I remember seeing on NexusMods once... where an author wrote "This contains, (x) user's method of doing this and that with npc's. Therefore, you are not allowed by any means to make use of this apart from this mod". Meanwhile, turns out that 1. These are in-game assets and 2. It's HelloGames method; and there were literally doing that in old demo files still floating around in the filesystem from pre-release. Therefore, they own nothing and they cannot say that.
#nms-modding
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Is there a "moveobjects on
oh, hit enter too early
basically, is there a mod to place anything anywhere? Building is so weird
Making a container room was pure pain, also i can't plant in bio dome if there is a fundament under it
Anywhere on a planet yeah, and you don't need a mod for that, just turn on RemoceBaseBuildingRestrictions in yiur graphics settings file
Anywhere in the space station, no
Containers are a special case afaik, it's a building type that can't be plonked down on the ground by itself, and you do need a mod for that
Probably can change it to the same one as cube rooms and make it able to put it on the planet ground, but it'll restrict placement of em indoors
It would be cool to have a mod that removes "invalid position", but it probably is not posssible, seems like a hardcoded thing
still building anywhere on a planet is nice
@lime mesa Hi
In regard to 'Invalid Position'
Where exactly are you referring to?
Is it when you attempt to place certain objects on the ground?
Placing ramp on a paving, also making a building with containers on the first floor, maybe i should try making it 2 cubes tall instead of 1
Ah, I see. Well, I created a mod that removes all the restrictions (filebased) relating to basebuilding. If you'd like to give it a try. I can extract it from my fan project.
Also, I do recommend using what Winder suggested. I am aware that some things are hardcoded. I did make a .dll based mod that would get injected into the memory (when added to the binaries folder) and turn off the hardcoded restriction that prevented placing objects in mid air... but I have not updated that for NEXT yet.
My game already has a lot of mods so I see no problems with using another one , also is that project an overhaul? (i kinda have that mod page in bookmarks in case it will be updated)
I wonder if it's possible to make a "sell this starship" mod... 
Oh, the 'RaYRoD's Overhaul' mod?
Yeah, I am working on a NEXT version - which will be under a new name/title for the mod. However, the new version will be a fresh new take and superior to all old custom nms multi-build hybrids that I've made from scratch.
Here is a video, photo album of the some worlds on the pre-NEXT version with my work:
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...
And here's the mod that you'd like to try:
base restrictions like....build anywhere and any size?
Is the Save Editor stable? Not gonna crash my game? Do I have to be offline to use it?
it's stable...and you keep the stuff in multiplayer
That seems broken, but I'll take it. I just want a better freighter ๐ข
- broken in a fabulous way
just use the json editor
there might be new shit in the save in the new experimental so GUI might not work
haven't tried myself tho
nice to know
dang, I wish the save editor would add some json functions to the GUI though
Pick Current Ship/Exocraft
What are some of the go to mods that people are using with 1.55.
just learn how to read json
No u
I was just using a shitty joke ๐
@rugged trail but do the wild plants take the same time to grow as the others?
Today I am proud to announce the biggest update I ever made (yet) for DS96_GameplayOverhaul.
Introducing a new way of navigating : Water vehicle (bike affected only)
This bike mimics the physics of a boat in the most possible way, You can go on land but the vehicle is gonna hate you for it! 
Also, remember my old mod PlanetLifePro ? Well, it's fully merged with this mod now!
Another mod integration is AdaptiveTerrain, yup, the mod that fixes some little annoyances while placing concrete/wood/metal tiles. Please be aware that Adaptive Terrain is still udner development so if you have any basebuilding terrain related issues (like a part doesn't flatten terrain enough), make sure to tell me. Eg : Glass corridor : Flattening area is too small/too large. And don't forget a screenshot if possible.
Have fun! -DawnShadow.
@drowsy lagoon It removes the biome specific restriction (in relation to certain specific basebuilding objects), alongside disabling the cap on maximum amount of global, system, planet, and region objects that can be spawned in-game. The exocraft garages also don't remove the grass (as I found it a bit unnecesarry). There's some other adjustments, but it's a pre-NEXT file that I updated. There is another thing that I made, which disabled a hardcoded check; thus allowing you to build anywhere, even in mid air. I haven't updated that yet. Just to answer your question
Current issues : bikes (Nomads) drives underwater. i would like to know if the majority of you players would like me to change that or not.
The Nomad vehicle tends to somewhat bounces a bit if idle.
would it be possible to mod the Heart of Gold someday?
Wym?
Spaceship from Hitchhiker's Guide to the Galaxy
I still don't get it...
Oof i cant do it
Modding in the actual Infinite Improbably Drive will likely be impossible, but I suppose the ship model can be spliced in.
@dreamy tulip Is you still working on the NEXT version of your mod? q.q
i m missing the hovercraft mod.
that let me travel massive distance on a exocraft.
in atlas rises.
Performance issue patch is coming soon for DS96_GameplayOverhaul.
@rotund yoke In the update v1r10 there is going to be a rebalance for ground vehicles. :) You surely will be happy about it.
hmm, will have to see about that then.
:)
Pewpew? q.q
@toxic goblet You know, that actually seems to be what the Anomaly resembles most.
So it would be kinda neat, and very thematic, to have a reskin/remodel of the Anomaly...
this is a known bug of "adaptive terrain" , right? @lethal solstice
https://cdn.discordapp.com/attachments/471868642204712971/479537694524047370/20180816120038_1.jpg
I have an idea for a mod:
A mod that adds to the build menu all the structures and items u can unlock with the blueprint analyzer that don't appear in the build menu
Like this
This one even has a recipe already, but it isn't in the build menu so I can't make it
Just
Edit your save
You can just add all blueprints with one button using the save editor
Then it's not a product you can build, gotcha
But it even has a recipe :(
Then it must just be you not finding it in the menus lol
Why do such things exist? Is it simply to torment those of us who want something smaller than a cargo container to hold their stuff?
Uhh, that green box doesn't hold stuff
Its not in the menus, but pinning the recipe from the guide gives u the list of materials needed
This box is yellow
So you can build the green box?
Ahh, the decor that does fuckall
I just didn't give a shit about ut cos I add my own version of it in Eucliea, sorry
According to this storage container's recipe, it costs 5 pure ferrite and an ion battery
And the description says it holds stuff
So basically this is the storage everyone wants but nobody can have
Nah it's likely just the game fucking with you
Or to be more precise, HG
They just put obsolete shit in the build table all the time and not delete em later
Idk they're assholes
Lol
Well some of the work is already done for u lol
Aye, and I have safes already kitbashed from a year ago
U just gotta find the thing in the code
Now I just need to uhh make 9 copies of it
yeah the yellow storage box!
where is it???
I unlocked that one too and was wondering where it went
it's comin back... with a shit ton of bugs
also strangely if a scene has some some mesh the game doesn't crash even if it has a reference that leads to a file that doesn't exist
wait wrong fuckin server
@rotund yoke Hi, when you say 'hover craft' mod. Do you mean, like a literaly hover craft custom model that used to be a thing? Or modified handling?
Ayeee @hearty wasp Glad to see that you are working on Eucli-ea again
I'm working on C# based mod automation, which will reduce a huge workload and explode my modding capabilities... perhaps, when I get around to the basebuilding table (which is nice, because the file is a dynamic list) - I can make something that would save you a ton of time as well
@dreamy tulip Mod Automation?
streamlining file changes/custom files instead of having to write out by hand
the modified everything. the way that mod worked in atlas rises. handling, models, speed, jump, flying
Okay, was thinking that you were thinking of a literal 'hovercraft' mod that my friend and I had PRE-NEXT, at 3:44:
https://youtu.be/dFQPKcL1uA4
This was a random island world that I landed on with pretty colors with the overhaul mod that also contains a complete visual overhaul. :) - Mod Downloadable...
If it's strictly in terms of handling, dunno if it's it's your style, but I made a vehicle overhaul (not relevant to the video above), which does handle to nomad exocraft
You're welcome to give it a try if you'd like
https://nomansskymods.com/mods/better-sparks/ This mod is great if you're tired of the old sparks
Is there any news on whether mods will be coming to consoles? Like, even if it's featured mods checked by Hello Games, will mods ever come - however limited - to consoles?
I am still planning to port over my fan project to the PS4 build that I have decrypted at some point, but it will take time (as I prioritize my PC build first)
Snapping points fix, DawnShadow is working on.
Can the Save editor be used while in a game? Or just before you load in
save is only loaded when the game loads
Very low chances in any official capacities @delicate palm
lmfao "fixing" snappoints, good luck with that
Does anyone know of a mod that fixes the "half-my-moon-is-inaccessible-due-to-planetary-rings" visual issue? I'd even be happy with a mod that removes all planetary rings.
same, planetary rings look so bad
lo2k's version still looks better, objectively
been hearing the current rings are still shader based but we can only hope he tackles dem rings soon โข
The current rings are shader based, global based, other mbin based, material based, and some other things
There's a lot of really cool flexibility that they have and new features to them, but I wonder if they can be made to look really nice
I was doing this before: https://i.imgur.com/FyAR52e.png
Just testing things with them, as the ring formations are curiously procedural; and can be manipulated
yo is there any mod that makes grass lush green again?
like this? https://i.imgur.com/Jk7TZ4b.jpg
think someone was looking into it but haven't got much solid stuff yet
So likely not going to be something that will remove the rings from modville, given how all-over-the-place the changes would need to be?
(if it's even possible from the mod side of things)
I see someone has adjusted the visibility of distant planet rings viewed from on-planet... I was hoping it was just some kind of alpha setting. ๐
it'll take time is all
with all the patches it's pretty wild rn
so many mods to update, so little time
Yeah, it's great that they're pushing out updates, but it must be rough on the folks who mod the game to be better when their changes break things.
I'm thankful people take the time to make the mods
there is also a mod that changes ring colours to be shades of orange.
changes things up a bit, it's nice. Can't wait to see how people elaborate on them though.
Are there any mods for site to site transport ? I'm thinking of using portals instead of stairs/ladders for my base
Ahia! I found a fix for the interior stairs not matching the floor edge for the interior floor/roof platform.
Limited fix but still
Use a solid cuboid and don't use the floor/roof platform at all. Attach the stairs to cuboids only.
Is there any mods that makes the grass appear from far away? And not only limited around you?
nop
Did anyone edit biomepalettes? I was only able to replace values but not add new one. Was trying to fix expanded colour palettes (not my mod)
The idea was that instead of "lush biome - lush palette" it would be "lush biome - lush+frozen+scorched+dead etc".But the game sees only the first line, ignoring the others. Judging by comments it worked before the NEXT update.
Anyone know if 1.57 broke 1.55 mods?
it did, instant button reaction was broken
:(
Faaack found a bug already
The Generational Depth of RaYRoD's Multiverse: Coming Soon
well i finally got the reshade program to work by disabling my laptops intergrated graphics card. I have a questiong and sorta problem when i hit Shift+f2 my cursor/mouse is stuck to the middle and doesn't allow me to move to select certain fx...if it does move it just goes back to the middle.
well back then in 2016 i used it mainly for the clarity and sharpness and it did made it look better imo but rn i can't tell you since i can't seem to use it.
i'm pretty sure it would though since its pretty much the same from 2016 just with newer fx's
I was looking at some old rayrod pack videos
and I think I saw my mod being used in it
so thanks I guess for using my mod Rayrod
Removing rings would be super simple I think. There is a single value which says what percentage of planets have rings. I assume if you make that 0 then there will be none...
It does kind of seem like everyone complained about there being no ringed planets, now there's too many.
anyone know why this happens? I can't move the cursor to choose different fx sorta like its fixed on the middle and when i do move the cursor it just goes back to the middle. I hope its ok to post this here.
you need to set ReShade back to block all mouse input while the config window is active
any idea where i could do that or how?
click on the settings in reshade
should be right there near the top. a drop down box
i'll try to do it somehow not sure how i'll be able to click it lol we will see
if not we can try doing it through the .ini
ok somehow i manage to get to the settings and manage to get the drop down arrow on the input processing
gave me 3 options
1.pass on all input
2.block input when cursor is on overlay
3.block all input when overlay is visible (guessing go with this one?)
yes 3
If I recall correctly that is the default option with ReShade and last time I tried ReShade with NMS that was the only setting to where it didn't cause that issue you was having.
dam nothing change...i restarted it also
I would try your luck with each setting then
your not running autohotkey as well right?
ok, dam sorta feels like they don't want me to play the reshade i been trying to figure out how to use the reshade since 2017 lol worked fine in 2016 but in 2017 it won't launch anymore then figured out that i had to disable my intergrated graphics for it to run yesterday.
hmm not sure let me check
reshade works fine on my end with default settings
I had some wonky experience like his image showed but reverting it back to blocking the input while the overlay was up fixed it for me
input issues was why I stopped using autohotkey ๐
ok no autohotkey
if you want to bind it to a key, open up ReShade.ini and find KeyReload=
Make it
KeyReload=82,1,1,0
This is CTRL+SHIFT+R
ok i'll try that thanks
this might allow things to work. worth a shot
did you also try deleting all the reshade stuff and reinstalling
yeah
hmmm by chance do you run an AMD or nvidia GPU?
nvidia
aight nvm then
๐ค thats not the problem then
reloading reshade fixes issues with AMD users
stupid question.....have you updated windows or restarted at all?
windows is dumb some times
then thats not it
the reload thing didn't work dam
should i try a different version reshade i'm using the latest one atm
3.4.1.
yeah I dont have the latest one either.....cause if it works why update ๐
change this to 1, reload reshade, see if it fixes, if not then try 0
make sure to save the reshade.ini text file before each reload
which version do you have cosmo? and i'll try that ๐
are there any mods for the vehicles ?
or am i the only one who wants to turn them into cars
Anyone reporting any mods not working with the 1.57 update so far?
@gilded grotto nope didn't work i'm going try using an another version of reshade if not then i'll just go maybe another 2 years trying to get the reshade to work -.- lol
ahh
my repository
yeah its a weird issue
I mean it could be an update broke something but we shall see
yeee I would like to try 1.0 reshade on NMS heh
I did have that issue he was having a couple weeks back tho
even before reshade 3.4.1
nope still same thing with your version cosmo dam and this time i have to go through the tutorial lol
back in 2016 i would get this problem but i would just hit windows key and click the window of the reshade but that doesn't work now :/
what are you trying to achieve with reshade?
try doing this
close discord and turn off steam overlay
just want to mess around with the fx
then restart the game
ReShade 2.0.3 has an external GUI
But you would be limited to the amount of shaders and updated shaders I'd say
oh ok i'll try that one i don't mind a few as long as i can use it but if it doesn't work i'll just play without it for now eventually i'll find a solution just like i found out why i coudn't launch NMS anymore with reshade installed but took 2 years to find that out lo
thank you both for the help though i appreciate it i'll see how 2.0.3 turns out
You're welcome. 2.0.3 is a tad wonky and I cannot say for sure if it'll work with NMS ๐
yeah i ran the exe i don't even know what to do lol
under profiles you need to go select NMS.exe and choose OpenGL
and then hit confirm and save confirm. I always click it twice in reshade 2.0.3
click over on presets and click the little + again and add a profile name or whatever you want to make it
make sure you highlight the profile you just made and then click on shaders
left click to checkmark the shaders you want enable, right click to highlight them and then click on shader settings
@simple jetty
oh alright thanks for the help i'll try that
@slender thistle What mod is that?
Hi, by the way.
I'm curious, because I've worked on nearly every aspect of the game (being here since the beginning), and I wouldn't be surprised if (in one or even a few of the 46-50,000 files that I have) that we've crossed paths in regard to similarities of preference. It tends to happen at times. However, my mod is not a 'mod pack' - it is a singular mod on a large scale (of my work); with a few contributed components, and a few other things - full documentation provided.
In the same way, I've noticed a lot of other (mods sharing similarities) etc... (Like for eg. A. mod does lowflight. B. Mod does lowflight and this here. C. Mod does lowflight, that thing there and something else and maybe 5-6 other things) - within HelloGames files... etc...
๐คท
Anyway, to anyone here... I'm offering to do some mod requests (given that they are reasonable and not too time consuming). Feel free to let me know.
eliminate rings on planets with moons? ๐
Unfortunately, rings are currently a global thing (across all planet types) :P
But I can remove then totally; or reduce their probability
I'd personally be OK with removed totally.
I will give it a go. Thanks ๐
Hey has anyone had issues where they don't have the option to transfer items to another person in their party? I have options to transfer to everything else but not to another person
I saw monkeyman192 mentioned that it was just a flag, and I just, seconds before you posted that, asked him where the change was. Timing is everything. ๐
Yeah, Monkeyman is right about that, it's a float value that is handled globally
@fast shale Is it possible that you are far away from that player?
I think there is a min/max range
No I've pretty much been right next to them, its like the transfer to another person option is just not on the menu. I can transfer to all my vehicles and storage containers
ANd I've been able to transfer to others before
That's strange, I haven't had much time to play yet... but, if I find out that it can be fixed with filebased modifications, I'll pass something to ya
Fantastic, thanks!
It was just last night, and a couple times before, maybt it'll be fixed with this recent update
I wonder if it might be a server related issue, but from the bit that I've played... it's been a smooth experience
Pre-NEXT, there were some issues on ocassion
I'll try again tonight, and I'll remove any mods too and see if that helps
But yeah, maybe the update might've fixed it
Yeah, that's a good idea
Could also be that
Ugh, remaking a modernized E3 2015 HUD for NEXT is going to be tedious: https://imgur.com/kx7BDlr
I actually, really like the new HUD. The HUD that we currently have is probably the closest to that style that we've gotten officially
But I've gotten a few requests to update it
Also, @cyan oracle Maybe some day :P
https://imgur.com/tUv1nPa
How are your ship adjustments coming along?
i sometimes wish things like that creature would come up to you and swallow you whole the first time you encounter it lol and next time you will be careful when you see creepy creatures. I need more danger in NMS
I don't know how that thing would manage to swallow anything ๐
haha true that thing would grind you ๐
dam wtf that is huge but yeah lol
Giant Spider: https://imgur.com/gkKzSXE
dam that would be scary to see and it would be nice if it shot you web then pulled you and ate you
lol
It honestly looks terrifying in-game lol
And Godzilla: https://i.imgur.com/SUYPWI8.png
Lol, would be awesome
yeah i sometimes wish the some of the animals were like monster hunter style lol
just have some very dangerous animals but i think eventually there will be more dangerous creatures. The xenomorph is an example we need more of those with different attack styles.
@dreamy tulip - not sure this is what you were going for :)
https://imgur.com/a/9SyXC5h
Now, to be completely fair, I haven't loaded the game since it was updated... so the update and your mod to remove rings were being tested simultaneously... I don't know which is causing these effects. One thing that is better is that when on-planet, the effect has a limited width... it seemed to go on forever before.
Hello players of No Man's Sky, I am DawnShadow and today I am bringing on the table a fix for the glass material that tends to reflect awkwardly... The current bug is :
And with this mod DS96_Glassbug_fix it shouldn't happen anymore. Here it is ! โฌ
could you show a pic of the after?\
ye
OK, just tried it without the ring mod, and it's the same as ever. So adding in the mod you provided did make it entirely playable (the ring effect is just 100u wide or something), but it didn't completely eliminate the rings.
and they look strange from space
Bug
Cool. I'm still going to use it, because it makes on-planet better... and I'm not honestly all that jazzed about how planets look from space anyway. ๐
But I look forward to what other wizardry you can cook up
I cleared out the SHADERCACHE folder - is there anything else I should clear out to make sure?
I've never really ever had a need to delete the shader cache
If you want, let's see if that works ๐
Giving it a go now.
I've never had to before, either, but I'd seen some mods recommend it when they're fiddling with visuals.
Brilliant. zero ringage. ๐
Nice, glad it worked
Me too - thanks for the mod-on-request. ๐
No problem! Glad to share
is there a mod that decreases the time the teleporter takes
k
runnning on SSD.
over 80GB free space.
for trade routes, i setupped a base below trade outposts.
i teleport to and fro
buy sell
mak sure you dont try to defrag it
ehh. defrag, dont u mean trim
defrag ssd => ssd dead
so why u said defrag ssd
every1 does mistakes,
only few correct them.
hmm. is multi-player fixed?
@clever adder Hey, didn't know that you were still around lol
yesyes it me
Enjoying NEXT?
yees
Likewise, @clever adder
@dreamy tulip Hey Ray, are you still doing a mod on request? ๐
Are the refinery recipes in one of these mbin files?
I wanted a mod that increased the range that the grass/tress appears, because now it's only around you
Is it possible to do?
Hm, no, like from really far away lol
hm, it would lag that much?
even if the pc is good?
Sent you a screen shot
@lime shoal Hi, just seeing your tag
Seamless generation is a component of my fan project, that I am eager to release as soon as it's ready
I recorded a video of it in action, pre-NEXT (in this video) - where you can see nothing generate. It's as if it was always there, and always will be there:
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...
I will balance everything out; (even with it) - working in coherence with various other components, it actually performed better than the vanilla game
It's the methods of implementation, alongside various non-biome related things at play
Anyone know where all the refiner recipes are located?
This is my current page (for the upcoming version) - https://justpaste.it/5c7xc
I've seen all your videos, lol
I thought it would be easier to do it so that's why i asked
I'm looking forward to your mod
@dreamy tulip You're such a tease with that overhaul. Wavin' it around in my face.
Anyone can recommend a good mod for removing space dust? Clean space and dark space still leave puffs of smoke everywhere
I'm trying to get some people to help me update my 500~ scenes again for eucliea, dm me if you want eucliea to happen faster
You guys think Mod support could ever be added to console?
They have it for other games now, so yeah. Will it is another question- I kinda doubt it personally
pc master race
!PIN 480393872405692426
ahh, power well abused
Eulicea ๐
tfw people who contacted to help you goes off the grid for 2 weeks straight after
i'd help... except i am not sure needs to be done
I usually just give the bulk of the "batch" scenes I made for people to update for me, decals, flags, trees, rocks, etc cos they're straightforward
... other than these, which are more custom and complicated
also planters
I'm currently learning how to mod. Just been adjusting values though, I'd like to help but not sure how proficient I'd be at it.
most of the stuff is just comparing and copy-pasting
usually recommend KDiff for the batch stuff cos that makes stuff easier
I've actually been using KDiff for comparing value changes from the original values. If it's mainly just copy pasting and comparing I'm sure I can help out with that.
hmu in dm if you're up to it
yeah, the drill not only broke itself
it broke people's games
only a drill that breaks games can be worthy of a PAYDAY drill
GUYS THE THERMAL DRILL GO GET IT
๐
i thought it was hilarious seeing the screenshot of the drill, drilling a tiny box (safe)
and the video was entertaining
id actually love to see Hg make more facilities that can be found, that are guarded, and you have to break in with either explosives or a drill.. lol (or some other interesting way, that isnt just shooting it)
and when inside you can collect rare resources inside, data etc, but it takes time and you might have to hold out ๐
but that might not rly fit the style of NMS
I mean having an alternate way to get into more heavily guarded places for more reward can be interesting
i definitely want to see NPC's able to move.. and add pirate NPC's that can fight back
not just sentinels
tbh I'm little bit glad the drill is fucking broken cos the innard of the thing is too damn complicated
takes a load off my shoulders to know I have all the excuses not to update it, no matter how revolutionary it may be lol
but... ๐ฆ i want the drill
๐ im kidding, its fine
sometimes its not worth trying to fix stuff
nah, from what I've heard I've deducted that the reason the drill makes the games CTDs is because of the AR save system not being able to save custom mission data properly
mmmm...ok thats interesting
Anyone here familiar with the tessellation fix mod? I want to know what it does exactly and the site descriptions aren't very accurate
The tesselation mod intends to fix the muddy/blurry terrain tesselation that occurs when you enable that feature via the TkGraphicSettings file in your No Man's Sky > Binaries > Settings directory. It increases the draw distance of the effect.
hello there, is there any mod to enable cutting off ship engines?
you know, conserving momentum while being able to turn around freely in space
yes
REALLY oko
Is there a mod that makes caves dark again?
y tho its hard to see
id love that
i use darker nights, and that isnt dark enough
caves, and oceans getting darker would be awesome
though oceans, only if you go deep.
Hard to see. That's why a flashlight exists
At the moment the flashlight is pretty much useless
hey fellow scrubs! Some fellow modders and I have been working hard on a in-game faction for a while, and now that we actually started aggregating together, we can finally reveal this to you guys.
We still need a lot of help charting systems and planets, so hit us up if you wanna contribute by simply playing the game!
https://nomanssky.gamepedia.com/Artifices_Caeli
!pin 480696503770284033
is there a newer mod like this one compatible with NEXT?
https://nomansskymods.com/mods/portal-translator/
This mod simply includes the hex value for the glyph icon. ย Using that you can convert your portal codes to signal booster codes and back again. ย You can useย https://nmsportals.github.ioย to do the conversion and generate a link for sharing. OR you can be a nerd and keep ...
oh yeah it does
it just works
I love how the Artifices Caeli description is just a large star wars meme
fuck someone finally noticed it
what kinda help do you exactly need with?
also did you name the home system or was it random?
huh, didn't notice that myself
sounds like this project is fated
lolz
also
as for what we need help with, it's mostly just charting the nearby systems of the current main system or the old "candidate systems" that we have
so all I need to do is find my way to the system and look around
writing down the names and the relevant info, take a screenshot or two for each planet, take one for the system, and then put them up onto the wiki
welp time to collect glyphs
or you can just join us with mp lol
oh righ
check the pins for the link to our discord, we have a channel there for the civ itself
what save you on @frozen spire ? I might be able to give you a ride
which mode
normal
also here link https://discord.gg/9QBKg6Z
No mod to sell ships? Damn, thought there would be one with the amount of reddit post asking for this option.. Is there something that stops modders to do so or it's just not done yet
@glad fjord What you mean sell ships? Like sell a ship with out having to trading it in?
You can use the save editor to delete a ship
that wouldnt give me my units :/
First mod from project atlas generator is out interlopers. New procedurally generated planetary colors mod for NEXT. https://www.nexusmods.com/nomanssky/mods/788/ . If you interlopers run into any bugs while testing it let me know
Looking awesome @thin viper
Lookin good ๐
anyone here familiar with the TKGRAPHICSSETTINGS.MXML file?
I'm trying to understand why the texturepagesizekb is only at 64
Do I need anything before putting files in my game? (i just put a TEXTURE folder in my PCBANKS and wonder if i need anything else, or the game will just recognize it)
the file named DISABLEMODS.TXT must not be present, remove it or rename it
that's it
alright, good
texture folder?
ya, was for a crosshair
yeah sure just run unpacked and it'll work 
always unpack, new to NMS but veteran in Skyrim modding eheh (hope it wont be as hard as Skyrim in the future xd)
yeah haha for Skyrim modding you need 5 utilities before even considering modding
e x a c t l y
but jokes aside, you don't need to fuckin unpack
just make a MODs folder and pack the mod into a pak and put the pak into the folder
Do you need a Mod folder in your PCBANKS or just drop .pak files into it? seems like nothing's workin even with the DISABLEMOD.txt file removed
Yes
dumb question that i never bothered to figure out
when making a mods folder, is it case sensitive, or does it matter?
i just made it in full caps
since it's written in full caps in the disablemod TXT file
lol why would ya
for knowledge ๐
knowledge is power
i read that, pretending terry crews was saying it
I would like to know how to mod nms
yeap I'll do that
id recommend joining the NMS modding discord, easy to obtain the tools there, and ask for any help you may need
Cant launch my game anymore ๐ฎ
deleted everything and placed the disablemods.txt back but the game doesnt launch
verify game integrity
how
probably delete some extra
sorry, deleted*
my pcbanks folder is like it used to, but i press play on steam, start the game but instantly close
:/
oh got it
nvm
moved a wrong file
xd
So apparently my mod makes all npcs purple hehe
What is weird is setting plastic to some color makes it affect terrain and npcs
Which is so weird
npcs are plastic, confirmed
send a ss
your mod made my ship toxic green
you saying like that's not dope
could it be possible to make even more toned down version? Like 5-10%. My planet was a rave party
it got rid of other colors, just a green ship-sized blob
Yeah the mod mostly out there so that i can get all them bugs
I totally didnt see the whole NPC coloring stuff when testing
Which was kind of why i put the mod out there
So that people can report them bugs
And i can fix them before i release the gen
I mean purple vykeens are best considering i hate vykeens
Huh? What am i seeing?
best vykens are vykens with lipstick
am i pretty, interloper?
Wait whats wrong in that pic?
ye i have your new mod
but that might come from other ones
i'll tell you if it's your thingy
Yeah coz the space station inside colors are not at all in the files used in the mod
And the interior is static colored
What is wrong in that?
it's a hot planet
wait
no
toxic, but that looks like a ice one
gonna check if it's your thingy
Yeah its the mod
Its those damn npcs
If i set terrain colors..the npcs get colored too
If i turn off npcs coloring..terrain becomes white
i'm gonna check if there are compatibilty problems with deep space
caus i had a black screen, might help you
Hmm sure
Nop
deep space alone gives a black screen
a black screen playable
but a black screen
so nothing from your mod but only DeepSpace
think this will be more handy now that it's pickupable
that a part of your mod?
ye
that'd be useful.
it adds an item that lets you do it, like yours. so i deleted the post.
the only other one I know of is quantus's old one
@hearty wasp curious, does it let you transfer items back to the ship, from the freighter?
which is fuckin creepy cos someone's using his name for the update lmao
yeah he quit back in PF iirc
weird someone is using his name
it's old history, don't think too much into it
but the interaction is literally the same as talking to the freighter captain
I wondered what that was for. You can transfer stuff from your ship to the freighter in your inventory, so why talk to a guy to do it?
cos you can't transfer shit from your freighter to your ship on a planet?
I meant the original interaction, with the captain.
oh, it was done back when freighters are first introduced
you could only do it with the captain back then
Oh, wow, yuck.
Now they just need to add a similar page to the inventory for the storage...
yeah, they need an upgrade module that allows you to send it to your inventory from anywhere within the same system
also, they need better storage. like crafted storage, i find it weird that you can just send things to and from your storage container from the menu and not physically go to it
id personally love some storage to work as it does now, but have it ahrder to craft, but then a lesser form of storage that you actually have to run up to to get the mateirals
which tbh, on planet id prob hate
but on freighter id like it
you reminded me that I need to make my safes storage containers
omg, shaideks generation and big things 4 is awesome
though...
some things need collision changed with it.
and the camera being pushed forward (collision) is annoying as well.
Shaidak is awesome and genuinely a nice guy
He's a good friend of mine, and yeah, his mod is cool ๐
What's this Project Atlas I've been seeing talk of? I cant seem to find much about it, sounds pretty cool though
just 1 question.
How many things will this Mod break in the game?
will multiplayer be ok, cause that matters more than others
Since someone mentioned the storage containers on the freighter... do they leave gaping holes into space for everyone, or is my freighter just drafty? ๐
they do leave a gaping hole, HG couldn't be arsed to fix it
I've seen people connecting it to a curved corridor and it looks better, tho
theres a texture bug in my freighter
i assume everyone has it
when you head back to the open room you start with, the corridor's floors seems textureless.
does anyone here have a problem with the DISABLEMODS.TXT reappearing in pcbanks?
im pretty sure i didnt do that
hey all
hey @lethal solstice how are ya
Ive been coming across a refrence to a mod pack possibly called Next Big Adventure, know anything about it?
sorry for the noob q's
Yeah, don't download mod packs
Unless it's rayrod cos he actually ask for permission for the few people he get from abd does everything else himself
Lmao
Yeah, cos I've literally seen how the community rolled for next to 2 goddamm years
I know who's good
And who fuckin thieves
If the mod is dead 2 weeks after you made it it'd be really sad
Nah, I like bein an asshole
Also I'm just spewing facts, at best
Also the thief I was saying is someone who's not in this server, don't worry
If you guys can't be civil then don't speak in here
Well I wasn't crackin any inappropriate jokes
Sure, but saying I like someone's work wasn't provokin anyone, just confirming
That's clearly not all you said
Yeah well, sometimes cold facts does sound hurtful from an asshole
I'm not seeing any facts, just someone being upset for no reason on the internet.
In any case, take it to DMs if you have issues with someone. It's not what this server is for.
Ah well, couldn't hate somethin I haven't seen lol better run off and do more ArC shit before I get yell at again
@lost dirge thats redmas mod I think
okay thanks
Decorate your base with UI elements? 
I'd like to add decals not just to that, but also to vehicles in general
also it would be nice if your ship had marks from previous battles in the same play
Seems like a good idea, as presumably they're already "available" and won't need graphics in the mod or anything. I'm sure some creative people (not me...) could find some good uses for a lot of those.
Do you play Portal (Believe me dis is not off topic)
Ah.. It's just I always wanted to make a crossover mod between the 2
I'm writing a story but idk
anyway to mod the intro movies off?
just ask, if people know they will reply
lmao you'd have a better chance trying to find people in the modding discord
hey no worries just don't get triggered there no one's there to save ya 
switch that to MSSP's face and you got a deal
ahhh, sweet innocent boi, MSSP is a legend that is past down the generations
generations being updates and legend being... a really great person, I guess
well, not with that attitude!
I mean, they've been trying to explain why your offer might not succeed and offer alternatives
yeah I can see that, no one takes criticism or 9/11 jokes well first try, don't worry
but try to see their role and reasoning in time
that's an important skill for teamwork, afterall
oh, don't worry, everything's a joke for me, equally
I just talked myself into thinking people shittalking me makes me feel strong cos they feel me threatening
it's great once you lose most ability to give a shit lol
Expressing ones Feelings in words is always a hard thing to do.
That's why we should talk like those giant ass bois in Mass Effect games
Jokingly: haha yes
Implying that people can see your emotions through text based chat. Look, I get that communication is complex for you. But, buddy. Can you maybe get why folks might mistake your attitudes for toxicity?
Oh, they don't mistake my attitude
You can't mistake what's true 
Talking like an asshole is just my way of life now, much more fun than having to act nice all the time
So, are you capable of genuine human emotions or are you strictly anti social by default now? Curious.
I can use my emotions when I need em, but there's not much need for that on the internet
I make it a policy to be nice to folks who are nice to me. Otherwise, I don't really pay them much mind.
Oh I can be nice when having a nice civil or serious discussion
I just also like to crack hitler jokes where I seem appropriate e.g. when I'm not workin on somethin with people
Talking like an asshole just makes me not need to care about stuff like etiquette
Nah just jump in and shout "HEY WHATSUP YOUTUBE ALI A HERE WITH ANOTHER SICK FORTNITE VIDEO REMEMBER TO SMAHS THAT MOTHERFUCKIN LIKE BUTTON"
Most people I dwell with are open minded/memey enough to accept that most of the time
Can I get 'PC' role plz
to easy; thanks :]
No don't have parental control functions here, sorry
But at least you can say heck and darn all you want
Anyone aware of a way to make the music play more frequently -- rather, constantly -- instead of sparingly?
don't think I've seen or heard anythin about it
cos it's not about the choice of tracks but when the game plays em, and that kinda thing would probably be hardcoded
That's what I thought
Dang, guess it's just spotify in the background for now ๐
I'm using Rayrod's flight overhaul is there a reason when i take off from the ground it acts as if it damages the ship?
its only for a split second just curious if there is a fix or maybe its just me experiencing the bug
is Factory automation Possible
@static basin because he has the flight take off time rly low, so instead of lifting up, your flying at ground level, which if the terrain isnt perfectly flat, its colliding with the ground technically
shouldnt rly be a problem.
i changed the take off time because of that though
oh I see thats ok then just checking it wasn't something conflicting
thank you ๐
o.O
Does anyone use No Man's Connect?
For those that want a garage..
@gleaming dew I've toyed around with it a little, but tbh haven't really figured out how it works aside from teleporting myself to random spots listed there.
I'm guessing setting building category to decoration @cyan oracle ?
At least I'm hoping it's that simple lol
even simpler and more compatible with other mods @hearty wasp just removed the cylinder collision nodes from the garage scene files
Lmfao
given that vanilla roamer could plant, I compared and the nomad and roamer had 5 collisions (1 mesh, 1 box and 3 cylinders).. the roamer only had 2 (1 mesh and 1 box)..
Why is there 3 cylinders tho
also changed the transY values on the summon node (and it's children) in the roamer's scene.. so it doesn't spawn 1ยฝ stories up
I have no idea.. lmao, doesn't make sense.. would imagine they all have the same shape and size, just different scale.. so the mesh and box should be it..
and with the mesh and box, they're still good enough..
makes for making a garage really easy.. or if you want to put it in a room like a showcase item, you can always hop in to make it the active exocraft, then go outside and summon it..
@cyan oracle have you looked into the mesh collisions much? There doesn't actually seem to be any of the mesh data in the geometry files... :S
wait what then where tf does the scene grab it from 
good fucking question
@obsidian tree tbh, I haven't done much looking at anything.. I seent the new min max and hash values and was like: "Oh great, they threw out more insane wizardry at us so they don't get sued for Star Wars content."
but if I had to guess, I'd say the collision mesh is essentially (if not exactly) the same vertpath (for lack of better words/terms) as the actual mesh, it just lacks a material file..
basically duping the original mesh as an accurate collision model, minus all the convex hull stuff?
so I am now looking at it for the first time.. first thing I see that stands out is collision mesh uses batchstart and count like models did back in Atlas.. but the non-collision mesh nodes have "BATCHSTARTPHYSI" (which seems to be what we used to call "BATCHSTART"?) and "BATCHSTARTGRAPH" (which seems to always be set to 0)
but the file I'm looking at (MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\BUILDABLEPARTS\TECH\VEHICLEGARAGECUSTOMISER.SCENE.MBIN) does appear to have a collision referencing a BATCHCOUNT of 360 with a BATCHSTART of 0.. the mesh nodes themselves start at "BATCHSTARTPHYSI" of 360.. So I think the collision is still the first in the geometry
Well tell me if you can find it, because I have had a pretty good look and canmot find the actual collision mesh data in the geometry file. The indexes are there but point to indexes that are higher than exist in the file
im trying to add ,"^FRIGATE_FUEL_2" to the knownproducts array in my save file but nothing happens. i think i have to update some time value, but not really sure what im looking for ><
theres always 2 save files.
i have to update both?
if slot 1. there will be save.hg, save2.hg
so u have to update both
for the changes to register
k. np
sweet it worked
thanks for the help!
does modding help you become a better programmer?
ehh
im pretty novice ><
programmer is one who can code to make the computer do a certain work
companies dont pay for programming skills
they pay to the programmers who can solve Hard mathematical problems (in Computer science/IT) using programming
There is no programming in nms modding
Modding this game, in general, doesn't require any programming knowledge and doesn't really help develop that skill
oh really
You just modify XML files
Nms modding is just open files in notepad and modify values
All the game logic is controlled via thos efiles
Yeah what architect said
handcrafted edits to XML files, if you will
Lol
Thats the thing...we cant control any logic at all
ahh ok thought as much just wasnt sure
The files control the variables that the game engine then uses to generate stuff
How safe is NMS cheat engine?
If you downloaded it from legit place, should be fine. just make a backup of your save in case things go bad
yep
@vagrant iron right! i get that part, so the game engine is basically impossible to change
would something like an 'FPS type respawn' be possible to make?
maybe with the script extender?
There hasnt been a working script extender in like forever after 1.1 got released
@rotund yoke so if that mod is removed what would happen is more or less what I was wondering.
Will those extremely large stacks disappear or try to go back to default size or what
the value will set back to the original, 20x less
โ
well, they nerfed a lot
reduced the storage slot from 8 to 5
reduced the freighter from 48 to 34
reduced the exotic from 30/10 to 20/6
using no mans sky editor to fix a glitched quest, but it keeps saying error trying to save the file
any suggestions?
game's not running
@rotund yoke what if you go to use another computer, do you have to change it on both
what change it on both
like im using my backup computer atm, but if I go back to my regular PC would I haave to install the mod there too?\
I keep running out of space and that seems likea good solution instead of buying haulers\
@thin viper "There is no programming in NMS modding"
Shit.. I have been doing it wrong this whole time! ๐ข ๐
I'm one of those exml file editors but if @obsidian tree mbin compiler didn't exist then what we we do? So ya it is more than that
we do lots of tedious hex editing without it, lol
Used to do* or do you still use hex editor? o.o
I personally have never bothered with the hex editing approach, but I know some of us have during times when MBINCompiler is in the process of being updated
yeah, no-one should really need to do any hex editing now as there is no point when mbincompiler just makes it human-readable ๐
and to do hex editing you need the mbincompiler source structs anyway to know what you are looking at lol
Yeah, cos fuck writing list headers by hand. That will get real old real fast
is there any jetpack HOVERing mod?
NMS-Save Editor, is broken now.
it doesnt allow me to svae changes of one save.hg to save2.hg
Are you running the newest update (16 hours ago)? 1.5.21
I've never had to specifically save out to save2.hg in order for the changes to work.
@obsidian tree you may have already found this out yourself, but JIC you didn't, it might be worth sharing.. I think part names are some how stored into the geometry now? In previous versions of NMS, we were able to rename a mesh node and as long as we renamed the attachment meshlink to match, it worked.. in NEXT, if you change the name of the mesh, it won't show up.. which means I get to use references to different scenes to complete my growmoar mod now.. can't just rename the parent mesh nodes to STEPx_MESH, but I can use STEPx_MESH locators that have children references to the plant scene for that step..
@rotund yoke I just downloaded the NMS Save Editor last night and it worked for me.. v1.5.21
lol, I wish I knew before I spent two days rebuilding my plant models only to have them not display in game.. :\
are there any furniture mods? theres not much to choose from interior decor wise
ah damn :/
Yeah, we have got a complete picture of all the geometry stuff now. The only thing is the fact that mesh collisions have no data anywhere despite there being indexes for them in the geometry file.
and scene files have batch and vert values for collision.. but none of the new min/max/hash values..
mesh collisions use the old style of mesh info
they look identical to what they did in 1.38
For what it's worth, if ya hop back in the Modding Discord there's a bunch of cool stuff that's being figured out & generally in-dev Krem
is there a no misson wait time mod
greg has put up an exe of the model viewer for people to mess around with too ๐
hello is there a gek korvax and vekeen translater
hah so I ain't the only one getting my their brains multilated by the new way scenes work
but srsly HG what the fuck why use names to link shit up 
yea @hearty wasp I'm trying to rebuild my Antrium model and I can't do it.. I can't even make a duplicate w/o the vanilla entity nodes because the model won't generate, even with the descriptor present in the same folder..
even just removing the leading "_" for a proc part's name will keep it from rendering in??
@cyan oracle you should look at what i wrote in the main modding discord about what you need to be careful of when renaming mesh nodes in the scene
maybe I should write something about it on the wiki...
@obsidian tree I'mma have to find my way back to the main modding discord since that drama last december..
ok, well basically if you modify the name of a mesh node in the scene you need to update the names in the metadata in both the gstream and geometry files
okay.. I found where to edit the geometries.. but where do I find the gstream data?
there is geometry.mbin.pc and geometry.data.mbin.pc
we call the data the gstream one because it uses the TkGeometryStream struct ๐
gstream = geometry.data
and it sounds funny
blame greg
because why not ๐
and I think 1.57.0-pre2 is having a tough time with the geometry.data files.. it can decompile and recompile okay, but trying to decompile an edit throws mbin error
yeah probably
but yea, I edit both already, seems to have no effect.. I get random lines at best
at the moment you will need to hex edit the values to ensure it works correctly
ah ๐ฆ I suck @ hex
geometry files are a pin in the ass
this is easy
you only need to change a script
*string
I can do that..
there is really not much you need to do
as long as I know where/what I'm looking for
oh, well a little bit lol
just remember they need to be processed by a null character (\x00) ie. 00 in hex
so like a string looks like HIKREM\00\FE\FE...
they pad everything after the null value with 0xFE's
up to 0x80 I think
you'll see what I mean
ok.. so I make the edits to the geometry.data file, recompile then hexedit? or is mbincompiler not even used for gstreams yet?
if you are jst editing the hex files you don't need mbincompiler
but mbincompiler will decompile the file fine
but it isn't really for human consumption
oh, I think I see what you mean..
๐
we did that on purpose for libmbin
it allows other porgrams to use the data better
I want to look for the part name, but it'll be somewhat broken with hexcodes and I have to find the "_" and 00 it out?
you will want to shift it...
so:
_TESTSTRING\x00\FE\FE...
becomes
TESTSTRING\x00\FE\FE\FE...
oh, cool, even easier.. wasn't sure if it would throw off an end of file check or something
the game reads the string by going character by character until it hits the \x00 character then shops reading and jumps to the next place to read (0x80 from the start of the string)
โค thanks monkeyman ๐ hexedit got thing goin in the right direction..
is it just me, or are the megaplanters broken?
the 4 square planters.. they seem to have an issue with snapping ("planting") plants..
๐ glad to help ๐
I wrote a script you may be interested in at some point. It merges gstream files
I want to get it to merge geometry files and scene files too, so that we can add new player parts
but the geometry and scene file merging is harder
gstream files are easy to merge
if they had optimised all the geometry stuff better it would be easier ๐
I just read that and I nofu fucking idea on what I just read
I haven't edited a single hex in my entire life but is shifting easy
I couldn't get it with removing the "_" w/o crashing the game when trying to load.. but replacing the "_" with a "K" was good enough to make parts link up and render in
replacing the character does sounds safer than shifting the whole file
cos from what I've always seen the in past an underscore below the name makes the node not get loaded by default
and removing that is what made it work back in the day
I get what you're sayin.. but this is a custom file.. a clone of a vanilla edited for my bidding.. it's a static model, so it doesn't need a descriptor or "_" parts..
Yeah that's what I mean
7 down.. 2 more to go..
btw what hex editor do you use
haven't used any once in my life
also do I uhh edit all 3 geometry files
I'm using hexedit 4.. and yea, I'm doing all 3, but I'm not sure if all 3 are necessary.. I'm sure the mbin.PC ones are at least, and I figured one more for safe measure was probably a wise idea
ye, better safe than sorry
and ofc, I am only changing the names of the nodes I need to change.. anything I'm not using I'm still leaving default name..
exactly what I'm gonna do too
I'm worn and exhausted on just GrowMoar.. man, I can't imagine the nightmare you're facing with Eucli-ea
I haven't much proc gen to force... except for trees and rocks
and those are only, what, 10 geometries for 50 scenes max?
probably fewer
if this works my biggest concern would be NPC spawning in buildables
it worked, nice
lol, interesting head.. is that the Korvax mkยฝ?
j/k, that's really cool.. reminds me of the 3D hologram in Maze Runner
lol
nah it's just my old bootleg suit chamber
remember when I actually drew diagrams for shit to kitbash
Hey I'm pretty new to modding no man's sky. Is there any danger to my save file if I Uninstall graphical mods and run vanilla?
nop
not even if you remove everything
game's good at looking over your past mistakes
Nice, is there anything I need to do like delete the shader cache? I remember some save breaking happening in skyrim when going back to vanilla so I wanted to make sure.
yeah, you can delete shader cache just to be on the safe side
now not doing it rarely crashes the game tho
Ok thanks!
@hearty wasp dude did you published this or still on progress?
207/517 scenes updated atm
if you want it faster and have basic knowledge of markup language slide into my dm and I'll have work for you to do in no time
no pay tho, I'm poor
moarsnaps
still need to do zinc.. been dicking w/ megaplanter for last couple hours
haven't used it yet.. still going off old exmls and new vanilla files.. luckily the batchcount hasn't changed for any of the mesh pieces, so that's helping to be a useful identifier
planters can now be placed outside or placed like decoration on any surface lacking snapping points.. if the surface has snapping points for the planter to link to, it will.. also restored the ability to rotate plants in the planters, eliminated the fuel requirement and interaction in general, and added a blue glow effect to the megaplanter..
Awesome man, I'm glad that you found the necessary solution
Despite how tedious
Have you looked into the farm grow timing?
same setup as it's always been.. guessing they just changed the times themselves
atm, my entities are using 2 seconds to full bloom and harvest ready.. so I can quickly test each stage
but the entities will be a variety pack of flavors to go in combination with the model/texture .pak.. a 2 part modular~ish mod..
this way players can have quick growing plants, or longer growing (more time consuming) plants.. however they wish
Yeah, would make sense for it to be entitiy or global related
I would assume entity
Oh, we should update our Oblivion Style sentinel drone mod at some point
I haven't gotten around to it yet
As I've been pretty tied up studying C#, and writing in this base
for my next mod-release in the future
yea.. I'm not very anxious or excited to update that bish.. model manipulation isn't easy atm..
Actually, I think modified shaders are set to auto rebuild now.
there's gold in them thar hills
