 minutes per object, for the more complex ones... some it took a lot less. (I started that process before the v10 overhaul)
Apparently, Yaasrij had two biome setups so far tmk. First first set of objects to be able to spawn was in the first picture, the second within the second.
I've located all the assets that they had going on in Yaasrij (which they used assets from multiple biomes), I'm going to handcraft/assemble it and maybe expand variety further in a third biome type that combines certain sensible assets that match the biome type.
It's important to be very observant to the details of pre-release footages and screenshots... as there's a lot going on, and you can't just look in every direction to see the full scope of it (like we could do in-game). Also, there's bound to be a lot of stuff camouflaged or easy to be unnoticed.
Is that first pic from one of the pre-release trailers or from the overhaul mod?
Looks really awesome if its your handcrafted biome
That's from the trailers, but I'm handcrafting it now
Ah okay, looking forward to it ๐
I replicated Balari V, Yavil, Oria V, the old nevada biome from old footage, and lots of others before
Do you remember any of them?
Yeah
You can see Balari V and Yavil in this clip
https://www.youtube.com/watch?v=CTRi2aEJrgQ
We stopped in at one small No Man's Sky solar system and took a quick tour of five new, wildly different planets. ------------------------------ยญ---- Follow ...
Here is my replication
I'm in the process of translating, converting, re-creating, and integrating all pre-release trailer biomes out of passion into the current No Man's Sky: RaYR...
And my replication of YAVIL
https://www.youtube.com/watch?v=Q46jff0Sd1Y
Downloadable Link: https://drive.google.com/open?id=1gNVlxVnzz75YPpLC1_aBjLl_rTJ8cMnI In this video, I am showcasing a recreation of the IGN footage biome ca...
Yeah I know, I've been following your mod (and no man's sky as a whole) for about a year now
Really awesome job ๐
Okay, thanks! Will try to get it exact and I'll post snaps when I'm done. Working on something else atm
I am making progress on Yaasrij, I also managed to greatly increase the draw distance of the plants, trees, and grass.
Good work BaERod