#nms-modding
1 messages Β· Page 138 of 1
sick
I get a locked 60fps everywhere. Seems less CPU demanding than 1.38, although I never had any performance problems with NMS. Not that I care at this point. π
Smoother enter cockpit transition, smoother cockpit exiting transition, Oria V style takeoff (doesn't launch you 30 feet), better field of view in first person within the cockpit and also in 3rd person, slightly faster pulse drive time, more flexible angular landing, higher landing height, colission adjustments against other objects and a lot more.
@dreamy tulip -- I will be the first to test any water texture mods you come up with. π The game is unplayable for me right now in terms of immersion. The water looks so damned fake now. If everything was cell shaded it wouldn't stand out like the sore thumb that it is. BUt that is the closest description I can come up with. Cell Shaded oceans. YUCK!
I plan to work on another glsl water shader. :)
And part of it is texture related, and also glsl related, and color palette related.
Still planning an 'Overhaul' reboot
I'm primarily interested in just an ocean overhaul myself. I don't have a problem with their updated flora based on the 4 hours I played. I just want to get rid of the giant cartoon swimming pool look all the waterplanets I visited have in NEXT ASAP. π --
have you discovered something in the NEXT update that made you think that the reboot would be harder or easier to do? Or it's the same that before?
@dreamy tulip Oh! One other thing. Is there a way to slow down the cloud morphing animations? -- I feel like I am in a persistent timelapse movie. Another bonehead change I can't believe they thought looked good. The clouds look great in still shots, but in-game they look ridiculous with the changes going on. You'd need 1500MPH winds to get that amount of movement. π
Where can you find your flight mod?
I just got into no mans sky, idk much about its mod
any potato mode mods? my good gpu died early this year and couldnt play ever since
Also how will mods work with multiplayer?
@rotund belfry -- The amount of borking to existing saves was nothing short of record breaking for a 2 year old game! π¦ I also lost all 5 of my rare/hard to find Exotic Ship models too. All replaced by run of the mill versions. π¦ Including my Squid Ship and my blue/gold Type 7 with the extended dual thrusters! Took me 5 months to find that ship! π‘
Yeah, I'll slow down the clouds a bit once I find where it's located :P
I have an idea
Someone else requested that
@quartz cargo Hi, I am finishing a few things up with it
and will post it afterwards
@dreamy tulip Very Cool! I would like to see them change very very slowly, just as they do here on earth! -- Then they would likely look brilliant!
@rotund belfry - Yep! Same here! It was a total disaster! Worst I have ever experienced in my 35 years of gaming.
Now I have a timeline filled with 10 pages of systems where all my custom planet names are gone! Replaced with what I assume are all the default names. Does me no good of course. I have no idea what any of those planet names go with! -- If it wasn't for my 2 Billion Units, I would possibly consider starting over for the 6th time. But with over 700 hours of progress, I have no real desire to do that again. Quitting would be more likely.
seems for potato gpus there is either an error or a change since im met with an error of failed to open opengl window
I had to just put the game up for now. I'm bummed enough to just uninstall and move on. Never thought I would ever say that about NMS. But that is how pissed off I am right now! π¦
guess there will be days of hotfixes
This mod adds the following:
- Smoother enter cockpit transition
- Oria V (E3 2014 Style) takeoff (doesn't launch you 30 feet into the air)
- Better field of view in first person within the cockpit and also in 3rd person
- Slightly faster pulse drive time (No longer takes 2-3 minutes to reach other planets, but it's balanced out so that it's not too fast or too slow)
- More flexible angular landing
- Higher landing height
- Colission adjustments against other objects and a lot more.
Plus other quality of life improvements.
This was made in a hex editor.
~ RaYRoD
- Go to your No Man's Sky directory (whether it be Steam or Gog) and inside of No Man's Sky > Gamedata > PCBANKS... delete "disablemods".txt.
- Inside of yor PCBANKS folder, create a new folder titled "MODS".
- Place the included .pak mod, that's included in this archive into your MODS folder.
Enjoy!
@dreamy tulip OK.
Are these new mods going to be posted on nexus? or at list pinned here?
Question... Is the author of the save file editor for NMS still supporting that app? Seems like that would be the fastest way to repair all the damage to upgrades and whatnot.
The existing one? Really? Didn't even think to try it!
I figured it would be missing all the new items, materials upgrades etc. Or is that read in from the save file? No idea how that thing works! π
I most would want to see if I can ressurect my lost Exotics by reapplying their SEED values and see if that puts them back.
Thank god I saved all that info!
yeah, it surprised me that it's still working
but it has the new elements and things like that? or that doesn't work
Have any of you guys tried getting your lost ships back using SEEDs?
All mine still have their original names and configs. Its just the SKIN/SEED that got borked. All but one of my exotics got turned into MonoFin! My least favorite model of them all! π¦
I also would like to get my SkyBlue and White Freighter colors back. Not a fan of DayGlo Yellow! π
Hey Rayrod
Do you know if it's possible to enable filters in gameplay? Maybe through some config file?
Isn't it in General Options?
same @slender glacier i loved vintage i wonder why they removed it.....
Me too man
I can't seem to get autohotkey to work in NMS
yeah, but i think everybody has the same question
is the cheat engine a reason to ban someone?
Yo @split salmon I have tried reapplying my ship seed and it's still borked.
I can add it back in π
In fact so far I've only found one exotic ship that doesn't seem to have a borked seed.
Is there some secret to making autohotkey work in game?
I have a save editor that I use. Its apparently flexible enough to still operate with items and upgrades that aren't coded into it so it still works.
It's literally called "No Man's Sky Save Editor" I think I found it off one of the main NMS mod repositories.
so this save editor does it work on NEXT? i need to see if i can save my old save
I figure I'll give it a week or something and see if HG fixes them. All my other ships just have new decals on their models so I'm assuming someone fatfingered something that's causing the exotics to reroll. It seems to be restricted to model pieces as the colors are maintained.
@short sentinel Yes it works but you won't be able to add any of the new items or tech.
I've been using it to test different ship seeds so presumably the rest (health, shields, units, etc) should work.
what about credits
because if im forced to start a new save im not grinding 2000000000 units again
I can confirm modifying your credit total does work.
thanks
Hey @dreamy tulip have modders ever figured out how to reverse engineer seeds to allow more accurate manipulation rather than slamming a randomizer and seeing what you get?
I wouldn't be surprised. Try creating a new item in your inventory and seeing if loading that would work. I had some residual nanties as well.
@dreamy tulip I was able to make a keyboard macro with razer synapse to swap between 1st and third person mode, had to have a 0.050 second delay between each keypress for it to work though, but it's extremely fast in game.
Out of starship, in ship requires a different one
Congrats!
if anyone was actually using MorShips, I've finished the temporary patch to revert ships to Vanilla for continued play..
https://nomansskymods.com/mods/nomorships-for-next/
https://www.nexusmods.com/nomanssky/mods/613
NoMorShips - MorShips v3.0 Temporary Patch Fix for NEXT (This mod is backwards compatible to address similar issues created from MorShips v1 or v2 as well) As expected, NEXT has broken MorShips and made it difficult for players to enjoy their previous saves. This patch is a q...
neat
What about customization options for avatArs
any save editors working yet?
the old one still works, but not fully compatible with NEXT
you should only use the json editor anyway lmfao
also yes we need dab one day eventually
just need to get animation sorted out... again
is there a mod for 21:9 correction and photomode hotkey?
Just updated the E3 2014 scanner
@hearty wasp Where in the modding dicsord is the 21:9 mod?
This damn stretched hud is killing
ty
From this trailer:
https://www.youtube.com/watch?v=nLtmEjqzg7M
No Man's Sky is a science-fiction game about exploration and survival in an infinite procedurally generated universe. http://www.no-mans-sky.com/ Developed b...
Working on the rest of the shaders
can we get the scanning scan lines in the old E3 trailer?
yeah that one.
btw @dreamy tulip where is the modding discord?
not the VGMods right?
also we still need to know how to fucking find out the ID of a messgae so we can pin the link once and for all
@hearty wasp Downloaded that mod.... but rings are still ovals 
nvm i see it fixes some stuff
@hearty wasp 471530783023300609 I think. You need the discord dev mode (in appearance settings) and then you get 'copy id' on right click menus
I'll try that when I got to mah workplace
well, it's really bogging me the fact of wasting so much time making fuel for the launch truster. Please shout me when some Cheat Engine / Trainer / Mod for that comes out XD
E3 2014 Scanner (NEXT)
This mod re-realizes the nostalgic and iconic scanner from the pre-release trailer showcasing the colorful rainforest planet... titled: "Oria V".
Extra Credits:
Lo2k for restoring the old scanner for 'RaYRoD's Overhaul' with the first iteration of this mod awhile back. I have since ported/recoded it for No Man's Sky: NEXT.
https://i.imgur.com/U0rqrn7.png
Download Here:
https://www.nexusmods.com/nomanssky/mods/615
how does modding work on multiplayer
mainly I feel I want a mod to link my story with my friend's story
it should be in the game IMO so I put a suggestion in, but if it could be done with mods for the time being, that'd be neat
Would be cool if we got the NoFade mod on NEXT. It was a great fps boost!
Pretty sure MP modding is just same as SP modding. Since its not a seperate gamemode
hmm
Updated my RNG Remover Mod for Next: https://nomansskymods.com/mods/legit-max-ships-and-multitools-next/
that's pretty op
but I guess it's fucking stupid to wait for days without finding the best ship
exactly my point tbh. I want to use my time to play the game, not reloading a savefile for hours π
And I'm basically not a fan of rng
So every mods works in MP ?
I think theoretically they all should
That's pretty huge
i need to first play the game a bit before I get into mods :L
except for that fast walking one, that sounds nice
we haven't tested many mods in mp instances, so we don't know which aspect of gameplay will be affected, how it is affected, and can be affected by whom (host/client etc)
using the no RNG ships as an example, we don't know if the other players in the instance will see every ship as the best class they can be, given the modded player is the host
i donβt even know whether npc ships are synced properly in that regard
i think they are
could be you see a hauler whereas its a fighter for your friend
at least at space station
me and my friend saw the same alien ships
(We just got hyper drive so we aren't that far)
we had a few occasions where our ships overlapped in the space station, that may or may not have been caused by us disconnecting there before the update hit
at least, i think...
well, we have syncing player animations, wouldn't be too too difficult to sync the ship seeds, too
i want to know how the MP location stuff works cause my friend quit inside my freighter
like, if you can sync the players' position, there's no difference in syncing NPCs too
what if i go on and warp
okay location things are weird
when my friend landed sometimes
the icon always appeared near his ship
may spawn him in his spaceship
feels like it's how the game resets player position in space now
Is there already a cheat table for Cheatengine?
don't think so just yet
ray's doing other stuff
afaik
and they're also trying to tune down the more cheaty stuff so
no, ships you own are in your save file, not proc gen
okay so it's stuff generated after getting the mod
i still have the starter ship so no big worry there
but the b class multi tool won't be maxed I assume?
if you wanna change your equipment just edit your save
Iβm hoping for moships
will happen again, just in a while
should i always keep a signal booster and portable refiner on me?
what if the system has no space station
and i was asking what happens when i move my freighter to anither system
I mean, if your ship is fucking broken and it's another story
he cant possibly update his save file while offline
I have no clue what you're trying to suggest tbh
did they add freighter customization?
he's just wondering how location works when his friend logs off
i plan on exploring a new system later today
oh oh i see
what if my friend plays while i am off with no way of inviting him
my bad, I didn't really understand what a freighter was
if that's the case then yeah he will be in the system he left, and in his ship
floating in space?
probably
his ship does not stay with you, period
consider the ship you see in your freighter as a ghost
i kinda wish they had progress servers and only kept savegame for basic stuff like inventory
i know that he wont stay with me cause its savegame based
progress servers?
i was just worrying itβd bug his game out when my freighter no longer exists in that system
like a database that stores your position data
would also prevent people from cheating locations
so like mmo style? or just a database for positions and such
in you own spaceship in space seems to be the current "reset to default" position, from what I've seen
so anything happens, just assume that'll happen
just a server storage for position data would be nice
i mean they somehow store bases already, should be expanded to your position or the position of your stuff like freighters
they only store bases if you upload them though
i also want a whitelist so my friend can build my base while iβm offline
one day maybe
that would be nice, but then your base would constantly need to be updated to a server
instead of manually
yeah it's a cost thing
which then kind of makes the game more mmo style
which, honestly, if this game was more mmo I would love it xD
I bet that's why they changed base sharing to manual too
imagine being able to travel to a random planet to find some dude and his base
in real time
they should just add dedicated servers so we can host our own shard of the universe with higher player limits
tbh they are still an indie company, mp position syncing, if going thru servers, is already a tremendous load
1000x rt @proud bane
you're not wrong @hearty wasp
someone checked NetLimiter for that?
just askin cos mp is complicated as shit
and can be skipped by using steam invites
you can run wireshark and see p2p
its also very evident by the 4 player only limit
yo, so i'm still new to the game
is the only way to get a new starship to buy it off a rando?
interesting
wonder if it's like Destiny 2 PvP
ezaf to fuck over but since NMS ain't hardcore PvP there should be little effect to the intrinsic joy
You guys know if anybody's working on Crescent Worlds for Next?
umm
how do i tell if the max stats thing is working
because i don't think mine is
how many slots does a class A have at max?
in fact, a class B hauler just landed in my freighter
so that means it isn't working?
how do i get it working is the real question
wait... i think i'm stupid
i don't think i ever restarted the game xD
:thonk:
crescent worlds in the next week is unlikely
planetary shader shit got a bit complicated from what I've heard
Shouldn't I be getting a mod warning message if I have any old mods in the folder? I'm not, and even basic mods are not working.
Was hoping to at least reinstall the Pulse Jet anti-Shake mod. The shaking in Pulse Jump in space is ridiculous without it. I can't even read my instruments!
Also wanted to mention that all the Exotic Ship Seeds have been changed in NEXT. That is why everyone had their original models replaced by other exotic ships. Our originals are still in the game, but you won't be able to use any SEEDS from 1.38 to get them back. Your best bet for now is to use the Save File Editor and randomly generate Seeds until you get something close to what you had before.
I think they said they're fixing the Exotic Ship seeds in the newest experimental
Any mods to fix the HUD in 21:9?
There you go bud
Also, is it just me or has anyone else noticed that aquatic fauna doesnt show up on your scanner interface unless you're in the water, and vice versa with land animals? Really kills immersion for me when as soon as I jump out the water no matter how close I am the fish disappear
@split salmon yo just wanted to let you know that this is in notes for the upcoming patch.
"Fixed an issue where S-Class ships changed appearance"
Sounds to me like someone hit something in the exotic seed generation that wasn't intended.
When a patch released are the New mods already trashed and need an update or do they run on small patches?
I guess it depends if the thing the mod is modifying has been changed by that update
@cyan herald most mods are unusable right now but it wont be long before things are back on track. There are a few mod releases on nexus and nomansskymods that are for NEXT
Save editor was also updated
Yeah. Next was a huge update. So I understand why the old ones don't work.
I know that a few updated. I was wondering if those work with the experimental Version of NMS
@split salmon update probably brought back DISABLEMODS.txt, otherwise your game would be crashing instead
Also people need to assume everything is broken when an update comes, NMS is not like FOs where new scripts just het applied onto existing ones, the entirety of the data structure gets affected when a new struct is added into a dataset so we have ti map everything new before we can start to get things workin again, capisce
That's why even minor patches can break a shit load of mods
Good to know. Ty
And the mods Ray and Quantus uploaded to the mods websites could be ruined because of this small patch?
Because if the answer is yes and we can expect a lot of small patches in the upcoming days, modding will be horrible
Who made this fps boost mod https://www.nexusmods.com/nomanssky/mods/481 ?
ah π
Quantus
hasn't he retired for like, 1.5 years
but other wise, yes @west notch and always have been
ray's just lightning fast at fixing things cos he's inhuman
he just made two mods yesterday
yeah those are relatively simple ones thta he can hex edit quickly
like the aspect ratio fix lo2k put out, too, once you know where the hex values are you can hex edit them instead of decompiling the mbin files first
but it's extremely limited compared to, like, new models, new anything
cos you can only edit but not add
well, nigh impossible anyway
@thin viper if you need tester for those fps boosts you can count me in π
oh any compatible reshade 3 preset around ? tried few but they crashed game x)
Did you think these are real animals? Nope, Chuck Testa MODDING DISCORD https://discord.gg/9QBKg6Z
mmm that's not how you fucking do the line thing
!pin 471736259945955348
@jagged kite -- Thanks man! -- I switched over to Experimental and have that update installed now and all my Exotic ships are back! π - I figured it was a bug after I checked into the seeds with the save file editor and saw that it only effected the exotics and S class freighter colors. The S class freighter colors are still off and not what they were before. Same ship model, but not the same color schemes exactly. For example... I have a medium size Star destroyer that was Sky Blue with creme accents. Now the ship is Sky Blue with army green accents.
@hearty wasp -- Hi Winder! -- I emptied out my MODS folder before downloading the original NEXT update but I left the actual empty folder in place. After the install was complete, the folder was still empty. There was no DISABLEMODS.txt added in there. -- I dropped a few low level mods in there to see if they worked with NEXT, but they were not working. I assumed that they are not working because the mods are all 1.38 or older, but it still seemed odd to me that the game is no longer putting up that Mod Warning page before the actual save slot menu with mod files in the MODS folder. I don't have anything NEXT compatible yet to experiment with, so no way to make sure that something hasn't gone south with my MODS folder being detected by the game on launch.
The DISABLEMODS.txt gets not created in the mod folder but directly in the pcbanks folder
YOu mean it sits out by itself as a text file?
correct
Ah! I forgot about that. Its been years since I first started using mods. Let me go check my PCbanks folder right now.
Yep! You were right of course! π -- The file was there with a July 24th creation date. Well that solves that little mystery! Thanks so much! Now I can see if my shake reduction mod still works. I forgot how over the top annoying the ship shaking is in Pulse Jump without it!
Glad we solved your problem π
anyone knows if there are any launch cost mods available for NEXT yet?
not atm
Im thinking the only mod I really want/need is going to be a low flight mod that allows you to go underwater with ships again
I'm kind of happy with the rest of what Next has introduced/added :>
The anti-shake Pulse Jump mod I was using in 1.38 works with NEXT. Just tested it out and it works fine with no negative impacts on the game. Same goes for the Y wing mod for the finned Exotic ships. (Makes the Tri-Fin model look like an Imperial Shuttle from Star Wars)
The only mod I must have is the instant button reaction (which was updated immediately). π I just can't stand having to hold down E (or controller buttons) to select stuff. π The anti-shake and pulse jump line removal mods are the next most important. Everything else is gravy
I tried running the fast recharge for the ship scanner mod, but it totally broke the game's FOV for some odd reason. The Whoosh mod that replaces that obnoxious 50 Shotguns firing at once SFX when a freighter convoy jumps in with a nice "Whoosh" SFX muted all the sound effects in the game. So those are both no gos until the authors update them.
I'm hoping that this time around someone can come up with a mod the allows the throttle position to stay put without having to hold down a trigger or button. Basically returning the throttle control to what we had originally before 1.3 tuned it into a "Gas Pedal". π
How's everyone's fps with the new update? Without mods I'm getting about a 5-10% increase overall
@vestal igloo https://nomansskymods.com/mods/ship-launch-cost-reducer/
The Nexus Mod Manager keeps telling me it cannot find the PCBANKS\MODS folder? I made sure to make it.....
@hasty night -- Mine is still locked at 60fps @1080p on Ultra/High. -- I'm running a 60hz 4k panel so 60 is my max. My 7700k seems to be running a bit cooler immediately after exiting the game, so it would appear that CPU demand has come down from 1.38. -- I am getting some hitching when exiting an atmosphere which I never had in 1.38. My fps doesn't dip when this happens though, so I am not sure what that is. ???
the game is still not really optimized tho
I realize my gpu is not that good but still, 1080p with everything on low and I still get less then 60 (25 on avg)
It does appear that they finally fixed the Portal corruption bug. I can now activate and use a Portal, save, quit and reload and the portal still works. In 1.38 they would always break and be basically useless from that point forward. Unless I used the Autocharge mod, which by the way does not work in NEXT. π Crashes the game on load.
@limber plume -- You must have low VRAM coupled with a CPU that is bottlenecking.
I find that anything less than 8GB isn't really enough GPU wise. And the majority of i5s can't maintain a locked 60fps @ 1080p.
then it must be vram because I have a gtx 960 4gb while I have an i7 6700
@limber plume -- Definitely the VRAM. The 6700k is a great CPU and more than capable of a locked 60 @ 1080p if your GPU is matched to its performance. A 1070 or 1070ti would definitely do the trick for you! π Or a 1080 or 1080ti if you want to future proof things.
thanks for the help!
Oh this game is 100% gpu bottlenecking. I get 60-80 fps with a ryzen 7 1700 and gtx 1080. My buddy with the same cpu but an RX480 gets half that, and my brother who has the ryzen 5 1500x (arguable better gaming cpu) and a r9 280 gets half THAT (so 20ish fps for those following along)
The PG engine is 100% CPU dependent The majority of fps issues are CPU based because of this rather unique situation NMS presents to a PC or a console.
You need a decent GPU with the right about of VRAM, but when it comes to rendering everything in the game in realtime, that falls to the CPU to get the ball rolling. One of the main reasons you always hear the claim that no other game they play has fps issues like this.
Proof? I find that very hard to believe.
The proof is the game's design. π -- Its a well known fact. Just put an i5 with a 1080ti running NMS and you will have all the additional proof you need. π
@limber plume -- Forgot to mention... If you haven't overclocked your 6700k, you should definitely do that! I have a 6700k in another rig and they are capable of a 15% overclock without any trouble at all. That would bring your boost clock up to 4.6GHz. If you are still running stock, this will get you closer to your target fps right now, and will be a better performance match with a 1070 or 1080 series GPU later.
Hype
Just some individual mods from my AR overhaul
That were always there
But there's so much more to do π
And then the reboot itself
I made all of these in a hex editor
As much of the overhaul was made in a hex editor
@dreamy tulip -- I'm eager to try out any water or cloud mods you come up with as we discussed yesterday. I especially want to get rid of that ugly white shimmering border texture where ever the water texture meets the land. It looks like ASS and shimmers like crazy on my system. Even my screenshots look bad because of that blurry white border around every body of water. And of course, I would love to see the clouds movement across the sky slowed down to a crawl like real clouds behave.
Yeah, the water's currently wonky (and will likely be patched) but TemplarGFX and I are planning to work on updating our water work
And it should be better than ever
Excellent! Will that be offered as a stand alone package? My only main beefs are that and the cloud animations being way too fast to be believable. Even on an alien world. This being the go to argument Apologists are using against this complaint right now. I look at it this way... If it looks like Earth, it should behave like Earth.
Sure! I'll make it a standalone
Excellent! Can't wait to give them a go! π Thanks in advance for the efforts! π
Quick question, where is the mods folder at
PCDATA
Like what file path]
It was BANKS not DATA...
Make sure you remove the "DISABLEMODS.txt from the PCBANKS folder.
Well yes
But
But in the game, sometimes it come sup that I have some shader loading
But I don't know why that would be
Delete that and then make the folder called MODS (All caps) and put your mods in there.
It must be somethign I tried in atlas rises? But how could it be loading?
I still have that folder form before, there were mods in there I deleted
Is there anywhere elese files would go? like a shader mod would go somewhere else?
Not that I know of.
If you have the name of the mod .pak, maybe search for that file on your PC?
Good idea
There are some mods that can be put in other places, but those are not your typical mod that goes in the MODS folder. I personally tend to avoid those types for reasons like this. π
Shoot man
Dangit I don't see it in downloads and don't remember the name... And I closed the game
Gotta restart the game π
So this thing is loading in NEXT? Are you getting the Mods Warning page with an empty mods folder?
Excellent! π
You're using Reshade for NMS? I see that used a lot by Elite Dangerous players. But never heard of it being used for NMS.
It alters the gamma and other stuff to make things POP more.
Could it be hruting my frames?
I doubt it. I also thought you had to enable it with its own control panel. ??
Maybe go hunt down the website for Reshade and get a review of the controls.
Probably the best approach! π
I mean... If you forgot you even had it installed! lol! π
You play ED right?
Like I said... That is used by a lot of ED players, so I would have suggested you picked it up because of that back in the day or whatever.
Not in programs list to uninstall
Maybe for some other game then. It can be used with any game as far as I know. Never used it myself.
I would go to the Reshade site or a forum and get the info on how to get rid of it completely, or just turn it off.
But I doubt it is impacting your fps. It is a "post process" thing as far as I know.
I found it by googling how to get rid of it, I found the referenced folder. It was in NMS files
Clueless how that got there lol
I was obviously trying something
It happens. π
Well lets see if you're wrong, hopefully you are and my game runs great now!
I can't wait for RayRod's water and cloud fixes! π
I HATE the in-game versions.
They look so bloody fake.
Lol
Well, you were right. Game still runs like jello in an earthquake
Thanks so much for your help!
No problem. What are you running? Cpu and GPU ?
Those are pretty long in the tooth dude. π Especially for a game as demanding as this one!
Its gonna be tough. Hell! MY stuff is cutting edge and it still runs balls to the walls to keep this monster running at a locked 60fps @ 1080p!
Forget about Native 4k!
Yeah I'm jealous of people's games that run smooth, but it is what it is
Got this baby 3 years ago when I was a broke college kid, $530 total
Sitting in an old beige case with the stock windows xp logo
Love the thing
@tidal vapor -- Glad to see you are putting things in perspective. My 1080ti FTW3 alone was $750.00 and that is considered cheap these days.
@noble iron -- Are you using the 4GB VRAM version or the 6GB 1060?
4gb vram
Yeah... Thats a big part of your problem.
wish 21:9 HUDs worked out of the box. sigh
I have had NMS use almost 9GB of VRAM from my 1080ti before in 1.38!
That card has over 11GB of VRAM and no other game even comes close to using that much of the total.
And then there is the whole CPU demand thing from the PG engine. π
NMS is the one game out there where high end hardware makes all the diffrence, and why these machines are the only ones that can give you a locked 60fps or higher everywhere in the game.
I rarely see nearly 100% CPU and GPU usage consistently from a video game running in 1080p. Its insane!
@river maple -- Its a niche screen size and it takes a lot of extra work to rework a UI for just one specific aspect ratio.
π¦ sniff.
The adoption rate is just too low unfortunately.
yeh. i mean Mechwarrior or was it called Battletech had alpha and beta. and even launched without 21:9 support even though it was a known issue. oh well.
Dems the breaks as they say. π
i cant clone my save on another difficulty with the NMS save editor right?
Do we know which options takes the most VRAM versus others? @split salmon
RaYRoD's Camera Overhaul
A more aesthetic, smooth, yet cinematic experience... plus various other quality of life improvements.
What this mod does:
-
Removes the photomode boundary
-
Very subtly increases the photomode move speed (to accommodate the boundary removal)
-
Vehicle cameras are now overhauled and have an improved view
-
Balances out all things in-game that shakes (to create a more subjectively aesthetic experience):
-
When speeding up in your ship
-
When thrusting with your ship
-
When jetpacking
-
When running
-
Added a new shake that can occur during storms.
-
Large creatures that walk still cause a shake, but it's now balanced.
-
Walkers that cause a shake while walking are now balanced.
This mod was made in a hex editor.
~ RaYRoD
https://www.nexusmods.com/nomanssky/mods/618/
https://imgur.com/skzW0J9
Didn't look like that pinned for some reason....
Ah yeah :/
Thanks! @quiet island π
Anytime.
Anyone have experience getting the save game editor to work? I'm trying to repair a bug.
But the bat file is spitting an error
Does anyone have a save editor for 1.5?
@stiff stream Hi. This reportedly still works:
https://nomansskymods.com/mods/no-mans-sky-save-editor/
@leaden totem Hi, are you using the tool from the link provided above?
Yes, just got it to work
I'm trying to fix an error where it is resetting me to the initial state whenever I load the game
Following the tutorial now
Is there a mod that can allow me to move installed tech and BPs in my inventory instead of having to dismantle them?
@dreamy tulip would it be possible for you to create a mod, or add to the camera mod, the ability to center your camera behind your character, or leave it where it is, as well as allow the camera to be zoomed out further.
I find it to be a tad too close to my character. it being over the right side of my character is alright, but centered would be a little nicer
@quartz cargo Hi, I am planning to make a mod for this :)
I've been getting a few requests.
Will let ya know when it's made, as I noticed the same thing myself.
Just finished making HD cockpit screens for all ship types.
It's part shader and part material related.
The difference will be like night and day
Sounds awesome.
Tbh i assume theyll add a camera zoom option eventually, but who knows if or when
Would be nice to see. Considering that we'll be getting weekly updates π
Wonder if weekly updates mean, weekly mod killing π€
best mods?
A lot are being reworked, but RayrodTV is known for making some great mods
supposedly the FpsBooster mod is updated, but to download you need a nexusmods account 
Almost done with these HD cockpit screens. It will also optionally include 8K E3 2013 cockpit screen textures.
However, that's not what's making it HD. It's a combination several custom glsl shaders, and also custom material settings.
What I'm doing is creating modularized versions of various components that were already a thing in 'RaYRoD's Overhaul' as I'm porting them to NEXT format, mostly in a hex editor.
After I cover all of that, I'll be making tons of new content for NEXT as well.
But I will be playing in-game in vanilla and having fun, to get a proper perspective on what I may do with some things.
As that's important imo
Is there a mod for more multiplayer slots? Or is that an .ini tweak?
@quartz cargo just came here to ask that! would love a mod for Zoom (while in 3rd person). like, quick in/out with the mouse wheel. would be very cinematic & useful.
i wish they made the game more pc friendly
me too.
like certain controls, less menu's (we have tons of keys to bind)
definitely feels like a port
i'd like wider fov choices in the settings screen.
they also dont by default have 21:9 or other aspect ratio's. which seems weird to me
i know there are mods, but that should just be part of the base game.s eems weird to me
i'd love to be able to zoom back really far. so i can see myself walking the surface (as a tiny figure).
im new to NMS (yesterday), im not sure how i like the quick menu's. especially for building. idk why
it isnt horrible, just not what id expect
i'm new-ish. played at launch (6-7 hours only). back now.
to be honest, i've forgotten most of the mechanics. seems new to me.
im in love with the game though. i can see myself spending hundreds of hours in game
i felt that way at launch, but could tell i wanted a bit more polishing first (before i'd invest all that time). it's great now.
Hi! I'm just wondering what level of modding is possible right now? I would really like to make a mod regarding creatures AI. Is it possible or is it limited to only certain aspects of the game?
@leaden totem did you ever find a fix for this?
Can't really edit AI unless we can modify the exe
Can CE be used to increase the player cap?
I mean you can make shit more aggressive by making tweaking some variables to how much proc gen animals are aggressive but that's about it
@lime mesa no
If it wouldn't work in other games why would it work here lmao
Its like local coop right? I don't see why there is even a cap in PC
If you wanna wonder about that feel free to dive into it yourself and make it possible, until then, no
Wish I had time. I only get a few hours a day for vidyas
@burnt hollow No. I tried a solution on redddit using the editor, never worked. Seriously made me consider refunding the game
I ultimately just started over.
Improved Cockpit visuals
Without my mod:
With the mod:
-
Specific material/shader related adjustments to make the cockpit screen more vivid, and to make color and text stand out
-
Various shader related color adjustments
-
Vignette removal
-
The pulse has been removed
-
In motion, the flicker amount has been slightly adjusted to be balanced better
-
The lighting is increased a bit
-
All custom textures have been heavily upscaled to to remove pixelation and produece an overall better quality
-
All ship model cockpits have the same improvements
hey guys, would it be possible to add push to talk functionality to the voice chat?
just add a button to your mic and you have push to chat 
@hearty wasp π
I mean, I have a mic that has a switch so I have a switch-to-talk
yeah, if they got tired of your voice they'd just mute you anyway 
just use text chat
π©
@leaden totem what happens when you go online with your edited saves? Anything harsh?
@dreamy tulip OK.
Concept Art Style (Atmospheric Atlas - Space Stations)
- Exported from RaYRoD's Overhaul, this mod is intended to imitate pre-release concept arts (where Atlas Stations) were looming in the atmosphere. I've converted an Atlas Station into a fully functional, NEXT style Space Station. The positioning of the stations are dynamic and can appear in all sorts of aesthetic ways. Even in the positioning of official concepts.
Download Link:
https://www.nexusmods.com/nomanssky/mods/620
https://i.imgur.com/Mw46cRs.jpg
Concept Art Examples: http://bit.ly/2jhSrVw
~ RaYRoD
What mods are in NMS
anyone know of a way to move my character? im stuck in some geometry
@glad peak this is #nms-modding
yes i understand that, i figured the lurkers of this channel would have some advice.
Sorry @glad peak , but Koen is right. It's just trying to keep discussion where it belongs. You'd get a better response in one of the more active channels π
no dice, sorry to bother you
It's no bother at all!
Just edit your save 
Hey Ray, where can I download improved cockpit visuals? Looks fantastic!
Just saw you`re still finishing it. Looking forward though!
Any mods that give me infinite stacking... Because I h8 inventory management
Tag me if you do know one, thx in advance
is there a mod that will help increase fps?
Anyone knows what does this do on the ini. <Property name="GenerationDetail" value="Normal" />
@rigid mesa just use cheat engine
How is it possible to change the value so that there is always a S-Class? I know use save editor etc. but I wanted to know how it works because there is still nothing out for the Frigates
@west notch You can raise the stack sizes with cheat engine?
It's only possible with CE
And I dunno if there's any cheat table that has that
@eager apex do you just wanna edit your save so your shit becomes S class, if so you probs need to do some json editing
If not then I dunno much about proc gen class allocation, someone else does
Is there a creative mode mod or something along those lines?
@fathom adder dunno about now but it used to alter planet draw distance, so how close do the trees pop in etc.
Just play in Creative mode?
Still cant buy anything because you need to earn units
Creative Mode = All techs/products but no materials/units to do things
With nanites?
Still that's just a vanilla bug that is HG's oversight, go to their zendesk and ask em to fix it
But otherwise just edit your save
It's a panacea to poorness
I tried that but then the game broke lul
Welp NMS doesnt respond for me anymore
hey guys, I just downloaded a vignette/chromatic abberation remover mod and i was wondering if i install it, will it in some way affect multiplayer?
aight are there any must have mods out yet?
ooo we can get rid of that over the top chromatic aberation! what about the analysis visor being blue? any mod to get rid of that yet?
@weak vessel No prob you can play in multiplayer with this mod activated π
just want the analysis visor to look the same as normal view
thx @mint nexus
hey guys
i would ne some advice π
1st u got a mod site? and have i to download first something like a mod-loader?
@dry thunder check first pin in channel
i just saw it and i have to register :/
@vocal owl Nothing happens. It would put me right back to initialize. Gave it about an hour of effort, gave up, started a new one, catching up to my friends on my own time. If it does it again though, that may be it for me and this game.
And no loader needed just move paks into MODS folder
And no loader needed just move paks into MODS folder
Just register then, it's worth it
Nexus doesn't cost jackshit nor does NMSmods
Paying for Nexus just get rid of the ads
I'd like to be able to zoom out further as well. Get some nice pics of my taveller sitting amongs the trees in all his glory. It'd also be nice to be able to keep the action going when in photomode like it does for multiplayer.
ahh pc banks ok thanks
and delete the txt
disablemods.txt ok
Hey, if anyone needs a mod creation idea
Deadmouse music mod anyone ? π
I'd love a freighter that looked like the Tardis police box in Doctor Who ;)
audio mods creation is still in deveopment
wwise audio is shit
I mean the tardis has to be the size of a freighter
cos you can't make it bigger on the inside
just, not possible
cos we cannot do custom area transition trigger
Anyone working on an fps fix like this: https://nomansskymods.com/mods/fps-boost-mod/
My NMS is running kinda poorly and that mod helped a lot for 1.3
@modern python hi i will restore it soon
I am still testing it
The shaders keep changing with experimental builds
So i am kinda waiting for it to be out of experimental state
Before releaseing it
ah amazing
What about infinite warp? The default distance is absolutely pititful
think that's a tech table thing, don't remember if that's updated for modding yet
but it'll come
or if you have a proc gen warping distance increase upgrade, send me a save in json format so I can try to learn more about them and maybe push that number up tpp like 1k% or someshit
Warp drive distance is borked in creative
can we please get a mod for hovering in space ships? (if there is let me know, i'm dumb)
Yeah a hover mod is desperately needed, that would. Be awesome. Are there current mods, or. File. Drop?
sigh, we can fly backwards in space, but on land we are forced to a minimum of 20 units
If the default distance in creative bothers you like it did me, use the updated save editor to give your ship a 1000ly jump distance bonus.
anybody have an answer to this.. on PC: https://old.reddit.com/r/NoMansSkyTheGame/comments/92316x/how_to_refresh_npc_conversation_options/
Anyone know if the lowflight mod has been redone for NEXT yet? Honestly I don't mind the other bits... I'd just like to see that be a thing. Especially now with underwater base building, it'll be fun to land ships on pads underwater xD
I'm pretty sure you can @idle gazelle as far as landing ships on underwater landing pads. I heard it launches you into orbit when you take off from one
lol
Im thinking that's because of the depth limit
Right now without mods, if you for example fly/manage to land under a floating rock and you take up... you'll be boosted up through the rock (for no damage) and into the air quite a ways
So with the lowflight/under water flight I think that wouldn't be such an issue
Ill need to probably do some reading and poke around there to sort this out hehe
Damn I didnt know that @idle gazelle I remember in the version before atlas rises if you happened to take off under a floating rock youd be beat to hell and back
Any idea where I could do some reading, or find the tools to figure out what values are responsible for what? I've no problem trying to get my hands dirty and trying to figure out how to mod things. Only thing I really want to do for next is make a mod that allows me to go under water xD
Imo they nailed everything else needed in next as far as what I enjoy xD
hey dudes
https://nomansskymods.com/mods/waterjoyv2-aquatic-enhancement/ Not sure if this is the right place to post but i made a small mod for underwater exploration
ye
ok thx
https://i.imgur.com/GAYy8Eu.png
What kinda mod is this
You have to have a neuroconsole to play that game in your hippocampus @dense vigil
is there any trainer for the current NMS version? @hearty wasp
none that I care enough to know
sry for the mentioning and lot asking if i shoukld stop tell me pls
eh idc
np
ok, so released two new mods. would be nice if someone tests it on multiplayer and see if it works
DEFAULT FILTER ALWAYS- removes the biome specific filter
Random biomes for NEXT
removes the star specific biome configs
if anyone has any issues playing with these mods in multiplayer, pls let me know
@toxic goblet how do i pin stuff?
!pin <message id>
how do i get the id?
there needs to be a mod that makes creative
creative...
it's the crappest creative mode i've ever seen
@thin viper I can help you with testing the mod
nice
so if you are playing mp seesions with one or more other players
try this mod
@hallow pumice
first only you use the mod, without the other person having the mod
and see if they crash or face any issues
Ight
let me know if they face any issues
also thx
ok, so released two new mods. would be nice if someone tests it on multiplayer and see if it works
DEFAULT FILTER ALWAYS- removes the biome specific filter
https://www.nexusmods.com/nomanssky/mods/621
https://nomansskymods.com/mods/default-filter-swap/
Random biomes for NEXT
removes the star specific biome configs
https://www.nexusmods.com/nomanssky/mods/622
https://nomansskymods.com/mods/random-mixed-biomes-by-gamer/
if anyone has any issues playing with these mods in multiplayer, pls let me know
This mod swamps the biome specific filters with the default filters. this way, most of the biomes will have the default filter and wont change filters when you land on them. it works on nearly all bio
NO BIOME SPECIFIC FILTERS MOD ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------...
This mod mixes up the biomes that spawn in each star class and randomizes them so that each star class has a equal probability of finding any of the biomes in the vanilla game. The biomes will no long
!pin 472100738433286154
If I set my session offline will my friend be able to join me?
I can't send pictures here idk why lol
But I managed to change the stats and values for the frigate but not the Class rating itself
You must have role determined to post a picture, I think the mods will change it back tho
nah it's fine :) but thx for the info
nice @hallow pumice
so if the other player does not have the mod, they dont have any issues?
Nope no problems, they were just wondering how I was floating in mid air when I was on one of the giant plants π
random biomes works with 1.51?
@hallow pumice
It sounds like a great mod, thank you
damn, it already has 1 star rating on NMS mods website... WHY!?
How do i remove a reshade mod?
@west notch it should work with 1.51
Also its just some trolls living in their moms basement π
Its a known issue there
There is a troll known for putting one star reviews on people's mods
Just their way of making their insignificant selves happy
π€·
i think i found a way to remove profanity filter
there is a file for it in the binaries
might work if you delete it
ill try
dw, tried deleting it and the game wouldnt launch without it
but i do think its possible to make a mod though since there is clearly a file for it
U can probably edit the file
Dont think there is a way to remove the file entriely
Entirely*
if anyone made that before me please name that mod with as many profanities as possible, thanks
is there any mod that fixes the aspect ratio for 21:9?
Hello! I was wondering if anyone has worked on a MOD that would fix the UI for 21:9 aspect ration monitors?
Or know of a place that can teach me how to do it?
lo2k's got one released in the modding discord
Gimme a dank meme and I'll repin the link
!unpin 471736259945955348
@hearty wasp OK.
!pin 471736259945955348
@hearty wasp OK.
@hearty wasp OK.
@hearty wasp There's a 21:9 aspect ratio mod released?
Is there a mod out there that gives me full keybind access?
@leaden totem Did you see this: https://www.polygon.com/2018/7/26/17617280/no-mans-sky-next-saved-game-progress-bug . apparently your issue has already been fixed with an update.
Is there any mod I could get for PS4 that would remove the camera mode boundry (for cinematic/smooth shot videos)?
No Mods for PS4
RayRod does have a mod that includes that feature for PC >>> https://www.nexusmods.com/nomanssky/mods/618
I am almost done updating 'RaYRoD's Overhaul'.
Everything except my 15,000 unique biomes (which will all be rebooted with a fresh new take) and further expanded upon.
I will be working on that as soon as I finish updating everything else around it. I am doing everything in hex code.
Also, keep in mind that it will be an entire reboot of this fan project: https://www.youtube.com/watch?v=wctlrXOCukM
This is a work in progress fan project by yours truly, in which I am gradually restoring the beauty and nostalgia of all pre-release trailers, pre-release fo...
It will look better than ever on NEXT, with a fresh new take. Not only will it be an Overhaul for the better of NEXT - It will be a reboot of the old Overhaul showcased in that video... of just a few random worlds (with nearly every other aspect of the game overhauled as well) and numerous quality of life improvements - and a blend of numerous, esoteric beta builds, 2013 builds, 2014 builds, 2015 builds, 2016 builds shown in IGN footages, the PS4 RC1 build (only obtainable through bluray access), the 2016 build, (two alternate 2016 custom builds), the foundation build, the pathfinder build, the Atlas Rises build, and the NEXT build. So, we're moving forward (but not scrapping any content or features from the past) - and those features and content that I am porting to NEXT will be integrated and blended in very nice complimentary ways that will feel more-so as an addition to the game; rather than a mod. (Without bugs). β€
Wow! Looks like multiplayer works with mods to. This will be a lot of fun with others.
I'd also like to note, that I don't only work on biomes. I work on every aspect of the game. So, I'm also excited to work with new content and to also finish expanding the old content.
@hallow pumice Yes, it panned out as I hoped as well!
So, we can explore worlds together on the overhaul:)
My biomes heavily rely on non biome related assets and functions, including shaders and materials and custom models.
So, I am porting these things to NEXT at the moment - Before I update the biomes I already made for the reboot - prior to overhauling the pre-reboot biomes, prior to making even newer biomes.
Feature for modding and NMS is looking really good π
Agreed π
Anyone know of someone or a guide or something to help fix the UI for 21:9 ratio screens?
my last resort, is there any mods that allow you to spawn in items? the game wiped my inventory and i lost the anti-matter i need to progress with the awakening quest
@dreamy tulip could you make your mod Modular?
I want some features and don't want some others
Regarding Compatibility and Modularity with RaYRoD's Overhaul:
https://justpaste.it/6ran4
@dreamy tulip so with this new update did it patch over some of your most recent mods
@dreamy tulip so is the main mod already modular?
Here, I'll paste it here.
RaYRoD's Overhaul mod is modularized already (with a lot of optional files and optional override files). Modders can also make compatibility patches with the new way that it's set up. I can also make compatibility patches at request. However, I do have a different approach with the mod by preference. You see, the mod has always been so inter-connected (many/most files, requires other files to work correctly or else it will break stability and cause CTD's and other funky issues). A few examples would be, shaders requiring certain models, models requiring shaders, metadata files requiring models and custommodels, globals requiring models and metadata files and customtextures, model material files requiring customtextures, biomes will always require certain assets present. Also, not all mods are intended to be used together and not all mods work properly together when made compatible. Also, different mods require different kinds of compatibility fixes. Most files in here require other assets, actually. However, I've intentionally set this up in such a way.... where, in the event of someone not liking something, I can easily change that for them by making a hotfix file. It saves time and is ideal, since many people prefer things differently, and makes updating stuff less redundant. I took steps ahead of time for this kind of scenario (since the first day I started this project). It's just a different and unorthodox approach that other people aren't doing, that also doesn't require multiple files and it suits my consistent workflow as this is all that I do all day and every day.
Also, the mod has a particular style and vision, that it's intended to play with as it's aimed towards a certain niche, nostalgic style. I see it as a custom build, but the ultimate goal is to create a perfect balance in time (which community/userbase feedback has a huge influence on) - while keeping the less subjective things modularized. My solution for "modularized components" is this: Users who have a difference of preference can feel free to mention/request adjustments and I'd tailor make an override file, that will go into the Core Mod Removal+User Preferences Folder" that comes with the mod. This way, when adding that override file, it will sustain stability, and alter the mod in the way that the user desires. This is a lot better than creating a bunch of isolated files (that most people will not even ask for), and it will save me time from editing every single modularized file after single microedits/adjustments/changes in which I make thousands every day.
In short: RaYRoD's Overhaul mod is a standalone mod, that comes as is (of a pre-set style), however, it does include a lot of optional files, and it also does include what I am calling "Override Files" that when added to your mods folder, removes certain things from the core Overhaul mod. You can find these Override files in this directory: "Optional Mods > Core Mod Removals+User Recommended".
Notice that the directory says, 'User Recommended'? It is named that because this is where I will put user recommended file changes based on Community Feedback. So, if you have a difference of preference or a particular request (given that it's reasonable and not too time-consuming to make on my part) - Feel free to ask, and I will make an override file, or an alteration to the core mod and it will go into that directory.
There's a unique structure to the way that I've made this mod, and modularity does not work the same way as other mods do. The core mod cannot (and won't be modularized) but there's a solution for that written in that in depth explation.
@dreamy tulip I've read it, but I'm asking because not all optional files have features that main mod has
Which kind of forces me to use main mod without being able to remove some stuff out of it
Main mod does have some exclusive features if I may say so
I believe that I covered that in my explanation.
However, I'll explain directly.
I am making a custom build, the way that I want to make it. Any kinds of changes or adjustments desired (by any user) - they are free to make in requests and I'll send them an override file.
@dreamy tulip so are you okay with me asking you for override files?
Everything in the core mod is extremely interconnected and relies upon other assets, that rely upon other assets, that rely upon other assets and it gets quite complex - and when you take one thing away from the mix; it'll break or have funky results.
Absolutely, as mentioned in the large explanation and the short explanation.
I've always been willing to make tailor made adjustments.
You see, I'm not just creating one massive overhaul build - I'm tailor making people micro builds.
Freelancing for free β€
@dreamy tulip I just thought that it's going to be too annoying for you
No worries! I enjoy the work and repetition. I learn more things and become more experienced and develop more ideas along the way
@dreamy tulip well it seems that you are even cooler than I could've imagine
I am also attempting to make a more modularized version (experimenting) - But I cannot promise that it will pan out that way in the end result. As I'm starting from scratch.
@dreamy tulip thank you so much for your dedication to the game and to fans
However, override files will always be welcome. Thanks for taking the time to ask and talk about this π
Can't wait to share what's NEXT.
@dreamy tulip you're awesome dude!
Oh, one more thing that I'd like to say.
My intent is to create the perfect balance with all things. To mold this game (with certain features) in a unique fashion - where it's not intrusive, but feels as if it belongs.
So, with the new balanced version, I think that there's a chance that you may not want an override file. We'll see.
However, the more subjective things will be modularized if feasable - for sure.
Like, those 3rd party ships - are something that'd be optional
@dreamy tulip let's hope that new take is going to be pretty much modular!
Yeah, custom models definitely should be optional
Custom models that are not related to lore - (in almost all cases) should be modular. Some custom models that I've made are derived from in-game assets - and feel as if they belong - or are intended to replicate old footages.
I'll figure it out..
@dreamy tulip have you stretched those assets?
Every change that I make (It's always with a potential end user perspective in mind) - Also, not only from a technical perspective can things get wonky if totally modular - from a user perspective it can be. Because, even modularized files can turn into a bunch of individual requests (as some people tend to have different preferences) - So, I'm hoping that in the long run, with the full build, everything shall feel as if it belongs - But the few requests that I do get for changes/tweaks/adjustments (as for the record, I rarely get any requests/suggestions, because people have usually liked it as is....) I can just whip up that change in a minute or so.
Also, modularized assets = more workload in many cases. Because, with my workload - I am constantly working on various files simultaneously in once centralized area. Say, I have 8 modularized files - I'll have to unpack them, make all the micro changes in each one individually; and if I'm doing making changes all day, every day - that can become an insane amount of work.
Oh, you're right
But there are things - that will be modularized - but the major solution will be override files. π
Oh, I didn't see your question. I'll answer that too
So, the goal = Create a perfect blend or near perfect blend (with every change being made having a potential user perspective in mind, based off of experience) with the more intrusive/subjective mods modularized - and also open to requests and over rides.
And also, (depending on how long that you've been around) as you may have seen before - there have been a lot of mods that utilized broken/unfinished assets within the game's files (some shown pre-release) - I've taken on the burdening task took over an hour per individual model to calculate the collisiions and fix the bluriness and other issues and create HD textures for them and handcraft unique procedural biomes for them and multi-biomes - and other stuff.
Alongside creating custom styles of those models - to answer your question @rigid ice
Like, different model appearences, different model functions, different kinds of interactions
It gets quite complex but these things are aimed to make the game more varied - but feel as those they belong.
Not referring to the kind of custom models that don't look like No Man's Sky y'know? Not knocking those.
An example would be... Alpine Lake: https://www.youtube.com/watch?v=9mQBh61_8uE
I handcrafted this procedural biome. This Alpine biome is also one of 36 different unique alpine variations for the upcoming reboot of No Man's Sky: RaYR...
@dreamy tulip yeah, you're right. Assets should look consistent
Or this 2013 style Swamp: https://www.youtube.com/watch?v=MQRn1HySrYE
This video showcases a replication of a pre-release style swamp among a few random planets. I handcrafted everything in here (and I have about 86 distinctive...
Previously these assets lacked colission, looked blurry, and could not be mined.:)
BTW did those sprite trees gone from next?
I calculated the object's geometrics to add appropriate collisions, gave them unique functions, various mining healths in relevancy to size, retextured, and other stuff.
What did they look like?
Those leaves were staring at you no matter which angle you look from
Billboard sprite textures
Oh, those billboard style trees?
Dunno, I haven't looked enough yet π
The billboard effect causes them to turn
The grass used to do that, to sort of emulate a double sided effect
prior to HG's added that solution in AR
Where the newer grass, didn't do that anymore
I know, but it's too obvious
Some trees did still I think back on AR despite the grass
But idk if it's still doing that in-game or not yet
Haven't looked for it
I do not like the water.
And emissive
But I do like the water.
TemplarGFX and I are working on updating our water.
Have you seen it?
Your WIP? No
This is our take on water
Rising dynamic tides, balanced waves
HD water, HD foam, custom glsl shader
Wow!!!
The last pic also shows an earth like (well, new eridu 2013 trailer) style beach
But these are from previous build
But how much portable will it be since new water doesn't use textures?
The new water uses textures
And our custom water isn't only texture related
It's shader based
Water is shader based for the most part, and also uses xml data, and textures
Strange, I only saw tesselated waves on clear water
From Trailer
Haven't played it yet, busy
Well water is definitely an aim for changing
Clouds are weirdly stretched
And they're not as ones that I've seen from the trailer
They had better resolution, noise patterns and scattering model
Yeah, Patchnote says so
Clouds are so important because they play a huge role in the feel of a planet
And flying along them can't be so awesome if they will stay so lowres
And just overall I love clouds
I hope so
any of the FPS boosting mods work yet?
Lol, what the heck?
Yeah, I don't understand either
I love the clouds too, and it's nice to see Sean's Cloud Tech in-game
Someone disliked us, I liked back
Haha
@dreamy tulip are you glad with terrain?
I love the new terrain
I recently blended it with my terrain
Looks freaking great
Can't wait to see
By the by, mods are client sided; so if two users have the same mods - they'll have an identical experience.
This also excites me... because, I can't wait to explore unique worlds with people.
Wait, are mods playable in Multiplayer?
only problem with mods in multiplayer is that others may not see what you see
so you could be floating in the air for them in certain circumstances
Yeah, that's what I meant by client sided π
If two users have the same mods - they'll have an identical experience.
@quartz cargo yeah but you can have a local group of Modded dudes to play with
So, 4 people with the same mod... can explore together β€
yeah, definitely
Your work is something extraordinary!!!
NMS wouldn't be so special for me if not the mods
Thanks. I look at concepts, fan art, random google images, old trailers, old footages, old screenshots, and re-create the scene in-game (and push them further for gameplay)
and more variety, with some guidelines
Vanilla is great, but not superb
i havent played a ton, but i feel like animals need a bigger purpose in game
they cool to look at, but havent rly found a good reason for them, or unique ones
Now this is where shit gets serious (that spider shot)
When Krem and I were testing a custom creature: https://imgur.com/tUv1nPa
Walking Gekoids: https://imgur.com/Pb7IJpf
Pre-release whales: https://imgur.com/S4qVXX3
Sea cows: https://imgur.com/D4V9WCt
This menacing guy: https://imgur.com/fSxgSre
^ rare occurence
are there any mods that make flying a little easier with KB+M?
not sure how that would be achieved
KB+M?
in almost every game flying is horrible with a mouse
Even handling mods tend to only show the changes with a gamepad
but NMS has slightly odd controls
im thinking of using a dualshock 4, but i much prefer mouse for everything but flying
Some cool stuff
Look for other videos on his channel, his making some gorgeous stuff with fractals
May be an inspiration
I always dreamed about procedural cities as well
But that's going to be too heavy to render
id love that
Even instancing wouldn't help
I would die to see what NMS would become 20 later
And I hope that hello games will receive funding to be able to develop it for that long
Like fortnite made epic games a billionaire company
@dreamy tulip also please fix planet rings blending with atmosphere (when on planet) if you can do so in shaders
Rings should be colored in the sky just like planets are
Hey, sorry for the late reply
I've been updating my mod
Promised myself that I'd get a lot of work done today hehe
Will see what I can do
If Lo2k doesn't have it covered first
How would I change my freighter model? Iβve changed the seed and Iβve got it set as a Capital S Class, but all it did was increase the size of my original model, I wanna switch it to the dreadnought one, how would I do this?
(Using NMS save editor)
It's possible that it is not fully updated yet π
Also, I just ported over 36 custom creatures models that I made for NEXT
Now, time to finish the rest of my ecology overhaul
Oh snap! I'm looking forward to seeing the overhaul with NEXT, specifically the atmospherics 
i am so happy with the texture quality in NEXT
i had a hard time watching videos on NMS before next, textures looked so bleh
some are eh in NEXT, primarily on creatures.. but theyre tolerable
Hey guys, does a mod exist that allows time to keep running in photo mode?
Or even just allow a free cam whilst playing?
hI, @opal scaffold Not yet, I made one in the past... to disable the hardcoded check that pauses generation
Ah bummer. I'd like to take some video :(
Perhaps soon, I'd also like to make a hotkey for first/3rd person and photomode
But I'm tied up with other stuff atm
No worries
Would it be possible for someone to mod in selecting what race crews a freighter?
It is pretty annoying that your crew's race changes according to the system.
wait, what? your crew changes race?!
In one system they're gek, in another Korvax
Thought it was normal, brother's does the same
i dont have a freighter, so i wasnt trying to say mine was different
it just seems odd that would happen, like a big oversight by HG
It's pretty immersion breaking, wish they'd change it
i want to see npc's become more important in general, the change youre talking about, but i also want npc's able to walk around my base
around space stations etc
and when ships land, pilots actually get out, take care of w/e business they are there for, then get back in the ship and leave
Yeah. I'd also like to see more emphasis on animals, not sure what though. Would love some more variation in buildings, especially derelict ones. Just seems like there's a lot more depth and immersion missing. Maybe mods will take care of a lot of things.
same. i want to see minor colonies. though that may be difficult to do.
but variation in buildings would be good
including space stations. id like most to look different
and animals definitely need more of a purpose. Even taming, or riding. at least a purpose for each creature
Would be cool if you could create labs or zoos where you can extract resources from animals
yeah
id personally love a creature editor, or gene splicer that lets you create new creatures, either manually, or based off other creatures and it randomly generates new ones
I would be happy with taming even if it was just cosmetic for my base.....
I'd love an aquarium in my base with weird fish
minimum, taming, yea
See you could get new mission types too. 'I need a xxx type animal from this system to study'