#nms-modding

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supple wadi
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It's gonna be a thing that probably won't consistently show tbh

lime mesa
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yeah

dreamy tulip
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Not exactly

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It looked the way that it did in the sky, because of where it was

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It wasn't the lighting, or the fog in the clear sky

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It was the angle and positioning

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If I were to turn it to the side, it would show

supple wadi
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At the right time of day when the light source was also at the right angle, I'm sure, lol

dreamy tulip
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Has to do with the x, y, z, rotation, and the trans positioning

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But I think each system might be different.

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The atlas in that picture was above the planet

supple wadi
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Probably will be

dreamy tulip
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So looking straight up

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You're seeing only the front of it in that pic

scenic halo
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I want this mod now

dreamy tulip
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Creating alternate sentinels now

lone spire
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How will they be different?

dreamy tulip
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I'm not really sure yet, but I'm going to get creative with it. ๐Ÿ˜ƒ

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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

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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

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However, I am going to need to rotate it because it's shooting from the back

lone spire
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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

dreamy tulip
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That actually seems like a really cool idea

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A sentinel hovercraft?

lone spire
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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

dreamy tulip
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Haha, I'll give it a test

lone spire
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Nice! Gotta go to work, have a good one.

dreamy tulip
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Have a nice day ahead, thanks!

urban perch
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When rayrods is released will we have to start over or will it work with existing playthroughs?

dreamy tulip
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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)

dreamy tulip
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Um?

scenic halo
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What
Have
You done?

dreamy tulip
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There is a drone inside of that xD

scenic halo
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Gimme a sec, i'm rendering something

dreamy tulip
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What are you rendering?

scenic halo
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a soundbite

dreamy tulip
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Kool beanz

scenic halo
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There we go

supple wadi
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...RaY, you're not really trying to spawn in those ships alongside your standard Sentinel Drones...Are you?

dreamy tulip
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Nah, haha

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Making a custom sentinel drone atm

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The sentinel ships I 'm okay with

cyan oracle
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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

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but wtf is the sentinel drone doing in the middle of it.. we'll figure it out in message

dreamy tulip
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Thanks! Checking out your message

dreamy tulip
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@scenic halo Cool soundbit ๐Ÿ˜›

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"What have you done" lol

fleet epoch
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wow ๐Ÿ˜ฎ

dreamy tulip
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Handcrafted grey sky atmospherics, crashed and explosive E3 freighters, wild terrain, and mini forests

dreamy tulip
shrewd oak
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I wish my crummy laptop could run nms, this looks like one helluva mod

dreamy tulip
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Yeah it's related to the angles @supple wadi

visual shard
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@dreamy tulip just asking if i install the overhaul mkd now, will it affecr the spaceport i'm building currently?

dreamy tulip
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Hey, is it on the planet? ๐Ÿ˜ƒ

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@visual shard

visual shard
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Yea

dreamy tulip
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Yes, it will.. unless you use a different slot.

visual shard
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<

dreamy tulip
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In return there will be a near infinite variety of terrain, and the ability to build a base anywhere

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Even underwater if desired

visual shard
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Guess i gonna install after i do w my spaceport

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External is done, now i'm doing the interior

dreamy tulip
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Also, if you use another save slot... it won't affect your base.
But you could try backing up your save

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And double check what happens ๐Ÿ˜›

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One person reported that their base was fine

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But I can't promise that, as I think he got lucky

visual shard
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Haha well i expanded my spaceport outside the default boundary

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As u can see in screenshot if you havent

dreamy tulip
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Figured out which HG's changed to prevent you from auto-ejecting from the cockpit

supple wadi
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Er, which unknowns HG changed?

dreamy tulip
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Unknown508

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Spaceshipglobals

supple wadi
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๐Ÿ‘

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There must be a different one for landing pads tho, as I believe they still auto-eject ya on those

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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

dreamy tulip
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Agreed, me too! I like that change that they made

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What I am currently looking for is the take off height

dreamy tulip
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Found this in the past but never really said anything

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UnknownA8C appears to control the direction of the ship

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when you're flying

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Changing it to 1 sorta turned it to the side, I could no longer see the cockpit but in photomode the ship looks turned

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But the ship is turned towards the left

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Something's making my camera auto rotate

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@lime mesa Finally found what handles the takeoffheight (as you requested last year)

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@supple wadi

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I wouldn't really describe it as takeoffheight, after testing with it though.

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As a name

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But it is what HG's used back then

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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

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Going to imitate the oria v traile rnow

dreamy tulip
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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

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I also just managed to insta warp me to another planet

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In 2016, I was doing it via cheat engine

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But I just found the file based way, w/o doing anything asm related

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Found the check that prevents pulsing on planets

dreamy tulip
magic mirage
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space whale 1.5 update tonight

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finishing up final touches ๐Ÿ˜ƒ

echo oxide
dreamy tulip
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Awesome ๐Ÿ˜ƒ

echo oxide
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my brethren

magic mirage
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its up

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enjoy

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๐Ÿ˜ƒ

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night night

west notch
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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!

frosty vine
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Not yet, Ray has been giving BETA versions to people he trusts so far, for them to test and report bugs.

cyan oracle
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yea, because relying on the general public to report bugs instead of berate the mod is too unreliable..

supple wadi
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@dreamy tulip Care to share the unknown(s)?

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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.

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Or at least somewhat sorted out

magic mirage
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Hope yall enjoy the new whale update

dreamy tulip
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@supple wadi

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Hey, you there?

supple wadi
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Yo

dreamy tulip
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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

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That's what HelloGames utilized in the Oria V trailer

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I figured out that unknown last night

supple wadi
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Cool! I woulda asked when ya mentioned it earlier but I was out at the time

dreamy tulip
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Unknown80C --- Set to zero for Instant warp to a nearby planet (given that your maxpulsespeed value is set to at-least 1,100)

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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

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However, it's a bit wonky to play with.

supple wadi
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Sometimes just zip ya right into planets or somethin'?

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Aah, I see now

dreamy tulip
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If a planet was on the other end of the solar system

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It would take you into it's atmosphere in no time

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instantly

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It's similar to what I was doing with asm in 2016

supple wadi
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Hmm, that kinda sucks that it's tied into a global like that

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Would be cool if it could be mixed into a Pulse Jet Omega style thing

dreamy tulip
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Yeah, I feel the same way about gravity

supple wadi
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Those are both tied into Spaceship Globals, by the by?

dreamy tulip
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Indeed

supple wadi
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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?)?

dreamy tulip
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Well, it's like... if you set the value to 20 for example

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It will launch you up very high, but you won't be able to move your ship until it reaches that value height

supple wadi
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Aaah, gotcha

dreamy tulip
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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.

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I feel like it should be the standard.

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"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)

supple wadi
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Sorry, crosswired unknowns

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You're referring to this in terms of aforementioned Pulse Engine speed, yeah? <Property name="MaxPulseEngineSpeed" value="20000" />

dreamy tulip
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In regard to Unknown80C ?

supple wadi
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Yeah.

dreamy tulip
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Yeah, sorry about that

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I did cross them

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It's the other way around

supple wadi
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wha? crosswire comment above I meant in relation to my own reading, lol

dreamy tulip
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Unknown89C = The TakeOffHeight

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Unknown80C = The Pulse esque function

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Wait, no I didn't cross it

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Lol I'm just waking up so my mind is slower than usual

supple wadi
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Yeah, yeah that's all me, not you, lol I was comparing position in the global file itself & briefly mixed things up

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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.

dreamy tulip
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Yeah, I believe so

supple wadi
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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.```
dreamy tulip
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Yes, sounds about right

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You've got a minor typo, but I'm sure you noticed

supple wadi
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Hm?

dreamy tulip
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Unknown89C

supple wadi
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Er, I'm blanking on whatever it is, lol

dreamy tulip
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It's all good, you wrote the word "how" twice

supple wadi
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Ooh, that would be why, lol

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Wasn't caught by anything so didn't pop out to me

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Thanks!

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At first I forgot to write, "how high" so in correcting it I must've added the entire phrase instead of just "high", lol

dreamy tulip
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Ah yeah, it happens... my worst enemy is auto correct

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lol

supple wadi
dreamy tulip
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Also still getting adjusted to my new phone lol

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The other day I meant to say something else, and it wrote out "Raindeer"

supple wadi
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lol

dreamy tulip
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Thanks for sharing

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I wonder what other cool things are yet to be discovered in the globals

supple wadi
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you could rename my modding workspace folder, "Endless Checks" and it would be just as appropriate tbh

past geyser
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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.

dreamy tulip
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Working on fixing these alternate sentinels next

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@cyan oracle Yeah, they are like wayyyyyy up in the sky lol

urban perch
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sortof general technical question

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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?

dreamy tulip
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Came across a swamp like forest with roaming walkers, and rainforest creatures

urban perch
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hue heu hue

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nice

fleet rapids
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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?

dreamy tulip
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Hi there

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I have an idea

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@fleet rapids

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Are you using the Steam version of No Man's Sky?

fleet rapids
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Yep!

dreamy tulip
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Awesome.

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So, if you go into your Steam Library and right click on "No Man's Sky" and then click "Properties"

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A dialog will pop up and try going to local files tab

fleet rapids
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got it

dreamy tulip
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and click "browse local files"

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And then can you send a snap of your "PCBANKS" folder and your "MODS" folder?

fleet rapids
dreamy tulip
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Awesome, and now the inside of the MODS folder?

fleet rapids
dreamy tulip
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When you load the game, do you see a "mod warning"?

fleet rapids
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indeed

dreamy tulip
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And what is this mod intended to do?

fleet rapids
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spawn increased rates of S class ships

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modifies INVENTORYTABLE

dreamy tulip
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So, if you see the mod warning (the .pak file is definitely getting loaded).

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However, it may be possible that the mod may have an issue within the inventorytable

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Where it may not be doing what's desired

fleet rapids
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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?

dreamy tulip
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Sure

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1 sec

fleet rapids
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I tried the crashed ship one, which says it's been updated for 1.38, but didn't see any flying for 15 minutes

dreamy tulip
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If you spawn floating in space on an existing save, it worked

fleet rapids
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Worked! Thanks for that, now to debug my mod ๐Ÿ˜ƒ

dreamy tulip
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Awesome. ๐Ÿ‘

fleet rapids
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Thanks

dreamy tulip
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Glad to be of any help

cyan oracle
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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

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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/

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there's actually three different versions of the inventorytable in there too

woeful walrus
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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.

obsidian tree
woeful walrus
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Is there a way to extract current existing models within the engine?

supple wadi
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That's what the Viewer linked above is about

lime mesa
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just installed rayrods overhaul

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are these black balls supposed to be here

dreamy tulip
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@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?

lime mesa
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alright

supple wadi
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By the by @dreamy tulip you had much luck toying with the LifeChance settings in CreatureRoleDescriptionTable & BiomeListPerStarType?

dreamy tulip
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The creatures are less frequent now, after adjusting it and other probabilities

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yeah

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I did also edit the BiomeListPerStarType

supple wadi
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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.

dreamy tulip
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In a way that I thought was best

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but

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Not sure if that's also playing part in it yet

supple wadi
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Yeah, was hoping the LifeChance settings in BLPS might affect biome selection in some way but it's been more hit & miss

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Might have some effect on Flora? But wasn't monitoring that closely enough

dreamy tulip
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Have you seen any changes from it?

supple wadi
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Nothing major that I've been able to catch so far

lime mesa
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plants do not seem to have a hitbox for me

dreamy tulip
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Anything minor?

supple wadi
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Lol, neither honestly

dreamy tulip
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Will be fixed in the next version ๐Ÿ˜ƒ

lime mesa
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sick

supple wadi
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But need to test it out more closely

dreamy tulip
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Okay cool

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I was testing with the placement globals before

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It did some weird things

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and affected density

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But I forgot stuff

supple wadi
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Oh yeah, I tried toying with those before in CheatEngine but that is definitely not the way to go about it with those.

dreamy tulip
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Nice man

supple wadi
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not really tho since they're not actively accessed in memory. Seems to be primarily an on-boot/read once thing.

dreamy tulip
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Yeah

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I had to reload my save when testing with it

supple wadi
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Oh? So did you get it to work with CE changes?

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Or was it still file-based?

dreamy tulip
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I was testing with cheat engine, but I didn't test much with it

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I did test with a file as well

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But it was roughly to see if it would fix a crash that I was encountering awhile back

supple wadi
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Ooh yeah, really good to know the CRD Table LifeChances are in play.

dreamy tulip
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What do you intend to so?

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do*

supple wadi
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Nothin' much atm, just makin' sure I know some of the bounds of what we even can do.

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...Still, lol

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Feel like I've been doing that since release.

dreamy tulip
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@supple wadi

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The ecology method didn't work as expected

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Trying with the all slot now

dreamy tulip
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Something is working

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Gotta double check

dreamy tulip
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๐Ÿคฆ

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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

supple wadi
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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.

dreamy tulip
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So spawning them in the format that proc ships are spawned didn't work.

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The same with ecology.

dreamy tulip
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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)

dreamy tulip
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Here's a few swamp biomes that I dug up and found from pre-release

urban perch
dreamy tulip
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@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.

urban perch
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does playing with rayrods require a newgame

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kind of want to try it but have invested alot of time

dreamy tulip
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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.

urban perch
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thats neat

dreamy tulip
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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)

urban perch
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ok cool

dreamy tulip
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Or maybe a space station

urban perch
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I will check it out . and will back up my saves of course

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did you change how ships are generated

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will everythign look different

dreamy tulip
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Since that's still the v10, and not the newest versions that I've been working on for several months

urban perch
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oh ok

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thanks for info

dreamy tulip
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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.

urban perch
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Krems is another mod?

dreamy tulip
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Regardless of whether you have that optional .pak file titled "Expanded AI Ships.pak", you can still build custom ships through the basebuild menu.

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It's integrated.

urban perch
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Oh neat

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Wait building ships that is a feature im curious about

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Guess ill have to see

dreamy tulip
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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.

urban perch
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Ok

dreamy tulip
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It's more-so basebuilding a starship swapper

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Where, when you interact with it...

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You can swap your current starship with that model, or custom model

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Given that you have the required resources to craft it

urban perch
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interesting.

waxen cedar
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Hey Ray. Do you know if it's possible to make the actual freighter ships move in space?

dreamy tulip
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Yeah it is, I have before

waxen cedar
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Is that included in your mod?

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And what happens if you enter a moving freighter? Does the game glitch out or something?

dreamy tulip
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@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.

dreamy tulip
lime mesa
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good movie

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I liked it even though the reviews said it was only OK

dreamy tulip
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Oblivion Style sentinel :)

Extra Credits:
Thanks to Krem for helping to trigger the various sentinel drone modes.

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Yeah man, I liked it too

supple wadi
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Oblivion was a good movie in terms of art direction & cinematography, the story was just a bit eh in execution

cyan oracle
dreamy tulip
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Just realized that the 2016 skyglobals was never decompiled

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Lots of changes in that global between the official 2016 release and the foundation update

dreamy tulip
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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

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Made a lot of progress on the mod instead, and fixed a ton of issues

cyan oracle
dreamy tulip
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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.``

https://youtu.be/bu5qXLY4kmg

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...

โ–ถ Play video
supple wadi
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Hmm, did you end up having to replace outright?

dreamy tulip
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Yeah, I ended up utilizing optional drone replacement files.

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Making them procedural had some bizarre effects

supple wadi
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Damn, figured that might be the case

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Woulda been wicked if any of us sorted out a workaround

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Think at best we could do replace and/or maybe some proc-gen colorations

dreamy tulip
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Proc-gen colorations sounds cool too

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Using the singular model file also caused the material changes to show up

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When using the scenegraphs, they weren't loading for some reason

cyan oracle
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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

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ditching the skeleton sure helped the oblivion type alternate..

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ofc, removing the joints from the file will require not only restructuring the nodes, but also repositioning/aligning their parts in the scene..

urban perch
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Need like titan sized walkers

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Also the eternal question

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Does it scan?

echo oxide
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Modded sentinels scan but display as items with corresponding elements or hostile mobs

urban perch
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Whst abouy those giant creatures

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Do tjey scan properly

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And can they be uploaded

echo oxide
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well, not so sure, for one my rng luck has run out haha

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but you can't upload scanned sentinels from what I can recall

urban perch
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i mean creatures

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rayrods has like 20 km tall creatures

full jolt
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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

supple wadi
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the real trick in that was shoving a different interior in it

cyan oracle
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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..

topaz oxide
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Is that a city???

dreamy tulip
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Nah, I found an underwater trading system

dreamy tulip
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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 = โค

supple wadi
#

๐Ÿค” Not sure if your description of clouds is concerning vanilla or an in-process version of your adjustments

lime mesa
#

@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

dreamy tulip
#

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

supple wadi
#

Still kind of baffles me that they bothered to Depth of Field pretty much every interaction, lol

lime mesa
#

it's a little too strong

#

the opacity needs to be adjusted, and the monoliths are a bit too blurred around certain edges

supple wadi
#

The other issue is that the camera angle isn't always right for it to display as well as it should

lime mesa
#

also the portals glitch out sometimes and show unused text

#

or... something

supple wadi
#

Still not sure how some of that's happening, tbh

lime mesa
#

it usually happens when you go to put in the glyphs but then cancel out I think?

supple wadi
#

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.

dreamy tulip
#

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

supple wadi
#

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.

dreamy tulip
#

Yeah, I'm aware that it's instructions and rules... but I still use the word procedural

#

It's what I'm used to

supple wadi
#

Oh no, it's all good! I just like the details, it's kinda why we mod, lol

dreamy tulip
#

Oh yeah, fair enough!
It's awesome how we can adjust/make rules though... I'm glad that NMS isn't (completely random)

urban perch
#

@cyan oracle yesh im not asking about thrm. Im asking about thr colossal creatures

urban perch
#

that is really cool

dreamy tulip
#

Thanks!

echo oxide
#

@cyan oracle try the Rise of the Machines mod- that's the one that I tested long ago

dreamy tulip
#

What are you guys trying to do?

#

Rise of the machines is an updated version of a 2016 mod

#

Called Random Roaming Sentinels

cyan oracle
#

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..

dreamy tulip
#

by DeckyDoodles

#

That's a neat idea Krem, hopefully it'll work out

cyan oracle
#

My previous comment was about the sentinel joints was not in reference to a conversation about creatures that had yet to take place..

echo oxide
cyan oracle
#

okay, I get WW's tag..

echo oxide
#

Hope you're not.. irritated or anything?

cyan oracle
#

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

echo oxide
#

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.

cyan oracle
#

yea, I think it's time for me to sign off of the interwebs and sever any continued interactions today..

echo oxide
#

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

urban perch
#

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

echo oxide
#

Well, apparently I intervened between Krem's convo about his custom sentinels

urban perch
#

nobody has answerd my question though

dreamy tulip
#

Hi, @urban perch :)
I'd like to answer this question for you.

urban perch
#

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

dreamy tulip
#

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.

urban perch
#

interesting

#

so do they weight like 09123098120983 kg ?

dreamy tulip
#

I haven't checked. ๐Ÿ˜ƒ

urban perch
#

i know this is all frivolous stuff im asking but i enjoy it

dreamy tulip
#

I just know that you can scan them. Haha

urban perch
#

ahh so you are temping me into trying it myself ๐Ÿ˜„

#

haha

dreamy tulip
#

No prob

urban perch
#

biggest ive seeni n game is 7m and like 400kg

#

wiki says 8.4m and ~400kg is max normally

dreamy tulip
#

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)

urban perch
#

ok

#

will wait then

#

and get the full culture shock experience

#

thanks ofr the info and the teaser

dreamy tulip
#

Not a problem! I hope to get it out soon enough

urban perch
#

inb4june

#

then back to the development board to update it for NEXT ๐Ÿ˜„

supple wadi
#

i don't even

#

what is with some of these biome settings, lol

dreamy tulip
#

Hahahaha

#

Placement Density adjustments?

supple wadi
#

A bit of this & that. It's wonky as hell

dreamy tulip
#

Yeah, looks pretty trippy lol

supple wadi
#

I've been bouncing back & forth between coverage/density & spawndensitylist

dreamy tulip
#

Oh nice, what are you doing in spawndensitylist?

#

I like that file

supple wadi
#

Mostly just playing around with the RegionScale & PatchSize

dreamy tulip
#

Nice

#

I have lots of custom ones

#

And some placement settings from the older versions

#

that I added additionally

supple wadi
#

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

dreamy tulip
#

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.

dreamy tulip
dreamy tulip
#

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.

https://youtu.be/882xRTd61ZI

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. ๐Ÿ˜ƒ

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...

โ–ถ Play video
wide shell
#

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?

inland sky
#

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

wide shell
#

do those XML files come in plain text with the game's installation or do you need other tools?

inland sky
#

need a tool called mbincompiler to decompile the game files

supple wadi
#

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.

inland sky
wide shell
#

ok, thanks for the pointers

dreamy tulip
#

Old pic, but I really liked that planet

supple wadi
#

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.

supple wadi
#

Maan they should be way more willing to 1. create more SpawnDensity settings & 2. have those settings set stuff further apart

dreamy tulip
#

@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?

supple wadi
#

Yeah. Pretty sure we can do that now, so don't see why HG doesn't

dreamy tulip
#

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

supple wadi
#

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

dreamy tulip
#

And back to that, there's so much that "could" be done, but hasn't haha

#

What are you doing with ce in particular?

supple wadi
#

Same as you, I think. Mainly just live editing different values & checking changes

dreamy tulip
#

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

supple wadi
#

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

dreamy tulip
#

Oh yeah, real-time biome editing or real-time placement editing?

#

Real time biome editing is possible

#

I tried it

supple wadi
#

Both, basically

dreamy tulip
#

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

supple wadi
#

Ah cool, I definitely noticed the objects files demanded a reload for coverage/density settings adjustments to take effect

dreamy tulip
#

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

supple wadi
#

waitwat, placement seeds & rotation?

dreamy tulip
#

You can edit that too

#

I kinda went off track a bit

supple wadi
#

Aah okay, lol

dreamy tulip
#

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)

supple wadi
#

I remembered the seeds but I was like, "not sure how those would relate to rotation exactly"

dreamy tulip
#

Ah yeah

supple wadi
#

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

dreamy tulip
#

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

supple wadi
#

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.

dreamy tulip
#

Yeah, definitely. I suspected that the way that you have the voxelgen configured would alter the way that the biomefilenames works in some areas.

supple wadi
#

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.

dreamy tulip
#

Hey, have you seen this footage? I like a lot of the terrain that was shown here....

#

Especially the planet at 5:40

#

At 4:44 you can see that they had tides

#

Never noticed that until now actually

hallow pumice
#

oh wow it did have tides

dreamy tulip
#

Wow, I swear that I keep seeing things that I've never seen before everytime I look back at this stuff xD

hallow pumice
#

small details like that are exactly what we need

dreamy tulip
#

^

hallow pumice
#

@29:10 is that planet rotating?

dreamy tulip
#

Wtheck

#

It is

#

lol

hallow pumice
#

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 ๐Ÿค”

dreamy tulip
#

Not sure, I can ask him though...

#

But

hallow pumice
#

wonder if he remembers over 2 years ago ๐Ÿ˜›

dreamy tulip
#

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

hallow pumice
#

I'm surprised there hasn't been play testers interviewed about the pre-release builds

#

unless ive missed that

dreamy tulip
#

There's crazy articles from pre-release playtesters

#

haha

urban perch
#

NDA lifted ?

hallow pumice
#

seen some reddit posts but they were all faked

dreamy tulip
#

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

hallow pumice
#

And back to that sun, seeing the solar flairs from the sun is just awesome

dreamy tulip
#

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

hallow pumice
#

i need to do some research and find those

dreamy tulip
#

In fact, they were working on something where

#

Not even a single blade of grass would be the same.

supple wadi
#

lol

hallow pumice
#

jesus

supple wadi
#

Talk about overkill

dreamy tulip
#

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

urban perch
#

some generative stuff is too much, as there is a resolution of detail that people won't notice. like the grass. it isnt needed

supple wadi
#

Technically impressive but frankly not terribly necessary

dreamy tulip
#

And it wasn't something theoretical

#

But they spoke as if it was that way

hallow pumice
#

with how much sean loves algorithms i can see it happening

dreamy tulip
#

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

supple wadi
#

Grass is like the last thing I pay attention to both in games & life

urban perch
#

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.

dreamy tulip
#

lol

urban perch
#

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

supple wadi
#

toss'em

#

Their games hardly work half the time despite being more handcrafted

dreamy tulip
#

So rotating atlases work.... I just need to adjust it because it smacked me like a ping pong ball

quasi moat
#

Hi @dreamy tulip It's been a while ๐Ÿ˜ƒ

#

Will have a check on your last update probably tomorrow, hope you're well ๐Ÿ˜‰

#

Can't wait to have a look on brand new immersion update

dreamy tulip
#

This planet was one giant, 5 foot ocean

#

Hi @quasi moat, that's cool man. Likewise

worn bison
#

@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!

half token
#

wow!

supple wadi
#

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

lime mesa
#

@dreamy tulip that atlas interface shot is definitely a render imo

lime mesa
#

also

#

this scene shows a planet EXTREMELY close to the sun

#

so yeah it was a physical object at this point, at least probably

urban perch
#

cool

dreamy tulip
#

@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.

#

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

supple wadi
#

Good to know that specifically! Any antialiasing is higher settings for low end imo, lol

dreamy tulip
#

Yeah, fair enough haha

#

FXAA works good though

supple wadi
#

The Surreal Biome

dreamy tulip
#

Haha

#

Yeah it's pretty bizarre

dreamy tulip
#

This one looks spooky

lime mesa
#

Nice screenshots, canโ€™t wait for the immersion update to release ๐Ÿ˜ƒ @dreamy tulip

dreamy tulip
#

Thank you ๐Ÿ˜ƒ

lime mesa
#

That is one cool forest

dreamy tulip
#

I like the lighting of it, it looks spooky

lime mesa
#

Like a horror movie

dreamy tulip
#

Working on more procedural forests

lime mesa
#

Wow those procedural biomes are amazing, I swear this overhaul just keeps getting better and better as time goes by ๐Ÿคฏ

tawny peak
#

why does your ship look super camouflaged haha

dreamy tulip
#

Not sure haha

echo oxide
dreamy tulip
#

Might be the touch of chrome

#

Reflecting

#

wrong one

dreamy tulip
#

May day, May day

echo oxide
#

May say!

topaz oxide
#

May fools guys

supple wadi
#

Got some more annotation scripts running & extensively translating mission tables. Just gotta decide how I wanna go about sharing them.

supple wadi
dreamy tulip
#

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

echo oxide
#

well-baked

tawny peak
#

haha you doofus

stable temple
#

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

worn bison
#

Hey! Do you know what kind of mods you're looking for?

stable temple
#

No not looking for mods... Making mods

#

Like I've wanted to try playing around with making one.

worn bison
#

Ahh, that's out of my expertise! ๐Ÿ˜‚ 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 ๐Ÿ˜„

stable temple
#

Yeah. I'm kinda stunned to see RaYRoD here but I shouldn't be surprised.
His overhaul is damn good

worn bison
#

It's amazing! He's normally around a bit later on!

stable temple
#

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.

supple wadi
stable temple
#

Oh look at you

#

Thank you much

#

๐Ÿ˜„

#

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?

#

๐Ÿค”

supple wadi
#

Is it a super obvious change that should be immediately clear?

stable temple
#

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

supple wadi
#

Is it the pak itself in the Mods folder?

stable temple
#

Yes

supple wadi
#

๐Ÿค”

stable temple
#

Ikr?

#

Has my noggin joggin

#

I've tried this on both production and beta channels of the game

supple wadi
#

Have you tried any other mods that should have an immediate effect? ๐Ÿค”

stable temple
#

Hmmm.. No, let me see if I have one.

worn bison
#

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

stable temple
#

Really?
Hmm.. Okay. That must be it then..
My folder structure looks thus:

GAMEDATA/PCBANKS/MODS/*

#

DISABLEMODS.txt is not present as well

worn bison
#

Hmm that sounds right

stable temple
#

Maybe I'll do a Verify Game files on Steam

#

All files validated successfully ๐Ÿค”

#

Most engaging...

#

I mean I could try uninstalling and reinstalling the game

#

Wouldn't take me long

supple wadi
#

Maybe try one of Lo2k's recent new icon change mods? That's a quick & easy check

stable temple
#

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

supple wadi
#

Cheers! I've honestly no idea either, albeit I've heard of issues like that on occasion

stable temple
#

Yeah that was certainly weird.

dreamy tulip
#

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.

dreamy tulip
#

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

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@supple wadi working with the HUD.MBIN is possible apparently

fleet rapids
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Hey all! Does anyone have a link to the most reliable/newest MBIN compiler?

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If it's the 1.38 release in the "getting started" guide, then I suppose I already have it

fleet rapids
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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?

dreamy tulip
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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.

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If there's a more updated version, he will see this tag and pass it to you ๐Ÿ˜ƒ

rotund vine
#

The second screenshot looks like a planet Iโ€™d wander on for a complete day if it has no oceans

dreamy tulip
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@rotund vine You're not fond of oceans? ๐Ÿ˜ƒ

obsidian tree
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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:

rotund vine
#

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

dreamy tulip
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Ah yeah, fair enough. I would like to see (actual beach like terrain)... rather than beaches typically being on a slanted angle.

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I also prefer the old sand texture that they had going on awhile back

supple wadi
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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

dreamy tulip
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Going back to repositioning this ship HUD data

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Almost done with it

supple wadi
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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

dreamy tulip
#

I didn't do much within that file, however some of the textures and things are being actively controlled within it.

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I was working in there to adjust the compass to look better with the HUD that Stoian and I made

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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

supple wadi
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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

dreamy tulip
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Yeah, I noticed that the planet names... alongside others are to the far left.

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I'm not sure how I feel about that

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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."

supple wadi
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It cuts off the first letter, maybe even first couple letters, in explorers. I've not really observed it as much in others.

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It's a really weird oversight

dreamy tulip
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Ah, I didn't know that. I usually fly in fighters.

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I did notice that while using E3 cockpit screens...

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On the S-Class ships (there's two screens that remain vanilla)

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Because of the extra screens

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So, I simply looked at the trailers and observed what HG's did for the extra screens

still latch
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hey rayrod mate, can you check your dms? Sorry to bother you. I dont want to spam the chat

dreamy tulip
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In-case they didn't have a texture for it

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And just applied it to those extra ones

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I like the animated landing texture as well.

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Idk, it's very simplistic but very stylish.

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Rather than just "black and white" HUD textures.

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But the shader really makes things pop out

supple wadi
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I dig seeing the landing gear deploy & retract in the 3D model of your ship in the cockpit panel

dreamy tulip
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I don't follow?

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Ah

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Now I do, since you edited your statement.

dreamy tulip
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I was actually repositioning the speedometer and changing it's scales so that it fit more, alongside editing some of the screens via ce

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As I saw that it was overlapping certain things

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I also adjusted the bar size

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and nulled out something irrelevant

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and re-enabled a few disabled things

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and added a few other blocks into the ui config and adjusted that as well with ce to add some things

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I like how it is turning out

stone sierra
#

I actually really like the lowered lighting in the cockpit, it's much less distracting

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gives a slight space noir vibe

dreamy tulip
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Do you mean the default cockpit?

stone sierra
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wait, the one above is the default?

supple wadi
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Get the sense that some of these changes are probably more visible in-motion/in-play than in these shots

dreamy tulip
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Oh, nope. It's similar to the iconic trailer cockpit screens

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Except this pops out a bit more because of a few graphical adjustments in the files

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And yeah, some things are more visible in-game, in-motion as certain ui stuff interacts with player movement and controls

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And also some stuff in the shader

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Those two screens are not default

stone sierra
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Ok, yeah I get it now. I just like the idea of having a darkened cockpit. That way there's less confusing visual interpretation

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Man I have not booted this game up in a while

dreamy tulip
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Likewise.

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I haven't taken a break from this since the day it released on ps4

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I actually haven't gotten a haircut since then lol

stone sierra
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please tell me you wash your hair lol

dreamy tulip
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When I shower yeah

supple wadi
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I try to make sure to play updated vanilla here & there to get a feel for what changes might feel meaningful

dreamy tulip
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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

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But I often forget what day it is haha

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And the light outside hurts my eyes

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I sleep in every time zone

stone sierra
#

Something I really hope HG does when NEXT launches is open feedback channels in a meaningful way

dreamy tulip
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Yeah, I do so on the PS4 build though with vanilla too

stone sierra
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speaking of, have you modders made any prep or predictions for when and how NEXT will break all the things

dreamy tulip
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We can only speculate

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But considering that it sounds like a huge update

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That it'll be the biggest yet

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according to HG's...

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It would make sense that a lot of stuff might break

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And need to be updated

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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

supple wadi
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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.

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The missions atm are pretty robust but also seem a little rough, so those may see some cleanup & refinement

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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

obsidian tree
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Rip globals too

dreamy tulip
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@supple wadi I've worked with the LOD stuff and the entities a lot

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I do often, so I may need to update it.

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I've noticed that in some cases the new LOD stuff isn't required for some things to work. However, it can be useful

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It is something that's being used

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And yeah, globals always get jacked up upon updates lol
But say Hello to new globals

supple wadi
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Er, the LOD stuff in both the scenes & entities or just one over the other?

dreamy tulip
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In the biome object files

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I have played with the LOD stuff in the entities, but I haven't tried removing it from entities (to my memory)

dreamy tulip
topaz oxide
#

#forestsplscomeback

supple wadi
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#forestsactuallyappearinreleaseversionforonce lol

dreamy tulip
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I see big feet

supple wadi
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I still kind of get a kick outta them thinking it would work to attach the diplo heads to a triceratops torso, lol

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Part of the reason that old model looks as good as it does is simply that the body & neck/head just fit

dreamy tulip
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Oh yeah, some of the creatures now kinda look a bit wonky

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The procedural RF creatures also look better

supple wadi
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RF?

dreamy tulip
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Rainforest

supple wadi
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Aah, gotcha

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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

dreamy tulip
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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.

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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.

supple wadi
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The diplo & rhino though, were those proc?

dreamy tulip
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The diplo(s) are not proc. There are proc rhinos though.

supple wadi
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So weird with the diplos, given we have a version of them in the release version...

dreamy tulip
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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.

supple wadi
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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

urban perch
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can you screenshot what a scan of those ridiculuosly colossal creatures looks like?

dreamy tulip
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@urban perch I will make sure to do so the next time that I find them for ya ๐Ÿ˜ƒ

scenic halo
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I want a mod that replaces the soundtrack of NMS with an orchestral recreation of it

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That would be neat

dreamy tulip
#

Also, I like this tall flower field.

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@scenic halo I have attempted to replace music before in a procedural fashion.

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The way that I went about it, didn't work (due to the way that it is set up).

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However, I've developed a few new ideas after snooping around the files... to test out some more.

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An audio overhaul has been on my todolist

scenic halo
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So now, we just need to find someone who can actually record the orchestra.

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Or just get Garage Band to do it

dreamy tulip
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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.

scenic halo
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Nice

dreamy tulip
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They could likely remix the tracks w/o trouble

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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.

scenic halo
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Ah

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I was expecting it to be like replacing audio in Payday

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Where it's scattered all over the place and segmented to pull up certain segments when it needs to

dreamy tulip
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The game picks different instrumental sounds in a structured fashion..

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It would need to be mapped out specifically how it's being done

supple wadi
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Tfw RaY got NMS for the foundation & just a bit the game ๐Ÿ˜›

dreamy tulip
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@supple wadi Perhaps it's related to the music folder?

scenic halo
#

Oh, wait, it's procedurally generated music?
Okay, now that's actually cool

supple wadi
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I don't know a ton about how it's handling the audio beyond what they've spoken about here & there, tbh

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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

dreamy tulip
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Oh yes, Paul talked about that before.

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I love that

supple wadi
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But in terms of how the music itself is then put together, I'm not entirely sure about

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I know some of it's without a doubt related to specific events, but when it comes to the ambient music ๐Ÿคท

dreamy tulip
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It's more complex than (can't remember the name)

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But it was a game that had a fair bit of procedural audio that triggered when you were in specific areas

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It was mostly an artistic walking simulator

supple wadi
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Proteus?

dreamy tulip
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Yes, that's it!

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I love that game

scenic halo
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I was thinking for, like the orchestral parts, something similar to the music Kyle Gabler makes

urban perch
#

procedural audio could be cool

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ive seen alot of it already

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long time ago people were doing procedural audio using various real world phenomena

dreamy tulip
#

I personally wish that "Debutante" by 65DOS and "Pacify" would make release.

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Also, Supermoon 8-bit

urban perch
#

taking things like seti signals and trying to turn them into music

dreamy tulip
#

Paul Weir talked about some awesome things.

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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.

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Within Paul's Audio tool

supple wadi
past mulch
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Idk why but that planet's atmosphere looks so good

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As if it has a fluffy layer on it

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Could be a mix between moving clouds and high quality terrain

dreamy tulip
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That's actually a depth of field in space

urban perch
#

interesting video

dreamy tulip
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I added that for the next version of the overhaul mod

urban perch
#

proc gen can reach new heights if they have proper mod support

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and a toolkit

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maybe THAT is what next is about ๐Ÿ˜„

supple wadi
#

Would be such a help, tbh

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There's several different files you look at & you're just like, "Yeah no, this is totally their tools' output"

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Given, they all pretty much are, I'm sure, but some are much less human friendly than others, lol

dreamy tulip
dreamy tulip
supple wadi
#

Finally getting my ideas prioritized & think I've got the first little part mostly sorted out. ๐Ÿ˜„

half token
#

if i use rayrods mod how will it effect in game progress

dreamy tulip
#

@steady breach , @~ BenKenZ ~#6538 Hi, the mod does not screw with building spawns.

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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.

dreamy tulip
#

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)

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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.

past mulch
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Is that first pic from one of the pre-release trailers or from the overhaul mod?

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Looks really awesome if its your handcrafted biome

dreamy tulip
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That's from the trailers, but I'm handcrafting it now

past mulch
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Ah okay, looking forward to it ๐Ÿ˜ƒ

dreamy tulip
#

I replicated Balari V, Yavil, Oria V, the old nevada biome from old footage, and lots of others before

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Do you remember any of them?

past mulch
#

Yeah

dreamy tulip
#

Here is my replication

past mulch
#

Yeah I know, I've been following your mod (and no man's sky as a whole) for about a year now

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Really awesome job ๐Ÿ˜„

dreamy tulip
#

Okay, thanks! Will try to get it exact and I'll post snaps when I'm done. Working on something else atm

dreamy tulip
#

I am making progress on Yaasrij, I also managed to greatly increase the draw distance of the plants, trees, and grass.

loud otter
#

Good work BaERod