#nms-modding

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obsidian tree
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fair enough

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well nmsdk update will probably be done today sooo.... ๐Ÿ˜›

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all your models were updated for the new nmsdk right?

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all under a NMS_SCENE etc

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because if so updating for next is as easy as literally just re-exporting

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nothign new is needed ๐Ÿ˜ƒ

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also I have removed support for mesh collisions entirely for now

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I'm sure people can deal with it for now

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even pretending to support them was causing a few issues, so I have just disabled them for now until i can actually go over and sure up a bunch of my code

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but I still don't even know how the game stores the mesh collision data anyway lol

cyan oracle
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right on.. I was kinda hoping that would be the case.. I still have everything in their final blender stages.. if anything, I just need to mess with path settings, entities, locators, etc..

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I'm excited to fly my ships around again.. but I'm still not sure I want to put it out for MP.. especially if it could cause MP lobbies to crash when the non-modded end fails to load the ship's custom file path..

obsidian tree
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yeah, at least this update, while having major changes to the geometry stuff, didn't actually introduce anything extra, so I have just been testing on old model shooter made for 1.3 and they are working fine with 0 changes

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yeah, will be interesting to see how it affects MP

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NMS is pretty robust though

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my guess is that other players will simply see nothing

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that's generally what happens if no model exists at the path it is expecting to find something

subtle sleet
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are there any fauna mods that are decent?

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@ me if you know any thanks

cyan oracle
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ironic cause I was thinking about doing something similar with Nadalee's Trimaxion Drone ship (Flight of the Navigator) since it's only one mesh node.. I was thinking of adding in the new data nodes into the geometry, named the mesh part at the bottom, and added a matching hash between the geometry and the scene file.. but I figured I wouldn't be able to get it and had other things to do at the time..

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similar to how I got around the collision issues in early 1.3..

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btw, were you guys able to figure out that mystery behind mesh collisions? or are we still just primitives?

obsidian tree
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nah, still no idea

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just primitives sorry

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and if something is just a sginle mesh you could have updated it by hand, but it would have been pretty annoying I think lol

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I am generating hashes by doing a sha256 hash on the vertex data for each mesh then taking the last 8 bytes

cyan oracle
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yea, I wouldn't have gotten it..

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and primitives can work.. but is there any easy way to see how the game orients them? cause in game they're invisible and difficult to tell when they're oriented correctly..

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I had to abandon my freighters in Atlas cause I had to use primitives and couldn't see the collision orientations.. I could fly at it, or shoot at it, and figure it out that way, but that wasn't very easy

obsidian tree
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look in the model viewer?

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I don't know what version of the nmsdk you had but I did make a few changes to how primitives are handled so I think they should be pretty spot on now

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also, check the nmsdk source, I have updated it if you want to have a play

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I need to update a bunch of structs for the entity stuff howver, so don't trust anything other than the scene and geometry data

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entities will 99% not work I think lol

echo oxide
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@hearty wasp sorry for necroposting, but thanks for chromakey walls! I'm building a couple of sets for people who want to get shots without the hassle of building and to accomodate several conditions right now thanks to you

cyan oracle
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k, I'll try the model viewer.. the old one didn't show the collision primitives, or if there was a way, I didn't find it..

obsidian tree
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yeah it does

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most recent version has it

cyan oracle
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sweet ๐Ÿ˜ƒ

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I'll have to get my hands on that

obsidian tree
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you don't have it?

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I think I pinned it in the mod-resources section of the main modding discord...

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well it wasn't, but it is now

hearty wasp
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np @echo oxide , tootally forgot who asked for it so I didn't know who to tag to let know lmao

thin viper
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https://www.nexusmods.com/nomanssky/mods/788

new update
fixed a small bug with the vanilla file being changed with 1.57
and added a 100% procedural colors version, which would do away with most of the unpleasant color combinations.

https://www.nexusmods.com/nomanssky/mods/831

utility now updated for 1.59

https://www.nexusmods.com/nomanssky/mods/622

updated to reflect changes in vanilla file that occured in 1.57 in the mod

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!pin 488353784926306315

hardy auroraBOT
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@thin viper OK.

dreamy tulip
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Here is a comparison between the vanilla night skies, and the night skies that I made

slow island
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Hi, i my "project" isn't a mod but i wanted to create planet/system name generator for NMS, if you want to try it it's there:

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Feel free to ask for improvements

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(i made it in 2 hours btw)

dreamy tulip
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That's neat @slow island

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๐Ÿ‘

obsidian tree
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@slow island can I critique your code? ๐Ÿ˜›

hearty wasp
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dooo etttt

obsidian tree
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haha

dreamy tulip
slow island
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I programmed it in Python 3 and i'm still a newbie

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@obsidian tree sure!

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(edit: fixed mention)

obsidian tree
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you could do similar things for the other functions too

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using dictionaries for example

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also your imports are... weird
you do import mettalib as mt
then call mt.colored
but mettalib has no colored function, it only exists within the scope of that file because you do from termcolor import colored
This is a bad way of doing things and you should instead just do from termcolor import colored inside the nms-name-gen.py file

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you shouldn't be importing stuff from one file that you have imported, if that makes sense

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just import from the source again in the other file (plus it doesn't look like you actually use the colored function in the mettalib.py file anyway

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last thing which is the most minor, but you should avoid using variable names that are all cops that only have scope within a function (eg. RACEINT on line 14).
Generally a variable that is all caps should exist within the scope of the entire file (essentially they are public static variables if you want to think of it in terms of languages where that is a thing)
Internal ones for just within the function should be lowercase (or camel case or something)

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you could compact the first 100 or so lines of code to probably about 10 ๐Ÿ˜›

hallow pumice
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I'm currently learning python as well, those are some good pointers, writing them down for the future ๐Ÿ˜›

obsidian tree
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๐Ÿ˜‰

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well you know who to hassle if you need some tips lol

hallow pumice
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Good to know, hopefully I'll remember to bug you, learning through udemy course I got for 10 bucks on python 3 ๐Ÿ˜›

obsidian tree
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ah nice

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I just taught myself like 12 years ago lol

hallow pumice
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Oh damn, so you have a little experience I guess xD

obsidian tree
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I only started using it regularly about 6 years ago though

hallow pumice
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I assume you have a job with coding/programming? Or just a hobby of yours?

obsidian tree
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I do now lol

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well I did a phd in physics which involved me doing a bunch of coding, but now my job is actually doing coding

hallow pumice
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That's awesome! Currently in my first semester of college and that's definitely something I'm going for.

slow island
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@obsidian tree thank you very much! I will try to take the time to correct it (hopefully tonight!)

obsidian tree
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no worries. It is an interesting use of the terminal lol.
I haven't ever done something like that cos I just make a GUI if I want any kind of permanent output

verbal wharf
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hello

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what is that mod called that we can build stuff guys ?

hearty wasp
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I don't remember

verbal wharf
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lol

obsidian tree
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@cyan oracle I think I can write a batch script which runs nmsdk on every blend file in a directory

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so that way if you know every file is ready for export you essentially click one button to update all of them ๐Ÿ˜›

hearty wasp
cyan oracle
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@obsidian tree as cool as that is, I do prefer to be more hands on and thorough with my process..

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and I think if I ever decide to take on the challenge, I might be able to get the game to use 300k poly parts to build that 3.5m poly Serenity/Firefly ship..

obsidian tree
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Its more for if you have already updated stuff and then need to just run it again

verbal wharf
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humm @hearty wasp not sure if that is the correct one

hearty wasp
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Oof

verbal wharf
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or mybe it is let me try it before saying anything else

hearty wasp
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Then I dunno the fuck you talked about

lime mesa
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Is there a mod that makes very large bases not phase in and out of existence?

verbal wharf
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yehh @hearty wasp that mod it just has more objects

lime mesa
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Video explaining what I mean

verbal wharf
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i am traying to buil a second floor on my underground base,however unlike when i build the firts floor the second is not being possible. When i set down the floor on the firts floor automaticaly the dirt around it and above would disapear but for the second floor that is not happening

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making very hard or time consuming to clean all the dirt inside

hearty wasp
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Lol just start from the top

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Build a wall and build floors each level, rinse and repeat and all that shit

verbal wharf
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humm not sure if you are joking but will that not be the same ? humm let me test

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going down instead them

hearty wasp
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You build a wall on the side of where you wanna excavate

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And then slice the terrain open with the floors

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It'll eat away the terrain because they have ground below

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Also there's literally no viable alternative to Eucli-ea in terms of basebuilding objects

verbal wharf
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@hearty wasp not working ... and that was what happen with the firts floor

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now i did try going down and it's the same thing

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it seems that since 1 floor is attached the same rules are not apply or something

hearty wasp
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mmm, weird

verbal wharf
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i am rebuilding it ... the bae to see if it's something with the structure i was using (the method)

verbal wharf
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humm it's weard how this works it seems ... now it works better but ...

hearty wasp
verbal wharf
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the issue with this was because i was using 2 diferent walls for the wall ... i was placing a "Small Metal Wall" and them on top of that a "Metal Wall"

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i guess doing like that was creating some kind of conflict or whatever

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i am hoping it was because of that lol

verbal wharf
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even using just squares walls this is not cleaning all

hearty wasp
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actually I just tried cuberooms and they work

verbal wharf
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cuberooms ... ???

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that nexus sites is pay to register ?

heavy merlin
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No, it's just stupid and misleading. There should be a link at the bottom to register without paying.

verbal wharf
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thanks

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i guess it's on porpuse lol

heavy merlin
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Yeah... ๐Ÿ‘Ž

hearty wasp
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at least the users there ask way better questions

verbal wharf
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you said well the users cause the site it self ask stupid question like "What is 5 x 6?" (to prevent botting lol)

hearty wasp
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lmao

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!pin 488779053872971787

hardy auroraBOT
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@hearty wasp OK.

verbal wharf
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damm grrr the second fllot never stays fine

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brb dinner .. but i can't understand

hearty wasp
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Told ya, use cube rooms

verbal wharf
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you mean the "Square Room" ?

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350 Pure Ferrite ones ?

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but that is not the same thing ๐Ÿ˜ฆ

rotund yoke
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200 pure-ferrite i think.

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or is it ferrite-dust?

verbal wharf
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yehh but it's not the same thing ๐Ÿ˜ฆ

rotund yoke
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its the same thing, can be infinitely produced.

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or should i say Infinite through Refining.

verbal wharf
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lol i just want some wide ope areas to place 20 Large Hydroponic Tray's

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unless i am miss understanding something

rotund yoke
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20x4 = 80 plants = 5 biodomes. u decide

verbal wharf
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that is what i am traying to avoid

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5 areas for the same thing ...

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why not just one ara for the same thing ?

cyan oracle
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@verbal wharf I think NMS has a bug with terrain editing.. the more you do it with base building parts, the less likely the next base building part will clip/edit/modify terrain.. When I start a new game, I can typically build a decent sized base, but after the parts stop editing terrain, I dismantle and relocate my base and the game now allows parts to modify terrain again, very briefly.. seems like it allows me to modify half as much as before.. By the time I'm on my 3rd base, I can get about a dozen pieces to excavate terrain and then it stops..

verbal wharf
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well @cyan oracle yehh i did dismtle the entire base and start from scratch again to see if it was helpfull ... And i am not sure yet cause i ahve not yet left the base lol

cyan oracle
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while only bedrock is showing there.. after I warped to a couple different systems and came back to my base a couple days later, almost the entire thing was in ground.. I had to delete cuboid rooms, make a holo door so I could go out and use my terrain manipulator to free up the planters and decor so I could delete and rebuild.. and having removed some terrain modifying pieces, the game once again cut the terrain around the new cuboid rooms I used to recreate the room, but stopped before I could finish

verbal wharf
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but now instead a 2 floor ground i am making a 1 floor with 2 floors height to see if it's better

cyan oracle
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after the base filled in again, I moved and decided to only build with the flow of cave structures, I'm done trying to carve into walls cause in the end, the terrain overtakes my base

verbal wharf
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yehh indeed @cyan oracle same thing was happening with mine

cyan oracle
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that might work a bit better for you extreminador because it will remove some floor pieces, hopefully allowing you some extra terrain modifying

verbal wharf
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the only place that did not happen was the place where i had the 22 things to plant stuff

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that place was always clean

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at least with one floor height

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heheeh even when i am inside dirt comes lol

cyan oracle
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planet's terrain is formed by algorithms.. so each time the planet gets redrawn, it tries to draw the terrain the way it thinks it should be.. then the game takes into account all of the terrainedits in the player's save file and tries to adjust the terrain accordingly.. to avoid any issues, or game rendering errors, I've found it's just best to build with the lay of the land.. I still build in caves and underwater, but do my best to not edit terrain where possible.. this reassures me when I return to my base, I won't be overran by surprise flora or impassible tunnels filled with soil..

verbal wharf
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well i was thinking do some kind of mod for this specificaly ...

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one thing that i have noted was that the firts tiem that i did build on this place ... evrey time i placed a metal floor the area on top of it would clear some meter above (i think the dise of the metal wall + rooft(floor)

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however now that floor thing does not work anymore

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i place the floor and the dirt above is not cleaned

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so i suppose that algorithms you talk about it was not very well implemented

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even the ground feel with a very small green grass

cyan oracle
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what you're mentioning here is what I lead into the conversation with.. I think the game has a set limit of how many base building items can modify terrain.. and each time you tear down your base and restart, that limit gets reset at half the value it was instead of resetting at 0.. So after a few bases, you can't even add any parts and modify terrain with them..

However, while they are capable of modifying terrain, floor pieces will clear out a square area for the room. This includes the floor dimensions as well as the volume extending vertically to where the ceiling should be. If you use a floor piece to cap the ceiling, it will take another chunk out above that. (Note the cuboid room how I have a gap section above the cuboid rooms, this is because I tried making this a two story construction room first).. the only time they don't remove terrain is when the terrain editing abilities of the parts ceases to work..

I've already thought to make a mod for this, but so far I've been unable to find the max value for terrain editing items in order to properly address this.. but it has led me to modify many NMS globals so I'm pretty much making my own game mode somewhere between Normal and Creative..

verbal wharf
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humm i see that is cool indeed

cyan oracle
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lookin good

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modifies scene files in the models\planets\biomes\common\buildings\parts\buildableparts\tech, doesn't touch metadata

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so it conflicts with Redmas' deployable exocrafts, but I think that's about it.. unless Winder's Eucli-ea modifies the geobays, but If I remember correctly Winder said those weren't in Eucli-ea..

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diggin that wide open room thing you got goin..

verbal wharf
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@cyan oracle yup that is the idea to do some kind of park inside

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and i would like to have a bigguer gate door ... like a garage door

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but i guess i would have to do that my self in 3D firts them somehow place it in a mod

cyan oracle
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the way the basebuildingtables work now, a part can have a custom assigned snap point config.. so I do think you could scale the garage door introduced in Pathfinder to be 2x or 4x the normal size, and then make different scene files for the snap points for those scales.. allowing you to reference the vanilla geometry, at custom scales and custom snap points to align with walls appropriately..

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like the megaplanters use 4 snappoints, if you do: (ScaleX=1, ScaleY=2, ScaleZ=1) you'd need two snapping points per side.. if you did: (ScaleX=2, ScaleY=2, ScaleZ=1), you'd need two snapping points per side and two snapping points along the top and/or bottom (this is only if the top/bottom central snap points are present in the default garage door scene)..

if you did (ScaleX=2, ScaleY=4, ScaleZ=1), you'd need 4 snapping points along each side and 2 along the top and/or bottom (unless previous exemption applies)

verbal wharf
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humm not sure if i understood all 100% lol

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i guess i need to play a little with mods

cyan oracle
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in short, the larger you make the garage door, the more snapping points you'll need to create (in the snappoint scene file) for it to connect with the neighboring walls

verbal wharf
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ahh got it

cyan oracle
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one snappoint for each level of wall (aka floor)

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also, not sure if default garage door will work with construction room pieces as it was originally part of the "Infrastructure" set

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so you might have to doctor up some compatible snapping points.. and mess with the scale of the door via trial/error

verbal wharf
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i did not even knew there was a garage door in-game

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i have not yet learn that one

cyan oracle
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it's a door that functions like a garage door, but it's too small to fit any exocraft through..

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you can wedge the nomad thru, but it's a PITA.. or at least you used to be able to

verbal wharf
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ohh yehh that is the normal door yes

cyan oracle
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people have used them to make really cool X-Men type bridges

verbal wharf
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there is an Arch, mybe that can do the biding to change to a door

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to a garage door

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but only for the two small veichels

cyan oracle
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yea, I'd use the construction arc piece as the snappoint scene file

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that way you can use those snap points to ensure you're connecting to the new construction walls

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but there's an easier way to get your exocraft outside.. I have no garage doors, my exocrafts are more like exhibit pieces..

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you hop in the exocraft you want to use, exit vehicle, go outside and summon it..

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you can use the summon terminal at the geobay to return the vehicle when you're done..

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but that's function, not aesthetics

verbal wharf
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well my idea is to have a ground lower that the other to place the exocraft almost in the same height has the ground

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like using the mid wall to lower the ground of that area and them use ground/floor

cyan oracle
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you're not going to be able to do that because of the terrain manipulation the geobays do

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if you set them deeper, you'll just have a lip of ground or structure to drive up over that will have the exocraft stuck..

verbal wharf
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humm i see what you mean

cyan oracle
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I've looked at lowering the TransY value of the geobays too, but if you end up a floor below the geobay, it looks really odd sticking thru the bottom of the floor..

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and I had to disable collision checking to even allow that placement

verbal wharf
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how about using the same tecnic to lower the ground and at the same time place the small floor squares in the top of the edge of the geobay ?

cyan oracle
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probably tricky and buggy at best.. to do that, you'd have to disable collision checking for the geobay so you could place floor panels over top.. and at that point, you run the risk of summoning the exocraft wedged into the floor.. similar to how the vanilla roamer's summoning terminal would get the roamer stuck in a 2 story ceiling..

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hmmm.. I think I could set ScaleY=0.05 or something incredibly small, which would pancake the platform..

heavy merlin
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You could disable the collision of the geobays, place plates over the top, embedded in the top of the geobays, then enable the collisions again?

verbal wharf
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i see what you mean

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well i guess them a new geobay type format them ...

cyan oracle
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it's not a matter of collision for the exocraft, the collisions would only be disabled so floor tiles could be built on top of the pad.. but even if you restored the collision checking after installing, the roamer will still just get stuck in the floor..

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I'll see what I can come up with.. hopefully have something in a couple hours

verbal wharf
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yehh i got that part ...

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colisions is always bad for moving parts/objects

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can the pak's being tested in-game with out being compiled ?

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i mean can the MODS dir on the game have the unpack version on it ?

heavy merlin
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That used to be the case, at least.

verbal wharf
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ahh ok them i can set the "unpacked Game Files Path" to the game one the MODS ones

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on the MOD station

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@dull lark you can checkl how long to grow if you use the anyliser on the plant

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look at the plant using the Anaylser

dull lark
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Ops wrong place I'm at the phone sorry

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Oh rly thx I'll do that tyvm @verbal wharf

verbal wharf
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damm so many paths to set

cyan oracle
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I gotta work on the collisions a little, they're still a little tempermental with placement

hearty wasp
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I just set mine's CheckCollision to False tbh

verbal wharf
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wow nice mate

kindred tiger
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Is it possible to make a garage like this without modding?

hearty wasp
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maybe? higher ceiling may do it

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but why would ask something would work without mods in a channel called "modding"

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that's like, the exact opposite of what we talk about blob

kindred tiger
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I haven't seen any garage like this on any other channels.

verbal wharf
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@kindred tiger nop mate you can't... the purpose of moddng is exact for that...

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guys where can i find the Simple_VS.glsl file ?

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ohh wait it mihg be a setting issue

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nop... lol

verbal wharf
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When i try to open Model Viewer it gives this error "Could not find a part of the path ..." Any idea what is this about ?

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i mean the file he is trying to look is not anywhere ... he is trying to find Simple_VS.glsl but i can't find that file anywhere

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and i ahve already unpack all the game files

hearty wasp
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what scene you trying to look at

obsidian tree
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The sharers are included with the viewer. Have a look at out.log to see a detailed crash report

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Shaders

verbal wharf
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@hearty wasp just by opening the model viwer gives that error

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@obsidian tree weard the zip i took out does not that that files thems

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i mean not zip but 7z file

obsidian tree
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what version are you on?

verbal wharf
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Release-v0.55.7z

obsidian tree
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lol

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there's your problem

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0.80.6 is most recent

verbal wharf
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weard i think i went to the official one but ... ohh well thanks

obsidian tree
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where is "official"? lol

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like on a modding site?

hearty wasp
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probably nmsmods/nexus lol

obsidian tree
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yeah

verbal wharf
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yup it was on the nmsmods

obsidian tree
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I think greg still considers it pre-release hence no update on the modding sites

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ok, I'll hassle him about putting up the most recent version lol

verbal wharf
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ahh now it opne with no errors lol

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now works thanks

verbal wharf
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if a new version of MBINCompiler comes out should i replace all the MBINCompiler.exe ? (like the one in Model viwer or the Importer

hearty wasp
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you only need one

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just have proper path setups

obsidian tree
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the model viewer now uses libmbin

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you'll want to use the version it comes with as it is built for the specific version of the libmbin API

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I don't think we have made any big changes to the API recently, but soonish we will be doing version 2 I think which may require those using libmbin to switch to the new system

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but the benefits will be worth it ๐Ÿ˜ƒ

verbal wharf
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ok roger that thanks

cyan oracle
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I can verify you want to use the libmbin that comes with the viewer.. I initially used the one the recent mbincompiler uses and got errors opening scene files.. restored the libmbin from the archive and all's well

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Greg did a really nice job on the Viewer, like the camera handling and extra editing additions

verbal wharf
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so can blender create exml files ? cause i do not see that extension on them (even after installing the Custom Model Importer by monkeyman192 and some other's)

hearty wasp
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not until the plugin's updated

slow island
stoic pasture
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@slow island Nice program!

obsidian tree
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@verbal wharf nmsdk has been updated for next. We still hav3 some bugs to work through but for simple models it shoukd be working fine

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It will by default convert all the data to mbin, so if you want to see it as exml just use mbincompiler to convert to exml

verbal wharf
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i am doing a simple gate door atm them i will check that out

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so you saying that Blender will convert to mbin ?

obsidian tree
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Essentially yes

verbal wharf
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ok cool

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i tougth the tools were already made for this stuff

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i mean the oficial programmer of the game must have that right ?

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if mods are allowed (wich they are) why not release what they use to the public ?

verbal wharf
supple wadi
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because then we'd be bothering HG for mod tool support alongside game support, lol

verbal wharf
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ohh forget a double clikc works it seems but right mouse option there are no rename

cyan oracle
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found the space walking killer in GC_PLAYERGLOBALS..

  <Property name="EnergyDischargeRateFloatingInSpace" value="30" />
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thanks @obsidian tree for getting the playerglobals working in 1.59 and exciting, awesome, news in regards to the nmsdk

verbal wharf
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lol not being able to install blender export heheh

obsidian tree
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@cyan oracle yeah, I'm glad to have nmsdk at least somewhat up and running!!

#

from shooter's tests it looks like the proc gen stuff isn't quite working properly yet because of <technical issues>, but I am planning on doing a pretty solid overhaul of the internals at some point, which should alleviate this problem and make nmsdk use the mechanisms NMS does in it's scenes/geometry

#

on the user end there will be no change at all, but on the back end it will all be handled differently lol

#

the best kind of change... the ones no-one using the program can really appreciate smh

#

@verbal wharf you have a problem install it?

#

also, that isn't how you do collisions

#

everything is done with meshes pretty much

#

and the custom panels

#

if you read through the docs it should be pretty clear, even though they are a bit outdated (will fix them when I get time sorry!)

#

first priority was fixing the damn plugin lol

verbal wharf
#

humm i did read the docs lol, but yehh fixing is the priority i understand that

obsidian tree
#

so you have the plugin installed?

#

(most recent is on the experimental branch which is default so you'd have to try to get the wrong version lol)

#

(I also need to implement a better versioning system...)

verbal wharf
#

nop i do copy the nms_something into blender folder and mb something.exe into blender folder but them none of the py's files types on the nms folder do nothing

#

*nms_imp folder and MBINCompiler.exe

#

unless i am miss understanding "supplied version of MBINCompiler". Is this refering to the executable MBINCompiler.exe or is to the mbincompiler.py ... humm maybe it's to the py let me test

obsidian tree
#

and no, mbincompiler refers to the exe, not the python file

verbal wharf
#

in that way it installa something but not working it gives an error

obsidian tree
#

there are probably other ways of installing plugins to blender, but I don't know lol

verbal wharf
#

when i try to turn it on it gives an error

#

wait a sec

obsidian tree
#

you put all those files there then added the nmsdk.py file as a plugin

verbal wharf
#

maybe it's because i am using the last version of blender and you don't ?

#

i have 2.79b version

obsidian tree
#

BlenderExtensions is a folder

#

in the plugin

#

you haven't copied it over

verbal wharf
#

ohh to blender folder as well i see

#

yehh working now

obsidian tree
#

yeah

#

you want all the folders

#

nms_imp, BlenderExtensions are the main ones

#

others are tests and stuff

verbal wharf
#

"Copy the "nms_imp" folder and the supplied version of MBINCompiler in Blender installation folder"

#

yehh on the docs it's saying this

obsidian tree
#

oh yeah I misworded that

#

I forgot that I have the exe not included

#

if you just download the most recent build from my repo it will work

#

throw it in the nms_imp folder I think

#

I need to check this actually, I have one in nms_imp and the blender folder lol

verbal wharf
#

the zip one from git has none exe...

#

it has a bat tought

obsidian tree
#

yeah, that's what I mean, download the exe from the mbincompiler repo

#

the bat is something else, it's something I am working on to do bulk processing of multiple blender files

verbal wharf
#

cool ...

verbal wharf
#

hey @obsidian tree the "CUSTOMMODEL/" folder it will be something that the nms mod station will create automaticaly when we pak the files correct ?

#

"My Project Path" folder is "PCBANKS\Mods" , the "Unpacked Game Files Path" is "PCBANKS" and inside Mods folder i have one called GATE that inside it has the MBIN files for the gate + 2 folders more created my blender exported

#

i did erase the "CUSTOMMODEL/" folder from there

#

i guess it's better i add it lol and pak it again

obsidian tree
#

what?

#

you need to pack the CUSTOMMODEL folder as part of the mod

#

so your mod folder will have that plus another folder containing whatever other files you need to spawn the model

verbal wharf
#

yehh that is what i tought ... but i only got to that part after i pak it so i pak it again with it

#

<Property name="Filename" value="CUSTOMMODEL/GATE/GATE.SCENE.MBIN" />

#

lets test this lool

#

if it does not wokr tomorrow at work i will read some more

#

bahh nop gate is no where to be found

#

at the start of the game it said that i was using mods and to press any key

#

but them inside game i saw nothing

obsidian tree
#

how did you spawn it?

verbal wharf
#

well i copy the firts object and palce it on the second line

obsidian tree
#

oh what?

verbal wharf
#

i saw no object with signal name on it like your example

#

let me check a sec

#

MODELS/PLANETS/BIOMES/COMMON/RARERESOURCE/GROUND/UNDERGROUNDPROP.SCENE.MBIN

#

thre was no signal scanner scene file on my full or fullsafe file

supple wadi
obsidian tree
#

yeah lol

supple wadi
#

Those docs may also be rather outdated, from the sounds of it, lol

obsidian tree
#

are you replacing the scene reference in the levelone objects table?

verbal wharf
#

ahhhh oki lol

#

yup level one object yehh

obsidian tree
#

the method is still the same though

#

ok,well just remember that if the object density is low it may be hard to find

#

also some planets don't use level one lol

verbal wharf
#

lol ...

obsidian tree
#

best way to test models is by adding to the planet building table in the none slot then finding a place where it spawns

verbal wharf
#

so i should folow wiki oki

obsidian tree
#

then you can just save there and reload game

verbal wharf
#

it isn't possible to add it to a new menu like where the base thins is ?

#

base computer is

#

or since this is suppose to be a metal thing add it to the metal menu where the metal walls are

#

i guess we just need to find the mbin where it is right

#

anyway it's 1:30 am here i go bed

#

need to go work when i wake up

#

will read wiki tomorrow at work

#

thanks for all help guys

#

and monkey keep the amazing work

supple wadi
#

It's very possible to add to a new menu like where the base things are, so yeah, take a look over the wiki stuff & if ya have more questions, pop back in!

obsidian tree
#

or can ask as well in the modding discord. I check there a bit more often. And there were probably more people there who can help ๐Ÿ˜ƒ

limpid summit
#

How hard is NMS modding? I only want to change a couple things, both minor numbers.

limpid summit
#

So I got as far as turning .exml back to .mbin, and now NMS Modspace has frozen.

obsidian tree
#

are you using the most recent mbincompiler?

#

@slow island just looking at your code again. Good improvements, but you have to remember that if people want to run your script in python you need to mention dependencies.
So for example your code now uses wordgenlib, which is another of your repo's, but if I just cloned the name generator repo and ran it I would get a crash on line 5 saying no such file/library/whatever it says exists

limpid summit
#

Okay, the problem was that it got stuck open when I had to force-quit Modspace, I think.

#

Mod didn't actually work though.

supple wadi
#

Hmm, so you have the latest version RewardTable file available, & when compared, there's no major diff. besides the slight value or whatever change?

limpid summit
#

I opened them both in NP++ and I think that's how it was done, yeah.

supple wadi
#

Either way, I wouldn't think it would have changed that much. ๐Ÿค”

#

And you've the latest MBINCompiler?

limpid summit
#

Yeah, just downloaded today.

supple wadi
limpid summit
#

That's the site, yeah. 1.59.0-pre1?

supple wadi
#

Should be, yeah

#

So hmm, you've revised, recompiled, and you've packed it so that the RewardTable is in a similar directory to the game's files? E.g. METADATA\REALITY\TABLES\REWARDTABLE.MBIN

limpid summit
#

Also, coming from tinkering with other people's mods in KSP this code is really hard to read.

#

Ooh, maybe that's what's up.

#

So put the new mbin in those directories, and pack them all?

supple wadi
#

When you go to pack it, you'll pack from like whatever directory you've the duplicate directory in, so e.g. MoreWordsUpdated\Metadata\Reality\Tables\RewardTable.mbin

#

I've not used ModSpace much, so I'm not really sure how it navigates the packing process, tbh

#

But that's the basic idea: you emulate the game's directories, modify the mbin, and then pack it all up into a .pak file then toss in the Mods folder

#

Hope that makes sense, my wording was a bit clumsy there

limpid summit
#

Alright, that didn't work. BUT! Turns out the original mod was only not working in the first place because of a MBIN conflict with another mod.

#

So, nice. Onto the next one.

supple wadi
#

Oooh, yeah, that would trip stuff up a bit

#

Typically safest to check your work without other mods running

cyan oracle
limpid summit
#

How do you decompile .GLOBAL.MBIN files?

supple wadi
#

Should be like any other mbin

#

But maybe you're going after one that has issues atm? ๐Ÿค”

verbal wharf
#

good morning all

obsidian tree
#

they should all work...

#

if they don't then ๐Ÿ˜  ๐Ÿ’ข

verbal wharf
#

when you speak in "modding discord" you mean this channel right lol ... i bet it is

supple wadi
#

oh nah, there's a separate discord server purely for NMS modding

verbal wharf
#

ohh there is ... can i have an invite link ?

#

mybe the "discuss" button in nmsmodding wiki has it

obsidian tree
verbal wharf
#

thanks

hearty wasp
#

time to make another meme to pin the discord link

#

I really liked the Robbieposting meme tho, but I don't wanna repost it and make it stale

#

!pin 489326015718359041

hardy auroraBOT
#

@hearty wasp OK.

hearty wasp
#

oh shit wrong pin fuck

#

!pin 489327231475122176

hardy auroraBOT
#

@hearty wasp OK.

charred isle
#

!unpin 489326015718359041

hardy auroraBOT
#

@charred isle OK.

charred isle
#

@hearty wasp

#

See above

hearty wasp
#

like I can do the command, but there seems to be no effect to it @charred isle

charred isle
#

You want to unpin the head one?

hearty wasp
#

I kinda just want to tidy up the shitshow a bit too, tbh

charred isle
#

!unpin 489326015718359041

hardy auroraBOT
#

@charred isle OK.

charred isle
#

Hmm

#

Sec

#

I'll bring it up and see if it's an issue with the bot or perms. I'm mobile so I can't do much rn unfortunately

hearty wasp
#

no worries, it's not a major concern anyway lol

south turtle
#

jebus this server has so many members now

#

!unpin 489326015718359041

hardy auroraBOT
#

@south turtle OK.

south turtle
#

!unpin 397642553660276747

hardy auroraBOT
#

@south turtle OK.

south turtle
#

ok, unpinning should be fixed now ๐Ÿ˜ƒ

charred isle
#

@hearty wasp see above

#

Also, a reminder to keep pins professional. I'd like if you could replace some of the more memey pins with versions that are more concise and don't contain large images, especially ones that aren't really helpful in getting the point across (see most recent pin)

hearty wasp
#

lol I'll get em when I'm home within an hour

#

Also hell we gotta set up some time limit for mod pins

charred isle
#

Yeah no rush, and that would likely be a bot thing which I'm not confident we will add lol

hearty wasp
#

Nah don't worry I can do it manually lol

#

It's simple enough

lime mesa
#

Oh man we cant keep the pins from a former mod in 2017 ? come on

hearty wasp
#

I won't unpin it lol

#

Just basically all the mod release stuff

hearty wasp
#

aight, here goes my killing spree...

#

!unpin 418929944777719810

hardy auroraBOT
#

@hearty wasp OK.

hearty wasp
#

!unpin 421844521303932939

hardy auroraBOT
#

@hearty wasp OK.

hearty wasp
#

!unpin 455486978587099157

hardy auroraBOT
#

@hearty wasp OK.

hearty wasp
#

!unpin 471736259945955348

hardy auroraBOT
#

@hearty wasp OK.

hearty wasp
#

!unpin 471847096509792277

hardy auroraBOT
#

@hearty wasp OK.

hearty wasp
#

!unpin 472100738433286154

hardy auroraBOT
#

@hearty wasp OK.

hearty wasp
#

!unpin 472275626024370176

hardy auroraBOT
#

@hearty wasp OK.

hearty wasp
#

!unpin 472310293155020801

hardy auroraBOT
#

@hearty wasp OK.

hearty wasp
#

!unpin 472552394991992834

hardy auroraBOT
#

@hearty wasp OK.

hearty wasp
#

!unpin 472794957208485890

hardy auroraBOT
#

@hearty wasp OK.

hearty wasp
#

!unpin 480393872405692426

hardy auroraBOT
#

@hearty wasp OK.

hearty wasp
#

!unpin 480696503770284033

hardy auroraBOT
#

@hearty wasp OK.

hearty wasp
#

!unpin 483716428894175244

hardy auroraBOT
#

@hearty wasp OK.

hearty wasp
#

!unpin 489326015718359041

hardy auroraBOT
#

@hearty wasp OK.

hearty wasp
#

!unpin 489327231475122176

hardy auroraBOT
#

@hearty wasp OK.

hearty wasp
#

!pin 489456654501412874

hardy auroraBOT
#

@hearty wasp OK.

hearty wasp
lime mesa
#

Yo who made the green screen mod?

#

I want to say thank you

hearty wasp
#

you're welcome

lime mesa
#

You have helped me in developing my meme career

hearty wasp
#

nice

lime mesa
#

Yes

#

Thanks you

hearty wasp
#

tag me if you've made any good memes

lime mesa
#

One day yes

hearty wasp
#

thank you for using my mod to make memes

#

having mods used for memes is considered a great achievement to me

thin valve
#

I love Euclidia it's the best mod I've ever used

#

Never gonna stop either

#

As someone who loves building things so much

#

I'd probably die without all the extra stuff

verbal cairn
#

N

hearty wasp
#

hah, it's funny cos your game will crash if you ever remove the mod

#

cos HG did it again

charred isle
#

Did what again? Didn't account for unofficial changes to the game? Damn them

hearty wasp
#

The thing is the game didn't crash when unknown IDs were present in saves since Foundation, in fact it runs absolutely fine with em

#

And now they just suddenly decided they want to crash our games if that happens

#

It's more of an oversight than a "change"

obsidian tree
#

wait, really? damnit...

hearty wasp
#

If anyone knows about it it'd be me tbf lol

#

Anyway, nothing I can do about, making a tool just for removing my IDs in saves is too much hassle for me

cyan oracle
#

Real American Space Cowboy!

cyan oracle
limpid summit
#

What's 'CoolMultiplier' do?

cyan oracle
#

multiplies the value of an "IsCool" item..

hearty wasp
#

So like, literally fuckall?

cyan oracle
#

yea, I'm not sure if anything is actually set "IsCool"="True" or 1..

hearty wasp
#

The worst thing is it doesn't even make you radical

hearty wasp
sacred wraith
#

lol

#

whats the whole drone thing pls

#

can you earn it by doing that event?

hearty wasp
#

the left one, no, the right one, yes

#

but srsly they're the fucking same

echo oxide
hearty wasp
#

I would probably happier if HG bit something more complicated than a drone off me, but I can't ask for more

echo oxide
#

Perhaps implementing the ambient mode drone functionality with a couple of non-cosmetic perks

thin viper
#

Yeah like make it auto explore and we sit back and watch

hearty wasp
#

you'd want to believe it but it's in decoration category

echo oxide
#

Nah, I was thinking of something like a drone you could deploy and have ambient mode as a seperate mode, but yeah

thin viper
#

.... but thats the use of that drone

#

Why else would we need a drone

#

Other than it going around and taking random pics

#

We can then run the game in ambient mode and put it up on a 24x7 display at some shop or somewhere

echo oxide
#

Some tacky lore could help with that- explore this super irradiated sector using your drone, otherwise risk your life

#

something like that

thin viper
#

Yeah

#

Would be cool

#

If that is a feature

#

We just need spore creature generator in nms

#

Imagine a flamingo on a lake

#

And then it turns

#

And it has sean murrays face

echo oxide
#

The center of the universe.

thin viper
#

Yes

lime mesa
#

I need the NMS meme masters to make your vision a reality

echo oxide
#

Which vision, O mighty @lime mesa?

lime mesa
#

Bagged Bird's vision of the Sean flamingo

hearty wasp
#

I should nag someone to make a helmet mod that basically is just a cube with Sean's face being the front of it

golden ember
#

@thin valve Euclidia? Where can I get that one?

hearty wasp
#

Eucli-ea*

#

also check the pins

golden ember
#

thanks!

hearty wasp
#

"best mod I've ever used"
can't spell the name correctly
n i c e

golden ember
#

I did wonder ๐Ÿ˜›

hearty wasp
#

!unpin 489456654501412874

hardy auroraBOT
#

@hearty wasp OK.

hearty wasp
#

!pin 489782890369122307

hardy auroraBOT
#

@hearty wasp OK.

cyan oracle
hearty wasp
#

nice one

supple wadi
#

haha, yeeaaah

#

forget fins, we got jets!

rotund vine
#

2:06

#

The mod I would like

#

In combination with mod 4

hearty wasp
#

or do you ppl like T H I C C decors

hearty wasp
frosty vine
#

Yes pls

hearty wasp
#

do you mean yes by "yes shrink it" or "yes I like it T H I C C"

frosty vine
#

Thicc

#

Bigger even

thin valve
#

Gimme them thicc heads

half flame
cyan oracle
dreamy tulip
#

RaYRoD's Camera Overhaul:
https://www.nexusmods.com/nomanssky/mods/618

RaYRoD's Flight Overhaul:
https://www.nexusmods.com/nomanssky/mods/614

20-20 Clouds - NEXT Trailer Style Clouds:
https://www.nexusmods.com/nomanssky/mods/735

Concept Art Style (Atmospheric Atlas - Space Stations):
https://www.nexusmods.com/nomanssky/mods/620
https://imgur.com/0V13Iwf

All updated to the latest experimental branch.

hardy auroraBOT
#

@dreamy tulip OK.

supple wadi
#

Aayy, found yourself compartmentalizing some bits during these tumultuous times, eh?

dreamy tulip
#

Heh, yeah. I update my source as a whole upon every exp branch.... those are files from my (in-development) fan project isolated.

#

When I finish coding my tool, it'll be 99% faster to update

#

The manual updating is tedious... (expecially wth frequent awesome patches) lol

supple wadi
#

Yeah, automating is the way to go for bigger projects, without a doubt

dreamy tulip
#

Do you still dabble?

supple wadi
#

Not lately, still waiting for things to settle in, but have a bunch of ideas from some of the new stuff they've added, or stuff they've simply changed around

#

Very happy I didn't get too far into what I was working on right before Next, given how they changed up basically all the object resource outputs

dreamy tulip
#

Ah yeah, fair enough. They changed the Atlas Ending 2 scene

#

I was surprised, had to update it

supple wadi
#

From what I gather tho, a decent amount has remained the same in terms of basics, so it's mostly just the usual mix in some new structs to update things

#

Noticed that when I updated Cockpit Cloak like a month or so ago

dreamy tulip
#

Yeah, fair enough. What I really like about the frequent patches is the new structs and stuff being added.

#

There is continuously becoming more stuff internally to have fun with

supple wadi
#

Yeah, I've been keeping an eye on it, just haven't wanted to unpack a million times, lol

dreamy tulip
#

I hate unpacking lol

#

It freezes up my PC

supple wadi
#

Oh damn, really?

dreamy tulip
#

Yeah, during the process... though I have an SSD

#

Resolved to only do like 15 .pak's at a time

#

So, it's not so bad

supple wadi
#

Weird! Do you use the psarctool directly or something? I generally unpack via Modding Station

dreamy tulip
#

Yeah, I use the psarc-tool drag and drop

#

or linked to .pak files

#

with explorer

hallow pumice
#

Doing it that way it opens about 150 tabs of the console it seems lol

supple wadi
#

๐Ÿ˜ต

hallow pumice
#

Looks like my pc is being hacked

supple wadi
#

I've always found Modding Station's unpack to be reliable & quick, plus I just don't like CLI stuff, lol

dreamy tulip
#

@hallow pumice How so?

#

I might check it out for that purpose

#

Gmr

#

Oh

#

nvm Hennesy, I read that wrong

hallow pumice
dreamy tulip
#

Lol

supple wadi
#

lmao Hennesy

#

hackerman gif right there

dreamy tulip
#

Hackerman from that movie??

#

lol

hallow pumice
#

Oh thought it was from that show

dreamy tulip
#

forgot the name

#

it was something stupid

#

with a hasslehoff song

hallow pumice
#

Mr. Robot?

dreamy tulip
#

nah

supple wadi
#

I was just thinking of the meme

dreamy tulip
#

something kung fu

#

kung fury lol

hallow pumice
#

can I post the meme in here??

supple wadi
#

nobody's lookin' go for it ๐Ÿ˜›

#

(i think? i dunno!)

hallow pumice
#

Ima hide now

dreamy tulip
supple wadi
#

lol

dreamy tulip
#

Also, I think I'm gonna go mad. For 6 days now... the Futurama theme song has been playing in my mind on repeat

#

Can't seem to get it out lol

hallow pumice
#

Yikes, thanks now I hear it...

dreamy tulip
#

LOL

supple wadi
#

I just have Take a Byte by Janelle Monae stuck in my head atm

dreamy tulip
#

๐Ÿ˜

hallow pumice
#

I'm tempted to look that song up Gmr

#

Thanks, new song for my Spotify

west notch
#

Sorry to bother

#

I have these mods

#

Do somebody knows if any of them are broken because of 1.59?

#

Or i will be fine?

dreamy tulip
#

Depends which version those .pak files were made for

#

However, I recently updated the flight overhaul today

#

random biomes, should be fine

#

As well as expanded palettes, less intrusive rings

#

and default filters on all planets

west notch
#

1.55 was the last time i've played i think, so 1.55 or less

#

Ok, thanks RayRod

dreamy tulip
#

I would check the pages to make sure that you have or dl the latest

#

no prob

echo oxide
#

@hearty wasp you told me to tag you, so here's another one
https://youtu.be/Xa0hbdmFpGY

let toby die Let Toby Die L E T T O B Y D I E โ“›โ“”โ“ฃ โ“ฃโ“žโ“‘โ“จ โ““โ“˜โ“” LET TOBY DIE โฑ ษ†โ‚ฎ โ‚ฎร˜เธฟษŽ ฤล‚ษ† ๐•๐•–๐•ฅ ๐•ฅ๐• ๐•“๐•ช ๐••๐•š๐•– ๐–‘๐–Š๐–™ ๐–™๐–”๐–‡๐–ž ๐–‰๐–Ž๐–Š ๐Ÿ…›๐Ÿ…”๐Ÿ…ฃ ๐Ÿ…ฃ๐Ÿ…ž๐Ÿ…‘๐Ÿ…จ ๐Ÿ…“๐Ÿ…˜๐Ÿ…” ๐™ก๐™š๐™ฉ ๐™ฉ๐™ค๐™—...

โ–ถ Play video
thin valve
#

Tag

#

You're it

echo oxide
#

ono

hearty wasp
#

lmao

hearty wasp
#

also Imma unpin dupllicated mod links cos why would we need dupes at this point

#

!unpin 485915817247244288

hardy auroraBOT
#

@hearty wasp OK.

hearty wasp
#

!unpin 482979231710707713

hardy auroraBOT
#

@hearty wasp OK.

hearty wasp
#

!unpin 485737109915828234

hardy auroraBOT
#

@hearty wasp OK.

hearty wasp
#

!pin 490166854606913536

hardy auroraBOT
#

@hearty wasp OK.

half flame
#

is there any faster way to get salvaged tech? -_-

hearty wasp
#

yeah

#

edit your save

#

don't salvage tech just litter across everywhere anyway

stable goblet
#

you can buy salvage tech or trade for it with another player

limpid summit
#

Is frigate class odds controlled by INVENTORYTABLE? Or elsewhere since freighters/frigates are newer?

#

Okay, the answer is definitely not, at least for Frigates. Who knows what Freighters use. Does anyone know what does control them?

half flame
#

looking for a mod or making a mod to get maxed freighters?

limpid summit
#

I'm trying to up the chances of higher classes, not make them always maxed. Looking at the changed files from https://nomansskymods.com/mods/legit-max-frigates-next/ and I can't see anything that would effect class chance as claimed.

#

Like, there's a change that makes all frigates purchasable, and another that makes the chance of negative traits zero, but I'm not seeing anything for classes here.

#

Oh wait, figured it out.

#

New question: what do the five Property values under ChanceOfBeingOffered each do in FRIGATETRAITTABLE? I know setting them all to zero makes a trait (or trait category, possibly) not appear, but how? Can you make a trait merely appear less?

dreamy tulip
#

Infinite Visual variety with consistency.

After 10 hours, I've finished coding for the color palettes, for now in a systematic fashion.

So, I'd like to emphasize that this is not (entirely random) but rule-based. Algorithmic. Purely random often results in chaotic. We can have infinite variety with absolute consistency. I have things setup in a way, where (I don't know what to expect) - but I know to expect to not see what I don't want to see... because of rules. Infinite biome palette Variety with no eye sore planets. Not only is there infinite variety, the biome color variety is being procedurally generated based off of rule-based conceptual art biome, atmospheric, and space palettes that I created in-game , when I looked at pre-release screenshots, pre-release trailers, No Man's Sky fan art, random science fiction book covers, real-life locations, photography from outside of my house and nasa imagery... and repainted replicates of that conceptual art into No Man's Sky live in-game through executable hacking.

This is cranked all the way down, but I generated a massive amount of palette combinations with rule-based consistency grounded in the vibes of conceptual art.

1,773,917,184 rule-based, procedural palette combinations to be exact. Changing the amount of combinations to get generated is as simple as typing a number on my keyboard.

I have also ensured that vanilla palettes, alongside palettes from every released version of No Man's Sky will still be frequent (including various pre-release trailer and planet palette replications, with numerous rule-based proc variations coded for them systematically in specific areas).

Here are a few pre-NEXT screenshots (showcasing this kind of style, from an older, inferior version) in which in this case, will be modest.

dreamy tulip
cyan oracle
hearty wasp
#

ahh, rotating emitters, nice as fuck

#

did you try to rotate the thing is more than one axis before? could be why the trails were going bigger

cyan oracle
#

thanks ๐Ÿ˜ƒ

#

last night I ended with using the "trail" locator in the engine scene, and I wasn't satisfied with that.. I really wanted to find the scene that the trail locator loaded.. finally found that, and that allowed me to make different color trails

#

the large green trail loops were because RotY for the outer trails was set too high..

hearty wasp
#

ahh, understandable

#

so they are particle emitters?

cyan oracle
#

trails.. I thought about particle emitters, but I'm no good with all the settings..

#

still just the default trail, not able to make different trails for different ships ๐Ÿ˜ฆ

#

hopefully we'll be able to once we can customize ships.. that'd be really cool

hearty wasp
#

wait so trails ain't particle emmiters

#

or are they in like a table or something

cyan oracle
#

the trails are scene files, but not mesh files..

#

instead of geometries, it's a terrain/trail type file.. then uses normal materials and *.trail.mbin files to create the trail

#

so the trails are sort of like emitters, but they're their own mbin type

#

the player's default trail is: MODELS\EFFECTS\TRAILS\SPACECRAFT\HOT\HOTTRAIL.SCENE.MBIN

#

chased a ghost in the wrong file for a good few hours before I finally found the right scene file

#

IDK what MODELS\EFFECTS\TRAILS\SPACECRAFT\DEFAULTTRAIL.SCENE.MBIN is, but it's not a player's default trail..

hearty wasp
#

huh, interesting

supple wadi
#

Yoo, that's really slick lookin' Krem!

#

That first shot especially

cyan oracle
#

thanks Leon ๐Ÿ˜ƒ

thin viper
#

nice trails KREM.

#

Hello all Interlopers, Diverse Environments now available for NEXT , https://www.nexusmods.com/nomanssky/mods/493 . the mod is now fully procedurally generated for NEXT, nothing made by hand. the initial release version for NEXT has more chances of spawning Forest type planets as per feedback from testers, more balanced versions will be released in future updates. https://imgur.com/a/sB60WoM album with some images from the forest predominant variant of the mod.

#

!pin 490790548165361674

hardy auroraBOT
#

@thin viper OK.

drowsy lantern
#

That is awesome news. Cant wait to try it out

#

So does it affect underwater/underwater cave biomes? Or is that a separate mod. Really keen to go cave diving but would also like to see really cool shit in the process haha

thin viper
#

Water biomes will come in a later update

#

All other biomes are present now

half flame
#

@thin viper making all new saves for the mod. not gonna bother my old files now.

marsh aurora
#

This is not really necessarily modding related but I assume you modders would still know. Is it possible to grab the 3d file of your ship and turn it into a 3d printable thing?

hearty wasp
#

ye

twilit wing
#

Does anyone know of a mod that entirely removes clouds so that I can take unobstructed screen shots of a planets surface?

hushed bronze
#

@hearty wasp Can you tell me where to look for those models and their names?

#

I have a lot of experience in modelling, not so much in coding

dull lark
#

Guys is there a mod or a possibility to shut the exosuit voice "units received" it's driving me nuts lol

marsh aurora
#

@hearty wasp how exactly?

hearty wasp
#

I ain't sure if exporting to obj from model viewer is updated yet so first you have to wait

#

Or alternatively help greg do his work

dreamy tulip
young oar
twilit wing
#

awesome. Thanks @dreamy tulip I've never used a mod before

dreamy tulip
#

No problem! I'll give you some instructions in a moment

twilit wing
#

cool thanks

dreamy tulip
#

Installation Instructions:

  1. Go to your No Man's Sky directory (whether it be Steam or Gog) and inside of No Man's Sky > Gamedata > PCBANKS... delete "disablemods".txt.
  2. Inside of the 'PCBANKS' folder, create a new folder titled "MODS".
  3. Place the .pak mod, into your MODS folder.
    Enjoy!
twilit wing
#

sounds pretty simple and when i'm done taking my screen shots I can put it back to normal again by removing the mod pack and puting back the "disablemods".txt file?

dreamy tulip
#

Yup, it is. :)

You can add back the disablemods.txt, or you can create a new folder in your MODS directory and name it to something like "DISABLED MODS" and just drag the .pak file into there to save time.

twilit wing
#

ahh cool

dreamy tulip
#

Due to the nature of the way that the game loads playstation archive files, only the modded .paks in the "MODS" directory get loaded.

twilit wing
#

im on PC will it be different ?

dreamy tulip
#

Nope, the .pak/psarc files are essential playstation archive files renamed.

#

The files on the PC build and PS4 build are almost completely identical.

twilit wing
#

oh thats cool i had no idea

#

here what im working with now and want the same screen shot minus the clouds

#

i cant drag the file into discord on this channel

#

but you get the idea

#

going to install mod now and see how it works

dreamy tulip
#

Sure thing

#

If you need any other assistance, I'm around

twilit wing
#

excellent i'll let you know how it goes. thanks again

twilit wing
#

Awesome Mod @dreamy tulip ! No clouds blocking my few of the planets surface. Now i can take unobstructed screen shots of the surface . Thank you very much!

dreamy tulip
#

You're welcome:)

thin viper
#

now also updated on NMS MODS site , https://nomansskymods.com/mods/diverse-environments-2/

#

!pin 491245675351244800

hardy auroraBOT
#

@thin viper OK.

hearty wasp
#

need someone to test some exocraft shit, hmu asap pls

crimson crypt
#

How does one mod NMS? Does NMM work good? Is it easy?

kindred birch
#

no idea

#

i just load mods and use them, can't make mods

crimson crypt
#

Thatโ€™s what I mean. Just downloading the mods not making them. I just want to know if I should do it manually or use Nexus Mod Manager. I use it to mod my Skyrim and fallout Iโ€™m just unsure if itโ€™s the same process.

kindred birch
#

i prefer manually, just download it into the mod folder and start it up

crimson crypt
#

NMS has a mod folder?

kindred birch
#

yip

#

for PC in the steam folders

crimson crypt
#

Thanks Iโ€™ll check it out

sudden wasp
#

@frisout "This is not really necessarily modding related but I assume you modders would still know. Is it possible to grab the 3d file of your ship and turn it into a 3d printable thing?" If you ever get that figured out, I'd pay some serious bucks for a model of my favorite ship - and I wouldn't be the only one ๐Ÿ˜ƒ

dreamy tulip
#

@sudden wasp, yes you can.

#

GregKWaste developed a free tool for that purpose called "No Man's Sky Viewer"

supple wadi
#

Is it currently working for export to obj tho, given their reworking of it?

supple wadi
#

nice

naive blaze
#

hey guys, is there a more recent audio file dump then the one from first release of NMS?

#

i'd like to get my hands on some of those new sounds

obsidian tree
#

@naive blaze music or just sounds? Because I have a program that can extract them for any version

magic lava
#

Is that available to anyone @obsidian tree , and does it do both music and sounds?

naive blaze
#

@obsidian tree I don't have NMS on PC so I cannot do it myself

#

I was wondering if anyone else had a file dump that they'd like to share

obsidian tree
#

yeah, it's on my github
Also a dump of all the sounds would be... really big lol

#

Probably a few Gb

#

I don't know how well it handles music tbh. Haven't looked at it in a while lol

magic lava
#

Very nice!

#

Thanks for the link

drowsy lantern
#

Replacer sounds nice. As in...replace Annoying Voice in the Exosuit with...SILENCE

dull lark
#

Yes that please. I'm getting crazy "units receeeeeeived"

naive blaze
#

well, if anyone could take the time to post a file dump of all the audio, that'd be much appreciated ๐Ÿ˜ƒ

obsidian tree
#

the replacer doesn't work sadly

#

and I think HG may have made it impossible now ๐Ÿ˜ฆ

dreamy tulip
#

Oh man, that's not good.

tepid imp
#

anyone know if its possible to change the order of the ships that are listed on the save editor ship list..... this mod that adds the starship appearance modifier only lets you change the color of the first ship listed

heavy merlin
#

You could probably do it by editing the raw json in the editor, finding the section of the ship you want in the list of ships, and moving that before the current one.

tepid imp
#

i'll have to take a look at that i guess. pretty cool though, only lets you change the one ship and primary color -

drowsy lantern
#

that black looks awesome
hey here is an idea for a mod, for those savvy in their creation...the fucking Milestone screen popup or even planet data popup when you land etc...reduce the time that stays in your bloody face. my god. shits me to tears sometimes

#

i know you can hold Tab to close it...but just make it go away really quick. that would be fine ๐Ÿ˜ƒ

cyan oracle
#

@tepid imp as @heavy merlin suggested, copy/pasting the nodes so they're in different order is your only option.. it's important to note that each of the first 5 ships' main node sections conclude with a }, and the last node concludes with ONLY a }
The comma dictates the continuation of the array of ships.. so when you rearrange your order, it's important to keep the first 5 ships with commas after the node's ending bracket otherwise the save file will not work..

obsidian tree
#

Does json care about that? Generally in lists you can have (e.g..) (1,2,3,) or (1,2,3) and they are considered the same thing

#

Well in some languages at least

heavy merlin
#

This is {1,2,3},{4,5,6} vs {4,5,6}{1,2,3}, or so though.

obsidian tree
#

oh, yeah, they of course wouldn't be the same

cyan oracle
#

yea, Moo got it.. that comma creates the vehicleownership array and to close the array prematurely could cause undesired results at best..

hearty wasp
hushed bronze
thin viper
#

Lol

#

Well i can remove it

#

If people dont want it

#

Xd

#

I call those treasure planets

#

You get a planet filled with valuable stuff

hushed bronze
#

Depends

#

Is it a rare occurence?

thin viper
#

And you can bookmark /save its coordinates and teleport there whenever you are low on resources

hushed bronze
#

If its happening on everythird planet it takes the magic out lol

thin viper
#

Well metalfingers are kinda one in 4 planets

#

Hmmm ok

hushed bronze
#

I mean the in-place-of-forests thing

#

Not random small clusters

thin viper
#

Alright

hushed bronze
#

If every fourth planet is metal finger forests thats too much

thin viper
#

Hmm issue is noted down.

#

Well it wont be forests..it would e every fourth planet has metal fingers

hushed bronze
#

I dunno its the only planet ive seen

thin viper
#

Density is randomly chosen by the game

hushed bronze
#

Thats what I mean though its not a problem for fingers to be on every fourth planet, just if they're overrunning the planet on every fourth planet

thin viper
#

Ah ok

#

Forests of those stuff are rare

hushed bronze
#

ok

thin viper
#

Its a forest of whispering eggs

#

Its rare but they exist

hushed bronze
#

*Do they spawn horrors?

thin viper
#

Nope

hushed bronze
#

#bug report

#

lol

thin viper
#

I can make them spawn if you want them to lol

#

But i dont have a nuke

#

Lmao

hushed bronze
#

Yes whiper egss 100% come with horrors

#

There is no free lunch lol

thin viper
#

Welll thats why its treasure planets

hushed bronze
#

Well anyway I flew away from the finger forest and it was just an oversized single deposit so to speak

thin viper
#

Free stuff with zero risks

hushed bronze
#

not actually in place of trees as i thought

thin viper
#

Yeah the density is decided by the game

hushed bronze
#

I just happened to be landed in the middle of it when I first opened my save with the mod on

#

AT least 200 fingers there

thin viper
#

Hehe 200 fingers..where is the rest of the body

hushed bronze
#

Its that grey mess of nothing

#

That was a toxic world you turned into a metal fingered moon lol

#

But you know what

#

Ive never seen it before

thin viper
#

Hmmm

hushed bronze
#

THe mod affects grass colors doesnt it?

thin viper
#

For now no

#

All colors are same as vanilla

hushed bronze
#

Thats still a big problem for modders"?

thin viper
#

Hmmm well there are a few color mods

#

Actually 6 or 7 color mods

hushed bronze
#

Do they Expand the colors or just override the colors within the existing limits?

#

Ive tried a few and it seems i still only get four grass colors on Lush

thin viper
#

Well depends

#

On which mod

hushed bronze
#

They both claimed expansion, but it didnt work out that way

hearty wasp
#

I mean you can just look at Nexus yourself

hushed bronze
#

I dont think there are enough red crystals

#

Needs more red crystals

thin viper
#

But those are pink

hushed bronze
#

Even better

#

Aw rtheyre non destructible

thin viper
#

Let me know if you run into the horror whispering egg planet

#

It would be too late by then.those eggs latch on to your face

hushed bronze
thin viper
#

Nice

hushed bronze
#

Why cant NMS just mix it up lkike this without your help

thin viper
#

Probably becoz they dont want peoples ps4 catching fire

hushed bronze
#

F--k PS4 lol (jk)

#

I dont mean the density though I mean the variety

#

like the colors. Pick from a scale, using the seed as reference

#

thats what seed based procgen is all about ffs

#

If its sand, restrict scale to sand-sensible colors

#

Rock, rock sensible colors

#

Grass?? Grass-sensible ranges

thin viper
#

And then there is zendesk where you send it to the devs

#

Better chance there than putting stuff here

hushed bronze
#

Theyve heard it a zillion times everyione wants the colors

#

even more so because NMS already had More color in previous editions

#

and everyone like why would you strip colors out???

#

Alright gonna fuse that earlier recomendation with diverse and see if NMS explodes

thin viper
#

Lel

hushed bronze
#

WOW bro I want variety not for you to make my eyes bleed with max-sat landscapes lol

#

btw it overrides your variety mod

#

just kinda pushes it out

soft coral
#

how come there's too few videos regarding Diverse Environments, even pre NEXT?

hushed bronze
#

Make some

soft coral
#

Well, it's not like I couldn't or wouldn't want to. Don't get me wrong, I do think Diverse Environments is great from the few screens I've seen, but since HG keeps updating the game it makes me wonder about incompatibility. I'm more worried about the stability from their part than the mod itself.

hushed bronze
#

Havent seen enough to confirm yet, but I feel like Im seeing repeats already @hearty wasp with that mod you posted

#

500 color palettes, only uses four.

#

Four different planets.

crimson crypt
#

Is there a way to increase the LOD or render distance on planets?

dreamy tulip
#

RaYRoD's Multi-Verse (Still in development)

#

However, that algorithm based swamp (replication) is inspired by a 2013 photo by HelloGames

#

Essentially Infinite variety with consistency. The general rule is that every moment in-game, whether you be in space or on planet must be in the style of a conceptual art painting (in inspiration of something conceptual/stylish). More info here: https://justpaste.it/5c7xc

hushed bronze
#

@thin viper Your diversity mod and this sky mod are making a seriously slick combo

#

Those color palette mods just overkill on the colors

#

I dont know why all the color palette mods are like rainbow paint vomit, no taste at all

#

Clearly the answer is: MODS

supple wadi
#

not sure about all of the color palette mods, but i think some of them just kinda throw values at the wall? ๐Ÿค”

hushed bronze
#

Seems like it

#

BLRAGEGRGHL

hushed bronze
#

@thin viper Your mod is awesome but it also seems to de-grass most Lush Planets almost completely

thin viper
#

@hushed bronze grass is picked by the game

#

So if a planet has grass or not depends on the game itself

hushed bronze
#

Thats not tru in this case

#

@thin viper Im telling you i revisited lush planets Ive already bneen to

#

went to about thirty lush worlds only one had grass

thin viper
#

I know

#

I just tell the game these are the grass it can spawn

#

Whether it spawns depends entirely on the game

hushed bronze
#

I get what tyoure saying, really

#

but what Im seeing is Lush worlds with no gras at all

#

Over

#

and over

thin viper
#

Also if you are using the color mods..i think it will override the biomes mod

hushed bronze
#

Nah i thrw that out it was crap

thin viper
#

Ah cool

hushed bronze
#

Ive seriously had some incredible fun with this mod make no mistake

thin viper
#

Well i can make every planet have grass if yoy want to?

hushed bronze
#

just wierd that Lush grass is all gone

thin viper
#

Hmm well its a simple fix but then grass will be too common