Has anyone tried out this mod? https://www.nexusmods.com/nomanssky/mods/806
#nms-modding
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I'm hoping HG adds those functionalities to the base game because HOLY SHIT
I'm hoping to one day be able to ride my exocraft right out of the freighter and fall down to a planet like The Rock from "The Other Guys" https://www.youtube.com/watch?v=bvqdzt5_ewg
@dreamy tulip lol, that looks like the square room habitable base pod from growmoar in atlas.. tho I'm sure it's the one you made for your overhaul, why are you bothering with it anyways? bases don't work like those any more.. but I guess it would be cool if the entities tied over to the new ones and you were able to use the old method fairly easily.. I think a lot of players would prefer to set up a square base and claim it than be stuck with a small computer you can't build around/under..
Heh, yeah
Haven't made any bases yet
I did see that computer thing
Will look more into it
and determine whether or not I'll want to change it
Anyway, I can't wait to unleash the full extent of content and new content that I've been secretly working, since NEXT first released, on whenever it's ready
Brb, these waffles are calling for my attention lol
Anyone know if there is a mod for removing or extending the range limitation for summoning your exocraft?
might be this.
https://www.nexusmods.com/nomanssky/mods/752
Nexus Mods :: No Man's Sky
This mod makes the geobays removable into the inventory.So that you build your exocraft geobay only the first time, then you can reuse it ( like the save points do , for example )The mod a
;
is there an update for this mod?
https://www.nexusmods.com/nomanssky/mods/594
@undone sparrow I mean, I've got this from a year ago https://www.youtube.com/watch?v=frT9xHPK3Vk
Eucli-ea. Spend less, furnish more. https://nomansskymods.com/mods/eucli-ea-more-buildable-decorations/ ้ญ้ๅปฃๆญ้ปๅฐ๏ผhttp://greedio.com/StPaulRadio ้ญ้็ดๆญๅฐ๏ผhttp://ww...
Yo @dreamy tulip how is modding NEXT going?
@naive blaze It's coming along great
lol isn't that a given (outside of color palette funk)
I think Rayrod would be guessing if he actually attempted to answer that.. not trying to say anything bad.. just the guy's been so busy working on his mods he hasn't gotten the chance to really experience NEXT yet.. In short, I think he could care less about vanilla biome generation.. xD
I've seen the vanilla biomes
I personally have mixed feelings about the style of generation with the current lush biomes
I feel like the assets are kind of just slapped there (and it's also causing fps drops as a side effect of that)
However, I love that there's a lot of new assets to work with
But yeah, I made sure to experience NEXT in it's base game form for awhile, prior to working on things
As I think it's important to obtain a clear perspective in regard to what's going on, before working with it
NEXT is amazing and unique it's in it's own way (just like all other builds of the game), and crosses paths with various pre-release builds in certain aspects, and also in some aspects, it's in my opinion more improved with a newer take. We've been gradually seeing pre-release features (and newer content) being grafted into the official game. Everything? Absolutely not. Some things? Yes, and It's awesome. However, there is a certain quality and consistency within the different styles of generation that this game has had in unreleased builds. It is also possible (right now) to reshape the game into those style(s) of generation, or to add additional content in the styles of pre-release generation. It's just a lot of work (and what I'm working on). It's evident that a lot of effort, and work, was dispensed into the handcrafted - yet fully procedural worlds/biomes pre-release. Even though the biomes now are still handcrafted; yet procedural in the base game.
https://i.imgur.com/mW8jzFf.png
https://i.imgur.com/NIylWeT.png
https://cdn.discordapp.com/attachments/339708679282491392/482445210677411840/no-mans-sky-new-ventu.png
https://gazettereview.com/wp-content/uploads/2016/03/No-Mans-Sky-2.jpg
https://static4.gamespot.com/uploads/original/1365/13658182/2883975-2883818-no_mans_sky_1.jpg
https://imgur.com/G3nlnsE
https://i.imgur.com/ksbx7Xe.jpg
does someone know if there is a mod for NMS next to get custom internal resolution scaling (50%, 25% ecc)?
Have you tried setting yo borderless window mode and lowering the resolution
@dreamy tulip When can we play on the rayrod universe generator?
Will Rayrod universe generator include space whales?
its not rayrod universe generator fyi. Its my atlas universe generator @ashen brook
Hey @hearty wasp , I've deleted that and have to ask you to advertise it via Atlas Hub, it will then be posted in #communities
New update v1.2, actually makes the mod work as intended, so far the mod was not using the included color tables. this is fixed in this update and you should get all colors back, also doesnt change ship colors anymore. let me know if you have any bugs.
!pin 482979231710707713
what do you mean by hand-crafted Rayrod? isn't it just modifying xml files?
hello does any one know the name of a cheaper ship mod for nexus
C.S.S. + KREMIT for Atlas is an inventory mod that also reduces the cost of ships.. but it also enhances stats, expands inventories to 48 slot max potential, changes the probability of encountering S class items and more..
can anyone help me put together some data for my GrowMoar mod? I don't feel like inventing recipes for the following "plants":
Deuterium, Sodium, Oxygen, Kelp Sac, Marrow Bulb, Platinum, Tritium, Rare Metal Element and Vortex Cube
I do plan on making multiple variants for both recipes and growth times.. so I can use as much info as players can suggest..
@ashen brook,
gamer and I are working on two unique things. I support the tool that he is making, and I think it's awesome. However, on my part, I've also been developing something unique on my end (which will generate a multi-verse, and also my entire NEXT-styled fan project in a unique fashion upon every run). I don't plan on releasing a tool, so enjoy his, perhaps there's a way to make them both compatible. - however, the content that I am generating will be for the NEXT version of my fan project which will have infinite variety (to numerous aspects of the game) in my style(s) and unique ways of doing things.
RaYRoD's Multi-Verse will make all former versions of the Overhaul custom builds look modest.
You can read more about 'RaYRoD's Multi-Verse' here: https://justpaste.it/5c7xc
@north raft You can check out my fan project page for in-depth information, regarding what you were curious about. ๐ Also, no. It's never been "just modifying xml files" on my part, (despite the fact that I am coding everything right now). It's easy for the end user to think that, because they are only seeing the xml output of content automated through different languages. Behind the scenes, It's an immense amount of work and what I've been working on for a few years now has required studying HelloGames and their content in-depth with repetition (old footages, screenshots, trailers, articles, deleted but saved wikipedia information, other radically exlcusive information and their files with repetition), alongside reverse engineering, datamining executable sided info, theory, application of ideas derived from theory, testing with what has been applied, further refinement of what's been applied, improvization (under numerous circumstances when hitting dead ends), studying multiple programming languages, designing 3rd party assets (in PS or with other tools), creating programs for changing things in-game, in real-time, to better visualize what I'm doing to obtain accuracy (standalone tools for things like biome creation, color palettes, atmospheric visuals, UI content). Alongside other things that I made through searching the game's memory, and other separate things that I've coded in C++ and Python. I've also painted into the game (in real-time) with memory code; replicating concept art, fan art, pre-release art, real-life locations and other visuals prior to making assets relevant to those visuals and other things (and then making these replications procedural, yet grounded in their respective themes through algorithms). There's a lot more that has gone into it, and a lot more that will go into it. There's so much that I've yet to learn, and so much that I hope to do. The more that I learn, the more that I realize how much I still haven't learned.
while i think its great that you guys have powers to pin
can we not have mods being advertised in the pins? thanks
that's pretty much all we use it for tbh
@hearty wasp i tried but the game becomes distorced and it's rendered at 3240x2160 anyway
Ahh, game's weird above 1920x1080 like that, you'll need to wait for someone to be arsed to make a mod indeed
Would anyone like a json file with all the refiner recipes?
Now what should I do with this.
anyone know a reliable command line switch to make psarc compress mbins into a .pak file?
I use PSArcTool for that
I need to do this from command line..
make a .bat file
that's what I'm trying to do.. but I can't get psarc to work right..
this is the best I've gotten so far
@cyan oracle for what purpose? I don't know the answer to that. Never used it command line. Have always used NMS modding station with psarc
so I just dealt with the new way snappoint scenes are linked tonight and I actually kinda prefer this over the old approach?
it's more modular so similar scenes can just have one snap scene and simplify our work, if we choose to work on em
@cyan oracle I do this in a batch file: MBINCompiler GCSPACESHIPGLOBALS.GLOBAL.exml PSArcTool GCSPACESHIPGLOBALS.GLOBAL.MBIN del MyName.pak rename psarc.pak MyName.pak
@steel crypt for an install batch script.. I've dragged/dropped an entire folder onto psarc.exe and then renamed the pak.. but never been able to pull off command line execution..
thanks @weary ruin I will try that.
I just use modding station
I normally use modspace.. but this is a bit of a new method..
thanks guys.. managed to accomplish what I was going for ๐
no one bothered to offer up any timer ideas, but I had tons of requests to vary the timers.. so now the players can set the timers themselves..
providing they can read and understand my english..
if anyone was curious and wants to see or play with it.. it uses batch to compile the exmls, mbincompiler to compile the mbins and psarctool to make the pak..
^ that's just to build the plant's entity files.. doesn't include the models or the metadata (so no point in actually installing the pak)
There isn't already a mod that adds engine trails to the addon pieces of ships like the heavy fighter side pods shown here is there?
not to my knowledge.. I thought about doing it back in Pathfinder and it led to me making custom ships.. which led to MorShips.. and then I never got around to it.. should just be a matter of locators in the scenes of the proc parts.. The fighters really need them, and there's even some Haulers/Shuttles that should have them..
How do I view the list of refinery recipes in the game data?
Paraffinium Islands
Resource-rich planets will be a rare anomaly. However, coming across such bizarre landscapes adds to the experience.
I could use a hand here.
I'm ripping audio files to replace them.
I've unpacked NMSARC.5B11B94C.pak successfully and I am presented with my WEM files. However, there's no bink files anywhere to be found.
sorry, I mean bnk. I'm used to bink from way back in the day, it's a habit
Is this method no longer used, or am I missing some critical piece? What I said above is all I have done.
I haven't unpacked anything else.
Ping me if you respond. I'm not going to be here.
just unpack the entire PCBANKS
@cyan oracle So is that something that can be done with the current NEXT compatible tools? If so I may take a poke at attempting to fix it myself. I saw that your MorShips is on hold because the model importing tools you used aren't updated for NEXT and I thought maybe they're related areas.
custom models are custom models
adding already existing trails only require some locator work that works 50% of the time
Hey wait what was the glitch with models?
Was it collision?
I think it's because they use HAVOK.
Fallout 4 has the same issue.
If you want to be able to use that format and understand it you have to pay up. Licenses are expensive as all hell
People have tried.
I may take a crack at decompiling the format, i understand how that works.)
But the issue is that MANY people have tried
And if you reverse engineer the format you violate the license and basically throw out your money
Of course, they understood the older version, but now? We have yet to crack the latest one.
Ohh... so thats why mesh collisions are not showing up now?
didn't greg say it was with geometry not containing collision meshes in an obvious way?
So we can't make custom models for base parts and stuff because NMS uses licensed software?
how do you think people in previous updates made all their custom models
They used the blender exporter
so people can make custom models, you do realise that right
But they can't add them into the game?
Or they just can't add them with collision?
the tools are just not updated yet
people have other thing to do other than figuring out how everything works all day
Can I download a mod, apply it to a save file, decide I don't like it, and uninstall it while keeping my save file intact?
ye
mods don't usually interfere with saves
and those that do the game handles fine
the trail locator stuff should work as long as the ship has the fighter entity file assigned right.. and if it doesn't, you ain't flying that ship.. so yea, I think that is something that could be done currently @crimson imp
usually you can Vuldriel.. it depends on what the mod is.. most won't affect your current save, but my MorShips was an exception in this case.. after you installed it and acquired a ship, you were stuck with using it.. removing the mod w/o selling the ship off first would crash the game cause the custom file path the game needed to load could not be found..
@median wasp I think, even though they're referred to as .BNK files, the .WEM files are what you get. If you want to hear them first, you can convert them to .ogg
http://nmsmodding.wikia.com/wiki/Replacing_Audio
I know how to do that. In fact, that's the article I read.
In section 3 "Finding Which Sounds to Replace", the first paragraph mentions NMS_AUDIO_PERSISTENT.BNK and how there are files that are streamed or included (in the second paragraph). The audio file I want is presumably included due to its lack of presence in the audio folder. It says in the following section that the bink file will be there in the same folder, but it's not.
I do hgave NMS_AUDIO_PERSISTENT as .txt and .xml, but no .bnk
the wiki might be outdated
ask in the modding discord about replacing audio if you need to
Hm, yeah, just extracted that and no .bnk files at all
Oh nvm @hearty wasp it's pinned.
Now for something completely different: https://discord.gg/9QBKg6Z
!pin 483716428894175244
!unpin 472310293155020801
@hearty wasp OK.
@median wasp Try NMSARC.FE28D146.pak - looks like the bnk file is in that pak now
It looks like those two paks contain all the same files, except the second one has the bnk files. The first file had a folder added to the path to the sound files in the last update (a WINDOWS folder within AUDIO), which makes the xml files different, but content-wise everything in the first pak is duplicated in the second pak. Weird.
I know from one of the sound mods I use that at least the suit voice sounds are pulled from the 5B11B94C pak file because I had to update it with the new folder structure.
I am making 3 groups of 8 substances/products for creating base building various items.. would you say I've covered the bases fairly well, or can anyone see something I'm clearly missing, or anything in this set that's too difficult to obtain in game?
to be fair, the red group is mostly comprised of the items the plants will yield.. which is the only reason some of those were even included..
on the second row of the reds, only sodium is yielded from a plant.. the other 7 are just items of similar category..
@cyan oracle where did u find tritium yeilding plant
@rotund yoke that's what my old Radnox plant is getting upgraded to in GrowMoar..
I went exploring in the ocean near landmasses and found 3 water creatures, but at my water base about 40 minutes out in the ocean if you swim, there are no water creatures spawning. ๐ฆ Is there a mod that makes water creatures spawn more?
sorry about not getting nmsdk updated yet guys :(
I haven't got heaps of time to work on it, and it is in such a shit state I almost want to re-write a lot of it. on top of that been working on mbincompiler features that will help other people with their modding projects. I am even thinking of replacing a bunch of the code in nmsdk by calling functions in libmbin, but that would require a bit of a re-write (but would potentially lead to a nice spped boost if we can get it working...)
I am hoping to do some more work on it again soon. It is at least 50% and I know how everything works, it is just a question of putting it all together.
Also RIP mesh collisions (seriously HG wtf how do??)
I think I can safely say we greatly appreciate your work Monkeyman.. <3
also.. nooo.. we needs our mesh collisions ๐ฆ
is ti possible to make the storage container as "Pickup" like portable-refiner
should be possible.. I believe it's just a tag in one of the metadata files
either basebuilding or the NMS_REALITY_GCPRODUCTTABLE
like the game has mesh collisions for stuff, the data just doesn't seem to exist anywhere
it's very weird
even more weird than how mesh collisions were in Atlas? cause it seems like HG has been getting more and more elusive with how the collisions work..
the weird thing about mesh collisions in 1.3 was that the ones we produced didn't work
the data was all there and looked normal
My current plan is to just generate the data in the same format as the game and see what happens. The only thing that makes sense to me is that the game reads the mesh collision indexes, but doesn't do anything and uses the bounded hull for the collision. But for whatever reason the game still needs valid indexes to actually do it
hello anyone online ?_?
@cyan oracle homesick did a mod that makes more shit pickupable so that'd be a good direction to look at
Just spent several hours fusing 3 of my former 'Terrain Overhauls' together into the modern game. So, now we have the NEXT style terrain, 3 other terrain overhauls and also terrain from every other released version of the game. 2016, Foundation, Pathfinder, Atlas Rises, and NEXT.
Also, Flooded Forest
We also have these other kind of unique environmental possibilities that I created pre-NEXT, ported to NEXT
Flat Hills Lakes Low Elevation Low Elevation #2 Low Elevation #3 High Elevation Plains Quarries Sand Dunes Vanilla Water World Interstellar Style Water World
I have a high-end PC and I was looking around for some mods that give a huge graphical increase, increase creature spawns, and generally make the game more betterer on my screen. The black space mod was really nice looking, any other ones you guys would suggest?
@summer knot Hi. I recommend checking out all of Lo2k and LawnReality's mods. Their mods are primarily visual aesthetic based.
Also, when I finish updating my fan project... there's hundreds of graphical overhauls that I made within it
Ok, thanks! Any other essentials I would need to get modding started?
Other than backing up my saves.
Nope, nothing else needed if you're already using mods.
Wish we could add mods and make modpacks like they do minecraft on twitch launcher
I'd rather not
Hey @dreamy tulip could you upload a video showing the terrain from your ship's perspective? I just want to see how the planet is affected overall. Nice work btw.
Can I get a mod to turn all the little crab creatures into zoidburg
@soft coral Hi, I am putting a pause on Youtube content until I have the NEXT version of my game overhaul/fan project ready for showcasing. (I have so much work to do, and don't have time to focus on anything else at the moment). I can also say that the changes to terrain are extremely dynamic and cannot be covered in a singular video. The changes to terrain take place across the entire in-game universe and you never know what you may find. Apart from that, there will also be infinite terrain variety (with my upcoming version). So, it's really best experienced first hand. A few other things that I could mention are thataside from the actual voxel generation, I also heavily adjusted the quality of the terrain via the glsl shaders and also elsewhere so that the visual quality of terraiin is high in detail across all LOD distances, and that the transition from space to planet surpasses old footages. There is also what I call "Seamless Generation" with my fan project, that is also applied to flora and other things (presenting a near consistent universe w with almost no need for fading or generating; where everything shall feel as if it was always there, and always will be there).
You check out my Youtube channel to see some older examples of my work if you're curious. It will be infinitely more varied than my older footages, and the NEXT version of the fan project (with my unique approaches to doing things) will make those older custom builds of mine look modest.
https://www.youtube.com/RaYRoDTV/UC-YgI612MsVZQQEwqI1_O2w/videos
@dreamy tulip awesome! I'm subscribed now to keep myself in date, btw is that Overhaul reboot related to the multi-verse (which is for NEXT) or something isolated?
Awesome man, I look forward to uploading new content asap. :)
Yes, it is! The reboot to RaYRoD's Overhaul is called RaYRoD's Multi-Verse.
If you're curious, I wrote some information about it here: https://justpaste.it/5c7xc
Yeah, I knew about it from nexus mods. It's the same content as well.
that spiral galaxy looks cool
Where are the menu files for the decal menu and base part texture painting menu?
I eated them. q.q
@dreamy tulip could you please fix overdensed fog when landing
I mean when you fly in planet's atmosphere fog is OK, but when you start landing fog becomes severely dense
Does Ship Slots Overhaul still work? I got a S/17/5 exotic with it installed. Aren't ecotics supposed to alway be maxed?
Also, is it possible to make the Signal Booster, Observatories etc only give new sites?
its never always maxed out
its just always an S
you can havd up to 20 slots for an exotic
if you want to have everything maxed out theres another mod on the nexus
the max exotic is 31/10
Just checked the mod page, and it says 'class S ships should always be maxed'.
Great work on your upcoming mod for next Rayrod tv i can't wait to use your mod again.
I miss the smooth transition from space to planet from your mod Rayrod tv
I did a thing.
You're a monster.
You would not believe how many hours it took to get that working
Modding this game is like pulling teeth
still working on GrowMoar.. but found a way to allow players to set up their own growth timers and blueprint recipe requirements..
lmao, I thought that was bb8 sitting in a field..
lol
Getting ready to move on from the Alpine Biome variant
There's many that I haven't shown... but, I needed to ensure consistency
Do the mods that make creatures bigger also enlarge existing discovered creatures or just new ones you discover?
Nice.
O.o
it's a bit basic.. or should I say batch.. but it's what I know how to do and I didn't want to include any .exe users had to run.. (other than mbin & psarctool)
still including a pre-made setup for those that don't want to use the configs..
the configs are just so players can set their own stuff instead of asking me to change this or change that or gripe about the growth times not fitting their play desires..
this looks awesome, now if only I could use this in an in-game console screen ๐
lol, that'd be cool.. but I think the files need to be edited before they're loaded to memory.. unless you're editing the memory data itself..
I wish it were point and click, drop down menu type stuff.. have GUI icons for the materials and things.. something like the save editor.. but I'm not that skilled.. ๐ฆ
tbh, it's a little tedious to go thru all 9 plants.. especially if you're setting 2 or 3 item requirements per plant and some of them being the 5th (last) page..
@cyan oracle Rockin the Pascal?
To be fair, @languid raptor, you chose the tooth-pulliest part of the game to work on, lol
The UI is an absolute pain to work on from our end.
Yeah I literally had to dissect a year old font mod to point me in the right direction
Turns out there were ttf files stuck Atlas knows where
So yeah the fonts folder can be completely avoided when editing fonts
How does HelloGames keep track of anything in that rats nest of code?
Protip thanks to Monkeyman, if you're looking for very specific stuff like that: Grep, or in my case, AstroGrep: http://astrogrep.sourceforge.net/
Point it to the unpacked directory, search for even something as simple as the file extension, like .ttf and it should bring up any files with that if still around
Yeah but when the files have 13000 or sometimes even 50000 lines, it probably takes a while
You'd honestly be surprised.
Wait how does it search the mbins?
@steel crypt even more old school.. that's batch so anyone can use it
Like it can take some time, sure, but it's never taken hours for a search to complete for me
@languid raptor I hate working with UI content
I had to sift through 11 million lines to get my Inventory replication functional, awhile back
And then I found myself creating a mini UI editor tool to accurately allign stuff in-game in real time
And then I found myself running into even more issues lolll
So, I had to spent even longer refining it
The HUD was also a nightmare
I spent several hours trying to get the fonts to work, only to dissect a year old mod and find out that to change the fonts u don't go anywhere near the folder named FONTS
There are ttf files hidden in the UI folder
Yeah, they're in the UI folder
I have an E3 font mod
Dunno, I've seen it too. Likely for other in-game stuff... or just unused
There's a lot of cool UI content, it's like... I hate working with it.... but I love the result of working with it
The worst part is if u ever want to edit any menu other than the emote menu
The emote menu is the only menu with an actual file that has menu in the name
It took me several hours just to find the paint menu
Ah, yeah. The emote menu isn't so bad. I think it's a fixed list though
Unfortunately
Depends if you are referring to UI content, or Metadata content
Not true, monkeyman added emotes he made by reusing animations
The reason other people can see it is cause the game transmits skeleton movements instead of emote IDs
In theory u could make an animation of ur own and add it, and anyone would be able to see it
But I've heard that animating is painful
Are fingers individually animated?
Dunno, haven't looked
I would love it if I could flip the bird
I'd spend hours walking around flipping the bird at everything I see
https://nomansskymods.com/mods/s-classup-or-alwayss-increase-s-class-ship-spawn-rate-a-bit/ does this mean METADATAREALITYTABLESINVENTORYTABLE.MBIN or is INVENTORYTABLE.MBIN a seperate file?
they just didn't include the entire path, it's the one in metadata
Damn.
why cant HG just hire rayrod to fix their game?
lmao
RaY's work might fix the game to you, but be broken to everyone else. Then again, much of HG's work is broken to many of us, so
how is it broken to everyone else?
also he is just one man
or is he?
vsauce music
Because it's a matter of preference. What's broken to me with NMS, for instance: the survival & crafting stuff & unit grind, isn't necessarily broken to everyone else, much to my dismay & frustration.
And some folks enjoy the variety RaY's work brings, while others don't. It's not literally broken, but ya get the idea. It would "break" their game if introduced as-is simply because it's not to their tastes.
anyone running win10 willing to test a couple of batch scripts for me?
Thankfully I am not running win 10 
https://www.nexusmods.com/nomanssky/mods/688
Updated for 1.58
I was just about to ask XD
well now your question is answered!
lmao
whenever someone ask the question next, you everyone can answer with this pin
I have B I G B A L L
https://www.nexusmods.com/nomanssky/mods/824/
This simple mod will enhance your intelligence to remind you that mods, in fact, work in multiplayer.
What took more time? Writing that description or making the mod itself?
honestly? I duno
does time spent finding the font and exporting in the wrong codec cos I'm a fucking retard count
cos the actual work is like less than 10 minutes
im kinda scared to ask questions now lol
don't be, you'll only be laughed at by me, at worst
So since the patch all of my mods crash my game. Im assuming its because of the patch. So should I disable all of them until they get updated?
ye
when in doubt, uninstall mods
worked with my 200 skyrim / fnv /fo4 mods
respectively, of course
I've got a ton of mods installed - is there a specific known mod that reduces camera turning speed dramatically while using a controller unintentionally? I've disabled any movement mods that could affect it, but nothing changed 
@vast plover do you know which one is causing the crash?
also pls halp update scen
got the entire alphabet to update and I've got better things to update myself
does anyone know if the NMS_REALITY_GCPRODUCTTABLE.mbin got updated in 1.58?
or basebuilding.mbin or rewardtable.mbin for that matter?
found patch notes.. going over them now.. can't say I'm excited about this:
https://nmswp.azureedge.net/wp-content/uploads/2018/08/1-58-transfer.gif
"Fixed an issue that could cause Sentinels to appear as undiscovered creatures when viewed through the Analysis Visor."
about time.. that's only been an issue since IDK how long.. especially the walkers and quads.. they've always had red dots
Let's try really hard to make our clunky inventory management.... even worse.
was more efficient to hit a key on the key board than drag and drop something.. and the lack of options appearing on that list suggests we can no longer use specific keys/buttons to transfer items.
Yup
And that "base out of range" means no magical teleportation of stuff straight into storage... Rendering those things even more useless.
tbh, I never knew we could transfer straight to storage containers from exosuit.. so that doesn't bother me as much as the limited range they have on the ship and exocrafts now
Not an improvement for mouse. Not an improvement for keyboard. Not an improvement for controller. Exactly how is it meant to be better again?
I think it's meant to be less confusing and less to read/push.. in short, I think it's a fix for simpletons
It's still confusing and need to you to read more and do more, so...
just had, instead of clicking, the press X
and it's fine again
to me it feels smooth
I haven't gotten to play with it yet.. still updating files..
There's no need for there to be any dragging involved in that... Just have one key (x) to open the menu, keys to choose which one you want (as it was before) or let you click the menu, and a key to accept...
this might work better for xbox/ps4.. but I think PC they should set numpad toggle on the transfer initiation.. so you can use the numpad and have different destinations associated with the different numbers
numpad-#s send different code upon keypress than numrow #s, so it could be doable..
Numpad?? Regular numbers would work as shortcuts, in addition to the normal selection methods...
Num-5 != 5
Yeah... I'd like regular numbers, but would find numpad useless.
eh, that could work too.. I don't even think numbers are bound to anything already.. except for maybe "1" selects targets..
I think 1 and 3 switch between targets, 2 selects nearest?
Which is explained in.... one hint that pops up occasionally, and nowhere else.
rebindable all the things would address some of these issues
yea
found new entries in basebuildingtable.. SPEC_DECAL01, SPEC_DECAL02 and SPEC_DECAL03
and in purchaseableblueprints, they removed "BUILDTOWER" and added "RACE_BOOSTER" and "RACE_RAMP"
@soft coral I think its my mod manager tbh
ouch.... all of my mods corrupted my saves and corrupted my install @soft coral
OUCH
yeah big oof
are you using mods that change biome or anything related to gameplay?
I have three mods. Exotic S class resize and remove save waypoint animation and truly efficient thrusters
Had to revalidate my install and steam just had a seizure and started freaking out saying 68 files are invalid causing it to reinstall everything
I'm trying to keep mods limited to visual for now, they've been changing the save format quite a lot of times lately
let's just hope that you can re-use your save
hopefully
lol 1.58 has been out for a while I don't even remember what got changed
1.58 just got pushed thru this afternoon.. it might have been in experimental for a while, but some of us are just getting it..
Oh yeah I've been using experimental since PF
looks like HG broke the blueprint analyzer.. shows me 5 items initially, and no way to go down to second page.. but after I buy two items, it keeps the list at 3 blueprints each time I buy.. it just moves the list up and repopulates the bottom blueprint with the next blueprint in the list..
and I just know players are going to blame me and GrowMoar for why the blueprint analyzer is broken.. cause without GrowMoar, the player would have never noticed a bug as they probably wouldn't have used the BP analyzer in the first place..
Well, we ALL know it's the only way it could be broken.
No, listen man, don't try to talk your way out of this....
Okay, that's it....READY THE TORPEDOES!
lol
Infinite Alpine Biome variations
I feel like a ball lost in tall grass lol
Every planet/biome in RaYRoD's Multi-Verse will have infinite variations with a beautiful consistency. I set a general standard for myself pre-NEXT for this fan project's reboot. That every moment in-game, no matter where you are MUST look like a concept art. Now that NEXT is released, and it looks absolutely gorgeous, I had to set the bar higher for myself. It's still early in development, but It will get a lot better in time.
The Alpine Screenshots are a few variations of one biome. I'm currently remaking my other 30,000 (uniquely themed biomes that will also have Infinite Variations).
The stuff dreams are made of.
The fiends are creepy: https://i.imgur.com/fSxgSre.png
RaYRoD's Multi-Verse: INFINITE 'Alpine' Biome Variations
Read more about 'RaYRoD's Multi-Verse' Here: https://justpaste.it/5c7xc
Read more about 'RaYRoD's Multi-Verse' Here: https://justpaste.it/5c7xc Feel free to join my Discord Server: https://discord.gg/cG2aR66
@dreamy tulip what scale variables did u use?! XD
I feel like u should post that pic on the subreddit with the title โABSOLUTE UNITโ
All of the values and rules are dynamic across 50,000 files in use for this one biome
Yeah but that fiend isnโt naturally spawned
Oh, you mean the fiend?
Lol yeah
Ah, I don't remember. I had like 13k additional ecology rules back then
But did it move like it should?
Or did it just keep digging?
It moved as it should
HOW
U must tell me ur secret
Did it spawn in from whispering eggs? Or did it spawn as a natural creature through manipulation of the role table?
That screenshot was pre-NEXT
Oh
Whatโs that mean? I started modding in NEXT
I donโt know anything about preNext stuff
I bet it was beautiful
Every update to the game is beautiful in it's own way
However. although I love the released builds... I'm really into the series of pre-release builds. Gradually, we are seeing bits of content from those old pre-release builds make their way into the game.
Yeah I canโt get the Fiends working when I make them natural spawns
They r just stuck in their digging animation, and despawn within a certain radius of me
Here we go again! Updated the video with the new pillar trailers. =========================================== Intro design by: Universal studios Intro made b...
Do u know how the game spawns them via whispering eggs?
When I tried spawning them via eggs they were normal sized
I haven't found time to look yet
But they are called through entitity files
It could be the fiend wanted level flag
There's a boolean for it, likely set to true
I haven't found an egg yet, but I'm assuming that when you pick it up it calls the fiends
Entity file, not in the globals
Where would said entity file be?
Thx Iโll have to take a look
Groundworm sounds interesting....
MODELS\PLANETS\BIOMES\COMMON\RARERESOURCE\GROUND\FIENDEGG\ENTITIES
Is it that giant burrowing creature I see variables for but isnโt in the game or have any textures?
It's not, it's a rare resosurce that looks like a sphere but has a wormlike model that pops out of it
Aw
That worm in the files is in one off the older trailers
I honestly, highly suggest checking the vid out
Since the burrowing ground snake variables are still in the game I canโt help but feel like it is something we will see eventually
Iโve seen the vid, I love it
I canโt wait to fill a whole world with hundreds of them
Iโd make them 4x their normal size, though
Those global values have been there since 2016. I would love to see it officially, despite the article written, even if it's a rare planetary anomaly.
There is a chance it might already be in the game but itโs super rare, considering how they like to encode stuff into the .exe
It's not present
Sean once said that it is right before release, but it's not enabled in the game
The assets to it are also not present
They can encode assets into the exe
I mean, they put the collision data for all models in the exe, it could probably be possible
But yeah itโs probably not in game yet
It was said to not be in the game intentionally, in a recent article
Not off hand, but it was said that they would be 'gameplay breaking' pretty much, because they were overpowered
And hard to kill
So a boss battle?
I mean, they couldnโt possibly be harder to kill than the stuff I cook up on a daily basis
Iโm brewing somethinโ naaaasty
I just havenโt figured out what yet
My AI spaceship modifications are a bit too overpowered in terms of... everything stat, and Iโm still trying to get walkers and quads spawning naturally to see if I can trigger them to move somehow
has someone made a ship mod for next yet?
can't until blender plugin is updated
and can't really do that right before finding how mesh collision works now
oh gotcha
.o.
doesnt that only work for you?
like... i have a way slower internet connection, so it'll still time out for me
w00h00, I've been implemented in the game! (another player posted this find in another channel last night, I didn't mod this in)
and IDC if names are randomized and this is just a coincidence.. I'm enjoying this for a minute..
@toxic goblet only one way to find out
note to self: don't bother building a base in Icarus Sun..
nice fix tho.. prob a good mod just to have JIC you ever run across another heavily populated system.. I'm just glad we can have more than one base per system without stepping on each other's toes now..
Will the new update invalidate some mods?
@lime mesa shamelessly plugging my own mods, I'd recommend these as a must have:
https://www.nexusmods.com/nomanssky/mods/666
https://www.nexusmods.com/nomanssky/mods/804/
and I need to revisit and update my Beacons mod, but it makes stumbling upon certain PoI's easier:
https://www.nexusmods.com/nomanssky/mods/754
Nexus Mods :: No Man's Sky
Allows players to build Nomad & Roamer Geobays on top of floor panels. Including inside a player's base!
When the thingy says to delete shadercache for crescent worlds, does it mean the entire shadercache folder??
There's a lot of crap in there that seems valuable.
I also have darkspace.
some other mods I use include:
loving @obsidian tree 's:
https://www.nexusmods.com/nomanssky/mods/771
this is a cool simple mod too:
https://www.nexusmods.com/nomanssky/mods/668
using the Seeker-ScannerEdgeRemoval.pak from:
https://www.nexusmods.com/nomanssky/mods/694
@summer knot you can delete the entire contents of SHADERCACHE, but I'd recommend leaving the folder JIC the game is incapable of recreating it..
And this won't kill everything?
ALL of the necessary shadercache files will repopulate during the starmap loading screen after game selection
nah, it just makes the loading shader screen run longer and sometimes a bit laggier
I delete my shadercache so much, I created a batch file on my desktop to do it for me lol
Haha.
you can also delete all of the files in the %appdata%\HelloGames\NMS\st_(id#)\cache folder if you ever need/want.. this folder repopulates when Steam attempts loads NMS.. NMS won't finish loading until the Cache folder has been finished..
Best cloud mod to use with darkspace and crescent planets?
@languid raptor can confirm your mod makes no difference here.
K Iโll hook u up with a 20 limit version to test
Already made the changes myself.
What limit did u set?
The value is determined by your network connection. Any fixed value will be wrong.
Which is why Iโm making multiple versions
I found 8 to be my max.
Wow ur internet really is bad
So I could try to find an intelligent way to set that value.
So what was ur bandwidth set to?
Gonna upload a bunch of versions right now, or better yet, all versions in a .zip
There's a better way of doing this is what I found.
Use the timeout period to load as many as retrievable at any given time.
But how did u get the timeout period to do that?
Does the variable in debug actually work?
Requires logical changes, but that should be no problem
?
Very simple mod, actually. Way less reverse engineering than I thought
Soooo what do I modify?
But where is the base loading code that ur referring to?
I need to look. I just hooked in my debugger to make the changes, need to check which file they're actually in.
I donโt think theyโre in a file, the only code referring to the base loading timeout I could find was in the debug global
Well the code in my debugger came from somewhere
They like to stuff important bits into the exe
Like the code for adding/removing that inventory hotkey
And the collision data for every single model
And literally the entirety of the mod warning that pops up when u start it up with a mod installed
EXE is only like 26mb?
Yeah
Either that or they have perfected wormhole technology
Or maybe itโs just plain magic
That's not much space for all the game libraries, binaries, collision data, control data, and many other things.
Well the game runs offline doesnโt it?
It's not in the EXE then
Itโs coded as some hexadecimal or something like that
Yes. All programs are.
So basically not quite literal binary but pretty much
Hexadecimal is just a way of representing binary which is just a way of representing machine code.
Which you get from compiling human readable source code for a platform.
Yep, Iโve learned that at least 5 times since I started college
Iโve forgotten how that binary stuff works every single time
But yeah, itโs driving quite a few people up the wall
Anything super important is either in the exe or works by magic
So far itโs been leaning towards magic
Any sufficiently advanced technology is magic.
Or just something not yet figured out
Well then HelloGames consists of nothing but the most prestigious of Wizards
I'd ask @obsidian tree, as he's one of the leading experts on game code.
I have some resources but I don't think you want to read through debug symbols.
Heโs one of the people digging through that mess
For now the simplest option is 35 different .pak files
(I also refuse to release my work because I can't speak for the accuracy of it)
I swear all this copy pasting is gonna give me carpel tunnel
Screw it im just gonna do intervals of 5 for now and Iโll fill it in as time goes on
A wise man once said:
Existence is Pain
And... Done!
Version 2.0 is live!
Does anyone know of a mod that adds Exocraft UI?
Like, say, an Exocraft UI that allows it to locate underground technology
Or even, letting you tag underground tech and not have it cancel out the second you get in an exocraft? Its infuriating
I dunno, but I might be at risk of breaking my NMS with all the different creature mods I keep trying.
Not really possible outside external overlays or modding the exe
Using the scan for underground tech tho, depends on if HG provided the option to scan for em at all
Can i edit my save file so i can force the scientist path a few steps back?
is there a mod where you can customize ships?
@dull tusk ye
tell me how pls
find quest entry in save json, edit mission stage value, test and repeat
get the save editor, edit json
wish they could had a true npc to allow doing this
instead of going into savefiles ..
looks hard to do
- the fear of destroying the save
I would play so much more if i could make money out of crashed ships xD
Hi there ! I try to import NMS exml model into blender, but does not work anymore ?
lol if you do it right you have less chance of destroying your save than an update
@junior furnace import and export plugin not updated yet, if you wanna help updating it get in modding discord
but srsly I've never "destroyed" my save by save editing
I'm 0 to codding so i'll wait, but thanks for the answer !
do you need to edit the safe from a fighter if you want the seed from a fighter? i edited the one of a hauler and now the ship looks like it had a birth defect
save*
What did you do/change?
the seed
If you want to use a fighter seed you got from somewhere, you'll need to change the ship into a fighter if it's a hauler already.
okay thanks ๐
Hi all ๐ i know this isn't a modding question but i have the save game editor and was wondering if it was possible to set the possition of my active ship when i port into my base. The game bugged out on me and now it loads the ship inside my base structure lol
Reloading saves doesn't work
You can use the save editor to exchange the position of your base computer with something else (e.g. save point) to move the base computer somewhere else. I think the ship spawns near the computer, or at least tries to.
its an idea but there is another thing thats happening too which is anouying , when i port into my base my player is thrown about 150 away from the base computer. I wonder if that would help that too
now I just need some people to help me update the 60 letters
@pliant lynx probably.. Is your base computer indoors or under something?
Nope its out in the open away from the buildings
Don't tell me but i have to be a certian lvl to post pics here !? do i ?
This game is starting to frustate me with the bugs and i like the game ๐ฆ looks like i'll have to take a break from it and i have only been playing for 5 weeks
My computer is indoors, and I spawn embedded in the roof and get thrown off in a random direction once the "you're here" thing is done. But before, when it was outdoors, I just spawned stood on top of it.
And yes, this server has strange level restrictions. You can upload your screenshot somewhere and post a link to that, or put it in #nms-photomode-gallery .
i didin't like to post in #nms-photomode-gallery with this problem but i may
Where abouts in the json is are the co-ordinates plz ? its like looking for a needle in a hay stack lol
Umm there's an option in one of the menus or a button somewhere, "move base computer"
Argh! it did work the first time i did it but i just had to do it again and now its back like it was lol ๐ฆ
WTF! LOL i made a copy of the save to play around with, which is the one that got messed up, i deleted it and reloaded the original save and its all ok now lol
@heavy merlin Thanks by the way ๐ i had missed the bases & Storage tab in the editor ๐
Feck i spoke to soon
The NEXT version of the fan project will contain dynamic environments. Therefore, every planet will be unique in their own distinct ways. and the number of biomes in the fan project will no longer be relevant. There will be an infinite variety with consistency.
Read more about 'RaYRoD's Multi-Verse' Here: https://justpaste.it/5c7xc Feel free to join my Discord Server: https://discord.gg/cG2aR66 Song Credit: Looking ...
More info here: https://justpaste.it/5c7xc
your outdoing yourself rayrod! i really want to use your mod but i kinda wanna get through "Vanilla" first
Hi, @drifting forum. Thanks for the kind words! I recommend enjoying the vanilla experience. ๐ it'll also be some time before it's ready for release.
how much gpu usage is that graphical enhancement consuming?
Former versions of the fan project have reportedly run better than the vanilla game. I am currently hitting a constant 60fps.
BETTER??
I do have a high end rig, however, it has reportedly (strangely) improved performance for mid/low end users.
In the past yeah
whats your rig?
gtx1080ti, i guess.
These are my specs:
NVIDIA GeForce GTX 1080 Amp Extreme!, 16GB Ram, Intel(R) Core(TM) i7-4960X CPU @ 3.60GHz (12 CPUs) ~3.6GHz, 8TB HDD, Samsung 256GB SSD, Windows 10 Pro 64-Bit
Shoudn't really matter though tbh
is that Zotac one
Yea
and here i am with a mere 1060 ...
Cooling is great
i have both 1080ti and 1060. but this game doesnt have enough resources to use 1080ti to play.
New utility tool for no mans sky. Allows you to convert all your favourite pictures into base building decorations. Works with 1.58 build of no mans sky https://www.nexusmods.com/nomanssky/mods/831/
!pin 485737109915828234
@dreamy tulip That trailer /sneak peak of your upcoming mod looks awesome! I love the realism of terrain and how dense the trees and grass feels, and how individual those planets look! I'd just like to say that maybe mud patches around tress could look pretty cool, or the odd pile of rocks here and there could look awesome as well! Great work and I cannot wait to download the mod!
I have a question
can anyone tell me that the save editor works with the NEXT update?
I really wanna progress in the storyline tbh
if yes pls link in dm
@pallid summit Thank you so much! I'll keep that in mind:)
Currently working on Namek (Inspired by this fan art): https://i.imgur.com/HWVLr12.jpg
make the capsule too I dare you 
That'd actually be awesome to see lol
Too bad none of the ball shaped models in the game has a door shaped opening
Except the space anomaly but the doorway is a circle
And the space station but the opening'd be tiny after rescale
Ahh, victory
Seans teeth is way too yellow
Give it a touch up
And make it white @hearty wasp
Like in those dentists ads
nah it's gotta be authentic
it's authentic to the original vid, that's what's important lol
I wish the awful PC interface were moddable
Does anybody have a pulse drive increase mod? i cant stand waiting 2 minuets to travel to a planet, thanks
eyy fuckers here updated mod you're welcome
https://www.nexusmods.com/nomanssky/mods/367
!pin 485915817247244288
Guys! The thermal drill, go get it!
@sacred nacelle Fitz's QoL Fixes does what you want, and a bunch more
@hearty wasp Spent the last 9 hours focusing on the skies and visuals of the concept, I still need to do the actual biome. I do wonder if something spherical for the capsule could be emulated though
No where near done yet
heyyy, that's pretty good
Thanks... any progress is okay with me lol
Got the palette on point for the mushrooms
You updated Eu-cliea?
If so, nicee
aye
just trying to do some minor stuff for now, adding emblems for the Federation, fixing the worktop collision, etc
I'm guessing the game just has more checks before spawning now
cos I've seen people using em indoors
Ah fair enough
Yeah, there's a lot of things that changed (that I personally am not fond of), but I've found ways to work around those things
For the most part, the changes are awesome imo
Heh, yeah...
btw do you mind giving this a read and see if it's accurate
trying to update Intelligence Enhancer and finally document how mods work in mp
Sure
Also I still gotta know how spaceship gen works in mp
And if you've got more topics that I can write about just tell me lol
I just read through it and it sounds right
I would also add that if users are using the same exact mods, that they'll have an identical experience
Okay, I think the namek water is good now
oh, yeah, forgot to add that line
does anyone know of a mod that adds the map back to third person flight while in space?
nop
Are there any mods that change the suit AI voice?
maybe
not too bad for adding new shit for the first time in a year
still got a shitload of kinks to iron our tho lmao
the terminal in the middle of the freighter bridge
ohh cool
I've been working on infinite flora variety, whereas each planet will be unique and contain a massive variety of procedural assets that will feel as if they belong. In these pictures, I've been focusing on plants and flora.
I (will be working on other things and other concept art based biomes too). I want to make sure that there's a lot of creative depth invested in each moment in-game, as the general rule is that every moment in-game must feel/look like a concept art.
I've been reloading empty save slots to see different variations. All of this is actually only with 1 file (out of a โ amount of files/variations that I can generate at the click of a button). So, with this only being one file... it's cranked all the way down. I am still refining things
This is temporarily only Alpine biome focused with these pictures.
wow. that looks fantastic
Thank you @dull nexus
Would someone be able to make a mod that changes "Units Received" into random Deadpool soundbites?
That would make the scanner bug much more tolerable.
Hey umm using the Eucli-ea mod, but I cannot find the objects anywhere in my z building menu
Looked in all menus. cannot find it
Am I missing something?
I extracted all files from the zip into the mods folder
even the folder
@hearty wasp Please help!
hey, quick question about the save editor. every time i try to edit a multi tool seed in, i click "save changes" on the main menu but it says "ERROR: could not save file changes" I've been able to save changes before, and I'm not sure what caused the problem. Path is: C:\Users(MyName)\AppData\Roaming\HelloGames\NMS\st_76561198144777253. My save game is running 1.58 and the save editor says it's 1.5.25 (that's the latest download apparently) anybody know what's going on?
@gilded siren have you tried running an older version? Or running the debugger?
where would I find the debugger? and thanks for helping in advance
also older version of NMS or the editor?
editor
makes sense
the debugger can be found in the same folder as the .jar and batch files you need to run it
i'm gonna try a fresh install first, where should I get the editor from? NMSMods or github
you're cool
i cant really fix the issue atm but thank you very much for helping
:)
its fine, sorry none of my ideas worked
@pallid summit show me your mod list
yo quick question about the save editor for anyone who knows
when it says choose save path I click my steam path once and click 'open' right?
%AppData%/Roaming/HelloGames/NMS/st_whateverthefuckyourIDis
yup, thats what I have, thanks
also if i want to edit a seed I just backspace it out and then copy paste an ID in, right?
i'm just trying to make sure I have the process down because every time I try to save it tells me that there was an error saving the file
ye
alright
yup getting the error again
maybe I screwed over my java platform because when I run the 4G version of the editor it tells me that the program crashed
tbh i'm not even sure if I extracted the files correctly
@dreamy tulip It's looking awesome. Are you planning in doing something with the creatures as well?
how much is the size of that till now?
RaYRoD's Multi-Verse: Orchard Hills
This is still an early work in progress custom No Man's Sky build. Everything will get a lot more complex with a lot of more depth to it as I continue to progress with this fan project daily.
Song Credit: "Pacify" by 65 Days Of Static
This is still an early work in progress custom No Man's Sky build. Everything will get a lot more complex with a lot of more depth to it as I continue to pro...
@dreamy tulip amazing work sir, thank you
@lost dirge Thank you ๐
GrowMoar is finally out.. funny, I think I remember Eucli-ea and GrowMoar coming out closely together back in Pathfinder too..
https://nomansskymods.com/mods/growmoar-for-next/
https://www.nexusmods.com/nomanssky/mods/842
GrowMoar for NEXT ย ย ย ย In addition to bringing back all 9 plant models (some with new names and harvest rewards), I have also made it so the Staff NPC Terminals can be placed any where (inside or outside) or even on a snapping point like originally. The Staff Terminals do...
nice
thanks, grats on getting yours finished too Winder
hah, yeah, still got work to do tho
wonder how Fisher's doing on his update lol last he asked me about stuff was like a week back
oh snaps, yea.. I forgot all about simcity 2300.. I'm sure he's got a lot more new assets to add too..
aye
Rayrod any updates on you porting the mod to ps4? Ping me in reply
@rotund vine sony doesn't like mods so i dont think he can 
He was talking about it before next arrived and I am curious about the progress
@rotund vine Still on hold, I don't have a full NEXT version to start focusing on porting yet
I am primarily a PC player, so my primary focus is getting fully situated on here, however, porting to the PS4 is still a desire of mine
Alright thanks for the update! Iโd love to try out the mod one day but I am on PS4 so yeah : P
Cool beans. So much work to do. More about it here: https://justpaste.it/5c7xc
@hearty wasp My mod list is pretty long, so I uploaded my mods folder to google drive. Therefore, this is identical to my mod folder: https://drive.google.com/open?id=1-EItacTbfwYgeRrVqQ6q6G2Qaeuz9-VR
to see fullnames of files, right click on them and click properties, it should show file name in topleft
Thanks for the help ๐
I mean you could've just took a screenshot and put it up here but that works too I guess
ahh, deployable exocrafts, they're trash, not to mention it's conflicting with Eucli-ea
I'm gonna incorporate Tech Plus in the next update and it's basically a better version of it cos 1. it's got more features, 2.homesick did all the discovery himself so it's authentic, and 3. I actually asked him for permission and he said yes personally so it's better
Does xmm work with base build mods?
Or does it not work with merging the base build table mods?
probably
Hmm i havent personally tested it
my NP++ compare tool worked so it should too lol
Yeah but no will do it lol
lmao
also these are great
Thanks for the help WinderTP, I'll see if that works. I kinda am a bit stupid and didn't think of taking a screenshot ^^
I have to say though, judging by the screenshots of peoples creations the decorations you bring are superb!
Also, those trees look stunning @dreamy tulip Are you going to mic them with some of the current trees or scrap the vanilla ones completely?
Also I updated Intelligence Enhancer with more words https://www.nexusmods.com/nomanssky/mods/824?tab=description
@pallid summit Thank you so much.
l'll be using everything that this game has to offer, and additionally adding more things into the game.
There isn't a single aspect of this game, environment or non-environment related that I won't be overhauling.
The videos that I've pushed out are early test versions of a custom No Man's Sky multi-build hybrid that I am just getting started with. A lot hasn't been shown, and by the time that it's ready for NEXT it will be absolutely massive and infinite in variety; but here's the catch: ** infintely variety with beauty in consistency**. It's going to be a multi-verse and the more that I continue to code in VS, the more complex that it will become. I'm also designing a lot of graphical things and other stuff and hacking the executable for different purposes to obtain proper accuracy ito of areas.
@hearty wasp you have exocraft garages in Eucli-ea? did you just remove the cylinder collisions so they can be placed inside? or did you do something else that I have to worry about conflicting with Exobays Inside?
also, did you mess with NPC terminals already? Cause I'd like to offer up this:
fixed the texturing on the terminal, rotated the goof so he's facing the right way..
Also resized the Geks
and slightly rotated the builder
I put a window on my round room my exocraft guy is in... Worked well, he looks right out of it.
that's the only time it's practical to have him facing that way tho.. he should be more facing the monitor screen if anything
but it's also bugged me they had the exocraft terminal textures inversed (inside-out)
@dreamy tulip I just love the look of your trees that you've added and the smoothness and realism of the terrain. that coupled with revamped vanilla esq planets (improved on of course) would make a galaxy with truly unique planets!
@hearty wasp Thanks so much! Deleting that mod worked. Omfg there are sooo many decoration pieces, I can finally build a massive base which has stuff in it which is function and looks nice ๐

@cyan oracle nah I haven't done any of those lol bit since they can be separated from my mod I probably will just put it in a recommendation mods pile or something
@naive blaze I have a program that can do it: https://github.com/monkeyman192/No-Man-s-Audio-Suite
I think it can extract the sound tracks...
@obsidian tree aren't the music and sounds proceduraly generated to some extent?
Yeah kinda. There is some music that is and some that isnt I think...
I haven't really looked at the music though...
hi guys! do you know about any mod that let us use our container inventory from inside a space station?
I mean to be able to browse from the exosuit inventory, not to have to be able to build a container inside the space station ๐
The inability to easily see what is in the container inventories is part of the reason they are so poor... But I think adding something like that is a bit beyond the ability of mods.
@vestal sail not possible
but I mean if you put down some shit with the container interaction entity it'll work just the same, good balance too
alright then
btw, @hearty wasp what do you mean by "container interaction entity" ?
@heavy merlin actually i can see everything what is inside all my containers (from a space station or any other place) using the "Transfer" button in an empty inventory slot, but all items are greyed out. I can transfer only in the direction Exosuit => Containers, but no the other way around (except when you're on a planet and you build a temporary "base computer").
Yes, but that's cumbersome compared to looking at e.g. your freighter inventory, and also doesn't show which container things are in.
entity is the attachment to the scenes that defines the scene node's properties, but you probably won't understand a word of what I just said anyway so it's basically mod magic
@gilded siren does it solve your issue? https://github.com/goatfungus/NMSSaveEditor/blob/master/CHANGELOG.md
This NMSSaveEditor is the greatest thing since sliced bread! I don't know what I would do without it for PC... probably would play another game 
Thanks, JisSey, but me and a friend got it sorted. It turns out WinRar was interfering with the way my PC reads .rar files. All I had to do was uninstall Winrar and run it through Java normally
Btw if I finally decide to make my safes actual container alternatives, making em pickupable and able to be placed anywhere would be useful right?
Autumn Forest
hey ray, do you know if the the leaves of trees and shrubs in MODELS\PLANETS\BIOMES\ALPINE are just flat textures?
@hearty wasp Hey, are you referring to the trees specifically?
yeah pretty much
I think so, you can see em in game at this time: https://youtu.be/M21rO1FH50E?t=69
Read more about 'RaYRoD's Multi-Verse' Here: https://justpaste.it/5c7xc Feel free to join my Discord Server: https://discord.gg/cG2aR66 Song Credit: Looking ...
ahh, oh well
Why do you ask?
also I swear I saw a pine somewhere but I can't find it anymore
just updating my garden roster
HG's added some new pine trees in the HQ lush biome
Check some of these file names: 057
075
069
056
049
046
046
038
028
027
026
023
013
011
05
02
One of those I think should be it
like a christmas tree type
Actually, nvm
I was thinking of a custom model that I made
It's not in the lushhq directory
You know, it doesn't have to function as a 2D texture
You can change that
ehhh I can't be arsed
this weekly quicksilver update thing is going to kill basebuilding mods..
they ain't gonna add any new structs, no biggie
yea, but aren't they still manipulating the current tables with the nodes for the weekly quicksilver content.. so w/o updating our basebuilding mods, players don't get the new quicksilver items?
yea, just checked my growmoar, which I built on last week's reality tables, and I've still got last week's items in the quicksilver vendor..
the upside to it is we can mod the tables so they keep previous week(s) content and still add any newer content released..
(it's my understanding this week's Quicksilver vendor does not offer last week's blueprints)
errr, n/m.. I got gek and walker statues.. and the Ha! emote.. but I'm not seeing the new helmet players have been talking about
yup.. uninstalled GrowMoar and there was the helmet and Nada & Polo decals..
tbh, it could be as simple as the purchaseableblueprints file.. I haven't gotten time to look at it yet, hopefully will be able to get to it in ~1hr
nah the only two things that should ever be conflicting are basebuilding table and product table
QS list has a table of its own
yep updated build table and all 3 poped up
oh cool, so just basebuildingtable?
"they ain't gonna add any new structs, no biggie"
except that they have been lol
(just missions currently though)
and 1.59 had a few other internal chanegs
Any interesting new variables to mess with?
no idea
Lol I meant new structs in build and product tables
Hopefully not, but you never know...
so i was just wondering
i've seen those save editor things where you can use seeds to change your tools and ships, but is it at all possible to select specific colours and/or addons to a multi-tool?
no
to whoeverthefuck asked me to add a goddamn greenscreen a month ago
and there we go
this is so good you don't even know you're walking into a wall
Lol wtf is that?
greenscreen, I said that like, 3 pics ago
Oh. Sorry, just dropped into chat, didn't see the history.
@cyan oracle if you figure out exactly what files it is using for the weekly events, I can make sure I have backups of those for anyone that wants them.
But if the event only has current rewards and not all rewards, you wouldn't be able to get them anyway unless you changed your system clock (if it even uses that?) or time might be server based and it wouldn't work?
hey hennesy do you have a minute or two to test some emote stuff with me
shore
add my steam and I can invite you to game https://steamcommunity.com/id/windertp
@steel crypt it doesn't go off system clock, just off the files that HG provides us that week.. keeping my GrowMoar initial build installed (built during community week 1, featuring week 1 rewards) gave me the options to purchase week 1 blueprints and half of the week 2 stuff.. I'm guessing some sort of mod conflict..
When I uninstalled GrowMoar and reverted back to vanilla METADATA, I had week 1 and week 2 stuff in my vendor list.. so IDK if it's even really an issue?
@hallow pumice I think the mass setting in the entity file's physicsdata forces objects to drift like that.. but looks cool however you're doing it.. GL with the rest of the space rocks
@cyan oracle Yep starting to mess with the entity files, I made some asteroids the debris from asteroids, they have the same texture :P, and it surprisingly worked just can't mine them/collision but they do bounce off each other lol.
very cool.. I was thinking you'd have to make variants of the asteroid to achieve a good effect.. nice job
Oh that could work to, didn't think of that
ooo, gccreaturesglobal.mbin..
<Property name="AllowSleeping" value="False" />
this looks like it could be a neat addition
also found this.. think it could be related to that sandworm from the 2016 trailers?
<Property name="GiantSnakeEmergeHeight" value="800" />
<Property name="GiantSnakeEmergeDeep" value="700" />
<Property name="GiantSnakeEmergeTime" value="5" />
<Property name="GiantSnakeEmergeWide" value="900" />
<Property name="GiantSnakeEmergeUnderTime" value="5" />
<Property name="GiantSnakeEmergeOffset" value="1" />
<Property name="GiantSnakeRadius" value="40" />
<Property name="GiantSnakeHeadOffset" value="10" />
I originally thought maybe the snakes that fly in the sky, but why would there be a depth value? Ocean would load a shark rig, not a flying snake, right?
yea, that's different than the Flying Snake data that comes later in the file.. o.O
Yep, I've been seeing those scattered around in the files, fucking awesome if they make it, maybe it will be other "biological horror" ๐
yea, speaking of those, I just found the settings for their behavior too.. can make it so game spawns more than just 2 per egg or 6 max.. or can nerf it down to nil.. >:D
spawns 100
<Property name="FiendsCanAttack" value="True" />
<Property name="FiendHealth" value="1000" />
<Property name="FiendPerceptionDistance" value="60" />
<Property name="FiendSpawnDistance" value="70" />
<Property name="FiendDespawnDistance" value="150" />
<Property name="FiendReplicateStartDistance" value="500" />
<Property name="FiendReplicateEndDistance" value="750" />
<Property name="FiendAggroTime" value="45" />
<Property name="FiendMaxEngaged" value="6" />
<Property name="FiendMaxAttackers" value="2" />
<Property name="DelayBetweenAttacks" value="2" />
<Property name="FiendZigZagSpeed" value="0" />
<Property name="FiendZigZagStrength" value="0" />
<Property name="MaxFiendsToSpawn" value="6" />
<Property name="FiendMinSpawnTime" value="0.25" />
<Property name="FiendMaxSpawnTime" value="3" />
<Property name="FiendAggroIncreaseDamageEgg" value="1" />
<Property name="FiendAggroIncreaseDestroyEgg" value="1" />
<Property name="FiendAggroDecreasePerSpawn" value="0.1" />
<Property name="FiendCritAreaSize" value="0.15" />
lol.. 100?!? Sounds like that Sentinel glitch madness all over again
Hmm... s/"6"/"600"/ ?
I'm pretty sure the zigzag values are for velocity/movement
I wonder what that replicate stuff is
hmm, that's interesting too cause spawn and despawn distances are already assigned.. maybe it's the actual range they're allowed to chase you?
And the difference between engaged and attacker
lmao, if one's feeling sadistic, one can set up the creaturesglobal file so the only things fauna will eat are Coprite and/or Mordite..
Is there anything in there that may restore the older fed-creature behaviours?
Now they all just poop coprite, before some would dig stuff up, and I think maybe some other thing too.
I think MaxEngaged are the number of fiends actively attacking you collectively.. but MaxAttackers is how many can attack you simultaneously.?
I was guessing something like that too
what they dig up is altered in the rewardstable.mbin
Engaged is same as spawn currently
you can add more to the entry, but I do believe coprite is all they dig up now
I guess if you increased the spawn, you could have engaged lower so they aren't all fighting to kill you, and some maybe just wander around, which may make it less easy to lure them all into one place then go get the eggs while they're distracted.
oh snap, I think we can make our player characters semi-transparent via JSON save editor..
all the palette colours have 4 values, the 4th being 1.0 for all palettes.. leading me to believe that's the alpha transparency..
Is there a mod like https://nomansskymods.com/mods/creature-clutter-cleaner-2/ , but leaving the dots on for scanned creatures?
it's just dds files..
that's not really NMS modding as much as it is photoshopping
... gotta love it when a value doesn't change what you thought it should.. in GCCREATURESGLOBAL.GLOBALS.MBIN, theres "AllowSpawningOnscreen" and doesn't matter if it's set to "false" or "true", the game still won't spawn in a creature in frame/on screen.. will only spawn it in when your back is turned to the area.. smh
also figured out they turned off the white dots because they have soo many spawn points that don't actually have fauna.. people would be chasing white dots all day long w/o ever finding a fauna.. ๐ฆ
Them Duke boys took my Colossus for a spin..
49 more* pieces of shit
https://www.nexusmods.com/nomanssky/mods/367?tab=posts
Does Ship Slots overhaul not work in the latest patch? Looking at a S:20+6 exotic here.
just edit your save
@cyan oracle Soon (TM)
lol it's k
I can manage it now, I'll take some pics/vid later and upload the new version, thanks
here it is
https://www.nexusmods.com/nomanssky/mods/771
Nexus Mods :: No Man's Sky
This mod unlocks all 4 special emotes (Laugh, celebrate (
oooo, neat... looks like adding:
<Property value="GcStatsBonus.xml">
<Property name="StatsTypes" value="GcStatsTypes.xml">
<Property name="StatsType" value="Suit_Energy_FuelSpending" />
</Property>
<Property name="Bonus" value="0" />
<Property name="Level" value="1" />
</Property>
to the "ENERGY" node of NMS_REALITY_GCTECHNOLOGYTABLE.MBIN prevents the life support from even draining in the first place.. wonder if it works in space.. ๐
also wonder if _FuelSpending could be added to other things to prevent fuel depletion.. like mining tool or terrain modifier ๐
lmao, so it does NOT keep you alive in space xD
still not quite sure what I died from.. it all happened so fast.. but it looks like my oxygen tanks went pfft still
got some cool shots otw up tho..
to infinity
@cyan oracle the stats types are a fixed list
@obsidian tree what do you mean? the FuelSpending node shouldn't have actually worked? or stats have a higher function set beyond the exml config?
it just means that "_FuelSpending" will only work if HG actually made it for the particular tech type
^
gotcha.. I figured that.. but it's not there by default, so other than blindly stumbling upon the fact it worked, how else would I be able to check that?
is there any file that has the different functions for the stat type?
check the struct with the full list
default reality has a pretty good list
don't think it has every stat
okay, I'll give it a look thru again.. thanks ๐
figure if I could find the source of what works, I don't have to throw darts in the dark for hours at a time..
@hearty wasp godmode kept my arse alive in space.. freezing in 32.0F/0C weather.. but alive..
lmao@thermal protection requirements at 32F/0C
I feel like the struct with all the stats changed recently too, but I'm not sure... Am gonna sit down soon and look, just doing a bit more nmsdk work ๐
yea, I've hung up my public modding hat because they keep making so many changes, as soon as I adapt, compensate and update, there's another update I need to make again.. and it's even more likely players aren't updating their end, so yea.. hitting the brakes for now I think