#nms-modding
1 messages Β· Page 153 of 1
I can't be arsed to edit each of em and post em on #nms-photomode-gallery so here they are
might still do some refinement on the walls i.e. putting the upper walls inwards
also doors
i wanna talk to someone about a crafting project
you can just talk, no one is stopping you 
DUD'S SKY - COLORS
Updated to v1.77.5
Now 14 sunset/sunrise colors!
Added blue light/sun and green light/sun to existing yellow light/sun. (During sunrise/sunset only.)
Well its kinda of a secret plan of sorts lol
Then just roll into the modding discord and choose someone at random
Cos we don't have secrets there 
there's another modding discord server all secreted away (except not really)
lol
It's a secret in the sense that no one care enough to discover it
pretty much, lol
if you wanna crew, you probably won't find one lol
we will help with talk but you're better off doing the actual making yourself
well I'm just saying that others have tried and none of em has succeeded yet, but just take that as a sidenote
anyway, the best chance you'll have is probably still at the modding discord
ok thank you for your time
@obsidian tree i HAVE A QUESTION ABOUT YOUR LOADING TIMES
Not meant to be caps
any way you said a big one took 20s, but I wanted to say, as long as the game loads whatever models come from your program within its expected timies, I, personally, would worry less about the editing utility taking a bit to boot up
I mean, fast is nice, but a lot less important on that end of business
That being said, I'm really impressed you can do this sort of thing at all. I bet you would get along with my best bud Cody, he does shit like this too
I'm just making it so that blender loads the modela from the game
I can shave a bunch of time off by reading the material mbins directly instead of using mbincompile to convert go exml then read them
Forreal though, he tells me one day, "Hold on, there's a satellite passing overhead and I need to interface with it before it moves on". and he isnt kidding lol
Haha
If mbincompiler wasnt written in .net it would be easier to use as a fall with python then I could use the API with NMSDK to make it all easy, but sadly I cant :/
I just wanted to speak up about that before you go and spend weeks or months on the load time if its that kind of thing
Because I know from Cody, you elite programmers can be a perfectionist to a fault and forget the thing you were trying to tighten up wasnt that big of a deal lol
Nah, it will take like an hour to probably halve the time I think
Thats perfectly reasonable I think
I spent more than that trying to figure out why my mod setup wasnt working only to find that the filename was too long (although i still dunny why that was an issue)
Standard windows filestructure used a symbol the app didnt care for
Thats a common coding issue
The worst thing is the error is normally pretty obtuse. Doesnt often indicate that is the problem
Does this export to standard blender OBJ?
I would like that because im pretty sure OBJ interfaces effortlessly with autodesk, the program Im actually familiar with. Though some have told me blender has made huge progress since the older days
And loads the associated geometry
I'll probably just learn blender one of these days, though an undertaking like that would have to wait for summer
Youre being too specific I think, I mean blender scenes save as .something
used to be OBJ i thought
Well you can just export from blender into obj
Anyway I was wondering if I can take the blender scene, save, open in 3DS, play with it, save, send back to blender, open that, and still not break it
Also, I have super patchy internet right now so messages are being sent in odd orders
I dunno. Possibly
I will be importing it into blender in the format so that it can easily be exported back into the game
I was not sure what to do with myself without light or electricity so I went out and walked three miles in the blizzard
Haha
Im glad jason is making colors while actually testing them
He has a distinct preference for muted themes and i wish the palette was broader but man its better than certain other color mods blowing shotgun shells at walls while blindfolded
Damn dude. I'm loving watching the progress of this.
Hey, excuse me, can someone tell if there's mod that removes those particles that goes around the screen during pulse drive
I seen just outdated one
why would you want to remove them
That might be one of the options in the current Space Dream mod?
@harsh moth https://www.nexusmods.com/nomanssky/mods/623 removes pulse drive lines and also has an option for more subtle lines
are there any mods yet for making the game a little less cpu intensive
No
No speed lines, no space dust, no space plasma get all these three @harsh moth
Hey folks; Is there a mod around to let me pick up autonomous mining units? I tried looking around on the nexus, but couldn't find anything like that.
Because you don't need a mod for that, or shouldn't
If it has no fuel and is empty , you should be able to remove it
Nope, can't. Don't get a Middle Click option, and even the wiki says it can't be picked back up
I can't Z and then CTRL + f it either because it's a portable tech
Ooof
I don't even remember the ID of it
but techplus probably had it
and if it did Eucli-ea would have it too
yep techplus has it
ye
I don't think homesick bothered to update it
but Eucli-ea has it incorporated so I don't give a shit 
So... Which do you recommend I use then? π€
just get Eucli-ea, you'll get >500 new buildable pieces along with it anyway so that's just a bonus

yeah because of HG design 
someone mentioned a "viewing pack" that doesn't shove the bp into the build menu but I can't be arsed to put more work onto myself
find what
This "viewing pack" or whatever.
no you can't find it cos I don't bloody make it
I'd welcome someone to do it for me but it's hard enough to find someone that can be arsed to modding as it is now lol
@left sentinel Best mod for that is a faster CPU
lmfao perfect answer
u trained them well
colours
New player here - any must-have mod recommendations?
Personally, I find Meki's Multiple Maneuvers mod to be pretty essential. Or any mod in similar vein that removes the flight limits on planets.
Framerate killer
more colours
I am probably not gonna make this happen for trees/stones since it take an hour or so for each set I've done here
Lovely
In a game where a decal used to block me exiting a doorway, I'm sure it's tough
this is how fucked this looks rn https://gfycat.com/EqualGrouchyEwe
at least I made it so you can't walk right off the stairs rn
Lol bouncy
nice, but what's with the weird doubled-up steps?
ahh, weird
lotta space magic went into this
also it's really neat how 2 bases can get so close to each other, cos this is 2 bases
cool stairs @hearty wasp
Thank I got the idea when chatting with kibbles a while back
Kinda wanna make one that sticks on the outside of the circular outpost but dunno how useful that'd be in the current environment
So with the modding on NMS..if I was to use mods to get rich or make huge structures on normal, would that get uploaded to the while NMS server so anyone can see my badass creations
Or is it all just on my game only
Okay awesome. Are there any mods structures you can place from mods that others cant see? @lime mesa
Wondering how much client-sided would nms be
Does client still send info about some custom structure? That can't be rendered on other pc
no
AFAIK custom structures don't have their info sent
Maybe if the player walks on them then they will appear to float
but the other play can pass right through it
oooooo i can download mods for no mans sky now lol that i have a pc
and the pc version of the game
I need help with XMM, for some reason, when merging 2 files, the second file just reapply the value changes from first mod, the second doesn't even have the values that first mod changes
The heck
Like i have hover mod, which changes minspeed from 20 to 0
Ok
But second is x6 pulse speed
And xmm just copies the value changes from hover while processing Pulse-speed mod
Even better, the values still unchanged in result
It's all vanilla
Is the tessellation fix mod needed if you updated your AMD driver
@harsh moth if the other people have the mod installed they will see the same structures
same goes with base objects, as shown in my screenshots of the current Facade build
you can also find out more about modding behaviour in mp environment in the doc here https://www.nexusmods.com/nomanssky/mods/824?tab=images
OH BTW the Back to Foundations Terrain component not only enhances grass coverage, but also entirely eliminates that incredibly shitty tiny-grass that fails at being grass
Because the mini grass was a NEXT addition
@hushed bronze ive never seen tall grass in next
tall grass is a myth
Tall gras is cool cuz it makes you feel shorter
so all these are colourisable now
"now" in my test pack
"later" in an Eucli-ea update
turns out some of the glow stuff are inherently colourisable
hence the magenta glow on the left
vanilla, modded, trainer or otherwise β¦. are we all on the same server?
ye
Thank you.
You would think that would cause some balance issues...lol. Obviously not. π
I mean the only moments when modded people would have an advantage on you is when they play with you in the same lobby
I don't really see much disadvantage on vanilla players' part apart from in PvP but you can already turn that shit off lol
if you are concerned you can always refer to my documentation on how mods work in mp btw https://www.nexusmods.com/nomanssky/mods/824?tab=images
Hello guys! Just a quick noob question: which mods are generally recommended, like must have mods for the base game?
Just install what annoys you in game
I am really interested in getting to the civilizations that have begun
#communities maybe
Heh i wonder, will there ever be a system where lots of players
Like community build city
And yet not become a minecraft server
I hope thereβs not a universal reset for the update.
I doubt there would be major terrain gen changes at this point
π
Their accuracy has gotten better anyways, Abyss showed they could do large changes without a reset. Is it possible for them to change the terrain gen, but not have it affect terrain within the radius of a base?
it is possible, but without a lot of extra work being done you'd see sharp changes between the base radius and the rest. One option could be that planets with bases on them don't get their terrain gen modified at all (which is very possible to do but would require them adding rather than replacing code)
it would be like a 'legacy planet' system.
The only way they could do that and have it work offline would be to bake in a long list of planets that had bases on pre-Beyond...
One thing to say they can, another to say they can bother
And they may only know those that have been uploaded, and I'm guessing not everyone does that, as it doesn't appear to do anything.
So slim or no chance, and slim is outta town
I know we already have the link pinned but now we have the best server picture ever https://discord.gg/NYZqm8c
That's amazing
Thank jason he made it
Ty Jason
No, Jason didn't make it. Although I wish I did. It was monkeyman. A while ago. I just dug it up. LOL
Ty monkeyman
you don't
The pins in the legacy channel have a link on how to play previous versions
I haven't looked at it since I'm on console, but worth a look maybe for you
Thx
pls send help how do i recover my Atlas Path mission?
the last time i seen it it was at the stage of telling me to explore the galaxy
and i also had encountered a weird transmission, but i have never gotten the waypoint
Have you tried asking in the anomaly about atlas?
the space anomaly with nada and polo?
Yes
no, how do i do that?
never really had a chance to do that i think
also what's this mission?
Nada has an option "Resume the path of the Atlas", but that may only be if you've chosen to ignore it before.
That's part of the atlas path... I guess the start
i want to fix it
But you'll end up having other problems
Pff. Messed up missions happen without doing anything strange.
True, but he has already edited it
Yeah though if you mess with the save editor it can get worse
gon go try to set that thing to 1
and reaload the save
when my autosave which isn't edited of the thing set to 1 will load
Likely the worst that will happen is that you'll have to repeat stuff you've already done.
and that's not so bad
I mean if you recommend restarting it probably wouldn't hurt to mess up this save 
Good point lol
Yeah, if the choice is between "start over" and "possibly fix it"
There's not a lot to lose.
i've gotten something
that's when i find nada and polo
means that i gotta make it go forward a bit more
maybe 2 will be good
if you're already in a system with an anomaly try warping to another and then scan in space
Ayyyyy nice.
okkk and the mission is now gone
ah
it auto sets itself to 10
what if i make it 11
Spinal tap sues
A fresh save has -1 for each of the AP_ATLASx ones, and basically all other quests too.
hmmmm
-1 is off
10 is pretty much when you go to nada and polo
i assume i need atlas2
The last one that doesn't have -1
i have many AP_ATLASx quests with -1
yeah, so which is the highest that isn't?
Presumably the lowest-numbered ones aren't -1, then after a point, all are -1
no ugh
everytihng after of the atlasx missions are -1
Oh, ATLAS2 is -1?
And the other AP_ ones? AP_ANOMALY?
There's a load of AP_ANOMALY1 etc after the AP_ATLAS ones
anomaly1 is 39
anomaly2 is 46
anomaly 3 is the same as 2
4 is the same aswell
5 same aswell
6 is 26
7 is -1
everything else is -1
Try setting 6 to -1
What is that thing on all your screenshots?
And I guess try doing what it says?
Had you got to that point before?
probably
it says to go to polo
when i go to polo
then polo says to wait two hours
worst thing is that the mission disappeared not when i changed the save
like it wasnt i modified the save and then the nxet time i played it was gone
Tried talking to Nada?
now?
Yeah
no
he just talks about milestones
i wish i could figure out the last mission id and the progress thing
before the mission disappeared
If you edited the save before the problems appeared, there should be a backup in there you can load.
k
On the first tab of the editor, the "save file" dropdown...
ah
You could find one from when the missions were ok, then copy the entire text of the mission section into notepad or something, then load the live version of the save, paste it back in.
wait what do those numbers represent
Probably epoch time.. You can just click one and it'll show you the date in the window
my json editor is notepad++
i cant really quickly compare what was different
scroll up in the left to the "MissionProgress"
in that
yeah, no comparing
well you could
but anyway
scroll up to the missionprogress and click on that
Then the right side will show the whole lot at once...
You can paste that into kdiff or whatever to find differences
but I was suggesting just copy the whole thing from the old one to the new
ok
i have a quick comparsion app on my laptop
lemme try to use that to compare
nvm you're right
in old save AP_EXPLORE was set to 1
atlas2 was set to 2 aswell in the old one
I made even more gabage
at this point I'm exclusively making garbage and structural pieces
top 2 are technically ceiling beams
but they're set to surface normal so you can stick em onto walls too
I made the pipe stuff for the cantina I'm still waiting to build so I hope that works well on the walls

eh
the autosave ain't broken
that's good
god why is it so hard to determine which thing is the broken part in the save
It's almost like you are doing something they never thought you would
its exactly the thing that you described
except it is not mainly my fault
because my base missions have disappeared before aswell
and in before i didnt use save editor
and things one random person wanted for a long time
You might as well restart @quiet plover
what i could try with the restart is uhhhh
play the game at the point until i get the mission for the strange signal
then try to move the mission stuff to my old save
or you can just move your entire inventory to the new save
yeah but cant do that with the save
i'd need to find the very specific planet
and hope that the terrain locations would align
no idea what you're talking about
so i wouldnt get my base stuck in the ground
your bases has galactic addresses in their own block already
where anything else are has no bearing on it
no?
why not?
you have teleport endpoints
so if i woould put the json block the teleport point would appear for me?
yeah but that has nothing to do with where the bases actually are either
okay
only where the bases are actually stored in the save has anything to do with where the bases are
ok
which one of those things i should move to a new save
well
i'd have to exclude some of the substuff in there
but how would i mainly get the inv, the base, and the storage stuffs in the base moved to a new save
and the all researched technology
all the blocks at the top with "Inventory" in em
TeleportEndpoints if you want the teleport endpoints
PersistentPlayerBases for bases
all the blocks with "Known" in the name for the blueprints
inventory techonly would be the techs
that is in my exosuit
and inventory_cargo is my high capacity cargo which has smaller capacity than my normal inv
you might want CurrentWeapon for the gun seed
currentship aswell so i get back my ship
oh god
so much to transfer
i think transferring the atlaspath missions only would be way easier
you will try
yeah
on the other hand tohugh
it would be better to transfer my current save inv and shit to my new save
because if i get the transmission
i feel like i would need to reach a whole different galaxy
wouldn't i
well
if the RNG would be unlucky
and even then
i may be required to go to the other side of the galaxy
okay so
i shouldn't touch the atlas missions
and only move the other missions from my original save
to the new one
so i should avoid transferring the missions that have the AP prefix, right?
Im wondering what you modders think.... I was considering continuing my colors mod at some point around now but, with beyond announced, and given HG's penchant for obeying the will of the players and the recent Foundation/Pathfinder reversion craze, how do we feel about the odds of HG themselves reintroducing all sorts of bright colors n stuff on their own? (I dont want to waste tons of time and work if its already coming)
If you aren't familiar, a while back I was working on a new color mod that tries to offer a true variety, with bright colors, mute colors, earth colors, etc without heavily biasing to a single style
It was going just fine but my semester started and I shelved it for the time being
Does anyone know if Project Atlas and The Next Big Adventure are mutually exclusive of each other?
@hushed bronze could always just fuck around and do it for yourself and stow away this version of the game as your personal custom version to play while beyond gets issues sorted out
Well colors dont interfere with versioning.. but I hear you
what kind of missions have the T_ prefix?
oh nvm
what;s markerstack?
or what about storedinteractions
@hearty wasp does the persistentplayerbases also contain the stuff in biodomes?
Ye
anyone have an up-to-date black space kind of mod?
the one I had caused game crashes
What did you have?
what mods are still compatible?
Only mine
π π
.........hmmmmm....if I could ever understand sound in NMS....gotta make Tiny Tim exosuit voice....slowed down 1/2 speed...note to self.
I'm sure monkeyman knows a bit about sound
And I think sound replacement is still possible
Depot download failed : error unpacking chunk for file "C:\Program Files (x86)\Steam\steamapps\content\app_275850\depot_275851\GAMEDATA\PCBANKS\NMSARC.282B741D.pak"
hey any idea what that means?
im trying to download foundation thru steam console
wait why are you downloading with steamcmd
Bcs i want foundation
just get a cracked version
@maiden flame probably... Try again?
@heavy merlin yeah i just wonder if all the files will download if i just enter the command over and over
I think it may not cache anything, so it may be downloading everything again each try... Wait until you have more reliable internet? Or maybe just use a version from elsewhere, as was suggested.
Yeah... i guess
eh
its difficult to find older versions of cracked games, when the newer ones are cracked @hearty wasp
Probably still have better chances than doing the same thing over and over again
And failing
Don't give up until you've tried it all at least 
Not here they don't.
^
where do they have it?
Not here.
Excellent. π
I'd hate to see you banned for something so petty.
oh is it because you care about me?
I never said that
ok...
Sorry Gleam.

π
is theer any way to see how would a ship would look with a different seed
without having to load in the save
with that different seed
no
Different seed means completely different looking ship.
yeah ik
Is it supposed to be the star wars cantina?
Star Wars Cantina had a band didnt it?
Im using a save editor while having installed many nms versions
My save editor seems to only recognize my steam save states
Anyone might have an idea what i should do to be able to modify my 1.0 saves?
Doesn't load your old saves, or doesn't even display them?
Doesnt even display anything
Just my steam saves
They are all hg files so i find it quite puzzling
You probably need a much older version of save editor
If you look in windows explorer, are the files from the old version in the normal place?
Yes they are in appdata files the same location as the steam ones
The usual place for saves
Arent save editors supposed to be backwards compatible with versions? @hushed bronze
Very early versions of the game had encrypted saves, I think? You may need to decrypt them with another thing then use the normal editor.
https://github.com/matthew-humphrey/nmssavetool hmm, 1.37 and 1.38
Maybe it was removed in NEXT?
saves are specific to versions
Eh... Maybe back then, not now.
I'm grossly simplifying things
whenever defaultsaves are changed the save formats are changed
that means every 1-3 subversions
if you gonna edit old saves you gonna use an appropriate version of the save editor
and I dunno if there's even one for 1.0
Save editors are unlikely to be Back Compat with versions that are extremely different
Editor probably fails against anything pre Next
Hey guys, so I just found out that NMS had a discord and have been working on a few mods over the last week that are almost ready to be published to the public, from a range making the game harder and some quality of life mods. Do people hate waiting hours for fleet missions to complete or hate only fining C class fleet ships, well that comes to an end with my mod I have made fleet missions insta complete & S-class ships are found more common. But if you find them to easy I have made missions have a lower success rate but higher rewards.
If people have mod ideas or anything they want let me know and ill make it
im also thinking of changing manufacturing facility loot table, on some questions if u get it wrong you get nothing, well I think even if you get it wrong you should not go empty handed so -rep is better than nothing if you get it wrong but if you are correct then u get +rep
π
y gek
they look like fish that been out of the water to long
but that could be something to look into - there are a few Abandoned system that have no life forms could pimp a few old stations out make them into clubs π
I do many things from coding to 3d modelling, making mods seem easy
there is a modding discord?
@median pewter You probably should not mess with manufacturing facilities' loot table
okay, owl ill join that discord
All the loot are just in reward table anyway who gives a fuck what you do with it in there 
How do i combine 2 shaders?
Oh welp, will do manually through code i guess
black space conflicts with natural light
just get space dream
natural lighting is different
what
if you can't comment out things in a shader file then you probably can't combine 2 shaders

Comment out? They change the same piece of code
Wait how do i put pic here
Nevermind, done with it anyway
I literally showed you Space Dream incorporated both Black Space and Natural Lighting
unless there is another mod called Natural Lighting you can just get Space Dream and comment out all other modules in one shader file
Yeah i used them both all this time, just everytime running through mcd and watch those 2 conflict, made me look into that
They both change same pieces of code, so it was up to me from which mod i will apply the change
if you wanna learn how it was done and all you need to do is download Space Dream and open the shader file and search for the name code specified in that one shader file I mentioned
Mods
Im currently sitting at those lines where they collide in shader file
there's no problem at all, what are we even talking about xD
ok so you're deliberately trying to learn the hard way
Skills
Probably
I thought you just want a mod that works lol
I want to combine those
I don't want to see 2 mods that change 1 file, i need 1 file that change 1 file
Optimization man
xd
And now im just thinking whose formula is the best
Dwsd
π€·
Dang i was hyped for multiverse
He said he's working and then nothing
If i were him, i'd've stopped already because of Beyond
Just save all models, textures, lods and etc
Gen probably break
Heβs been posting on Twitter I think
Oh
Who sits on Twitter anyway
Seeing it takes so long to release his updates, beta testing would help speed things up surely
Plus when the come out theyβre compatible for like a month or two
Not to me to criticize, but he's just making it complicated to himself
Making so many mods in 1 major is just not effective
He's doing a big thing, BUT the thing is, should i sacrifice most of my mods in favor of his?
I doubt
Why just not make it modular?
'cause they just want you to use it altogether for reasons or whatever
i mean you can request certain bits be made standalone if you can get in contact with'em, but they just don't do that by default because ???
I can just dissassemble his mod
I don't know, fixing stuff separately is easier ain't it?
i mean i'd think so, but people think differently so π€·
Rayrod is still developing
and it is far more than those, it's not just "Wording"
And he learned coding JUST to create a program to make it compatibilize with new versions, far more quickly then regular
the only reason it hasn't released yet, is because he wants it to be highest quality it can be, rather than kinks and broken-ness
The mod itself completely reworks pretty much the entire game, from terrain generation, to caves, to animals, it has a complete rework of the biology/creature sounds/behaviors etc.
New Assets, Completely New biomes, Compatibilization to make EVERY version of the games generation spawn ETC
Id day rayrod excites me with all the biomes that look just really good
It's far beyond scope of ANY current mod.
Yeah, his biome creations are incredible
The first planet on this <3
best mods ever
His life has basically been NMS since it launched.
And as someone ALSO who has played his mod, it was incredible.
What's with them spam mods? π€
you can call it fake all you want, but its not Abloane
Expands screenshot
Esspecially when, thiers two video proof of his mod π fom multiple different youtubers, and playthroughs
No offence to Redmas nor Gamer, but those mods don't even come close to comparing
lol.
Just because you don't understand it, doesnt make it "Word salad", he explains, in quite detail what the goal is, and what he has done
and has never said 25 million handcrafted procedural planets
the only thing I've ever questioned about rayrod's mod is why he proposes hello games only uses "1%" of their engine
Esspecially when he gives, actual work, people who have played it, screenshots, etc.
just wondering where he got that from
their is ALOT of stuff that the engine can do, that they don't do with it
well I'm sure of it, just wondering what makes it 1%
also some of these bigger mods are just completely undermined by official hello games updates. that's why I stopped modding my saves on PC. there are many things that look cool in these overhauls but don't perform well-- but that isn't specifically speaking to rayrod or anyone really, just generally
haven't followed his own suit, so I don't know what he's doing
modding in terms of massive overhauls I mean
might have to check that out then. been looking to spam my mods folder again, in that sort of mood
I don't download entire overhauls, I just download loads of smaller changes to the game and compile them to make my own. it's like a mix tape
I really hope beyond improves the clouds
we still don't have what the next trailer showed us
rayrod's cloud thing came the closest
but I think something happened to it or something
and it wasn't exactly the same as the trailer because there was a banding effect I think?
So what is the best mod for next so far?
In terms of planet generation?
Ok ill search that
How big of a difference does it make?
i should just only mod foundation, lol
https://www.nexusmods.com/nomanssky/mods/968
Updated MOD_DUD_DeadColors_v1776:
Added several dirt colors.
Changed all plant and leaf colors.
Added 12 RockSaturated, RockLight, and RockDark colors.
sometimes modularity means compatibility and in that case fixing 1 big mod with 1 sort of compatibility is considerably better than fixing 20 compatibility issues
I already am making 2 versions of Eucli-ea metadata and I dislike it cos people are prone to not read installation instructions, leading to improper installation, and then like to proceed to complaining when they install shit wrong
not to mention fixing the same thing 20 times
as long as you don't go "too far" π
lmao
Easy quick mod for people that hate waiting for Fleet missions.
https://nomansskymods.com/mods/complete-fleet-missions-instantly/
toilets
Nice. Now you just need to make that crapping mod...crap my pants mod or whatever. You crap your pants and use toilet to remove stain.
Does anyone have an updated version of the learnmorewords mod?
I tried using the lua updater but it doesnt seem to do anything
Ah ye rairod praiser xd
it's ok cos they're talking about rayrod
Mod Release: Purchase all frigates βFleet shipsβ - https://nomansskymods.com/mods/purchase-all-frigates-fleet-ships/
okay
Yeah. Was working on having it read the materials data in a smarter way so that things metallicity etc are read and rendered correctly in blender
Will hopefully look real nice
Mod Release: Increased Fleet Purchase Distance - https://nomansskymods.com/mods/increased-fleet-purchase-distance/
I have also made a Mod pack for anyone using more than one of my Fleet Mod.
Can we get mods on PS4
What kind of mod is possible on No man sky?
anything not adding new mechanics
if only there were a way to hook a dll into NMS and gain access to lower-level functionality. sigh
there was back at launch
no one gave a shit about updating it
and most people just complained about mods not working without actually doing anything else so it was lost in time 
ah, thats a shame
Why isn't new mechanics possible?
because no one is arsed to do it
because the required effort far outweighs the effect of the outcome
Can you add a custom ship design to the game?
Hiw would you go about doing that
I dont have a model yet, I just want to know how it's done to see if I can do it
you make a model
you reference it in the spaceship scene of your choosing
you try to attach a cockpit to your ship
you fail multiple times and hold back tears
and hopefully you finally succeed by figuring out how the cockpit works
cos Krem ain't gonna teach no one anymore
and if you are too lazy to make your own models you can update MoarShips for Krem first
I'm learning modeling for a class anyways, so I might aswell try to make one
sure but people would be a lot happier if you update that mod along the way is what I'm saying
I'd do it but I can't even move the viewing camera in blender
Lol
I'll look Into it
But I haven't made any mods before
Although I have plenty of free time
I haven't made any mods 1.5 years ago
Since or until?
what ver of back to foundations is the best?
Is their a mod that makes the stars more distinct?
The stars are literally just a skysphere texture...
I mainly ment the color
idk if im color blind but they just all look the same to me
On the galaxy map,
Well, they arent terribly distinct until you get close anyway
ONE thing I can tell you if it helps is that all of the "colored" stars, Green Red and Blue, are Huge compared to the yellows which are small
Modders, is it possible to change the graphics in the current version to something like we had pre-next
Just colors don't do justice
It helps, but since the lighting and stuff are still from post-next it won't give the same look
Oh sorry, I misread your message. There was a colourblindness mod which changed the colours, but it is pretty easy to change them yourself if you want
@rotund vine Using the Back To Foundations assets pack helps too, it fixes the borked grass
BtF is three parts and you can keep or drop any of them so I use the assets part as just a grass fix π
@wooden cobalt This shows star colors further away on the galactic map. Updated for 1.75, unknown if it's 1.77 compatible. https://www.nexusmods.com/nomanssky/mods/374
@rotund vine I've been fooling around with modding these kinds of things myself. Unfortunately there's really a ton of changes all over that add up to the huge visual difference in Next. Terrain palettes & textures, sky palettes, water palettes, object textures, screen filters, etc. "Back to Foundations" is a good start for some pre-Next nostalgic feelings.
Textures are the most prohibitive part... I've had success using some 1.38 textures in 1.77, but it's impractical (and probably illegal) to make a mod available that does that.
you'd be fine to use old game assets in a mod for the same game
in other news, still improving the importer π
It's not just the iffyness of essentially making a bunch of game assets publically available, the sheer size of the files becomes impractical.
But the textures aren't among the biggest factors in play there I imagine
Its colors and shaders mostly, i think
Unless people are itching for the old school ship textures
It's mostly terrain & some foliage/rock textures I was thinking of.
Terrain textures, you mean?
Yup. The colors don't seem as difficult, the palettes can be fairly easily replaced with older versions. Next seems to use most of the colors the same way as AR.
My personal issue is that prenext colors weren't exactly infallible either
people get sidetracked trying to replicate something across two different lighting systems
Argh mentioned a little of that in the legacy channel, some experiments around avoiding the uglier aspects of it
Yeah, copypasta: There's an interesting possibility for better palettes I learned looking at thegamer3006's color mods... NMS can define different variations of a main biome as "subbiomes". It's currently used in the game for frozen/hqfrozen and barren/hqbarren variants. This means you can duplicate a biome definition many times, but give each a different set of limited compatible palette choices. This could allow a lot of variation, while still maintaining more control to avoid the clown-barf style clashes. That's the angle I'm currently exploring.
Sounds good
I think overall I'd like some kind of compromise between the two versions. I'm still quite early in my experiments tho
But I hope you're prepared for a lot of manual effort becauce none of that is automatic
Every attempt to shortcut that work so far turns into either trainwrecks or clown barf
Yeah, I've already written a couple small utils to import/export various palettes into photoshop editable formats. I'll eventually try to polish those a bit and make them available to other modders.
arguably the same with variety, at least imo
although that's also the case even with manual effort
but short of creating new assets yourself i don't think i'd really be happy with any variety improvement mods so π€·
I think I overwrote it with a homework assignment by accident lol
wat
I was tracking my colors in a word doc
one thing to remember between looking at old stuff and new stuff is that how the shader handles some textures has changed a little bit between maybe 1.2 and now
dies
oooh
if you are just doing colours of palettes you may be fine, but if you try and use old textures they may look weird
Im personally not interested in textures mods, they're fine I say
Argh wants some texture tricks
yeeaahh, in some/a lot of cases i'm pretty sure any texture changes would probably need some accompanying shader adjustments to achieve desired effects
well, depending on desired effects
Yeah I tried some old terrain textures out and they seemed okay, but I kinda dismissed that idea. I've had some success with tweaking some of the tree textures n stuff tho. Next desaturated a bunch, been able to restore some color.
if reversion is what one's after particularly
I'm currently playing around with partially implementing the uber shader into blender as a node material
issue i find with current textures is really just intertwined with current/recent objects tbh
which is simply that they're more static by design
whats the uber shader?
a thicc shader what does a lot
(seriously, that's the simplest explanation i have, it's just one of the shaders that tends to handle a lot across various objects in the game)
is it a shader used in nms?
yeah
it's the shader that basically delegates other shaders to be used
(is what I understand)
uberfragment does a lot of the actual calculations
ubercommon.h is the header which handles what is defined for what
I'm actually editing the info on the modding wiki wrt some material parameters it looks like we have wrong...
I couldn't seem to save a working custom terrain texture, based on the wiki specs or anything else I tried. I was using the old nvidia dds plugin though, didn't realize there was a newer intel one. I haven't tried that yet.
yeah, no-one has ever managed to get it to work
the hsv file is the one that is the problem
crazy
I dream of randomizing the color of sentinel paint
i would think that should be an "easier" task than ground textures, at the very least
Maybe
You never know before trying, which thing is gonna be absurdly more difficult than expected, lol
@smoky wing That's actually what I was playing with. The sub pallets. I was looking at doing the different NMS versions as subs, but the colors would have to be mostly reworked because it doesn't have the same filter/shaders applied and the colors don't look like they did in that game version.
But yeah, at that point you pretty much have whatever control you want.
Hey man. Yeah, that's what I've found too.
I don't know any easy way to know the color numbers with the old shader applied.
I mean it would be applied to all the colors the same, so it might not be too hard to manually do it to the whole pallet at once by looking at it "in game" and tweaking the whole pallet.....?
That's a cool idea to do the versions as subbiomes. I've mostly been playing with mixing Next + AR colors, which definitely needs tweaking to get them in the same general range.
I've been looking at the old color pallets and trying them... and they are just weird with the current shaders.
Yeah, they just weren't designed for the current textures/shaders. What did you mean about knowing the color numbers?
I may be wrong, but if the shader, which was more consistent (now there are different ones per planet etc.) is applying a HSV variance to the whole pallet (that is used on a planet) then I think the whole pallet could be adjusted at once by creating the pallet in say paint.net etc. and tweaking the HSV values for the whole thing, then using those colors to get numbers from.
It's a lot of work though lol
I mean if you like neon, you could just import them as is because baby they are neon.
Oh, right the screen filter shaders. For now I've basically disabled mine. Changed everything in METADATA/EFFECTS/SCREENFILTERS.EXML to DEFAULT.DDS
If you are going to have them that way, then it probably could be done how I'm saying?
But you are going to need to compare them to the originals which had a shader applied. Like trying to make the original pallet+shader into just pallet.
Oh I think I get what you're saying, you mean try to reverse the effects of the filters on the palette colors themselves?
exactly
@steel crypt I can send you the shader folders for the versions you are looking at...
Were talking about the screen color filters, the stuff in METADATA/EFFECTS, and TEXTURES/LUT/FILTERS
MUCH thanks dude, but I am not good enough with shaders to attempt to add those as variants....LOL that is Lo2K or lawnreality
Hrmm, lemmie check somethin...
I don't know if there might be info in the shaders that will point to exactly what HSV values it changes? Or something that could be converted to tell you? Dunno shaders much.
I know it's not usually that simple
The only way I would know how to do it is manually look at screenshots.....blah blah blah, and adjust them.....PITA
Okay, it looks like you might not have to do that reversal if you use subbiomes. At the bottom of the biome definition file it sets the name of the filter for that biome type. So if you define a subbiome for an older version, you should be able to just specify the default filter, or leave it blank like "<Property name="FilterOptions" />"
The old colors would still look very different though, like you said it's all neon, lol.
Right, you can use whatever current shader including "default" for a biome/sub, but there used to be a different shader on the older versions. Say 1.1 or 1.2 had a different shader than 1.7, so "default" is not the old "default" and it made the colors different. If you use the old pallets with 1.7 (current version) then it doesn't have say the 1.2 shader in action, so different looking colors. You would have to (without using the old shader somehow in this version as a sub biome shader???) adjust the old pallets to be the "same looking" with the current shader. Which I think would just be a HSV change to the whole pallet. Am I making any sense?
Oh okay, I see. Yeah I think the new default is more contrasty, I think Atlas Rises may just be "identity"?
So you basically want to make the old palettes also work with the new filters?
The easy way would be to define the old shader in the sub biome, somehow inject the old shader into use, and make sub biomes with the old pallets as they are. I just am not good enough with shaders to do it. But if the shader could be added then it could be just used (defined) in the sub biome file. Problem solved.
Yeah, okay that's what I was getting at.
Well I don't really care for it much, but people would like it I think, to have all the versions in one version....per planet.
So then the trick is trying to get ahold of the old filter
getting the old filter is easy......putting it into use is the tricky part.....maybe tricky....I just don't know. It might be as easy as giving it a name in the shader definitions and using it.....it might be as hard as trying to fuse it into the current shaders somehow...?
I think it's probably the easier way. The filters are really just RGB lookup tables, so they're more straightforward. Looking at the files, I think most of the 1.3 ones are still there. And "vintage" basically emulates the really old versions.
I mean there are people that have the old files, but you would first have to know the name of that particular shader file by looking in the old biome files or something.
So, you think they are still in the files and can be chosen for a sub biome? like they have a different name than the current ones?
Is it that freakin easy?
If that is the case, then it might be pretty easy to make it.
Oh and hey, DUD'S SKY - colors has a bunch of custom colors in it if you want to use them or anything.....
I still have 1.3 installed so let me try to find where those filters are packed... see if I can confirm.
This is interesting.....
Thanks, I like your mod, I usually download the latest of that to wander around in from time to time π
I wonder if the old biome files....hold on a sec.....
Where is the old shader defined for the biomes......I don't see it in 1.1 or 1.2...maybe it's just one I think ....a global shader?
In 1.3+, the filters are in TEXTURES/LUT/FILTERS. They're dds volume textures.
I have no idea about the older versions
I know nothing much at all about textures. does it define a RGB value?
Okay I just checked, all the 1.3 filters are also still in 1.5+. They're unchanged, so the default is the same.
Yeah, they're basically just lookup tables. A 3d array R,G,B, that shifts the original color to a new value
I have been messing with 1.1 and 1.2 colors. They seem different. I wonder if those versions had a different filter? I distinctly remember the color tones, and have screenshots that don't seem to match the colors at all......maybe it's the light shaders? I dunno.
Well 1.1 still had that yellow filter didn't it? I assume that's what the "vintage" filter is.
I think the bigger problem in Next is that there's a bunch of changes everywhere that really add up. Not just the planet filters, but the new textures, the lighting, etc. Makes it very hard to try to duplicate the older versions.
Right. I guess it might be the vintage. That was the only super distinct filter difference I remember, but it seems like 1.2 had something different than the current default. Looking at screenshots, it looks different. 1.3 (atlas rises right?) when everything went to short trees with neon leaves? That version forward seems to use the same filter.
You are correct....yes with the things adding up. I agree, very hard to make it exact.
Maybe 1.2 didn't have any filter then? That would be the same as the current "identity" filter.
"identity"?
Yeah, just returns the same color that gets put in.
Okay, which is different than the current "default" filter correct?
I don't think it's available in the photo menu or anything, but the file is there. Yeah, the current default filter is different, it's brighter / higher-contrast
Okay. It might be that. I'm trying to account for the differences in texture, light, etc. and....that might be it, because it just seemed like it was too bright, too much contrast....exactly. That might be rather easy then. Copy the old pallets into sub biomes, and define the identity filter for the 1.2 stuff maybe and the vintage for the 1.1 maybe? Doesn't seem too hard actually.
Worth a try!
It's your baby if you want it......I might not have time anytime soon. If I find myself having time (yeah right) and you haven't done it, I might give it a go.
Gotta crash. Nice talk dude. PM me if you can use my pallets...color boards...or anything related.
The version subbiomes was your idea. I'm prolly gonna keep trying to mix stuff together for now. Okay cool, cya later man!
π
I would love to get some help understanding this sub-biomes method
I'm not much of a programmer so Simpler stuff can stump me much easier than it would an actual coder
I pretty much have to use the mod station to be able to even make sense of the organization, lol
@hushed bronze I understand the concept, but haven't taken time to implement it...see what exactly I would need to do. I mean I can explain what I think might need to happen.
no worries. I usually think I should be making ship models or something.... people already did colors like 7 times
Haha okay, fair. Just lemme know, I'll help when I can.
Doing a test on adding a new subbiome now...
okay, that crashed, lol
oh, dumb mistake, forgot to recompile my changes
boooooooom
lol
being a nonprogrammer I cant even tell you sometimes I lose hours to something stupid any coder would have noticed
booooooooooooOOOOOOOOOOOOM?
no
I like both
well they're on the same setting it was two diff examples of the same thing
Well, getting wonky results atm... Seems to recognize my new subbiome, but it's not using my custom palette.
Ahh, I think I figured out the issue... The forceboime debug option only works with known subbiome names. I was using an arbitrary number value. (sigh, more testing needed...)
aww
So in Notepad++ in the find/replace feature is there a way I can do a sort of "find 0.32" "replace with (original number *1.3) ? some sort of logic based switch like that?
regex
Nah, can't do calculations with regex...
yeah, would have to just run the calcs and then replace with results
Man, now I'm crashing again... sigh... how the heck did the color overhaul do this successfully, can't see what I missed. π
Because that guy is exceptionally skilled at what he does. Just wish he had the patience to include some quality control over the results
Dont you love when you go looking for the single-character fuckup you accidentally made somewhere and actually find it?
heh
Oh! Duh! So we can use any of the known valid subbiome names to make new ones (there's 18), so yay for that. But looking at thegamer's mod, he made hundreds of subbiomes and he just used numbers for their names. When I tried to do that, the game kept crashing. But I forgot he also made a crash fix! So now I examined that, and he also had to change all his numbers to known valid names. However, that reused the same names repeatedly, which might mean most of his palettes aren't even being used. Now I'll have to test that out, see what happens with duplicate names.
And yeah I agree some quality control would really help his mods.
lol
Well, they kinda take everything plus the kitchen sink approaches. You get some lovely planets right next to others that are like melted crayon boxes :}
Oh no, i get it, the lol is at the "fix" which basically goes back to what really works
ahh yeah
But also yeah, many of the broader mods have the issue of quality control falling to bits
This on top of them basically banking on the specific hardware specs of the modder involved doesn't help things
Since sometimes they'll push things that work well on higher end hardware, but crash & burn on middling to lower end hardware
Heh yeah, the hardware thang can be a problem for a lower-spec system like mine :/
What's a bummer is that HG isn't much better at times π
I mean the worse HG can do is crash my game when I haven't installed Eucli-ea with all those IDs littered within the save
and occasionally un-optimise base object loading 
also when you're working alone and making everything by yourself it can be hard find faults until someone points it out
and that's why I have Project Facade as an excuse to make people beta test my mod π©
aayy
Honestly when I use gamers mods I see repeats al ot so prob
That's because the game doesn't seem to pick any of the other files
Visions update changed how you can add stuff. Now it only allows you to add around 15 new entries
So obviously I can't add any more than that
Ive been seeing repeats since well before visions
There was roughly one month where the mod worked properly before visions
Can confirm, my testing tonight showed what I expected - duplicate subbiome names just override previous definitions. Bummer. Wish I'd seen you on earlier, I could have just asked you about it instead of repeating the work to test it all.
I had the same issue
Even the mbincompiler maker took time to figure it out
If only hg just tells the changes they make
All this can be avoided
Yeah. Man, I really wish we'd get a more proper mod sdk from HG, or like you said some better documentation.
Just started playing around with all this and it's definitely a slog to learn sometimes.
I'm thinking the biome limitations might still not be too bad for expanding palettes. Hell, the game itself only uses one set per biome. I still have hope multiples can be used to craft a better, more "artistic" series of palettes.
Well yeah apparently. :} But still, there's 17-18 additional unused ones for each normal biome, right? Should be enough to create a bunch of nice new palettes.
Yeah kinda
if only I had a fraction of your coding ability π
Color mods: fun, but very time consuming
very pre-Nexty
Im still using the BTF asset pack because next doesnt know how to accomplish grass coverage
Wats uo moddess
explosions
I would love to use the assets pack of BTF but I can't stand those trees that follow you
Terrain seems to get the job done
the colours are nice but I like DUD's colours along with the NEXT colours
I dont have any particular love for the trees, I just hate the failed grass of Next
And I have every intention of pastels / dark / bright / ashy colors
purple is just where I started after the wheat color
What's the difference between the next grass and the foundations grass?
I'm asking genuinely
I can show you, in a few min...
there's definitely more variety in height for grass for sure
that too
I want to figure out exactly the part of BtF that fixes grass coverage and just extract that as its own mod
Thats like "healthy dog vs. dog with Mange"
Lmao
The short grass would probably look amazing if it had the forced high angle high density like that top pic
Its the reason Ive hated the short grass, because it takes the above huge fuckup and just amplifies it
So yeah all my mod tests look really pre-next style because it stole the Foundation trees because I cant deal with that damn mangy-dog grass
I'm just glad that mod got made
That's like sacrificing your firstborn daughter so that men won't give her creepy looks
wouldn't be the first time for HG
no kidding lol
Im sure some similar reason was why we got color cut to four
then upgraded to 8
like.... whhhhhyyyyyyyy
would you think that was okay
Did they think people wouldn't notice?
Thing is outside of social media and forums,the average "gamer" don't notice that
π€·
Im betting a lot of people got bored and bailed without noticing the lack of colors because they noticed every planet looks the same, just didnt figure out exactly whty
I think someone was probably smashed for time and they put this new and improved graphics core in and it fucked all the old stuff and whoever was responsible for suddenly replacing the entire color system had to take some shortcuts
Most people just play any game for 30 hours max
This game exactly gives that
If I have never heard of nms,then now bought it and played it for a few hours
I would never notice
Hg play test stuff
For long times
I presume
Obviously they push out stuff only if qa goes ahead
which one is next?
The less grass one
OH
Do we have "no stars" mod or something alike?
like in reality you would see no stars
(in space)
there is black space
but
it has stars
Why do you want no stars tho
It adds to the aesthetic of the game



