#nms-modding
1 messages · Page 131 of 1
didn't you say yesterday it was 97% done or something. so just a estimation that will still be about a week or so? i don't want to rush you just really wanna play it
It depends on how quickly I can iron out and finish these last things
It's a lot of work and often I have to creatively make solutions
to crazy ideas tuned into features
It's like a blind journey of progression, but it's at the point where everything is almost fluid
And changing 1 thing can affect anything else in the universe in most cases
ok then i'll just try the current version again. btw when i first played the mod i stoped playing because i crashed on some planets. has that been fixed?
Thanks, @worldly viper and @cinder delta! 😃
whats the over under on mods being completely disabled with NEXT?
It might just be that enabling mods automatically disables multiplayer
probably
unless they were smart and just have some kind of hash
that has to be matched
if they have changed the game significantly.. all mods may be broken at the start but then the question is . how much conversion is needed
speculating is fun but we'll know for sure in 62 days
would be good that we can make mods for multiplayer
i mean we have already freighter mods could be good if we could see them in multiplayer
@earnest moss i dont think we have anything officially one way or another (?)
i feel like the only mods that could work in multiplayer, at least public multiplayer, are retextures, and those would only be client side, i wouldn't be able to see your freighter retexture but you would. But anything new, new freighter types, biome overhauls etc. wouldn't work
the theory is though that multiplayer and mods will be incompatible due to generation changes.
and that.
no we haven't heard anything
but it's easier from a code perspective to say "multiplayer? no mods at all"
and thats kinda what i hope, multiplayer is modless just so everything is the same for everyone, the question is whether or not they keep a singleplayer mode or not
In the game's current state, mods do work for an "early in development" multiplayer feature on Atlas Rises if two people have the same mod.
The mod's are client sided, currently.
What I think would be awesome, but would likely need to be done on HG's behalf... is if they created a special mode for modded gameplay. Sorta like, modded minecraft servers.
However, it may be feasible to re-direct the server that's being used for multiplayer. Someone I know got multiplayer working before Atlas Rises
I don't think it's something to be worried/concerned about for us modders, but I guess we'll only know for sure when the update hits
Let’s just hope next might have full mod support with a mod tool cause that would be cool and it would also be good for beginners as well
probably we wont be able to do mods for multiplayer at launch
just like we didnt had the peoples to do mods or the possibility to do it
Do you think the smaller, more client side mods will survive?
like Crescent Worlds?
Yeah, I'd imagine so
Until we hear otherwise, I think it's relatively safe to think that single-player modding will still be supported, insofar as not outright halting them has been tacit support
I don't see why mods would have any issues unless they fundamentally change more than the appearance of the game.
there you go
Yo quick question(s) for you guys.
If I got NMS on PC, would I be able to access all the audio files present in the game by digging through the folders?
Or would I need to unpack them with a tool?
I've been thinking of sampling some of the music in Atlas Rises, and accessing them directly would help me so much more than just recording it from my TV ahaha
first you'd need to unpack the pcbanks then you'd need to extract'em with a tool, yeah
I have all the music files extracted, converted, and properly renamed if I remember correctly. If you want I could send them to you when I'm next on my PC.
Aren't some audio files procedural?
The music is all stemmed and segmented out into pieces.
Yo @delicate dagger are those audio files from Atlas Rises? Someone hooked me up with the audio files from I think Pre-foundation.
Either way I would greatly appreciate it man!
@supple wadi oh I see, I figured it wouldn't be so easy ahaha . Thanks for the reply!
Yeah, they're from AR. I'll check asap and get back to you with them.
@delicate dagger thanks bro I really appreciate It!!
Sorry to bother you but could I also have a look?
I've been itching to listen to the new FX
@delicate dagger
Sure!
Just found a really bizarre planet that I've never seen before
Never seen a planet like this... lol
So weird
that's so cool!
Thanks! I didn't expect that... but I think it's a result of the new terrain that I did
Looks like it might be underwater on land, or a cave on land, dunno
i'm thinking of using the default ship models, do i just delete the AI ship models.pak?
even when you develop stuff you can get surprise by the result
i think Hg got surprised sometimes by what nms can do
@thorn scarab Hi
The default ship models as in, no custom ships flying around in systems?
Deleting that file will fix that
on the "Immersion Update" the core mod will have a "Lore Only" starship swapper by default.
With an optional file, that will add the "Non-Lore" starship swapper tab additionally
Is there a mod to increase the value I get from my ship when exchanging with an NPC? I pay full value for their ship but only get like 2/3 value of my ship :P
Ah ok, thanks for the reply
Does anyone have MBINCopiler circa NMS v1.35? Trying to unpack an old file and both the monkeyman and emoose MBINCompilers are throwing an exception
One might've had to grab one of the test mbincompilers back when 1.35 dropped
To get that
Question when next drops will it roast all the mods
Pretty much, yeah
There's a tiny, tiny amount that might still work, but majority will probably need updating
@terse delta
Yeah most mods will be deep fried and roasted to a crisp..some ketchup might do good with it
Yeah
But with next, consoles will be the majority with 2/3 being console and 1/3 being pc
Hype
This planet (Minus the grass glitch that I fixed after seeing this test stream):
https://youtu.be/iXzCgA2qi6I?t=4210
Pre-Release MOD with the latest and greatest from RaYRoD!!! Let's see what we find! Check out RaYRoD's Channel - https://www.youtube.com/channel/UC-YgI612MsV...
Oh man, watching that streams makes me super hyped for the new updated version of the mod 😃
On the brink of a public beta 😃
yay
Neat
Mod Help:
I was wondering if anyone knows where to control the timing of creature sounds. I am trying to lower the frequency that they occur. I swear I did this before, but I forgot what I did.
In METADATA/SIMULATION/ECOSYSTEM/, there are 2 files I have been trying. "CREATUREAUDIOTABLE" and "CREATUREDATATABLE". I have messed with the frequency settings and the cooldown timers. I can't seem to get any results. Have any idea?
Thanks for your time!
hey, is base building bugged in RayRod overhaul?
2 planets showing a location to habitable base but there's nothing there
If you're using the last public release, then there's a chance that it may be
They've been working away at an updated version for awhile now, trying to eliminate any bugs they introduced
@wary rivet have a look on the releases page of my mbincompiler. If there isn't a release that is compatible with the file, I might have a version locally which can do it. Failing that if you ask on the modding discord I know plenty of people and loads if backups of many old versions
I nornally have a backup of every minor release (ie. 1.3x etc), but sometimes the releases happen too fast for it to be worth it
@thorn scarab I'm on the brink of releasing a public BETA of the Immersion Update
However, here is a temporary hotfix
For the v10
You can add that to your MODS folder
you
ok awesome, thanks RayRod
This one mod adds space whales and other stuff and its so cool! I mean just look at this scary looking thing! I could see it from any planet! God it was so cool!
Nadalee's space whales mod is really awesome, makes space seem much more alive
It was like HOLY CRAP WHAT IS THAT!
It was just so cool
Man i wish Rayrod could make something like this.
A Challenge perhaps? whatever it is his choice
am i the only one that thinks rayrods mod makes the game look worse?
Rather subjective, but Ray seems to have collaborated with the original Better Worlds author, TemplarGFX for additional work on the shaders. If you don't really agree with these changes, you can request a standalone without Templar's additions I believe.
The thing about Rayrod's Overhaul is that it makes many of the in-game assets much bigger.
which is a good concept, since the props are generally too small in the base game
the problem is that the assets aren't made to be big, so they have a noticable drop in visual quality
another aspect of the mod is the reimplemtation of old unused assets, many of which are in varrying levels of incompleion, such as the crashed freighters that have horribly ugly unfinished textures.
Mhmm- yes, texture stretching is an issue admittedly
overall I'd say its worth it, though
Some untextured props are still there, but that can be fixed over revision
Hi
@cobalt condor and @echo oxide
Expect things to be drastically different than that on the Immersion Update
and @silent dune
one thing i do like is the e3 hud
The last public version (from last year) has various crucial issues.
The current private version is nothing like the v10
Even more-so as of recently
Are you referring to the v10 HUD?
@ purrp
I do not like the v10 HUD.
Here is a snap of an older version of the newer HUD (that included a dynamic glass effect):
https://imgur.com/kx7BDlr
there was a mod for 1.0x, and maybe 1.1x that increased the resolution of many textures. Not sure if it would still be compatible...
@lime mesa made it (hi Vira if you see this! 😛 )
Anyway, just thought that I'd put that out there
As the v10 was merely an unfinished BETA, and this new version has taken about half a year to make
^
I was told that the first private commit (of the immersion update) was literally an overhaul of the v10
That was about 800 commits ago
Also, as of recently... TemplarGFX and I have worked together on some things. He also further improved some of Lo2k's shader mods, and it's compatible with my shader mods.
Generation is different, things are no longer sloppily just scaled, all collisions are fixed, no more blurry assets (I fixed HG's broken stuff) and setup appropriately, variety is far more varied, all issues ironed out
E3 space to planet transitions (very subtle), the draw distance has been increased on things... so the game barely appears to ever fadein
Handcrafted E3, concept art, ign footage, real-life, atmospherics that were designed in real-time
Stability, and lots of other things that are too much to list
Each revision/commit that I upload has too many things to list, and there's been over a thousand. So, expect a lot of changes 😛
Just wait til the next version, as it's superior to the v10
the immersion update is closer to what "RaYRoD's Overhaul" is intended to be.
A tiny album of some screenshots (from outdated versions of the immersion update and some from the v10 can be seen here)
https://imgur.com/a/5QDzb
Most of the images here are several hundred commits old. It's mixed all throughout
The mod looks drastically different now than those images
I really wish that I could bottle it up and really, thoroughly explain what I'm getting at
But I have trouble doing that.
However, it's the the opposite of "worse" now
As I can totally agree that in many cases, the v10 made the game look worse
Which is why I stepped away to fix/improve/do what I intended to fix/improve/do from the start of the very first v10 release
These three images were the v10
So, not all things from the v10 had issues
But there were some totally funky moments on occasion 😛
This is outdated footage from the immersion update:
https://youtu.be/P6CAgMpRbT4
Build a home base anywhere you'd like in RaYRoD's Overhaul mod. I built mine on "Swamp Island". Here is a small photo album of this "procedural" biome that I...
From May 11'th, but the mod looks drastically different now than that video today, now being May 27'th
RaYRoD you are incredible. The commitment to the game is unreal; the fact that you are achieving this on your own is amazing. Thank you
Numerous things improved (throughout the day/night, everyday with no days off from working on it) since that old commit, used in the video
Can't wait for the new version
@deft quarry Thanks for the kindness man!
I'm on the brink of releasing a public test beta of the Immersion Update

So, I just exploited my PS4
Getting ready to setup root access
Going to fully dump the NMS bluray onto my PC
And attempt to datamine
I might have to wait until the morning though to continue, as I'm really drained (from working on stuff all day)
But maybe not, we'll see
So... I'm officially the first modder to unpack the PS4 build of No Man's Sky. More will follow. 😛
how's the overhaul coming? I see you've made leaps and strides, but is it ready for release?
👋 yea, things on a decline here.. back to having to look for 9-5 work 😦
Oh, sorry to hear that man. Hopefully, things will ease up 😃
sweet man, not having much time for NMS lately, but got to catch Ivy Mike's stream the other night
I do hope I get to play the immersion update public release before they update to NEXT.. I don't doubt you'll have it out soon, I'm more concerned about having the time to play..
That's awesome man, yeah... he found some cool stuff
Also, if you want a link I can send it your way
thanks, but I won't be able to get to it for a couple weeks yet 😦
I mean, I could open it up for 10~15 min maybe, but probably not long enough to get immersed in it.
Most I've played in the last two months was maybe an hour last night..
and I think that was only because Ivy Mike's stream made me want to play XD
@dreamy tulip You've made a lot of progress on your overhaul and from the sound of it it just gets better with every iteration!
Keep up the good work man, your commitment to your craft is commendable! ✊🏽
@cunning canyon Thank you so much! Looking forward to sharing it with everyone. 😃
Take breaks and care of yourself too buddy! It's easy to get carried away and burn away a few hours ahaha
Will do, thanks bud! Have a wonderful day/night!
Hey ray rod tv can you make a another file of your overhaul mod without all the extra stuff
Like in the quick menu I don’t want all those extra stuff but only the normal stuff like in the normal game
Like make a version of your mod that only chance the planet generation and nothing else
Is it possible
Just wait until the next version :P
The next version will have the non lore star ship swapper as optional, alongside some other things.
The rest of everything should feel as if it's rather belonging/a part of the game (almost as if it's an unmodded) but unique experience. Hard to explain, but will be around soon enough.
I still like the january build of your mod. Though the one thing that bugs me is like the strange random arrow UI on the center top of the screen that seems to serve no purpose and never goes away XD
ok Rayrod tv I will wait until your next update mod comes out
It took me a 9-hour duration without breaks, but I just ported the PS4 RC1/Vanilla No Man's Sky (pre-day one patch) biomes and all of their content into the overhaul mod.
Nice
hmm, so morships is mor removed from the overhaul? Do you still have an Expanded AI Spaceshipmanager?
Has anyone made any progress on determining how seeds determine parts/colors of ships?
I'm currently trying to figure it out
I think someone did figure it out
Would you happen to remember if there was a post on it or something or that sort?
Trying to remember
He wrote a script and it let you choose what kind of ship type,wing etc
I think it was @urban perch
Yeah, this just generates ship seeds and screenshots them for you.
oof
Well, I'll figure it out eventually
tmk, the information is stored once the seed is created.. there is no code or logic to it like configuring vehicle data for GTA
but I've been away for a couple months, so would be cool to hear there's been a break thru
Wait, then how do the seed databases work
Because unless the data is stored on a server, then I wouldn't be able to use seeds I've found online
yea, IDK.. cause same seed creates same proc build for multiplayers across different platforms..
It's that piece of information that leads me to believe that there is a formula behind this shtuff
perhaps
the seed tells the game how to build the model from the descriptor and scene files.. but yea, I don't think anyone's figured out how..
I think the fact that seeds can be interchanged and/or fabricated at whim makes it much more difficult to figure out..
seed can affect not only how the model is built, but how the textures are assigned, and what colors are selected from the palette..
Well, a large part of the problem is the fact that two similar ships have drastically different seeds
So right now I'm converting the hex for two similar ships into decimal and binary and whatnot to see if I can find similarities
But, as far as I know, the textures on wings and such stay the same, just the colors change
I keep meaning to look in the exe and see if I can find anything about how it works
but the problem is that if there is a way to determine it it will require the descriptors themselves to produce a result
MONKEYMAN192
I think the best way to think about how it probably works is like this:
Imagine you have a tree.
You start at the trunk and have a random number generator which chooses whether or not to turn onto a branch at any point.
The final leaf or whatever you end on, that is your unique ship
the seed of a ship is a fixed seed for the RNG
this is essentially how the game builds all proc things
the question is in what way do HG use the seed and RNG to traverse the tree to pick parts. that's the algorithm that would be useful to know
not sure if I have seen anything related to descriptor traversal in the exe though...
also, hi @loud otter lol
IDA
Hm
@obsidian tree How are you?
Well, be sure to tell me if you find anything, in the mean time, I've got seeds to test and tears to cry
I honestly don't have a clue
I think just looking at seeds and images will get you no where honestly
A friend of mine uses it, but it's launched from terminal and has no GUI
Excellent
I think because the game uses the underlying structure of descriptors, you would want to use them to understand it better
because they essentially describe the different paths that can be taken int he process of the ship being created
they describe the tree of all possible ships
Yeah, guess so
I was gonna write up some RE stuff wrt figuring out globals at some point soon, so I will be poking around in the exe again, and I'll keep an eye out for anything to do with how ships are made
I have a far better understanding of how a lot of the stuff in the exe works now than I used to... so might be able to find something
but don't get your hopes up lol
Grounded, they are
are you interested in this for the purpose of being able to create specific ships?
Yeah, that's sorta the end goal
have you heard of alt-ids?
But at the moment I'm simply trying to swap colors without screwing everything up
No, I have not
To be honest, I'm quite new at modding in general
because you can use them to generate specific ships. Even ones you couldn't ever get naturally
so pretty much every part in the game has an id. The game has a system where you can specify a list of parts and it will generate the object with those given parts
if you download the model viewer you can export the alt-ids of things
so you can build a ship in that, then export the alt-id, then I think you can put it in the save editor and you get that ship
the problem with alt-ids is that it makes the ship the default colour
and custom colouring is a pain I think
maybe some people got it working properly, but I remember back in 1.0x it would crash the game if you spawned custom creatures with a custom palette too :/
Oof
although... I just had a thought...
can't do anything about it right now though
but the problem is that it isn't always clear what values to give the custom texture stuff...
:/
isn't modding fun 😛
Yep
This is why you wait for other people to do it for you 
Anyway, should I get IDA?
if you want to 'acquire' it, go for it
there is also a program called x64dbg
which is free
not quite as powerful as IDA, but pretty good I think
I haven't used it too much, but @supple wadi uses it a little
Ok
it has a gui and such
it will definitely give you a bit of an idea of what it is like to search through a disassembled exe
Ok, I'll look into it
Anyway, thanks for the thoughts, I'll try and find out a bit more about how the game does the things
I just realized, you have the same PFP as an old friend of mine
@cyan oracle Hi, I just saw your message. I was very overtired.
I slept from 3:40pm to 5:30am
Your moarships component is still included into the Immersion Update, optionally.
Basically, the core mod only has a few of the "Lore Only" ships (One's derived from in-game assets) - or were supposed to make it into the game, with a "Lore-Only" Starship Swapper via the custom tab within the basebuild menu. There is also now, an extra overrider (modularized file) that I made by choice, that when added to the MODS folder, adds the additional "Non-Lore" Starship Swapper custom tab to basebuild menu that already has the "Lore-Only" tab.
I have yet to update the optional "Expanded Ai Spaceships.pak" over rider, which users can add if they want your ships to fly around as ai. I will get around to it soon
Hi @dreamy tulip Did you find anything intresting in the ps4 build, e.g pre relase planets or demos
@dreamy tulip do you like work on games for a living? Haha what your doing seems fairly complex and difficult
I hope that giant ass worm from the pre release desert planet trailer is tucked away somewhere in the ps4 files. #bringbackbigwormies
@warm thistle The worm was already found in the PC files. But it's just a model, it was a scripted event. Technically in-engine, but not representative of the game.
@hazy fulcrum I didn't give a thorough look for that yet sorry
@glad olive I'm a gameplay design artist who freelances for free. My current project is No Man's Sky. Prior to this, I heavily worked on GTA V in the PS3 scene and was widely known there, and before that I did some server related work through Gamespy servers on a game that I also modded on the PS3, Mortal Kombat and other stuff. I managed to create cross platform challenges in between Xbox 360 and PS3 players back then, like 9 years ago. I've also done other things elsewhere.
wait for free? how do you make money then?
@sand sinew, @warm thistle It has been said that "The worm used in the trailers" was the same flying snake in the PC's model files, however, turns out that's not the case. The model is different. Also, I think the term "scripted" is used very loosely.The E3 creatures were procedural creatures, turns out even the static (non additional proc parts) diplo model was made procedural with a particular method by HG's that I've discovered. The E3/pre-release biomes were also procedural biomes in a procedural universe. They were surely demo planets used for showcasing purposes, but it's really in the same realm of logic of a person who would say, force every biome to a lush biome in the game's current standard format. There would still be a lot of variety. I believe that it was another creature model. There are also various scene paths on the PC build that are referencing old PS4 build directories. One of them is a snake.
@gilded basalt I don't make money, but some people have been kind to donate for the time that I invest into work for the community.
o alright.
Never required but always appreciated
I did make a living off of the previous game that I was coding and scripting for though.
@dreamy tulip that's pretty awesome, you have a lot of talent for it then!
@dreamy tulip now i think about it kinda stange question.
but how do you focus on one thing for so long? i can't even focus on learning animation for more then a hour
My mind locks into the things that I work on until I'm satisfied with it
I'm wired differently
@gilded basalt
I'm able to focus on things for a long duration
Just finished fixing all the bugs from todays "Bug Report" document, courtesy of Stoian
https://www.docdroid.net/fIMlfj1/bugreport-3.pdf
@glad olive Thanks man!
Of course! I'm like the opposite I get bored of what I'm doing very quickly
BaERoD


No Man's Sky: RaYRoD's Overhaul - The Immersion Update (Promo)
Public Immersion Update Beta coming soon :)
``Extra Credits:
Promo Video Courtesy of CJK (Cyrus James Khan)
Screenshot Courtesy of Stoian
Song: Stranger Things Intro``
Public Immersion Update Beta coming soon :) Extra Credits: Screenshot Courtesy of Stoian Promo Video Courtesy of CJK (Cyrus James Khan) Song: Stranger Thin...
Yo rayrod have you found anything in the PS4 dump of the game?
those giant sandworms in there?
Ain’t complete planets made out of resources way too OP
a e s t h e t i c first
Nah cause you still gotta mine them real slow
😛
@rotund vine Planets like those are rare. However, it's also a unique thing that's like super aesthetic and bizarre when you encounter it. One of my intentions, is to fill in the gap in my mind and other people's minds... "that the unexpected" and the "expected, to not be expected, due to it simply not existing in the vanilla game" type of aesthetic planets are surely out there "somewhere" in the universe. Nothing will be over saturated.
I'm looking to release a public test version soon, but even then, I will still be working on it, and also post NEXT.
Being such a large project, that I'm mostly finding bugs/issues/problems on my own, and with the help of a few kind testers who report back anything "Immersion Breaking", getting it out publicly could also potentially help the development of this large fan project that is always a consistent progression. There's always room for improvement, and I want to keep polishing it and expanding on it. Simply, because I love No Man's Sky, like everyone else and it's enjoyable who does, and I find it enjoyable to see your own ideas come to fruition in-game.
The only thing "potentially" holding me back from releasing a public test version yet, is my suspicion that there might be a few game breaking issues left somewhere. That's just me being extra careful though. As there may not be. I just want to be sure first... because a lot of people (back on the v10) didn't really seem to grasp the meaning of "BETA" or work in progress. So, I want to it be an as polished as possible initial release, with a disclaimer. I will always be happy if anyone kindly reports any issues, bugs, or potentially immersion breaking issues after it's released. Some things might be subjective (as we all have different preferences) - but my aim is to get a good balance, so that everything should blend together in such as way... as if it truly belongs there. So that it feels more like an addition to the game, rather than a mod. I've been hearing from several testers so far, that it already feels that way. In the event of someone not liking something about the project, I can simply make an over ride hotfix file. I'm always willing to tailor make adjustments for people, at their request, if it's reasonable and not too time consuming.
Alright I see
main issue i found with V10 was the flying creatures just hovering there
@dreamy tulip If you want me to playtest the mod and see if there's any crashes/bugs feel free 😃
@dreamy tulip it looks fucking incredible dude. The mod has come so far since the first time I played it. I’m proud of you dude. Also nice music 👌
I can’t wait for the release of the Immersion Overhaul, good job dude.
stranger things' intro song is pretty cool
@cinder delta Thank you so much
are there tutorials on modding? or any place I could get started? I am actually interested on how this game is structured
no mans sky hasn't got external script files as far as I know, only gamedata. Modding is as simple as changing XML values.
but the layout for those XML files is kind of a gross mess.
I know how to code and aight so it is more changing and addingen XML values? Will have a look at it then
@novel blade http://nmsmodding.wikia.com/wiki/Getting_Started
This quick guide has the goal of quickly introducing fundamental aspects to modding No Man's Sky without going into many specifics. Primarily this focuses on accessing your game files and...
for @dreamy tulip and those having issues with the mod at times. When I first tried the mod, I was adding in the extras at the same time (normal gravity, normal sentinals, etc.), but I was always having issues. Then I just discovered you should run the overhaul mod first by itself at least once. Then add in the extras. Now I appear to be issue free.
With that said, I (as well as everyone else) am looking very much forward to the Immersion update. And thank you to Rayrod and all the modders for keeping NMS alive and very much kicking.
@bright grail Thanks man! New version will be a lot better
@dreamy tulip Yo man, I just got your mod and I feel so dumb for not getting it earlier. Oh my god it's absolutely perfect. Please keep up the amazing work!
@grizzled nacelle Thanks a lot!
The Immersion Update, when it's released will be an overhaul of the version that you are currently using.
hey
Your mod almost give me a heart attack RayRoad TV
I haven't been this scared in No man sky in a while.
I landed on a random planet got out and turn around and flying snakes were right next to me https://steamuserimages-a.akamaihd.net/ugc/920303844122978210/1AD7B7DA5049BFF318C4A3939BA4E72B7DB8D571/
Friendly heads up, for any folks interested in modding, just wrote up an overview concerning the game's Terrain Generation. Can still use some work, but it's better than the nothing before: https://nmsmodding.wikia.com/wiki/Terrain_Generation
Before we begin, it's important to note that terrain generation in No Man's Sky is complex. It's literally various layers of noise being laid over each other to produce the environments one sees...
@ruby torrent Thanks man!
Glad that you're enjoying it.
Making progress for the next version still... cleaning things up.
Is there a way to fix this bug where when I warp to a other system with my freighter it spawn me outside of my freighter
I'm at a point where I won't be able to fix stuff on the old version, as the new version is too drastically different (and it'll be fixed there anyway)
Might as well wait for the new version, as back tracking will be too time consuming on my part
And I'm trying to release this in a certain time frame
Nah, it hasn't happened to me
On a random side note...
GPU: GeForce GTX 1080 CPU: Intel(R) Core(TM) i7-4960X CPU @ 3.60GHz Memory: 16 GB RAM (15.92 GB RAM usable) Current resolution: 1920 x 1080, 60Hz Operating s...
Was a simple test stream. Just my usual workflow, exploring and looking for bugs (which I, fortunately, found some this time... and fixed during this play session)
Polishing it up and expanding a bit here and there before releasing it.
That link is marked towards the end, at that point... I was just exploring pretty much. I marked it there because I really liked that planet
@dreamy tulip Great to see the work you've put in seems to be paying off bigtime! Can't wait to finally get my hands on it! On a side note, will I have to start a new save when I download it?
@dreamy tulip Have you dug into the PS4 build yet? 😄
not supposed to happen, but looks awesome. call it a feature
@gusty fulcrum Hi, it is recommended. Or to at-least save in a freighter this time.
Thanks, KazWolfe
Emily. what have you done?
Haha
hey I think I see what you're trying to do with those clouds!
@dreamy tulip The freighters in the game do this highlighting effect when you spawn them on a planet. Would it be possible to remove that? Most of the time it’s completely unneeded.
@lime mesa Can you further explain?
Oh, with your own personal freighter?
@gray tiger That's correct 😛
That is awesome!
impressive
I'm speaking of how spawned freighters by the player typically give off a white scanline effect so you can see them more clearly. Like the one in this screenshot, for example:
Oh yeah, that's also a vanilla effect
It goes away when you zip out of the planet and into space. I'm wondering how it would look without it
I will need to deduce where that might be located
Might be a global, or shader related. Will look into it
👍
Oh sweet, it is super interesting seeing you work your magic on the game, plus there is more footage of the immersion update 😃
Thanks man! Can't wait to share it 😃
Found a pretty strange planet with a cave system large enough to fly my ship through freely.
Nice 😃
Trying another unlisted stream... just fixing random issues that I find while exploring
third one down was a random accidental shot
but it looks good
I liked the planet
it was a snowy one but I did a lighting trick (I think?)
I'm also running a persistence distance mod for increasing fauna draw distances and a few others
Fixing some random issue,s encountered a grass glitch
Also, not sure if my bug fixing stream cut off
Also, that planet looks awesome
Nice screenshots
Yeah it cut off for a moment
Oh cool
Wait were you cutting the normal stone with the shooty gun thing?
Oh that is cool
Oh, nvm... it's good now.
How long are you planning on streaming for?
Not sure, I mean... I usually look for bugs/improve/expand on things untill I sleep
Nah, it's a new experimentation kind of thing
Oh alright
But I'm always working on improvements haha
😃 yeah you’re constantly working on this which surprises me
Do you get enough sleep and food?
That’s good man
Nice!
Thanks... found that planet while looking for bugs on that stream above
That doesn't count for GOG, PS4, or my steam time offline xD
Also, the time that I spent outside of the game working on the files
I spent more time otuside the game
haha
That's like half a year + in-game on Steam xD
That is still ridiculous :D
@ashen adder Big fan of your content- I got to know you during the prerelease days!
Oh yes, I used to watch Elca back then too
I'll be on the NMS Con too. Whatcha doin Elca?
Is it secret?
I would have loved to join, but my harddrive is still shipping, all thanks to Amazon and their amazing delays.. I will look forward to watching the livestream though!
@gray tiger what kids were you using for that shot
"kids" 🤔
@dreamy tulip those screenshots above with the massive forest and height fog look absolutely incredible
👌
@modern locust yeah that one
Ah yes, what do you mean by kids though lol
probably mods
Oh that makes sense
I used rayrods overhaul v10 😃
I think I had something like alien worlds, but it’s not in my mod folder anymore so maybe not
Rayrod Tv is it possible to make the terrain visible from space
It's complicated
ok
You sort of can, but it tends to look flaky, unless you trim the planet sizes down a bit (I think)
ok
the planet from e3 2015 was it already preloaded when they land on it
it looks nice but it doesn't extend to the entire surface of the planet but rather one spot
it's inconsistent but this is basically what you're looking for (though not as good as official support)
ok
It's very likely they had it more finely tuned for the demonstrations
ok it would be cool if hello games could make the terrain visible from space in a future update
I would suspect they could at least do it for PC. some type of slider for LOD
level of detail
ah ok
I remember a while back where Rayrod Tv have found the actual e3 2015 planet in the files is that true
he found parts of it I think. you'd be better off asking him yourself, though. he's in the server
I don't think that's how it works, but I'm not a modder, so
ok
It's not how it works
Not anymore, at least
The earlier versions of the game, you could load them up in a very loose way via debug settings, but they weren't really like what you saw demonstrated
have you done that before
Which is to be expected, as the release version of the game had already changed a fair amount from the demonstrations
Yeah, I went back to the old version of the game and gave it a try
Was either v1.03/v1.07
I think I went with v1.07 since they'd stabilized things more with that version
probably, but it'll either be disabled because mods aren't official, or you'll need the same mods installed as the other people
ok
it'd be cool if Hello Games surprised us with official mod support though, but that's unlikely to happen
maybe hello games can allow us to run private servers
What I do is...
I port those "pre-release" biomes to the standard game's format, rather than loading them.
Or, I just use the old footages and stills as a concept art before making a biome look nearly identical to it (starting off with a flat, empty, planet template) from the ground up.
@ruby torrent I was the first to find that global for the terrain from space
I just didn't release it
LawnReality was the first to find that boolean that controls the planet sizes
I didn't include it in the overhaul mod either, because I don't like the nasty effect that it produces in space
So, TemplarGFX and I have been working other solutions
yeah it's very dithery and doesn't span across the entire surface iirc
Thanks to TemplarGFX, we now have a smoother space to planet transition, alongside various other dramatic visual enhancing shader mods by TemplarGFX, (alongs...
This isn't HQ terrain from space, but it's certainly a lot smoother.
Is there anywhere I can see what changes you have made for the Immersion update?
many many files have been poked and prodded 😛
There are hundreds of thousands of changes at minimum, on every single private revision that I upload to my drive of the work in progress Immersion Update.
I've had thousands of private revisions that I've uploaded in the last year.
Of this particular version.
Not to count the several thousand post release v10 beta revisions, and the several thousands pre-public v10 beta revisions
And then 1.0 - 9.9
However, I'll be able to highlight some key features
But I've decided to conclude it in this way...
"It's an entire game overhaul"
That's centered around a particular style and vision. A cross between E3-2013-2015 nostalgia with a modern vibe; but linked to the initial game's aesthetic. To not stray away from the game's intended lore and style, but to attempt to enhance the game in nearly every way - by expanding and adding w/o always replacing (and attempting to keep it close to vanilla as possilbe)
In the event of something not being desirable to someone's preference, I'll make a hotfix revert file at request, or tweak things at request
There's a few other reasons why I don't log every change.
Which are...
- If I logged every change that I made,.I would spend more time logging than actually working.
- It would be too much to write and condense (even if I had the time).
- It would likely be too much to read... knowing that a majority of people from my experience haven't read the "header" or "installation instructs". A feature/change list would be too extensive.
[also many micro-revisions are probably very tiny number jiggles to get the right vibe] 😛
Also, a key feature highlight of some things may be feasible
Wow! Can't wait to see what the finished update is like!
Here is a bit of info though, if you're curious :)
These are random attempts, of trying to explain what exactly the "RaYRoD's Overhaul" fan project is in different ways. It's really too much to bottle up.
https://justpaste.it/1i73m
The old v10 core mod is about 300mb or so packed I think? The next version's core mod is 2.41 GB packed and currently 6.71 GB when unpacked
But I'm not finished yet
Woah
How are you planning on working around the NEXT update? I'd imagine a lot will need changing to make it fully compatible?
I'm excited to have the project updated fully in due time
In the areas needed
In the end, it will end up for the better. It will be fun to work with an even more polished base game.
Working with Atlas Rises has been more enjoyable than pathfinder, foundation or 2016 so far to me
Can't wait to work with NEXT
Creating 4 unique underwater biomes, per biome class
Including all underwater biomes from all versions of the game, including the RC1 build
I just added unique underwater biomes, per biome class
So, Lush, Barren, Dead, Scorched, Frozen, Radioactive, Toxic, and Weird, have their own unique cave and underwater biomes
Some are custom, some are from all different versions of the game and PS4
Vanilla only uses 1 underwaterbiome file and 1 cavebiomefile
It's kind of silly imo
Because, there's literally 4 unique ones in that same folder
FULL, MID, LOW, and DEAD
And they all look different
Same with the resource plants
lol yeah
These are the altid parts to the proc vanilla plant
_FuelPlant_1 _Stalk_4 _Alt_2 _LeavesD_3 _LeavesD_4 _AttachD_12 _Commodity_81 _AttachD_5 _Commodity_74 _AttachD_6 _Commodity_77 _Petals_1 _Petals_2 _AttachD_13 _Commodity_72 _Commodity_Shape72 _Alt_2Shape
It's really weird, but I partially wonder if they just didn't get the settings where they wanted for underwater or somethin'
These are the altids to one of the alternate model parts of that same kind of resource plant (disabled and sitting there)
that's unused:
_Stalk_1 _BigPetals_none _BigPetals_1 _BigLeaves_none _BigLeaves_1 _SideLeaves_none _SideLeaves_1 _BaseLeaves_none _BaseLeaves_2 _BaseLeaves_1 _AttachA_1 _Commodity_41 _AttachA_Shape1 _AttachA_2 _Commodity_42 _AttachA_2Shape _AttachA_3 _Commodity_43 _AttachA_Shape3 _AttachA_4 _Commodity_44 _AttachA_Shape4 _AttachA_5 _Commodity_45 _AttachA_Shape5 _AttachA_6 _Commodity_46 _AttachA_Shape6 _AttachA_7 _Commodity_47 _AttachA_Shape7 _AttachA_8 _Commodity_48 _AttachA_Shape8 _AttachA_9 _Commodity_49 _AttachA_Shape9 _AttachA_10 _Commodity_50 _AttachA_Shape10 _AttachA_11 _Commodity_51 _AttachA_Shape11 _PetalsA_8 _PetalsA_2 _PetalsA_3 _PetalsA_4 _PetalsA_5 _PetalsA_6 _PetalsA_7 _SmallBaseB_1 _Underleaf_1 _PetalsA_Shape7 _Stalk_2 _BaseLeavesB_1 _BaseLeavesB_none _PetalsB_1 _SmallBase_1 _UnderleafB_1 _PetalsB_Shape1 _PetalsB_2 _PetalsB_3 _PetalsB_4 _PetalsB_5 _PetalsB_6 _PetalsB_7 _AttachB_1 _Commodity_61 _AttachB_Shape1 _AttachB_2 _Commodity_60 _AttachB_Shape2 _AttachB_3 _Commodity_59 _AttachB_Shape3 _AttachB_4 _Commodity_58 _AttachB_Shape4 _AttachB_5 _Commodity_57 _AttachB_Shape5 _AttachB_6 _Commodity_56 _AttachB_Shape6 _AttachB_7 _Commodity_55 _AttachB_Shape7 _AttachB_8 _Commodity_54 _AttachB_Shape8 _AttachB_9 _Commodity_53 _AttachB_Shape9 _AttachB_10 _Commodity_52 _AttachB_10Shape _AttachB_11 _Commodity_62 _AttachB_Shape11 _SideLeavesB_1 _SideLeavesB_none _BigLeavesB_1 _BigLeavesB_none _BigPetalsB_1 _BigPetalsB_none
LOL
And there's a 3rd one sitting there too
Alongside a lot of other unused resource plants (with the same pattern)
Each resource plant has like multiple kinds of different proc models
They were renamed like "PLANT1, PLANT2, PLANT3" for eg
And only "PLANT" is used
Yeah, it is weird. It doesn't make me mad or anything though haha
It's just bizarre xD
why do you think they left so much stuff out?
It's a mystery to me, but I don't feel the need to figure out why. I just like working with what I find and hunt for out of personal enjoyement
@thorn scarab probably something to do with internal standards for what they want to put out
But it's not really worth us spending too much time trying to guess. They'll say when and if they want to
are they bone trees or something?
Yes, same!
I just gotta wait on my friend for one thing
Before I can release it
Oh snap
gg rayrod
Thanks!
I'm hyped really for the low takeoff mostly
I've been itching for that to be a thing for a while
I remember when you first asked last year 😂
It’s really well done from what I’ve seen dude
Thanks... it's definitely an overhaul of the v10 overhaul
Yeah
So Im trying to install rayrods overhaul
I deleted disablemods.txt and put the entirety of the files in the rar into a "CLEAN MODS" folder but nothings occuring when I run the game
Try naming it MODS instead?
Working now thanks
Cheers, you can have folders within there to better organize things if ya like
Although my poor lil gtx 1070 cant handle it as well now :(
It won't load the files from in other subfolders you make in the MODS folder, mind. Only those in the main MODS folder.
Oof
That's weird, but I'm guessing that you may be trying to run an older version of RaY's overhaul
In fact i dont like it
I think it doesent scale well to 1440p
Or maybe its just me because everything seems like its 1080p being upscaled to 1440p
But my resolution is 1440p
🤔 Do you know which version of the overhaul you're trying?
Hmm, may still not be the one RaY's been working on...But you might ask them what may be going on with it. @dreamy tulip knows their work better than I do, lol
Also this entire game seems like its on a stimulant
Everything is so fast
The new assets are nice and all but ill wait until hg adds them and makes them a bit less...odd
Not the latest version @lime mesa
The Immersion Update will iron out those issues... it's almost ready for release
@supple wadi
I'm considering disabling the Nexus page until the next version is released
As I've encountered a lot of people thinking that it's the "Immersion Update"
Yeah, I just disabled the mod page
I put this as a note
"The first test version of the "Immersion Update" to RaYRoD's Overhaul is about to release."
Yeah im going to wait
If you can maybe not make all the transitions so fast (Launch, pulse engine). Really disorienting
Is fixed in the upcoming Immersion Update
I really hope rings make it into the official game one day, that'd be rad as fuck.
Never give up!
It will come
Im assuming this is fixed in the immersion update but I dont think the new graphics scale correctly across resolutions
A.K.A the new multitool screen looks like its 1080p and not 1440p
Yeah, it's fixed
Oh and one more thing
When rayrods is disabled after enabling it it gives you two stamina thetas, aeration theta, and jetpack theta
So erm i hope thats fixed
Could you rephrase that?
Also, keep in mind that this will be the "Immersion" update. Haha
Anything that supposedly kills immersive gameplay is intended to be ironed out
I'm not accepting any known issues (with the mod)
There's a possibility that there might or might not be a few issues unknown left over, but the moment that they are reported... I'll fix them. However, all known and countless unknown (by other user) issues have been ironed out. Anyone who has playtested the recent private builds can probably describe a fluid experience.
Another thing is that it's not only an update, it's practically a completely different mod. (With resemblances to the v10)
So, they aren't really that comparable. I suggest waiting for the next version, and feel free to report any issues then. (Which would be appreciated)
It's a year ahead of the current public v10, with over a million changes at minimum
What he meant was that after removing your mod, recipes that he mentioned appeared in his inventory
Yes, I'm aware.
That's because the v10, on Normal mode added those modified "tech upgrades" by default
And it got embedded into the save (which goes beyond the mod)
Normal mode is now like default, but a bit more challenging.
Can def vouch for what RaY has said, the newest test beta is solid, I played for a few hours without a single crash, or game breaking bug.
does anyone know if it's possible to take the "move sun" mechanic from the photomode into the actual game in real time? I love exploring in this game but when night comes it kinda kills the fun for me. Would love to just move the sun whenever I wanted/wherever I wanted. Also just want to say thanks for the great mod ray, can't wait for the update. The previous version was already fantastic and this version looks incredible.
@warm thistle Thanks for the report
@dull nexus Thanks a lot for the kind words 😃
Looking to release it in a few days or less
Kewl
Ill try it later once immersion is done
If the tech additions are intentional then please add a toggle for them because I want to earn that stuff and not get them for free
looking forward to trying it
Some systems can be vanilla, darker than vanilla, replications of E3, IGN early 2016 footage, some other one's that I handcrafted, and also several variants of blackish type space with various details with the overhaul mod. This was not done with shaders.
That's pretty cool
@dreamy tulip ever consider applying for a job with hello games so you could actually get paid for this amazing work?
Different skillsets
@supple wadi What do you mean by that?
I'm pretty sure he fits the mold.
Not sure what you're getting at, but that would probably piss Ray off.
the work you do in modding isn't the same you would do in working for HG
like, in general
The required skillsets to apply at HelloGames can be found on their apply page. (Generally speaking) - Not saying that I'm interested.
Also, while HelloGames has different methods for what they do (with official tools)... that's kind of outside the point. Ya'll don't know what I do, can or cannot do, or my skillsets (range of skills or abilities as google would say). Don't try to put me in a box 🤷 lol
It's like, someone asks --> ME <-- a question "Have you ever considered applying for a job, I think that the work you do is amazing". The person is merely expressing their opinion, but why do you feel the need to drop in and drop your expertise/two cents? No one asked you (It's like I'm being downplayed).
You do you, I'll do me.
I notice this same pattern frequently, whenever someone asks that question... a few people pop up. It gets annoying after awhile.
At this rate, I wouldn’t be surprised if Hello Games made modding a canon thing to the plot...
That honestly wouldn’t surprise me. Meta times meta equals meta
I don't say that because it's commonly directed at any person, but because I feel it's a common misconception with modding in general. People suppose that a modder doing something can easily translate their experiences into dev, which varies dramatically on a game per game basis, largely based on what they have to do/work with to mod the game.
Someone working with modding tools provided by the dev may have an easier time transferring their experience to then working with the dev depending on how similar those tools are to what the devs themselves work with. Someone working with a level creator might be good at translating that experience into level design, but less so other areas. Someone working without either, like ourselves, would vary wildly with their capabilities depending on what skills they've developed to be able to mod the game, what they've modded with the game, and whatever skills they already had at hand influencing what they modded.
But also in short, what Monkeyman said.
I would say the same thing if someone said the same statement to me, or to gmr, or to anyone.
It is more of a statement to the people saying '<modder> should be employed by HG' that just because you can mod, doesn't mean you can dev.
Hi, Gmr_Leon.
I apologize, if I came off as sharp in my response earlier.
Although, I do agree with your statement (right there) as that is true (in a general sense) that modifying a pre-made game with what is there; isn't entirely the same kind of experience as developing a game, (though with a team, different people share different skillsets in different areas of expertise and the particular skillsets that HG's looks for is literally on their website, actually) I don't believe that what you first said, was entirely relevant to the initial question that was asked of me. It was short and vague. Someone asks a person, have you considered applying for a job that would involve dev work, I admire the work that you do - Paraphrasing... and your response was "different skillsets". Different skillsets what? What does that imply?
While that is true that those are two different things, that doesn't clear up any misconception, what that does is come off as if you're saying... "this person doesn't possess the required skillsets". Perhaps, if this was your intention, you could've said what you just said off the bat from the start. That statement could've easily been misguiding/received the wrong way as if it was directed.
Also, I agree with what Monkeyman just said there. "Just because '<modder> can do something" - Doesn't automatically mean that this person "should" be employed because they can mod. It also doesn't mean that <modder> can dev. However, it also doesn't mean that <modder> cannot dev or partake in that realm based off of former experience.
Basically I'm just saying what Monkeyman's saying. That's all, really.
We're all saying the same thing then. Cool beans 😛
I was mucking about with terrain when I popped in with that, so it was an offhand comment, not much thought needed for it. That's also why I didn't respond right away.
But yeah, didn't mean to come across in a negative sense there.
My bad on that front. When I'm multitasking or thinking a bunch of stuff at once sometimes I write/say things that come off colder than intended. 😮
Yeah, I apologize for getting triggered by that and for manifesting annoyance. It just looked ambiguous.
Anyway, keep up the great work 👍
Hey Rayrod TV how do I build anywhere with your overhaul mod
I found a nice high island in a middle of the ocean I want to put my base there
There should be a tab in the basebuild menu titled "Habitable Bases"
I can't find it there only structure, room parts, exocrafts, tech, and specialist terminal
Is it normal to be bright
You don't see this?
Also, no, it shouldn't be. Those atmospherics are off on that version
On the v10
Is fixed on the immersion update, that'll release soon
@dreamy tulip when you say a few days is there any change it will release before next monday?
i ask because i will be going on a school trip on monday(for a few days) and i would love to play the update before that if possible.
but like before if not that is fine don't wanna rush you.
@gilded basalt Yup 😛
Monday seems far away
Compared to a few days haha
I want to release it way before then, but I'm just finishing up some things.
When I release the first test build of the immersion update.... this will be the disclaimer
'The first public 'Immersion Update' for RaYRoD's Overhaul. Please note - This is an unstable build for testing and bug reporting.'
It's not that it'll essentially be unstable, but expect some rare unknown issues.
All known and reported issues have been ironed out, alongside countless previously unknown issues
the does not really matter to me. because i don't have any saves i'm far in atm
also is the habitable base also in the current version?
Yes
o. when i last played i saw a place i wanted to build a small base(small because i knew i needed to move out when the update came out) but i never found a base starter around it and i did not know of this : (
I see, well... it will be fixed on the next version if there was any problems
Check out this new "Blood red, twilight" night time atmospherics that I made.
i did not mean there where no bases on the planet just not in the location i wanted
Why not build one?
i did not know you could build the habitable base and now i'm to far way from the planet/solar system
Starting a new mod for NMS which the theme is : More realistic rain
Lol Rayrod, while watching the video where L plays interviews you, I was drooling at my keyboard when looking at the fact that you can place down a building anywhere you want
That is so amazing
You can work with me if you want.
Not having to stick to procedural determined plateaus to build your base on, but to build it on the most beautiful spot on the planet
heh =3
Anyone happen to know where I can find Monkeyman's guide?
RaYRoD Tv nope I do not see that in the build menu
I did put some mods from optional folder from the overhaul mod
@lethal solstice What is your approach for more realistic rain?
@ruby torrent Hi, could you send a snap of your mods folder with the v10
ok
@dreamy tulip A more foggyish effect, a more immersive way to do it
This is something that I've recently completed with the next version of my mod (in various different ways), however if you're interested in doing your own approach... I could point you in the right direction if needed.
Would be cool to see that
@stray mulch guide for what?
IDA, supposedly
@dreamy tulip kk
@rotund vine there has been a mod for that pretty much for as long as base-building has been a thing 😛
Yeah, it's been around for awhile since foundation when a friend and I made the first basebuilding mod, and I for that.
Maybe we will see it implemented in as an official thing, as it feels quite natural (rather than needing to hunt for bases) on unnatural looking land in vanilla.
That can be worked around via the buildingtable, but being able to build one anywhere gives more creative freedom
@obsidian tree, @rotund vine
The one where you can build in mid-air?
I could build underwater and such
In which way was it implemented?
just the simple one with modifications to the basebuilding table
File based or executable based?
Dunno about that, unless it was as soon as foundation hit lol
Right after foundation released I made a base building mod
@obsidian tree Was it before this date?
https://i.imgur.com/6dYLHTG.png
Cool beans, have a nice day ahead
I think bases should still be an end-game thing, with freighters serving as your mid-game mobile base, but 🤷
And if ya want them right away, in any fashion, here's to Creative for that
I'd love to determine where I want to build my base
Game would get better at that point in all directions
yo @dreamy tulip wanan mod with me ?
But it was on marth 9'th
Building anywhere would need some extra work to be really satisfying imo, but I do think it's something they should work on introducing
So, it was after I made the one that I did. But, also, a great thanks to Monkeyman and the rest of us in the community who contribute in some way to the further development of the Mbincompiler (which is the most ideal way to make mbin mods that we make often).
And also Emoose for originally making the MbinCompiler (wherever the heck he went?) lol
Emoose went to dabbling with Doom (2016) stuff I think, lol
k
But I don't know that they got too far with it, since for whatever reason people just seem to have abandoned much of the creative stuff with it, which is a shame
Also, if anyone is on PC... I re-wrote and ported an ASM script to C++.
This modifies the executable in real-time, and allows you to build in a less restrictive manner. You can also build in mid-air.
Also, credit to MojoMW for working on the hook that is hooking my C++ extension.
Place the included opengl32.dll and .NMS extension directly into your No Man's Sky "Binaries" folder and run the game. (Not compatible with ReShade)```
There are some things that we can't do with strictly file based mods.
@supple wadi Have you considered working on injected mods? There's a few benefits to it
They have compatibility with filebased mods, that alter the same file (as long as they don't alter the same value) - But they can be made compatible in that event
Also, they are more consistent within official updates. Like, for example, my 3rd person flight mod "due to consistent patterns in the memory, has worked for the past 3 official updates".
The only thing is that it's a more complex avenue of working on mods for NMS, for someone who is new to nms modding or doesn't have any former programming experience. However, maybe the learning process could be eased up. Not saying that modders experienced to any degree in this area should have to teach people a new language, but potentially some resources available to point anyone who might be interested in this, in the right direction.
There's nothing I've found yet that would really justify bothering, tbh
Nothing that interests you in particular? Or nothing that makes the time worth it objectively?
That is, that I'm personally interested in adjusting
If we had a script extender, I'd probably be more into that, even though this is sort of in that vein
Ah cool. Well, if you ever find something that can't be done through modding the mbins (which is really helpful and I'm glad that we can) this route or a similar route is the way to go if it ends up being something that you're interested in ofc.
Because there's a ton of hardcoded aspects to the game (and gems with curious results) that are yet to be messed with
One thing that I am having trouble porting to C++, well, LawnReality and I are stumped as to exactly how it works in full, (as we only understand bits - awesome thing he found and did by the way), is the planet size forcing.
It’s a space potato 😮
Opening cheat engine every time to do so, is kind of annoying. Unfortunately, we can't do this with the files (afaik). Alongside a load of other things. They have to be done by modifying the executable. So, I think that this is a realm of NMS modding that is mostly unexplored/untouched in a creative fashion. Lots that can still be found/done. It just requires the investment of time, research, testing, and implementation.
Would be interesting to see more people dive into that.
Think I asked before, you said currently that affects all planets? Or only one you've managed to target in memory?
I'm sorry, I never saw your question before.
That affects all planets.
With a hotkey, or by changing the value (4 byte dec), you can specify any size. So, they can be scaled down or scaled up. I like exploring scaled up super planets.
Ah, okay, then yeah you caught it before, I just couldn't remember since once ya said all I probably just went, "Blergh"
Yeah, it would be much better dynamically.
Once I start to dive deeper into this (don't have time for that at the current moment), I want to start creating dynamic mods.
It's kind of interesting though, I'd think there should be a range function that planets generate according to so that there's variance. I suspect there may be, but it's not clear from our end
Like, say, we have something that is consistently altering the filepaths or values of something (if that wouldn't crash) - So that when you warp to that system, it would always be different.
I wonder how that might pan out
Or maybe different gravity per planet. I think it just requires a save re-load. I haven't tested warping to another system after changing the value in real-time.
Like a consistently running modifier with a balanced value of anywhere between (?) - (?)
I would think it should already be doing that with their own values, but having it so we could access that could be interesting
ey @dreamy tulip u forgot me !!!! 😢
I thought you said nevermind, before deleting that 0.o
Anyway, finally getting around to your dm. Just sent you a message @lethal solstice
Meh,,, Not worth it @dreamy tulip
lol
Hey @dreamy tulip I watched the interview you had with Lplays, you guys did great! Very fascinating listening to you talk, and the bloopers were pretty good too haha. Thanks for all the hard work, I never knew you worked so hard. Thank you for all the dedication you are such a gift to no mans's sky 😄
@dreamy tulip where in memory is the 4 bytes? If I can find it in CE I should be able to find it in the exe which can allow for the ability to know how to make it as a proper patch...
or see if there is anything in any of the mbins that affect it
as in the value might be calculated due to an unknown in a global
it would actually be quite good to know a bunch of the values relating to constants, because that kind of stuff is very useful when mapping out the exe, and can actually help a lot when trying to pin down globals
although it works the other way too lol. I found the address the game reads the current game mode from so you can change game mode live
survival getting to hairy? Change to creative for a little bit to get some air 😛
@arctic hazel Thank you so much, and yeah... we had some awkward moments. The first time we tried to record someone yelled "Did you take all the hotdogs?" lol
@obsidian tree
Thanks man, I can send you the CE script that LR made if you're interested.
That one right there, has me a bit lost, MojoMW and I were trying to port it in the past but got stumped
And something that we needed to know, LR didn't have figured out either
And that's awesome.
Real time game mode changing? 😄
yeah
when the ambient mode was discovered it prompted me to look into the exe to see what was going on
found the place the game produces the mode selection and got it to change one of them to start the game in amient mode but it was still super buggy (as ambient mode is)
but I found the value in memory that is game mode 😛
and yeah, the script would be good
honestly anything relating to names of variables in the exe is incredibly useful for anyone looking into it
we should really try keep track of more stuff about it in the RE section of the modding discord...
Hey, sorry for the late reply.... On a livestream atm
Support the stream: https://streamlabs.com/cobratv2 Cyrus thread: https://forums.atlas-65.com/t/cjk-nms-artbook/2449/60 Multistreaming with https://restream....
oh snap
That's really neat @obsidian tree Nice
Gonna send this to you now
I will come back and re-read all that you said in a bit and reply, it's hard for me to focus
Starsystem/Planet Scale
cheers, will give it a geeze when I get home from work
Ok seriously someone use private chat next time?
maybe if I can actually write up some documentation about some RE stuff we can make a repo of info.
It would of course require the exe's to be de-based so everyone has the same addresses, but yeah
could be good
and will be applicable to x64dbg also, not just IDA
Awesome man, and yeah, I think that a reverse engineering repo would be really useful as well.
Well you don't see that every day
@warm thistle what are those? Planets for ants?
lmao
Yes! Haha. That particular planet was completely made of Rubeum! Enough to make any large colony a few billion units ;)
@lethal solstice When you say Voxel Destruction do you mean like, the terrain clipping through the parts?
What is planet forcing
Now that I'm not 100% sure on, I know @supple wadi is a terrain guy though
my style of modding is very much just bug fixing etc, I'm not good at the big stuff 😂
Well, handy your welcome dood
That's what I'm lookin for
A bug finder and patcher
Wha, what about terrain? Not sure I saw sufficient context for whatever was being asked
Dawn was having issues with the mod they're making, the amount of terrain destroyed when placing a building part was too little and created clipping
I remember you saying you were messing with terrain so wondered if you'd have any tips
Ah, yeah, that'd be something to adjust in the BaseBuildingTable I think, calibrating these lines in particular:
<Property name="EditsTerrain" value="False" />
<Property name="BaseTerrainEditShape" value="Cube" />
<Property name="TerrainEditBaseYOffset" value="0" />
<Property name="TerrainEditTopYOffset" value="0" />
<Property name="TerrainEditBoundsScalar" value="1" />```
@lethal solstice ^
@supple wadi Geez ur a god or what ?
Anyway... @cinder delta , @supple wadi wanna make mods with me ?
_> No, just someone that's spent way too much time going over the files
So my issue is not related to terrain being modified
It's the fact that strcutures are placed outside of a radius
odd
And then, the game considers you as if u were outdoor
Structures you place via the build menu can be finicky about providing shelter, I think
I already told you I don't do that 🤦
I will just,,,
show u the issue
so u can SEE it
fine no calling u 😦
Tho that would be a lot simpler that way
Okay! GOOD NEWS! The placement of corridors and rooms will work as long as you don't encounter sand material on voxel
Screenshot can be found here in #nms-photomode-gallery
Is it possible to make the planets have more than one biomes
@ruby torrent The overhaul mod Immersion Update has the appearence of multi-biomes
Not in the way that you might expect though... like, not one region being a frozen planet, another being a lush planet
ok
But you might walk across a flat grassy field, and then come across a totally unique underwaterish land biome on land, or an underwater biome, or come across a forest on a mountain or a floating island, or a grassy cave, or an underwater forest
or one region could be hills, or a flat plain of grass, leading to a dense forest
What about snowy biome next to a desert biome
Nah, that's what I meant when I said not in the way that you might expect. However, it's a lot more varied and sensible.... but doesn't feel cut and paste like vanilla does at times
ok
Hello games really need to add biomes
They should hire you
I watch the live stream of cobra tv and you being on it yesterday
In addition of my mod LargerBuilds-Booster, you will be able to create huge bases. (Really really really large bases)
=3
Thanks for watching @ruby torrent Cobra and Lplays are awesome
HG's clearly not averse to adding new biomes, as Atlas Rises indicated, so I'd say it's safe to imagine they may introduce more with Next
^
Got a question real quick about the right path for the mods an stuff. Using NMM and it found it fine but the txt file inside of the PC Banks folder said there needs to be a folder named Mods in there.
When I tried to put it to that path, it said there was no exe
From my experience, NMM has always put mods in the wrong directories for me with NMS
So, I went about it the manual way
By deleting "disablemods.txt" in the PCBANKS folder, and then creating a folder titled "MODS" in the PCBANKS folder and simply adding the .pak mod files in there prior to running the game
Alright I wasn't sure if finding the path manually using NMM even if it said there wasn't an exe would work but it seems easy enough anyway
Also it won't log me in on nmm anyway lol
If I got the overhaul mod, would it add any load time? Takes a bit for me to get in as it is.