#nms-modding

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hushed bronze
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Land on toxic planet... grass everywhere

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DEAD planet

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grass

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Lush world, bare

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its weird

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This one was especially cool πŸ˜ƒ

thin viper
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Oh sick pic.Tbh i dont know why it does that lol.

hushed bronze
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I also notice the grass range is very small ecven when its abundant, though im sure thats a performance thing

thin viper
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Well i can maybe make a version that forces grass spawn on all planets if you want?

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Yep

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Grass range is same as vanilla settings

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To prevent fps dips

hushed bronze
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I wouldnt go so far as forcing all to have grass, maybe just lush?

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Its kinda the opoint of Lush, to be Lush lol

thin viper
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Alright.thats doable

hushed bronze
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Also lush are always colorful even in vanilla and colorful bare ground just looks wrawng

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I do have one other suggestion, its an odd one

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Theres a few rocks that are native to snow biomes designed to look like they have snow on them. They look super-wrong outside of snow biomes lol

thin viper
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Hmmm so you dont want them to spawn on other biomes?

hushed bronze
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just the snowy rocks, yeah

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It would be like having an on-fire prop under the ocean

thin viper
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Well i can recolor them hehe instead of despawning them

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So it wont look like snow

hushed bronze
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IDK it didnt happen very often its probably not a huge issue if the fix isnt easy

thin viper
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Nah its a easy fix

hushed bronze
thin viper
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Lol looks like a amoeba

hushed bronze
thin viper
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Ooh nice

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Hows the fps on these planets ?

hushed bronze
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Im running a 1070 it hasnt had any real trouble

thin viper
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Oh great

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For me fps dips when that many bubbles spawn

hushed bronze
thin viper
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Yeah

hushed bronze
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I got like 2,000 carbon in a few seconds

thin viper
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Hehe nice

hushed bronze
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I may have save edited my MT damage to 1,000%

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Maybe

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Im actually gonna turn DE off for a bit to test out some other mods ive found

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Lets be real your mod introduces the full extent of Atlas's madness

thin viper
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Hehe

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How are u getting the blue skies

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?

hushed bronze
thin viper
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I like this,the bubble river pic

hushed bronze
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I think its just one of those gorges where the "mountain" biome takes over and it chose "ultra-dense large bubbles"

thin viper
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Yeah looks cool

hushed bronze
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If I drop a pic you want to use, IDC at all

thin viper
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Sure thing

hushed bronze
thin viper
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Just upload pics to mod site if you want to

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Under user pics category

hushed bronze
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oh theres a user-showcasing sort of thing?

thin viper
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Yeah

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There is a option to upload pics from users

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It gets added to a separate place that says which user uploaded it

soft coral
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Hey @thin viper I tried your diverse enviroments mod, only one crash so far (tried to re-used the save to see what would happen), no issues with performance even for high-density.

Now I know that this is more like an engine limitation, but is there something I could do about object popping? Like some manual-edit config.

I'm playing this game on max settings and it still pops-in objects when I'm too close to the terrain.

Also, can I share screenshots from the worlds on #nms-photomode-gallery or is it limited to vanilla?

thin viper
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You can share screenshots i guess

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Just tag it modded

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Popping in will be there for the smaller objects and some big objects

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Its mostly a performance limitation

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So that everyone can use the mod

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If i made everything render all the time from far away it will cause massive fps issues for mid/low end pcs

cyan oracle
magic lava
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Oooooo

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Very nice

cyan oracle
magic lava
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Yeah, and it looks like you have all the engines working - which hg has neglected for some of the ships

heavy merlin
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Even the starter ship has only half of its engines working or so.

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Although two of the engines are thin horizontal slots rather than circles, so the normal trails may not look good for that.

cyan oracle
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yea, this ship is a custom, so it doesn't use the same proc parts as the other ships.. so it was just a matter of assigning a trail locator.. but I have been gradually working on adding trails to the rear facing engine exhausts that currently lack any trails..

like the starter ship:

magic lava
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Kick ass

hushed bronze
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@thin viper I had a thought regarding that draw range thing, A lot of modders, especially those working on mods with capacity to overwhelm PC specs, will just upload some alternative versions.

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Also I might be crazy but it seems the density difference between normal and High is like 10x. Seems there should be something in between

thin viper
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Lol just wait till i release the atlas generator

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You can customize it to whatever liking

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And generate

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I dont want to have many versions of diverse environments

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Becomes difficult to update

hushed bronze
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Ok

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So Krem up there is fixing the retarded engine trails blunder that HG doesnt even seem to notice

soft coral
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there's alternative versions though, 3 density levels

thin viper
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I can probably make the high version have density between the normal and high versions

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So like high versions can have something intermdiate like you asked along with high density stuff

hushed bronze
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Yes but they seem to play out as. Low denisty, Not as-low-desnity, and Neutron Star density

thin viper
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Oh

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Ok

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Lol

soft coral
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Is it possible for a mod to give priorities for what must be shown first?

thin viper
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Like?

soft coral
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big trees

thin viper
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Yeah

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My mod already does that

soft coral
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hmm

hushed bronze
thin viper
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But ultimately its upto the game and your pc specs matter too

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@hushed bronze nice pic

hushed bronze
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The tree is like Yeah, I'm the Tree you're looking for. Alls these other scrubs is shrubs

thin viper
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So like if you have a highend pc..most stuff will render the moment you approah terrain

hushed bronze
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Its not really that tru in High density

thin viper
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Lower your pc capacity...slower it will render the small stuff

hushed bronze
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I have stuff hitting me in the face before fully materializing all the time

soft coral
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yeah

thin viper
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Which kind of objcts

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Show a pic

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I can probably see if its a bug

soft coral
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most like a video, I'll see if I can put one together and upload on YT later

thin viper
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Hmm thats good too

lusty shadow
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question, how difficult is to change the UI fonts ingame?

toxic goblet
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Someone made a comic sans mod, so not hard.

lusty shadow
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ew

soft coral
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Lol

dull lark
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Yeah I had this mod pre next with an amazing font. Too bad the author forgot about it

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Nms could use a native better font imo

magic lava
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That comic sans mod actually looked good to me, fitting for the game

cyan oracle
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I believe @languid raptor said it was anything but easy to replace the fonts..

languid raptor
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It was difficult figuring out how to, but it is easy once u know

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The FONTS folder is a decoy, the real font files are buried in the UI folder I think. I dont remember where exactly, but if you download my mod and unpack it you should be able to easily figure out what files I replaced.

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They are .ttf files btw

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Also known as truetype font files

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@cyan oracle

cyan oracle
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O.o there's actually ttf files in the game files... whoa.. I found font files, but I don't think they were ttf.. I couldn't install them in winblows..

languid raptor
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Yeah, anything not a ttf file is a decoy, a red herring

cyan oracle
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sick.. they installed πŸ˜„

languid raptor
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I think there are two ttf files and a icons ttf

cyan oracle
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from what it appears at an immediate glance, futura pro or w/e it's called is the main NMS font

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lmao, the untitled one was like wingdings on crack

languid raptor
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Yeah those ttf files override whatever the FONTS folder does

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If it does anything at all

cyan oracle
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lol, yea, it provides misdirection for modders

magic lava
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wipes off drool

cyan oracle
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just wish I could get the landing gear to work like it used to in Atlas.. with the node names being buried in the geometry, and beginning with underscores, I haven't had much luck getting the anims to work when referencing the landing gear from the cockpit scene.. I either end up with static landing gear with no retract/deployment, or my ship gets replaced by the landing gear model only.. xD

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hmmm... maybe if I reference the ship model from the landing gear scene and use the landing gear scene as parent.. then either way, it's using the same scene file and still referencing and loading in the ship... πŸ’‘

hushed bronze
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@cyan oracle You have some parts I havent seen there, where did those come from?

cyan oracle
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they're all from game files.. either a small part off a larger scene (like the propeller fronts came off a freighter/frigate) or other ship parts reoriented; like the wings are a combination of the scientific wings (both the tie fighter like wings rotated to run parallel with the length of the ship, as well as the vertical wings with the curve at the base; rotated to lie down and create the wing)

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the nose, cockpit and inner boxy engines are all one mesh piece from an unused asset in the models\test folder.. so I had to get creative and texture it myself..

hushed bronze
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Well I used to model a lot, I'm pretty good at it, was wondering if it was possible to get models into NMS at the current time

cyan oracle
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yes.. that's how this one was made.. via Blender

olive shoal
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is it possible someone could take

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this mod

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and remove the secondary colours, particularily from the grass

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I just want landscaping to be one colour; not multiple

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everything else can remain the same

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is that possible?

cyan oracle
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wh00t, referencing the ship from the landing gear scene worked! I had to change node names and do some stuff outside the box stuff, but it works!
(imgur link removed)

cyan oracle
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wow.. share a hidden album here and here only.. two up votes, currently sitting at -3 points.. someone got some passive BS they want to get off their chest?

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nice.. someone else managed to get in a downvote before I removed the link.. great job! You guys cost the NMS community another modder.. enjoy the ones you have left..

thin viper
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someone did the same yesterday too

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all new posts were sitting at -1 or -2

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on nms reddit

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i think its the people from r/starcitizen

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but thats just mindless speculation

thin viper
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New update to my colors mod..finally fixed the issue that was causing planets to look like rainbow sprinkles. This wont happen anymore . Here: https://www.nexusmods.com/nomanssky/mods/788 and here : https://nomansskymods.com/mods/project-atlas-procedural-colors-for-next/

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!pin 493359953931665408

hardy auroraBOT
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@thin viper OK.

steady hornet
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Just curious. How do mods and multiplayer work?

charred isle
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Mods are local so you only see the same thing if you both have the same mods, assuming they mess with the terrain and colors and such

olive shoal
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not necessarily

charred isle
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If the terrain is different you might just see someone in a weird spot when you load in lol

olive shoal
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use the "fantastic beasts" mod for example

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Fantastic beasts changes the seed of the fauna, allowing you to see the effects aswell

charred isle
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Uh no, you need to also use the mod

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All the seeds are local

olive shoal
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although, it's interesting because if the player that has the mod leaves your game, the modded creatures will dissapear

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that is not true.

charred isle
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Sure thing

olive shoal
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πŸ‘Œ

steady hornet
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I see. And with trainers? Doesn't that throw balance out the windows?

hearty wasp
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Yeah that's why a lot of people don't use em

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Also maple syrup is indeed right on the animals thing, because the animal data are sent as seeds and positions, if whatever spawns on your end appears on their end too

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I wrote that in Intelligence Enhancer, too, just perhaps not as robust

lime mesa
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It's happened to me, he is right

hushed bronze
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@hearty wasp @thin viper @cyan oracle Someone with proper modding skills needs to very simply - remove the "invalid Position" check in its entirety

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Just.... kill it

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I have NO IDEA if thats possible and Im not insisting it is

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But if it can be done it needs to be

hearty wasp
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oh you mean the knowledge needed to understand how to dive into the exe and disable the check on a software level?

hushed bronze
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Yeah i figured it would be deep like that

hearty wasp
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sure just get someone to update the script extender

hushed bronze
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But Ive seen a number of other things that I thought were deep turn out to be practically surface-level

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So IDK

hearty wasp
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yeah so are everyone asking for mods in the modding subreddit request thread lmfao

hushed bronze
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Well, im not making a long winded point of it, just putting it out there

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Its a real bitch to constantly be editting Raw because a friggin half-wall wont place slightly intersecting the collision of a square room

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Or be raw-editing the entire landing pad zone because NOTHING wil place right around them

heavy merlin
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I modded one room to disable checks, it was very simple, but don't remember exactly how now. Did that to let me place the room over my base computer.

hearty wasp
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checking CheckCollision to false only disables collision detection on placement but not the mesh tho

heavy merlin
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That may have been it. Isn't that what was wanted?

hearty wasp
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if the mesh (usually the visible part of the model) touches anything you can't place it down

heavy merlin
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Ah

hushed bronze
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Even that would be a step in the right direction, I think

steady hornet
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Can anyone recommend a mod that gets rid of the colorful space? Seems the one on nexus doesn't work/is super buggy.

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Looking to make my game more realistic i guess?

hearty wasp
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lo2k's dark space still works fine I dunno what you're talkin about

hushed bronze
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There are a couple of "clean space" mods that are nice too imo

steady hornet
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Ill give it another go. Last time it wouldn't work for me

hushed bronze
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They dont darken, but they can clear lines and space dust and stuff thats just crap

steady hornet
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this one correct?

hearty wasp
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if it's by lo2k it is

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also delete shader cache

steady hornet
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whole folder or just the files?

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awesome worked

hushed bronze
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He's missing the one I would actually want - Darker space but with full strength nebulas

steady hornet
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hmmm yeah its still doing that super bright planets

hushed bronze
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He's got Darker General, Black, And Black w/ full nebulas

cyan oracle
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you can reduce the "Invalid Position" errors by disabling collision checking for all parts.. but I don't even think that's 100% resolve as there are going to be times it's simply an invalid position..

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and that's a shame Gamer.. but Reddit's always been bad.. I had to cancel my account there it was getting out of hand..

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the imgur album I put together was only shared here.. in the #nms-modding channel of NMS discord.. so I'd imagine those that voted were from here, not StarCitizen..

hearty wasp
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probably just purists

cyan oracle
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then they're in the wrong channel.. 😠

lime mesa
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Is heavily modded equipment allowed on NMS groups

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or do I have to trade in my ship and multitool

tepid imp
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you could ask the specific groups maybe. would imagine they have discords

cyan oracle
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@lime mesa wdym by heavily modded equip? Like the technology installed on a ship/MT? or the stat enhancements of the ship/MT itself? and IMO, it should be okay to post in modding groups, since it is a mod.. not all mods are cheaty, but many mods cheat the game one way or another..

lime mesa
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both

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All +1000%

cyan oracle
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hell, I've seen trainers promoted.. so I'm not sure if there is a limitation for the modding groups..

lime mesa
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and maximum upgrades to equipment

cyan oracle
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that was pathfinder (I think; I want to say it looks like Atlas, but I never modeled that ship for Atlas)..

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while I'm not a moderator here, I do believe you're okay to show that off here.. just not the #nms-photomode-gallery section cause that's more reserved for stuff even console players can do (IE: Vanilla play)..

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that's the way I've always perceived the channels and haven't had any issues in the near year I've been here..

heavy merlin
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Is that ship from something else?

cyan oracle
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it's a modified copy of \MODELS\COMMON\SPACECRAFT\DRONE\DRONESPACEDESTROY.SCENE.MBIN..

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modified to remove some pieces and simplify the appearance to more of a "jet fighter" look.. and made it flyable..

heavy merlin
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Ah ok. I thought maybe a version of a ship from an older game or something.

cyan oracle
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if anything, they may have shown it pre-release.. in some e3 footage or something

normal crescent
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gettings lots of crashes with project atlas color mod??

cyan oracle
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it's probably out of date.. 1.6 broke a bunch of mods

normal crescent
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i got the one from the pins

cyan oracle
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I've been spending the last couple days going over all my old changes and trying to revise the new files to the same changes..

normal crescent
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it was working totes fine earlier but it's crashing very quick right now suddenly

cyan oracle
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what was changed between when it was working fine and now?

normal crescent
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earlier i installed it standalone, then i removed it and added two others and tried it on a fresh save. removed that save and the two mods, and now trying the mod on a fresh save and getting crashes

cyan oracle
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I'd suggest deleting your shadercache, but if you haven't installed any new mods and the only thing that's changed between then and now is your geographical location within game, then it may be crashing trying to render/load something in your current system/biome environment that is causing the crash..

normal crescent
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i'll try that

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do i delete the whole folder or is there a specific file?

cyan oracle
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it could be as asinine as the game trying to load \MODELS\BIOME\COMMON......\Partname.scene.mbin instead of \MODELS\BIOMES\COMMON......\Partname.scene.mbin

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being unable to find the file to load will force NMS to CTD cause it doesn't know what to do.. it can't not load something that is required (like a scene file), however, it will still function if a material path is muxed, it just won't map any material and the mesh will be invisible..

normal crescent
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yea i installed then soon after uninstalled diverse environments mod from the pins

cyan oracle
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and that's something else to consider too.. the possibility of having a mod conflict stored in your save file.. it's highly unlikely, but it can happen.. When NEXT first came out, my MorShips for Atlas had rendered saved broken because there were custom file paths stored in the save files that no longer could load into the game because the mod was out of date and didn't match the current model structure format..

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but you did say you tried a new save with only the mod in question, so I didn't mention that cause it felt fairly moot

normal crescent
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Might have been the shader cache cause the other mod I uninstalled had new objects in it so I am reloading the thing now

cyan oracle
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good luck.. 🀞

normal crescent
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ooh just crashed while loading shaders

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gonna verify integrity of files and retry

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however this does not bode well

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k i got in if i don't message again just assume everything is πŸ‘Œ

cyan oracle
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I'd start by try removing any mods and loading the game in vanilla.. make sure the save is good enough to load..

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should that work, install the mod in question, then verify integrity.. but it does sound like something is a foot.. might be an out of date mod, might just be the biome your save is trying to load..

tepid imp
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is there a guide somewhere for adding those custom modeled ships into the game?

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just like a blender file you put somewhere?

cyan oracle
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no guide :(.. best I put together for anyone is the blender setup to get it ready for extraction.. and the collision stuff is no longer applicable.. there's a few tricky things done in the text editing that couldn't be shown in FRAPS.. cause not only do you have to create the model and make sure the materials and textures look right, but you also have to tell the game how to load it and provide any locators within the file that may be needed for the part to be used as such (Ex, when creating plants, I had to include the interaction locators so they could be harvested; or ships need several locators and an entity file assigned too)

obsidian tree
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@cyan oracle I dont know if you saw but I pushed am update for nmsdk with a few fixes. Not sure what other bugs there are but if you have other issues raise them on github so I can fix them :)

cyan oracle
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^ doesn't cover installing the NMSDK or any adjustments outside of blender..

obsidian tree
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The readme should be reasonably comprehensive.

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Also we are working on adding some tests so that people can see how various things are done and also for... Well testing lol

cyan oracle
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thank you monkeyman.. do I just replace the .py files in my %appdata%\blender foundation\plugins? or do they go in the SteamApp Blender bin folder?

obsidian tree
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I'll answer that in a few mins when I am at a computer... Bit hars to write on my phone...

cyan oracle
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understand all too well.. my phone's calibration and I have a love/hate relationship

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I love to push the right button, but it hates to give me the right character

obsidian tree
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haha

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it's more that I can't type in directories and such easier

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ok, so the first thing you want to do is go into blender and remove the previous version of the plugin

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once you have done that you can remove any old files in the actual blender folder which is where we used to recommend you install the plugin

cyan oracle
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gotcha.. sounds like more or less how I went about updating the NMSDK last week..

obsidian tree
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yeah, so this new process will be even better

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you have some kind of git client?

cyan oracle
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needless to say, I didn't do a git clone like the readme suggests

obsidian tree
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if you do the git stuff you can update NMSDK with the press of a button πŸ˜›

cyan oracle
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no git client, which is why I did it the manual way

obsidian tree
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all handled by github πŸ˜ƒ

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well if you get some kind of git program you can get this all to be handled in a nice way

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there is git desktop, or sourcetree which I use, but requires a (free) account

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if you don't want to do that you can just copy and paste

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depends on how often you want to keep on top of updates πŸ˜›

cyan oracle
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and am I correct in assuming that the NMSDK is automatically creating tangents now? or is that not even a thing any more?

obsidian tree
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it has been for ages

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they are a little messed up (see one of the issues shooter raised)

cyan oracle
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cause I got that rigogen reflection issue once.. but once I removed doubles and smoothed it out, that got resolved..

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was basically from using an obj from the model viewer without making changes to it before exporting from blender...

obsidian tree
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hmm ok

cyan oracle
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IDK, it could have simply been trying to use vanilla materials on a custom geometry.. I've had some interesting issues result from that.. not often, but a couple times..

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likely either a flag that's in the vanilla material causing something undesired, or possibly the shader type referenced/loaded at the beginning of the material file..

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all I know is once I went thru the vanilla material and texture mbins to find all the dds files and mapped the textures to the model, removed doubles, smooth, export, and it worked; with new custom material files and vanilla dds paths

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oh, and I'm loving the ability to enter the entity path directly into blender now πŸ˜ƒ

obsidian tree
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πŸ˜‰

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so you have the new files all copied in the %APPDATA% folder now?

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by having them all there now it means you can just copy the whole new version to that folder and it will be updated already in blender

tepid imp
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hahahaha i was just checking out your videos for adding the ships... and see the tie interceptor at the end, that is awesome

obsidian tree
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the way I have it set up I have my git repo based in that folder, so when I make changes in vscode they are applied automatically when I open blender, and if anyone else made changes to the repo I can just pull them and have the changes applied straight away :)
Much nicer workflow than what i had before (you don't even want to know!! lol)

tepid imp
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i didnt even think about having to add the interaction parts... figured it was just a skin of some sort

obsidian tree
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the first thing I ever added was a tie fighter too lol

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@cyan oracle do you use the entity building stuff?

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or just reference a entity file you have made previously?

supple wadi
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(psst u should try the entity building stuff)

obsidian tree
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πŸ˜›

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yeah, we spent a bit of time on that lol

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I think some structs may still not be updated however :/

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also, I need to add the landing component data to it plus maybe some other structs that they added with 1.5. But it is kinda low on the list compared to fixing some other issues

tepid imp
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are there premade tie files ready to load in?

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with the actions already set up

obsidian tree
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nope

tepid imp
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haha lol, that would be too easy.

cyan oracle
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sorry @obsidian tree had to afk..
yea, the new NMSDK should now be in my appdata stuff after installing it last week.. so I just need to replace the files there? I don't think I'll have issues updating, but I'll bug ya if/when I do..
also using just the reference entity check box and entering the path the to existing entity.. I haven't created any entities from the NMSDK yet..

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not that I don't want to.. I just don't need to..

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lol.. yea, no pre-made tie files.. closest to a premade tie fighter are those scientific explorer ships or the fighters with not quite tie wings on the outside..

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I think Disney would have a field day with HG if there were tie files in the vanilla game..

obsidian tree
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@cyan oracle you can check if you have the newest version as it is now 0.9.2

cyan oracle
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hell, I'm grateful Disney hasn't come after me..

obsidian tree
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I have finally gotten around to implementing some versioning system to make it easier to know

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obviously this only works if you copy all the files over correctly, but it will help lol

cyan oracle
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yea, I was going to say, I didn't know there were version numbers previously..

obsidian tree
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in the plugins window

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where you used to have to install from

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if you click on the plugin in the list you can see the version

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I also added a link to the wiki and the issues pages on github πŸ˜ƒ

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(although wiki is empty sadface)

cyan oracle
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sounds a lot like how I updated last week.. if not the same method just expressed in different terms

tepid imp
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not saying premade hg ones, like ones from a mod site. dont see any on there though.

obsidian tree
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haha, well now you just copy and paste into the appdata directory and you won't need to do anything in blender any more

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(which is why I recommend using git for source control since you can just get it to copy everything to the right place with a single click πŸ˜› )

cyan oracle
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nope.. there are none.. NEXT's NMSDK just came out, so custom models for NEXT haven't been a thing so far.. now that should start to change..

obsidian tree
#

otherwise you have to go hunting around for the folder every time

#

also, at least all pre-next models are compatible with next πŸ˜ƒ (in terms of in blender/nmsdk)

#

if it was working in 1.3, now you can just press export again and change nothing and it will work πŸ˜›

cyan oracle
#

lol, in terms of blender/nmsdk... you had me for a second till I read the end there..

obsidian tree
#

haha

#

(unless you had mesh collisions soz)

tepid imp
#

some of the parts are super close to star wars. they are walking a line. the xwing nose, wings like vaders ship but clipped, the inner wing with the little r2 droid.

cyan oracle
#

sadly, I do have to do some work to my ships.. but not because NMSDK, you're right.. I am able to load the .blend and jump straight to export w/o so much as touching the model or it's structure.. but because NEXT touched up ships and gave us more eye candy... I have to touch up my previous eye candy too.. some of my effects aren't as impressive as they used to be:

#

but that's sci-fi for you too.. similar concepts/similar models

obsidian tree
#

this is why we need people to make custom stuff that looks wildly different πŸ˜›

#

and yeah, I get that there is still plenty to do to get them ready for export

#

at least hopefully NMSDK should be able to get pretty much everything set up nicely now

#

much better than it used to be πŸ˜ƒ

cyan oracle
#

no doubt updating custom models between Atlas->NEXT is much easier than Pathfinder->Atlas when things had to be setup just a little differently than before

tepid imp
#

this is the closest i cloud find generating seeds, to a good looking star wars style ship. gotta have the r2 unit

cyan oracle
#

yea, those are the fighter wings I was talking about..

#

ooof, all of my ships are going to need contrail locators 😦

obsidian tree
#

at least you can place locators easily in nmsdk πŸ˜‰

#

also, remember that you can use meshes as locators and references

#

so if you know the size of something you can make a block that shape, so you can rotate and place it correctly, but you have the type as a locator or reference and nmsdk will ignore the mesh and just look at the transform and locator/ref info

cyan oracle
#

yea, I been replacing locators and references with one another for some time now.. but I never thought to look at the mesh dimensions to create the collision boundaries.. that's even easier than scaling till it's about right..

#

also noticed that changing scale (in exml) can change the orientation of the mesh.. changing scale in Blender ofc allows one the ability to reposition a bit easier..

#

luckily, the Model Viewer now allows us to adjust trans, rotation and scale values within the scene itself.. eliminating a lot of the post-NMSDK trial/error..

#

you both have done amazing things with our tools and modding would be impossible (at least for me) without your efforts.. thank you @obsidian tree @solemn breach

obsidian tree
#

yeah, that modification stuff in the model viewer is super useful!

#

I was thinking of ways of being able to import some of the games' data into blender so if you want to reference a scene or something in it you can select a path and it will create the boxes in the location you want, so you can see how it would fit together

#

but that is def a post-1.0 release idea lol

cyan oracle
#

neat.. sounds essentially like a model viewer for Blender.. or the "NMSDK Model Importer" if you prefer.. I'd be slightly afraid too many people would struggle with confusion between Importer/Exporter, but then again those people probably shouldn't be importing/exporting stuff to begin with.. 🀣

soft coral
#

ooh, interesting, could that also be a way to model new freighters/frigates?

cyan oracle
#

yes.. I haven't played with frigates as those are new to NEXT.. but I did try a couple of freighters in Atlas and it's not an easy task.. definitely more complicated than making a model flyable as a ship.. and IDK if it's any easier or more complicated now that we have a new freighter interior setup..

#

and I'm thinking due to the way frigates are set up with a traversable exterior/interior setup, it might be even more difficult to create a custom frigate..

#

but yes, NMSDK for Blender is the only way to get non-game models into NMS.. and ofc the source files need to be a format Blender can work with.. so .max and .c4d are not applicable..

soft coral
#

Yeah, I was expecting frigates to be harder to set up because of their interiors, can you explicitly define collision boxes or there's some type of template for it? Other than high-levelled skills to model something, I guess collision boxes could become the biggest in-game issue for that kind of mod.

scenic flare
#

Is that ship above a mod?

#

@cyan oracle

cyan oracle
#

the ship you posted is not a mod, that's a vanilla exotic.. the red one I posted with the solar panel tie wings from the scientific explorer is a mod..

scenic flare
#

Why didn’t anyone share that ship coordinates?

cyan oracle
#

@soft coral collisions are limited to 3 primitive shapes: Cube, Cylinder and Sphere.. and cylinders/spheres are limited to axial scaling in cases..

soft coral
#

can they be put together to make a new form?

cyan oracle
#

IDK why Hana.. but even I'm guilty of showing off a ship I found before I share coords..

#

sometimes if I'm not asked, I might not share coords at all.. either because I think no one would be interested, or simply oversight

scenic flare
#

Where’s your red ship?

#

Is it similar to the vanilla blue/gold ship?

cyan oracle
#

oh.. lol, that can only be found on my PC

scenic flare
#

is it similar to the vanilla blue/gold ship?

cyan oracle
#

no.. it's a custom model, on my game it's loaded as a fighter.. so currently all fighters look like it with various color schemes based on seed..

scenic flare
#

Oh

cyan oracle
#

as for releasing the mod.. IDK what to do with that due to the way the ships would have to be generated.. either I'd have to replace a vanilla ship type with the custom ships (I'm sure players wouldn't mind saying goodbye to explorers or shuttles for the 50+ ship variety) or load them the way I did in Atlas, which breaks a save file should the mod be uninstalled or rendered broken.. with the former method, the game would at least revert back to vanilla ship type after the mod's removed..

#

and IDK how I would make the mod available to the public as I no longer care to use nexus or nmsmods

scenic flare
#

Ah

obsidian tree
#

shooter made custom freighters. You can get around all the interiors stuff by simply attaching the hangar scene in the right place as a locator in blender and it will generate it correctly I believe

#

so you still use vanilla interiors, it's just custom exteriors

#

but he things that custom frigates will be a lot harder

thin viper
#

@normal crescent can u tell me how much RAM you have?

normal crescent
#

16 gb. the issues i were having earlier were fixed fine by deleting shadercache

thin viper
#

Oh good to know

#

No more crashes right?

normal crescent
#

100% smooth sailing

thin viper
#

Nice

#

Hope you enjoy it

normal crescent
#

i'm loving the color mod ^^

thin viper
#

Thanks

#

So deleteing shader cache fixed the crashes right?

#

I will add that to the mod page

normal crescent
#

yeah the issue with shader cache seems to have been from installing that environment one and then removing it

thin viper
#

Few other people also had the issues

#

So let me ask them to try this then

normal crescent
#

πŸ‘Œ

hearty wasp
#

custom frigate is hard because it's one fucking piece

#

there's like 0 proc gen in the pieces which I hate because I can't kitbash em

thin viper
#

new update to diverse environments mod, introducing a classic version, which is the best version of the mod released so far
get it here: https://www.nexusmods.com/nomanssky/mods/493 and here https://nomansskymods.com/mods/diverse-environments-2/

Also included a colors mod addon patch, that works with diverse environments mod.

#

!pin 494165722570817538

hardy auroraBOT
#

@thin viper OK.

hearty wasp
#

!unpin 491245675351244800

hardy auroraBOT
#

@hearty wasp OK.

hearty wasp
#

!unpin 490790548165361674

hardy auroraBOT
#

@hearty wasp OK.

hearty wasp
#

!unpin 489782890369122307

hardy auroraBOT
#

@hearty wasp OK.

#

@hearty wasp OK.

hearty wasp
#

oof wrong shitr

#

!pin 494181933513703443

hardy auroraBOT
#

@hearty wasp OK.

split wave
#

is there a mod that fixes memory leaks?

charred isle
#

That's more low level stuff, not sure how much of that would be exposed

split wave
#

ok well what about over all performance?

charred isle
#

There are some that help, I don't know of any off the top of my head but you can browse the mod website or join the modding discord via the link above and ask there

cyan oracle
#

@obsidian tree Shooter's Freighters were Atlas.. when HangarA was different than it is now.. not sure the scene loaded to the locator would fit the custom model the same..

#

ex) when I made my deathstar, I had to tuck the hangarroot locator back a little other wise the bridge of the hangar scene would stick out the front of the deathstar..

#

now that the hangar interior has been revamped, it might be easier to tuck into a custom model, or it may poke out more...

steady hornet
#

I keep getting booted from the NMS modding server

#

dont see anything about verifying and such

obsidian tree
#

did you see my message in server support there?

mortal urchin
#

@everyone anyone know how to create a mod?

soft coral
#

Check the pinned messages

hearty wasp
#

wow an everyone tag, how effective

hallow pumice
#

It almost pinged me!

magic lava
#

Does the change to weekly patches make modding way more difficult?

#

Or do some things not even affect them in the slightest?

hearty wasp
#

difficult, not atm

#

just irritating

magic lava
#

Adjustments to make?

hearty wasp
#

yeah just having to check if anything's new, if anything's changed, if there's anything not compiling

#

not to mention people complaining about the newest version of the mods not working because we update them to the latest experimental and they might be on main

magic lava
#

Lol, sounds like a headache indeed

hearty wasp
#

they thing is they have the ability to separate, say, the buildable object list

#

they've separated the language files into 3 files

#

it's just that they're not doing it, can't blame em tho, it's probably fuckin annoying to update 3 files other than 1

hearty wasp
#

but uhh why would you need this when you can build an actual shack

soft coral
#

Think about a shield that could cover up to 150u and prevent any menace from coming near your base.

#

(including storms)

hearty wasp
#

I mean it's not that hard

#

just blow the bubble up 20 times and make the node activate on boot

#

you get a giant ass fuckin bubble at all times but hey at least you don't get fucked by weather the moment you step outside the doors

#

and if you want cops to keep out just change the TkVolumeTriggerType to generic indoors and they won't see you

#

if more people want it I can make a stupid giant version of it any time

#

just gotta make the station a bit more... custom?

#

like a giant damn block of machinery lol

soft coral
#

would it be possible to add that as a new deployable machinery along with the signal booster and so on?

#

also hah, that flag can come handy

dreamy tulip
#

Still working on my fan project, which will introduce quality in quantity with absolute consistency. Currently, I am focusing on various specific aspects to environments... (so, these pictures are only using one tree template that I made) at the moment. These are the 'beginning stages' of what I am working on, and expect things to get really wild as I progress further daily. Lots more to come. I'm also excited to move onto the non-alpine environments.

hushed bronze
#

I tried the newest Project Atlas Colors mod, still makes hot-opink rock and lime green dirt.

lime mesa
#

can somebody who knows how make a mod for more storyline or link me to a mod for more story

olive shoal
#

there isn't any

supple wadi
#

mostly because working with the mission stuff is a messy, clumsy affair, lol

hushed bronze
dreamy tulip
fair thorn
#

Is THAT a Sentinel Fighter? sentinel

#

Always wanted to fly them can only shoot em down

hearty wasp
#

It's actually not that hard since it's a vanilla model

#

The easiest is just to make it a part of the current generation by putting a reference to it in one of the ship scenes and attaching a cockpit scene

#

Krem knows a lot more than I do tho

fair thorn
#

Wow ok u could do that?! I'ma newbie so thx for the info

#

Does modded saves also connect to online discovery services and load other players and bases and ships regardless of mods or not???

hearty wasp
#

Most moddable things are easy... They're just layered like a 4 dimensional onion

soft coral
#

the players will probably see the original ship

hearty wasp
#

^

#

Read my Intelligence Enhancer for a bit more details

soft coral
#

And yeah, they do connect to discovery services as well, the only thing is that the object location uploaded is different than the default seed (if the terrain or object coordinates are not the default ones)

hearty wasp
#

I need a outer shell/housing for a big reactor thing, pls gimme ideas

soft coral
#

take the biodome ceilling and expand it

hearty wasp
#

nahh biodome's too common

#

and the ceiling doesn't have any opening

hushed bronze
#

As a modder you're PC ofc right?

hearty wasp
#

no I'm on my NES

hushed bronze
#

If youre talking about making a faux reactor with existing base build parts, I would consider using the raw JSON to edit coordinates n stuff for those light tables and that octagonal thing with similar lights

hearty wasp
#

lmao I've used enough base parts for my past stuff

#

now I'm pretty much using the new scenes

hushed bronze
#

Well I cant tell ifyoure just trying to do something light and fun or if youre tryng to make some massive intricate mod

hearty wasp
#

anyway this probably isn't gonna be tapedeck complicated lmao

soft coral
#

oh my, IBM on NMS

hearty wasp
#

I'm now on only like uhhh 4 scenes for the reactor core?

soft coral
#

that pannel part is interesting, what's that originally for?

hearty wasp
#

the panel is uhhhhhhhh I don't remember what scene is that originally for

#

but the texture was custom

soft coral
#

oh cool, i could swear it was part of the game

hearty wasp
#

I mean the texture is a 60s circuit board

heavy merlin
#

Two of those strange station decorations, enlarged, facing each other?

hearty wasp
#

the word station? I've used them too much already, unfortuantely

#

and they look too uhhhh simple? for an reactor looking thing

#

kinda looking for a more industrial feel, I guess

heavy merlin
#

Word station?

hearty wasp
#

the encyclopedia on walls

heavy merlin
#

Oh, the encyclopedia.. no not that

hearty wasp
heavy merlin
#

A vaguely conical white/metal(?) thing that pokes out of the wall in stations sometimes, just decorative with no use. I've seen screenshots of it from a modder somewhere.

hearty wasp
#

so I can actually make it into a buildable part... for whoever asked for it

#

I can't remember that off my head rn

heavy merlin
#

I'll see if I can find it in the files. Probably easier than trying to find one in game.

hearty wasp
#

you'd think

#

I can't find that one drain pipe on the walls of outposts for like, a month

hushed bronze
#

Is importing new models still out of the question?

hearty wasp
#

yep as long as the blender plugin isn't updated

heavy merlin
#

No

#

What is that?

hearty wasp
#

the octocabinet

#

there's another one similar to this

hushed bronze
#

Is there good reason to expect that the plugin will be updated?

heavy merlin
#

I've seen that strange parallax texture on table things in stations though

hearty wasp
heavy merlin
#

That

hushed bronze
#

lol Moo you havent seen that? Its one of the normal base decorations

hearty wasp
#

yep, both vanilla decor

#

also @hushed bronze no we ain't expecting a date anytime soon

#

people be busy

heavy merlin
#

I may have seen it, seen lots of things though... Probably not on the floor like that though?

hearty wasp
#

trudat can't put em on the ground for whatever reason

#

but still I gotta find some pipes to connect em and all that ugghhh

#

too much work

soft coral
#

NMS put that on every station

hushed bronze
#

Thought I had those on the floor in my freighter, but oh well, back to calc studies

soft coral
#

made me though it was for a special terminal type

hearty wasp
#

huh must be just not on planet ground or someshit

#

oh well just gonna go back to the old plans πŸ˜›

#

got the drawings done, even

hushed bronze
#

Just a few more hours and I can finally take a break from not playing No Mans Sky

charred isle
steady hornet
#

Anyone have a HUD mod they can recommend?

hearty wasp
#

they're all on nexus

steady hornet
#

They are outdated 😦

hearty wasp
#

yeah most of em are

#

just sort by last updated

#

also I don't think that many people are doing stuff with UIs atm other than ultrawide fixes

soft coral
#

there are newer mods that can cover for older mods though

steady hornet
#

Minihud looks perfect

soft coral
#

like Black Space

#

btw, @lime mesa you there?

charred isle
#

never

hushed bronze
#

Calling all @lime mesa s

#

lol

lime mesa
#

😐

charred isle
#

oh god lol

lime mesa
#

What you did?

charred isle
#

pls no more

lime mesa
#

You pinged the wrong one

#

You suck at pinging people dude.

hushed bronze
#

I didnt

lime mesa
#

@thin viper

hushed bronze
#

technically

lime mesa
#

You pinged me

soft coral
#

he's hmmm, off?

hushed bronze
#

I said "all bagged birds so

#

hi

lime mesa
#

lmao

#

Bad

hushed bronze
#

Bad bird?

#

Badded Birds?

#

Bagged bads?

#

.... Baghdad Bird?

soft coral
#

@thin viper

#

gotcha this time then

charred isle
#

Maybe I'll just

#

.setnick @thin viper Bagged Gamer

soft coral
#

lmao

charred isle
#

oh yeah can't here

#

There

#

@thin viper just one more ping

soft coral
#

wtf, it doesn't shows up for me

lime mesa
#

That's cause you're shadow banned.

#

No but bagged bird 2 is good

#

Why are you changing it GWchadThonkery

charred isle
#

Because they're close and you'll get pinged a lot haha

cyan oracle
#

does anyone know if the 1.61 update is just an update for the weekly community QS events? or does it actually break mods like 1.6 did?

hearty wasp
#

poor gamer getting waking up seeing three pings and having to realise they're all garbage pings

cyan oracle
#

Just spent the last 5 days updating my mods, almost finished.. and now there's new files.. 😦

hushed bronze
#

lol get rekt

#

Weekly updates!

hearty wasp
#

audio, language and missions

#

that's what lo2k

#

said

cyan oracle
#

lol, IKR.. that's why I pulled my public mods.. I can barely keep up on a personal level.. then to rely on other users to update their end.. yea, right..

#

thank you Exosolar, glad it's nothing major..

hearty wasp
#

as for all the previous experimental just read up on lo2k's comparison files lol

soft coral
#

Well, 1.61 is up to 2 GB on consoles, but less than 300 MB on PCs.

hushed bronze
#

Are all the new trees that we can build tiny like the one in the demo gif?

soft coral
#

so maybe nothing important was modified

hushed bronze
#

Its barely taller than the player its a shrub

charred isle
#

There are 3 different heights, no idea which one was in the gif though off the top of my head

hushed bronze
#

3 heights per tree?

charred isle
#

Nah, 3 different trees, different heights

hushed bronze
#

LAME

#

When are they gonna notice that every time they release something we tell them its way too small

#

except the freighters which are utterly leviathan

charred isle
#

Lol what else has been too small?

hushed bronze
#

anyway off to school during my day off becuz my math teacher thinks he can just ADD days to the schedule

#

later!

charred isle
#

πŸ‘‹

hearty wasp
#

lol there are always mods

#

there's a mod that has a fuck buncha buildable plants

cyan oracle
#

well, math teachers are pretty good at ADDing..

soft coral
#

they're good at SUBTRACTing too

cyan minnow
#

these puns will really DIVIDE the community if you keep up with them

dreamy tulip
#

@fair thorn Hi, sorry I fell asleep.

#

Yes, it is a sentinel Starship... like Winder said, anything can easily be made flyable... but there's a difference between making something flyable and functional for practical use.

#

Most things if you make flyable, are extremely wonky until you sort out other issues. I dealt with that with a pilotable freighter, and a pilotable sentinel drone in the past. @cyan oracle knows all about the craziness of custom ships.

#

@hearty wasp I would think that other players would see the same ship, yeah?

#

Considering that the sentinel starship is a model that is being used in-game for the police

#

@cyan oracle It took 8 hours, but I finally finished porting all of my global based mods to my C# base for automating. Will save a ton of time. The manual work and constant updating via xml upon each micro patch was getting annoying and was slowing down my workflow with my fan project... https://i.imgur.com/C9fs8eA.png

#

So, the manual work is out of the way.... when I run my program, it will re-create all of my files and parse them with the updated official files by HelloGames

#

Automation is truly the way to go with large projects. It's like 99% faster but still efficient

#

I need to focus on porting some of my pre-NEXT work to NEXT; but in a revitalized fashion with a new take. I've started, but will be worth it in the end.

The content in this video is outdated and pre-NEXT... however, environments like these will still be possible in the Multi-Verse; the successor to 'RaYRoD's Overhaul' (which will also be drastically different and make older environments look modest). I'm programming quality in essentially infinite quantity with absolute consistency (in the style of numerous conceptual arts) in inspiration of HelloGames. It'll take time, but the outcome will be fluid. https://www.youtube.com/watch?v=wctlrXOCukM

This is a work in progress fan project by yours truly, in which I am gradually restoring the beauty and nostalgia of all pre-release trailers, pre-release fo...

β–Ά Play video
supple wadi
#

tbh atm it feels like only very slight mods are more viable without automation due to these weekly changes, =/

dreamy tulip
#

@supple wadi Yeah. The mods that tend to have a lesser amount of changes, aren't that tedious to update... unless you happen to have a bunch of a separate files that also have a small amount of changes

supple wadi
#

mmhmm

dreamy tulip
#

I'm glad that we're getting new patches, with new content

#

However, I resolved that issue on my end... because, I would be like trying to focus/work on something and then a patch would hit... and then I'd have to backtrack and update numerous files by hand...

#

After 6x, it got annoying...

#

So, it's better to let the program handle it

supple wadi
#

I think I'd be more inclined to work on some bigger projects, even with these weekly patches with new content, if the patches between were resolving some deeper issues we can't seem to address but that we might get blamed for/associated with despite our work having mostly nothin' to do with those issues.

#

E.g. basically all the missions stuff, lol

dreamy tulip
#

I legit don't care too much about many of the new things. Now, I like 'having them' because new content still adds to the experience... but most of this stuff man.... I see as just 'toppings' that really should've gon ontop of an already beautiful cake (a masterpiece of a game, with nigh infinite potential - in which it's engine is utilizing like only 1% of it's potential for like 99% of things).

#

I would like to see less toys, and more well thought out changes

#

But nonetheless, I'm having a blast and am excited to see what's coming

supple wadi
#

same regarding less toys, more thought out changes

dreamy tulip
#

Was happy to see some core changes to the game's engine that HG's made

#

Have you noticed that you no longer fall under the map?

#

It forces you upwards

hallow pumice
#

Yeah I noticed that from messing with terrain settings, thought I got lucky lol

supple wadi
#

lol, nah, I haven't been making any tweaks lately that would find me under the map

dreamy tulip
#

Ah, fair enough

#

The in-planet ocean still exists

#

You just never get to swim in it haha

cyan oracle
#

@dreamy tulip yea, I'm bout ready to script out my changes too.. but I'm afraid soon as I do, the new files will have a new format I'm going to have to recopy.. so it's a never ending struggle; partly due to stubbornness 🀣

dreamy tulip
#

@cyan oracle That's unnecesarry

#

Do you write in C#?

obsidian tree
#

just use libmbin πŸ˜‰

marsh wyvern
#

Wait I didn't know there were mods for this game

dreamy tulip
#

There are mods in the PC and PS4 realm

hushed bronze
#

PS4 has mods?

#

How tho?

dreamy tulip
#

I decrypted the PS4 build pre-NEXT and started to work on modifying the game for a brief period of time.... alongside debugging and other stuff

#

But I put it on hold, because I am prioritizing my PC work for the time being. I'll get around to porting it sometime in the future.

hearty wasp
#

@dreamy tulip regarding the ship thing, if we are to just use the ancient method of editing the cop ship scenes to add the cockpit and then save editing that directory to be the current ship scene? Maybe, otherwise if we're gonna add them to proc gen pool then we'd need to edit the ship scenes and add in references which others will not have and thus will only show up as the seed dictates in vanilla

#

Would be interesting to see a correctly executed copship with cockpit being a usable ship, that's for sure

thin viper
#

Just wait till ship building shops become a official thing

lime mesa
#

😩

#

It's 1 of 2 things I wish for.

thin viper
#

Well I wish your atrocious pfp gets nuked off face of earth

hearty wasp
#

Doubt they'd allow cop ships beinf used lol

thin viper
#

IDK lol...would be easy to add In new parts to build shop when it becomes a thing

hearty wasp
#

True, still, vanilla users will probably either see an empty part of the default part lol

hearty wasp
#

easier than expected

lime mesa
#

What is it?

hearty wasp
#

someone said they want a giant version of the bubble shield to cover their base, this is the reactor I made for it

#

I'm gonna call it "Bubble Defense Shield Multiplexer"

lime mesa
#

It looks official.

hearty wasp
#

or does it need to be darker

lime mesa
#

I think that looks fine.

#

But your legs are clipping.

hearty wasp
#

lol I know

#

gonna look into that later

lime mesa
#

I kinda want this tbh.

hearty wasp
#

probably gonna come out next time I update Eucli-ea

#

still got things I need to change

#

thinking I should change the light and glow to a more green tint

#

but that'd require me to change textures and relink materials

mellow hedge
#

Is it possible to detect what system or planet you are in with a mod?

#

Possibly for a Discord RPC?

toxic goblet
#

Discord RPC is no.

#

You can detect those things, but the way discord works with RPC related stuff is pretty restrictive and needs approval.

#

(and, if you want to use join/spectate, you need to have some really low level shit that you can't really do from mods, i'm sure)

#

If you want discord rich presence (a lot of people do), open a ticket with HG asking for it.

#

They'll be able to add in way more things as well, like join/spectate mode, better graphical assets, and so on.

hearty wasp
#

People actually cares about discord showing info? blob blob blob

charred isle
#

Clearly

hearty wasp
#

Only makes it funnier blob blob blob

toxic goblet
#

It's a request I've heard a lot.

charred isle
#

Would be a cool thing to implement.

mellow hedge
#

@toxic goblet I am not talking about join/spectate, anyone can make an RPC without those. I just want to show information.

lime mesa
#

πŸ€”

mellow hedge
#

The whole point of asking is so I could make it myself

toxic goblet
#

Discord RPC still needs low level hooks.

#

also note: For now, RPC is in a private beta, which means that only apps that have signed up and been approved can access it.

mellow hedge
#

No no no, you can literally do it without approval by just making an application (I've tried)

toxic goblet
#

Either way, RPC requires significant logical work for the code, which I'm not 100% sure NMS mods can do.

#

Yes, but you have developer limits so your mod won't be publishable.

charred isle
#

If you made a separate application that just reported the details pulled from the game, maybe you could do it independently.

#

Even then there are enough restrictions in place with the API that it is hard, if you even get to the point of having a working info extracting app

mellow hedge
#

I usually make RPCs with the discord.js rpc library on npm.

toxic goblet
#

also, @charred isle, you'd need to do some sort of memory/save inspection to get information about what's going on for RPCs.

#

memory inspection would require hooking a debugger, save inspection is more doable, but eh. it can get out of date very easily.

charred isle
#

Yeah exactly

mellow hedge
charred isle
#

That was my point for my statement about the info extracting app

#

You could maybe figure it out, but you'd have to maintain it and it may not give you the info you want necessarily

toxic goblet
#

true discord rpc is not hard to add. hello games should just do it.

charred isle
#

And whole, at this point we aren't really discussing the RPC implementation aspect to it, more about adding hooks to pull waht you want to report.

#

You can use the Zendesk to request it as a feature though @mellow hedge

#

May not lead anywhere but at least you will have tried

toxic goblet
#

in short, it's doable. Probably not as an in-game mod (because I don't know if you can hook complex logic into a mod), so some third party tool which may or may not give you the experience you want.

mellow hedge
#

It's fine. I'm just going to try myself.

charred isle
#

Well keep us posted

toxic goblet
#

as an aside: you can't use NodeJS in a mod.

lime mesa
#

^^^

toxic goblet
#

like, even if mods can do complex logic/hooks, there's no damn way you can fit all of NodeJS into it. It's gonna have to be lean C++

mellow hedge
#

I know, I expected that

toxic goblet
#

you'll also have to implement your own API wrapper/SDK to handle initialization and connection to the local RPC engine.

#

because, again, an external utility will need to hook in to memory (which will change under you when you dont expect it), or you'll need to read the saves and application run state (which will delay things significantly because you dont autosave that often)

hearty wasp
#

or just use CE

#

or whateverthefuck people are using these days

#

they have weird wizard programs

dreamy tulip
#

@hearty wasp Yeah, I'll need to test more with the mp side of things

#

I haven't really found time to play or experience mp much yet

#

Too busy re-making my project from scratch, by choice

#

But I dunno, I had a flying sentinel drone in the past

#

And it had a lot of issues at first

#

Until fixed

#

I am curious to know if anything in that would be client sided

#

But then again...

#

I'm not really concerned with how people w/o my fan project will see users with my fan project

#

Because those who use the same content will have an identical experience

#

I do wonder if anyone has experimented yet, with custom servers via the debugglobals

#

Someone that I know once did something similar, back on pathfinder... where he met up with himself in-game.

#

Anyway, I'm going to stop holding back... and start going crazy on content.

#

Intead of releasing a ton of isolated mods daily, I'm pouring it all out into my project, but in a systematic fashion

#

Your new base building items look cool

#

Keep up the nice work πŸ‘

hearty wasp
#

I've just been copying HG's work amirite, my work means nothing according to people here lmfao

dreamy tulip
#

Well, I know that I always loved to use Eucl-ea pre-NEXT

charred isle
#

I mean it doesn't mean nothing, and you aren't copying. Don't know who is saying that.

#

If you were using the assets to make your own game or something that would be copying haha

dreamy tulip
#

There's a lot of new people around which is great. However, imo, eucli-ea was one of the mods (that's been around for awhile now) that had a lot of effort dispensed into it... which I respect.

hearty wasp
#

anyway I just discovered that even when you set a node type to locator if you leave the mesh attributes in the node the mesh still shows up

#

it's weird as hell

dreamy tulip
#

Also, being creative with in-game assets is admirable

#

Working with what's here, to make the game more interesting.

hearty wasp
#

lol that's just my inner kitbashing spirit

dreamy tulip
#

Yeah, fair enough.

Something that I wrote in the past:
In some cases, It's not re-inventing the wheel. The wheel was already invented. I'm just making some pretty darn good wheels. Have I made my own content for No Man's Sky? Absolutely.
However, say, for example (being hypothetical here)... "At E3, sentinel drones when destroying them, they would fall to the ground as disabled, with a drop animation, rather than disappearing)", and you want to replicate that; and it turns out that there's a perfectly functional animation for doing so already made by HelloGames, why would you go and develop a NEW one from scratch? Just so that you β€œdon’t use HG files”? The same applies for 3D models, and whatnot. Re-incorporating content previously unavailable to people is something potentially beneficial and not really worthy of "downplay" in generality.

#

What you shared reminded me of that

#

By the by, with the debris... did you attach a window to it?

hearty wasp
#

what debris

hearty wasp
#

nah not yet

dreamy tulip
#

Looks like you scaled it up, and referenced different assets

#

Looks neat

hearty wasp
#

gotta fix the inside, maybe add some particles, maybe change the glow to green before doing that

#

but man there's gonna be an absolute fuck ton of materials on that glow

dreamy tulip
#

Nice

#

Yeah, custom scene making can get tedious...

#

depending onw hat you're working with

hearty wasp
#

I don't even remember how many days it took me when I made tapedeck

dreamy tulip
#

Back on Atlas Rises... I was looking at pre-release footage, and old concept arts. I realized that in like every conceptual art for No Man's Sky... there is an Atlas Station looming in the horizon. In old footages, it's as if HelloGames looked at their concept art and put it in the game identically.

#

So, in order to replicate that....

#

I ended up converting an Atlas Station into a fully functional space station

#

Which was a nightmare to deal with... in-between former colission issues, scene changing, fusing stuff, referencing, other scaling issues... and global related stuff

#

The positioning of them is dynamic in systems, and there's a custom interior that I designed

#

but I'm planning to make the models procedural

#

And also to have dynamic visuals and glows for them

hearty wasp
#

I just remembered I need some textures for the reactor inside wall

dreamy tulip
hearty wasp
#

lmao

dreamy tulip
#

Lol

#

Was that glass wall already on the debris?

hearty wasp
#

nah just like 2 flaps which I removed

dreamy tulip
#

So, you referenced a glass window?

hearty wasp
#

the game never show the inside so they don't have faces inside

#

nah the center tube is the medium refiner innard

dreamy tulip
#

Ah, I see

#

Cool

hearty wasp
#

I'm talkin about the inside wall of the return capsule-shaped pod

dreamy tulip
#

Hmm yeah I see

#

It looks a bit wonky, looking out

#

Now, all you need is your drill

#

to fix it

#

lol

hearty wasp
#

lmfao

dreamy tulip
#

LOL

hearty wasp
#

also thinking if I should add like an emitter thing on the top of the pod

#

because this is gonna be like a giant bubble projector too

thin viper
#

does the shield actually work?

#

is it like that shield from star wars?

hearty wasp
#

probably gonna be a generic indoor or hazard protection volume trigger

thin viper
#

hmmm

#

make it like this

#

@hearty wasp

hearty wasp
#

I'm just gonna use the vanilla shield bubble scaled up

thin viper
#

ayyy nice

#

just scale it up a bit more

#

and maybe add a new texture

soft coral
#

wow

#

wait, vanilla? how come I've never saw it?

hearty wasp
#

vanilla as in "in the files"

soft coral
#

ahh

#

oh, so they're thinking about shields too eh

hearty wasp
#

I made that work yesterday

#

just a volume trigger type change

soft coral
#

Yeah, I remember you mentioning that flag

#

Does it also affects the weather?

hearty wasp
#

I made it so it only protects you from the weather

#

but not robots/animals

soft coral
#

fair enough

hearty wasp
#

cos nothing protects you from the robots while also still letting you pull out your gun

soft coral
#

so, what diameter size are you aiming for?

hearty wasp
#

idk maybe 20 times that?

#

it'd looks either great or absolute shit depending on the person's taste

soft coral
#

if you can fit 20k base parts inside it...

hearty wasp
#

depends on how much tiny pieces you put on your table

charred isle
#

Or how many happygek

hearty wasp
#

what if they are so tiny they get lost in your base you couldn't possibly count em all πŸ€”

charred isle
#

tinygek

thin viper
#

hugesucc

charred isle
#

😩

thin viper
crimson crypt
#

Would be cool if they added a way for you to make your own sentinels and have them defend your base and also buildable turrets for your base too. Just an idea.

hearty wasp
#

sure, except that wouldn't be a mod πŸ€”

pseudo mural
#

pezy

hearty wasp
#

I need a visible object to represent the location to activate it

magic lava
#

I think it’s slick

#

Is that something you could color like the other parts, and have the shield be different colors?

hearty wasp
#

nop can't be arsed

hearty wasp
steady hornet
#

getting a lot of floating objects with classic

thin viper
#

@steady hornet ok what ever version you prefer

#

Floating objects is a vanilla bug

#

I have sent a bug report to hg

#

Maybe it will be fixed in the future

charred isle
#

The frequency of the floating objects might be caused by the mod also

hearty wasp
#

but the floating itself it a vanilla bug

#

so still not really his problem to solve

steady hornet
#

I dont think its the mod. Just that there is a much higher chance of it happening because of the extra added

soft coral
#

@hearty wasp holy moly, that's beautiful

hearty wasp
#

I just realised the shield toggle isn't working

pseudo mural
#

10/10 would recommend mr zoid for a promotion lol

hearty wasp
#

ok got it working once more

#

I'm just gonna leave the material repalcement/particle shit for tmr

soft coral
#

does that holo globe is a custom model or is that also inside the unused assets?

hearty wasp
soft coral
#

ahh, the globe that reveals POIs

hearty wasp
#

yeah the globe that does fuckall

#

having like at least half the Eucli-ea decor placed down in my creative base is a good way for me to just look around and see what parts I can use

supple wadi
#

lol to globe

#

The shield generator kitbash looks slick tho!

#

one of us should make a tiny base parts mod so you can build a scale model base in your base, lol

thin valve
#

Globes

tepid imp
#

could the ship appearance modifier mod be changing something outside your player save file (that is in the appdata folder) . i swear i backed up my save before adding it, yet the color change remains.. πŸ€”

dreamy tulip
#

Could be useful to some people, especially users who do live modding with CE or debugging... but this extension that I coded in C++, disables the hardcoded check that causes the game to pause on loss of focus (alt+tabbing).

To use, simply place the .NMS extension and the included scripthook .dll into your binaries folder.

hearty steppe
#

Moddinacout/gamer 3006 when is the cave crashes with enhanced diverse environments get fixed?

hushed bronze
#

Anyone aware of a mod that strictly increases grass size? Plants-in-general size would be acceptable too

#

Seems every planet I go to has four inch high grass that leaves weird exposed ground way too easily

#

@hearty steppe Maybe you could solve that by simply removing the cave component of the mods, one of the four files

thin viper
#

@hearty steppe probably next week. Mean while you can use version without the caves or use the classic version of the mod

#

Classic version is highly recommended if you want a stable build

lime mesa
#

Is it possible to export custom decals and stickers into the game such as happygek

hearty wasp
#

if you mean making textures into buildable decals

#

I mean I've done that like 160 times but I dunno

#

and if you mean taking the in-game textures out then yeah they're just DDSs

#

just put em into like Paint.NET/PS and then save em up as something else with proper plugin installed

thin viper
#

@lime mesai made a utility that does that

#

It need to be updated tho

#

For 1.61

hearty wasp
autumn moth
#

oo

echo oxide
#

artemis shit

#

πŸ‘

hearty steppe
#

Thanks

hushed bronze
#

@dreamy tulip hell thats useful to me just because I would like to have my ship continue pulsing while I chat in discord lol

dreamy tulip
#

Nice, yeah... I use it for that too actually.

waxen cedar
#

has anyone been able to dig up new exocraft models?

dreamy tulip
scenic flare
#

Speeders?

waxen cedar
#

has this been posted on some of their sites?

scenic flare
#

We have speeders to drive other than freighters and ships, right?

dreamy tulip
#

However, we'll likely be seeing procedural vehicles as well (My guess) - considering that the ships, and multi-tools are procedural.
There's also data for vehicle and weaon customization

#

No, it hasn't... but it's in their filesystem.

#

This image was added recently

scenic flare
#

That’s weird

waxen cedar
#

nice teaser

dreamy tulip
#

PROMO\CONCEPTS\VEHICLES\WHEELEDBIKE

waxen cedar
#

customizable exocraft and unlockable cosmetics in quicksilver shop. I can see it happening

scenic flare
#

It says we have exocraft vehicles

#

So the conceptual art above are all exocraft vehicles?

dreamy tulip
#

Ship customization as well

#

And weapon

scenic flare
#

So the conceptual art above are all exocraft vehicles?

dreamy tulip
#

We also may be getting VR

#

At some point

#

Those are all conceptual wheeled bike variants

waxen cedar
#

anything to indicate exocraft interior/3rd person?

#

1st*

dreamy tulip
#

Not that I've seen, unfortunately. Would be nice to see that though

lime mesa
#

not sure if the vr thing holds much weight, though. if we do I'm pretty sure that'll be quite a long time from now. game seems way too inconsistent with performance still

dreamy tulip
#

HelloGames started developing VR pipeline files

#

That are already there, it's all over the files

scenic flare
#

The conceptual wheeled bike varients...are they in β€œPathfinder”, right?

dreamy tulip
#

Not sure how soon we might see it, but they're definetely testing with it... or working on it

lime mesa
#

well I know that, I'm really just saying that even if they are it's probably going to be a bit considering the game still having issues with performance, especially on the consoles if they plan on psvr (which could be likely)

scenic flare
#

@dreamy tulip β€œall over the files” then explain why ps4 doesn’t have access to the NMS vr?

lime mesa
#

I'd imagine they would do it if they could

dreamy tulip
#

But imho, this game is poorly optimized as is

#

that needs to be fixed first

scenic flare
#

I HAVE A QUESTION

dreamy tulip
#

@scenic flare HelloGames has content that they are working on in the files, that's not enabled yet

scenic flare
#

Is β€œPath Finder” a new upcoming dlc?

#

Or was it old??

lime mesa
#

it's an update that already came out

waxen cedar
#

version 1.2

scenic flare
#

Then what is the conceptual art for?

lime mesa
#

it was the followup to foundation and the precursor to atlas rises

dreamy tulip
#

Pathfinder is the patch before the Atlas Rises update, Atlas Rises is the patch before NEXT

scenic flare
#

Do we have already have bikes in NMS??

dreamy tulip
#

No, we don't.

#

It's conceptual

waxen cedar
#

we don't have bikes or submarines

#

those are coming soon o.o

scenic flare
#

Then how come that pathfinder showed us land vehicles

lime mesa
#

*maybe

dreamy tulip
#

We have the nomad, yes... which is a bike... actually

#

That's a different style though

scenic flare
#

We’re going to have a submarine coming soon?

red pagoda
#

id like that

lime mesa
#

submarines is pretty far fetched since nothing shows they've even thought about it enough to work on it in the files, which usually leads to some addition at some point (ex. abandoned stations)

#

they did mention it once before though

scenic flare
#

Cool

#

What about the optimization?

#

It’s poor

#

And what about the graphics?

#

It doesn’t bother me but

waxen cedar
#

graphics are good imo

dreamy tulip
#

There's also a few biomes that HG's added

scenic flare
#

But not beyond good

lime mesa
#

I think the game still needs more color and a change in how the water displays at night. other than that, the game looks great.

also, I would really love it if they make it so we can see a few asteroids from on the planet. not sure why that would be cool but I would like to see how it looks

scenic flare
#

Also, I’ve been experiencing some weird shit going on

lime mesa
#

even as a test

#

actually it would be cool to see anything from space happen while on a planet

#

like freighters warping in, which... afaik never happens on planet

dreamy tulip
#

I have mixed feelings about NEXT.

#

However, I will take care of all of those aspects @lime mesa

#

Technically, I am taking care of it already

scenic flare
#

Like I can actually see a planet through the walls from stations or freighters

waxen cedar
#

I can only see the first cloud layer through them

scenic flare
#

That’s what I’m talking about!

lime mesa
#

yeah it's still kinda lame the cloud textures don't rotate or show off what they actually look like on the planet tbh

scenic flare
#

I thought im the only one who is just me

lime mesa
#

i wonder if they would be able to make it so the planets at least have the clouds loaded in

#

though first they should improve the quality of them because they look really off when they do decide to load earlier

scenic flare
#

We’re talking about seeing first cloud layer though the walls from space

dreamy tulip
#

That used to be possible.

lime mesa
#

lawnreality's cloud mod had that in it didn't it

scenic flare
#

What?

dreamy tulip
#

The clouds are quite broken at the moment, and the function used that handled the density of clouds

#

is no longer being used

#

Also, if you open photo mode and try to change the cloud density

#

It doesn't work

lime mesa
#

we're talking about clouds

scenic flare
#

Yeah clouds not photos