#nms-modding
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Im actually working on that
Im also working on the flat-planet realism overhaul
Because this spherical planet thing is just ridiculous
๐ฎ
I think we discussed this already ๐ค
The earth is not flat
it's not round
it doesn't exist
stop believing the leftist agenda
ugh
wake up
It's the donut agenda
Well, at least I don't have to make an orbital mechanics mod, because NMS has it corect as-is
NMS needs no planets
Yeah. Because you cant see planets when you're in space. So they dont exist
Ill add that to my list "mod out all the planets"
That actually could be an interesting challenge mode lol like a "deep space" challenge
Just make the planet distance astronomically far
I think if galaxy map was pretty much empty, with no real choice to travel to, it'd be kinda interesting
like just couple of stars, where you really starting to think where to go according to race, economy, conflicts and etc
That can be done
But that wouldn't change much imo since there's already so few variety of NPC interactions and missions to do even if you do find a system with em
Maybe I should start making mission mods now that people are giving up on current version and waiting for next update
yeah it'd be less cool when it crashes your game on save
I want the galaxy map to show new stars only as I get "in range". Then they will be forever mapped. Like...mapping it as I go. Maybe range is determined by current warp range.
Hello all... I'm back! It's been a rough four months, filled with (in real life hardships). Death of a best friend, a failed 4-year relationship, business-re...
This looks more realistic than the current graphics yet it looks more vibrant
P neat
??
Visually busy
It's a thing I've been noticing with games lately, can't pin it down but something about gunning for realism (which isn't necessarily what RaY's been doing, just higher fidelity generally) has had me noticing everything looks visually noisy & hard to parse.
It's not even like reality, which is detailed as fuck yet still much more readable to me than games' attempts at emulating it
Thatโll always be the case I think
In motion this looks better than that still shot, after taking a sec to view some of it
I'm kind of inclined to think likewise Koen, which is why I'm not terribly interested in those attempts by devs
wat
Stars can be seen in space...
The only reason they arent captured in space photos is cause of exposure...
What kind of logic would it be that we can see stars on the surface ((through atmosphere distortion)) but not in space lol.
Stars are clearly visible in space. Actually, we can see them better from space than through our thick atmosphere. Thatโs why we keep sending telescopes there.
The reason they are not visible in photos has a lot more to do with photography than with astronomy.
Stars are very dim and the light reflected by the Earth and the Moon is just so much brighter. To take good pictures in space you need to have a high shutter speed and a very short exposure, which means our planet and satellite are clearly visible but the stars often can't be seen.
๐ science
@supple wadi this is an example of what I find very visually busy https://i.redd.it/5lj916v8hwo21.png
oof, yeah, that's not great
I think that's the difference between "busy" and "indifference"
it's like if the twig on the ground is as big as the tree and clipping into each other that wouldn't look good either
btw I can't seem to find a cheat table that removes photo mode boundry and I'll appreciate it if anyone can send a link my way
@wooden cobalt Thats why we were making fun of him ๐
the mods put in MODS folder not working
k
do you have the txt file deleted in pcbanks
guess game install moddisable.txt file last update it was in pcbanks now it work
it do be like that sometimes
yea i perfer dark space over color blue space lol
Have you tried clean space? It has numerous smaller modules that tweak various things like the dust effects in space, the trade route lines that mean nothing, and the face-melting pulse drive streaks
what happen to change 3d model spaceship mods?
maintainer lost interest
Theres a blander plugin in the works though so that dream may not be dead forever
You mean NMSDK?
Hello, i need help on fixing a bug on my WIP mod. Now, i have ported Atlas Rises' color palettes for grass to Visions, but im getting white grass sprites wherever the secondary grass color should be.
This is how the problem looks like: https://imgur.com/a/nA6zPTO
Do anyone know how to solve this issue?
I may know- (maybe)
The top of the colors file has grass colors, the very bottom has GrassAlt
From what Ive seen so far every planet uses corresponding copies of these two colors (IE : if it use color # 43 it will also use altcolor #43) so making a single color palette should be as simple as matching the colors @desert trellis
Probably not though, it doesnt really explain the white at all
@hushed bronze
So, i have the BASECOLORPALETTES.MBIN and BIOMEPALETTES.MBIN, so which one has the secondary?
And if i understood you correctly, i don't want to have single palette, but rather multicolor grass, just like in pre-next
I just want the white sprites to match the ground color
No i mean the alt is in the bottom of the same file, 20,000 lines down
Still though Im not too sure what the white is about, maybe one of your files is not in modern format?
Better help can probably be fiund here :
Also, if its important, the white grass appears only on the secondary
Primary is correct
There's a lot of new palette entries post-Next, did you just copy all the AR ones over all the Visions ones?
I would guess maybe you tried to copy the old version color file flat out and maybe its missing the alt section? The alt seems to be affecting the ground color so that doesnt seem likely either
lol, great minds
@smoky wing Yeah, i did so.
@hushed bronze I just tried adding the LUSHTILETYPES.MBIN, the white sprites disappeared, but the color also changed
You gotta read these files, man
The majority of them are written with enough plain english to understand what theyre about
Yeah, so like Exosolar was getting at too, if you copy the AR entries over make sure you don't delete the new ones added after Next. See if that'll work.
MBINcompiler is giving an error when i try to decompile them
@smoky wing Sure, ill try this out
What I do if I wanna copy things, I usually open up the modern version as the mod basis, then open the version whose effects Im trying to get, and if Im blanket-copy, I take specific portions and paste into the NEW version's file, rather than trying to use old school files outright
That sort of thing can also avoid scattered effects you didnt want like screwing up all the rock shades or something
to be frank I did not care for supercolorful prenext rock, just looked f***ing wrong to me
@hushed bronze quote: 10:43 PM] Exosolar: 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? You can do it with this https://www.nexusmods.com/nomanssky/mods/957
LOL all this time Ive been calling those Knowledge stones "Word Stones", just find out that in the files its actually called WordStone
WOW!
Can I get a download? That stupid shit was why I hated short grass in the first place..
Tall grass did that shit too, but it's bulk made it less obvious
I gotta figure out this shit before I start handing it out, hopefully....
But right now I have some more schoolwork I wanted to get done today
@echo oxide Alright Ive worked out the "massive bare squares" thing.
Here's a file.
Just Keep in mind this is very much a new / largely untested thing. And ofc will clash with anything that mods the same files
It also doesnt include a color palette so should just work with w/e colors you have
so... im a modding noob. Came from like 150 hours on PS4 just jumped into PC. I was wondering how I would get into modding.
thx
nice
can i get RayRods extra biomes on 1.77
sure
how i cant find it anywhere lol
Has Ray ever actually released something?
His camera and cloud mods were the only ones that were officially released
al of his other has been in beta or alpha
his immersion mod never got "released"
It was always a beta
not saying that it's a bad thing
I can understand why he kept it in beta
It is if he's doing astronomical amounts of work and nobody ever actually gets to see it
yeah 18000 hours
it also is if he's really just screwing with us and not actually making mods
which by calculation is impossible
Just FYI 18000 hours = 750 Days
No man's sky released = 959 Days
I cant beleive I played this long without fixing my damn grass
If you go back to November last year it was also 18000 hours
my whole life is a lie
and if it was 18000 hours in November then he spent 800 days or so making his mod
which again is impossible
Yeah i get it he's a liar
But his vids are coming from somewhere, but they never look any different Im wondering what his game is
but that's no longer up to date
If someone could make a camera mod like his I would throw money at you
You're not a modder?
Nah, I've just dug into the files and looked at stuff
never really changed stuff
didn't want to break stuff
Well the thing is you pretty much CANT break stuff
Worst case you delete your faulty .pak file and nothings worse for the wear
Sometimes your game crashes every start but still, thats just "delete your busted mod and try something else, you cant really screw up core NMS
not without doing something utterly outside the bounds of any normal moddding process
That would not be an accidental thing though
sooooooooooooooo rayrod's mods arent actually available?
If your experience is like mine you may spend several hours just trying to get things to do what theyre supposed to but after that you're getting shit done and fixing that horrible grass like a pro ๐
Rayrods' mods have never been available, a lot of people suspect he's just faking it for the most part
;/
i want them to be real
I stand corrected, he did release something major once upon a time
Honestly mods like DE,Redmas's overhaul and rayrods overhaul kind of ruin the feeling of the game
I don't know
but still its been almost a year since NEXT dropped, so...
just my opinion
Back to foundation is probably the only terrain mod that I like
and it's really good too
I find that DE and Redmas both are very reckless in what they do. Some worlds come out great, but most are just randomized trainwrecks
oh yeah
it was the same with rayrods in immersion
It was just so
Like
There were good planets
but the ships looked funky
there were way too many particles on planets
dust particles
and the tree textures were so large that they looked strange
like the normal trees weren't made to be enlarged by that much
no textures were
and it just looked weird
it also messed up collisions with a lot of things
and colours never felt right
It is the same with DE and Redmas's overhaul too
My only problem is that rays work is just like DE and redmas but he over-exaggerates his work and makes it sound like the second coming of jesus
he also makes it into a word salad
also he banned me for asking questions about his mod on his discord
Whats "DE"?
I got words mixed up
Redmas has his own discord?
But Ray doesnt make DE
Anyway Ray has done a lot to make a lot of people think he's just a lying dick
so who knows really
He might be a liar I don't know
Personally I just ignore anything Rayrod until he actually releases something and then Ill try it out and see whats what
I just don't like him, most of my interactions with him have been negative. Not that I've wanted them to be negative but every time I've tried asking him he told me "Do your own research" and as such
anyways I might try to recreate that camera mod
since it was really nice
If I remember right, I saw a single globals file with the camera settings. Don't know if its all-powerful but it could make for a simple mod compared to some concepts
you guys talking about old mods reminds me of Darc
Oh I found this https://nomansskymods.com/mods/clear-skies-visions/
Nice one @desert trellis
Are there any non-cheating non-cosmetic mods? Just gameplay mods?
IDK if its up to date but there are things like faster select n stuff
but yeah, most edits to funtion are to make obnoxious things easier (cheating) and to make things prettier
I put up a grass fix just a few hours ago, its in the chat if you scroll up a little
Adds new game mechanics
Oh lol
Never gonna happen
unless HG releases source code of engine
or the modders reverse engineer the engine
Not meaningful new mechanics anyway
some people might do something clever to add something minor but even that is a stratch
ah. Oh well. I remember the days of total conversions and stuff in old games
Here is one
It's quality of life stuff
not new mechanics
but eh
close enough
Although it might not work anymore
Not sure
Well its a good must-have. It just makes menus easier and less annoying without changing difficulty
Not really QoL
but
It's a nice one
And you just CAN'T go with out this one! ๐
what does it do
Its this one, remember?
oh shit that looks good
The mod's not perfect yet, but I dont have the energy to go on today
Did ten homework assignmetns and that mod and its now 4 a.m.
why, ty
I'll test it out and tell you if anything comes up C:
it really does, I was playing it just about an hour and it's soooo nice
it really brings pre-Next-like immersion much more than I even guessed it would
how does new mechanics not equal to cheating
if that's your standard
it literally adds more ways for you to get the same shit as you would in vanilla ways
I'm glad you're lovin it ๐
Hello, i need help with MBINCompiler, im getting a error message "[AggregateException] One or more errors occured." while trying to decompile BASECOLORPALETTES.MBIN.
I tried older versions of it, but still the same thing. Is there a working solution to that?
Could you send the file via discord to me?
Let me try unpacking it
might be your pc doing a dumb
Ok, sent you invitation
Are you trying to decompile the current version of basecolorpalettes? I'm having no issue with it. I think I might be missing part of the conversation.
It's the AR one
AR is 1.3....? right?
Yup
pm me the mbin, i'll try.
or drop here or whatever.
Is it a modded version? or vanilla?
๐
How best to deal with .DDS files?
I've pretty much got grass licked and would like to modify the settings of its undercoat texture
Adobe Photoshop with the Nvidia DDS plugin
Oh its an image? Well damn I must be in the wrong place
or with GIMP and the DDS Plugin
looking to control the angle of inclination it affects
not the image itseld
It spawns in way too steep and i'd like to reign it in
LOl im wondering what "LUSHOBJECTSDEAD " is for
Well this bad boy appears to be working well enough for the time being
(Its my GrassCorrection+Subtle Palette + Foundations Grass colors from BtF)
@sinful anvil @lime mesa @lime mesa
I want to install but I also don't want to uninstall DUD's mod
๐ฉ
Guess I'll try it out anyways
ยฏ_(ใ)_/ยฏ
What parts of Duds mod?
the grass colours
I bet I can fuse 'em ๐
Oh cool
But anyway Im hoping to teach DUD the grass fix whenever he feels so inclined to respond to that offer
I'll try doing that as well, should try my hand at modding a bit
He's the one other person taking grass mods seriously rn
oh yeah def
I'll warn you though that it could take a solid day to warm up to modding enough to do anything effectively
But if you've got the push to get that far you'll be tearing it up before too much longer
Just saying there's a frustrating initial investment, lol
grass mods most important OwO
DAMN RIGHT
exo get on adding grass to grass
we need recursive grass or what are we even modding for
Grass Man's Lawn
Got the grass fix working on exotics (grassy ones, anyway)
anyone know of a mod that makes more challenging creatures and ect. ? game is kinda boring w/o epic animals
wait shit
iโm a dumbass
@timid mortar the only one I know of
i forgot this game was online
what's online have to do with it?
i really wish the creators would add more epic animals ;c
Mods don't mess with online in this one
it really makes no proper checks like your average competitive title
Nope, modding doesn't really affect your experience
*online
I'll let the expert explain ๐
Only serious issues generally come from mods that seriously alter your base build options or the generation of the ground, and even then, still just means you and the other guy wont see the right things
i know its mean but sometimes with a friend we hop into random games and start shooting people in space
Im considering actually stripping the grass completely on Megaexotic "scorched" planets, but it was the test bed I happened to land on ๐
Officially releasing the standalone Grass Correction mod, now corrects Lush and Megaexotic grass to fully fleshed and not absent on slight slopes ๐
Certain megaexotic types actually may llook more wrong with ample grass, but that's another day's mod / update. I'm tired ๐
It probably does
You can always undo it though its not like it causes lasting damage or anything llol
true
Anyone experienced enough with the save editor around here?
THREE MODS and this game is right back to dropping jaws at every turn
It is indeed
I was really impressed and had no idea that I liked the old grass way better
lmao why did hg ruin their grass this looks great
I DON'T KNOW!!! Whyyyyyyy
TBH it was probably some daft over-correction to get better framerates on the consoles or something
Well I get huge FPS on by PC with its seven balls of steel but the consoles have specific hardware ability that has to be catered to
Even PC users with not so amazing PCs too
I noticed in the video Nicole posted, looks like her pc does possibly take some performance hit from the extra grass
I just can't convince myself I am literally still running 1.77 right now
The extra grass does give a few fps drops
but around 2-4fps
Not much but still something
it's fuckin weird cos HG can clearly tweak PS4 and PC differently and there are already cases of it since launch
Some of their team has clearly gotten real sick of working on this game and cut corners whenever they can
@hushed bronze recording game content also drops the FPS.
So I guess it might look slightly better on her end without recording. But yeah extra stuff for any system to render in, so there will be a very slight performance hit.
Well I was referring to the difference between her fps looking at trees and her FPS as she panned down to the grass
So I'm going to bed moments from now but here's my idea for the future of Grass Fix (which would have to be renamed if it expands in function)
First the simple part - running around making sure there arent any serious issues with the standard fix. I am aware of The occasional patch of missing grass and have almost totally eliminated that issue (It comes down to the fine balance between using more grass and not using too much which makes the game stop placing it and you get big square gaps)
Then, I want to totally change up the megaexotics' lesser flora. RN they're all the same, and I want to theme them toward the thing theyre giant version of, instead. The planet with supersized heat world stuff? Use lesser props that also come from heat (or arid) and not basic lush. The planets with the giant seaweed? Seaflopr flora.... not basic lush
Rock planet gets lots of rocks and no grass at all like a detailed megalithic dead planet with an atmosphere
In stock they all have this shabby, half-assed horrid grass you've all seen, and one way or another I think they should all be flush with grass or devoid of it tbh
@hushed bronze ahh I see, sorry did not look at her video, my bad. But what you are doing is a God send. Planets look sexy again. I am still on your V2 pre published mod, should I upgrade to the nexusmods one?
Sure, that one includes exotic grasses fixed
last posted pic shows it\
But as I was mentioning earlier I dont actually feel all the megaexotics are suited well by flush grass, it was just an easy way to wrap up since I had pretty got the grass boost all figured out
No grass. your planet is dumb

J/K i love it too that is a sweet view
Grass on every planet just makes no sense?
It makes perfect sense
Its all lined up righ n shiet
ye
Why would you want grass on every planet tho? There is a reason lush planets are made rare in vanilla nms
lol Exactly thats why I was talking earlier bout a more appropriate treatment to megaexotic flora
SRSLY though you gotta carefully line up your base facing that beautiful ring world and make this badass glass wall or something, IDK
gn
@hushed bronze I set up a base I just need to get glass now and loads of it
I need to admire that view everytime I log in
Well, find yourself a snow world and set yo ass up with a little popsicle field
@lime mesa Redmas made a deployable exocraft mod. Can carry all your crafts in your inventory. Makes life easier on rough planets.
Don't see the exocraft one as cheating, without the mod you just salvage the pads than enables you to build them again
This just makes it simpler. ๐

laughs in tech plus
@hushed bronze You might try density settings and play with them to get extra fps. Also, the types of trees....the ones with a lot of smaller detailed leaves.,. eat fps. Same with the same type of bushes. The other planet types don't have them so there won't be as much issue with mega. I would personally try play with density on the non slope areas because it would be harder to tell the difference. But just saying to get some fps if you are trying to.
Well unfortunately the gap between glitches from density spawning too much grass and leaving carved bare zones (arou.d 0.18 / 0.6), and the grass being too sparse to look good, isn't as wide as you might hope. (0.11 / 0.4)
I still caught broken spaces appearing at 0.18
So far though, my current version hasn't shown any glitch spaces so I'm hoping I've just about got that wrapped up
Im not saying your idea isn't correct, just that by the time I actually save any frames vs. the currently uploaded grass mod, the grass looks crappy again, though the flat vs slope idea, I can try that but my range is pretty tight
Okay right.
My mod that ports Atlas Rises color palettes back into Visions is now out.
I would appreciate some feedback.
https://www.nexusmods.com/nomanssky/mods/993
I tried it yesterday and I really like it, but I think you should copy back some tamer colors for rock
@desert trellis If you scroll up a bit you will actually see several pics of it in use with the grass mod I put out yesterday ๐
Here's some more just to flatter you :90
Well some planets had a habit of Blazing Orange for their rock color
Material that is definitely stone just looks wrong in bright shades
That's my take, anyway
I had one planet where the colors were all pretty normal lushy colors and even most rock colors were normalish, but the mountains were hard Cyan
Some color isn't bad, but too much and its not convincing as rock anymore
Ah i understand
I don't know how to do that actually
I copy/pasted the ARs code from MBINs to current Visions
With the edit to add missing Ring colors from the AR files
Well, maybe I can help out. But no gaurantees :0
Sure, if you know how
I actually had the same issue with your rings being super sat, would you like if I targeted them, too?
I'm not actually trying to go against your design, even if I dont like the heavy colored rings personally
No, no. I meant that the rings were, like super bad
Like solid black
Or red
Or blue
I fixed that already
It was because the Atlas rises BASECOLORPALETTES.MBIN and LUSHCOLORPALETTES.MBIN didn't had the PlanetRing section inside them
Like post Next versions have
I had to add code from MBINs of Visions
To make them normal
Not really the type of guy to use mods, but this surely looks attractive to download https://www.nexusmods.com/nomanssky/mods/993?tab=bugs
Thx man
I don't even know why I'm working on a vid for a fucking base
Is it a kickass base?
it's not a kickass base
it's 3
I still wanna add titles like in MGS
cos like why the fuck not I guess?
@desert trellis What I would suggest is just using the modern copy of the modded files for reference on rock colors. Just copy vanilla 1.77's sections For RockSaturated, RockLight and RockDark over the AR version
Within the files I mean, not themselves files
DUD vs. Bombo!
Didnt realize the building palettes had changed so completely, wow
Bombo looks more "happy" here i guess
Ok, I think I've perfected the Grassfix as good as it's going to be for now
This guy is like LOOK YOU MISSED A SPOT
He's a douche
Never takes a break from that laser pointer
Anyone that's used the Grass Correction have suggestions?
@supple wadi Tell you wha, I'll do the opposite and turn every animal on the map into a predator, just for you ๐
switch them up for april fool's ๐
haha yes lol
Upgraded, Still pretty much untested Predator-reduction Mod
The last number is the aggro chance percent. -10 is 10% chance of aggro, -150 is 50% chance of aggro
TBH I dont really know if the above even work at all
This is why I just have them on a discord channel
Though in my ten minutes r so of testing before I have to go to bed, I wasn't attacked 18 times, so here's hoping
@hushed bronze
yo vro
About your mod
Where do I put it in order to make it work
nvm I'm fine
Wish there was a mod that improves terrain variety
There is
I use Back to Foundation's terrain module
And its really nice
@hushed bronze I have a question regarding your mod for grass correction
Do you think you could merge it with Back to Foundation's asset modules? These mods both modify the same files
@lime mesa first make a copy of the game in a separate directory, unpack the game (I completely forgot how, modded last in 2016), get a grep application and search in the unpacked directory for what you want to mod. Like if you want to mod jetpack search for jetpack, and it will tell you which files contains the word jetpack. Once you get the hang of it all it's quite easy.
But yeah the wiki is probably the best place I guess.
You also get a modding tool on nexusmods I think.
@desert trellis BTF Assets already has a similar feature, and also I havent been able to open the BtF's own files. That said, BtF Assets' less-refined grass fix is what inspired me to make mine in the first place.
To be more accurate I suspect BtF just straight ripped off whatever the grass settings were traditionally which is why grass wasnt broken before Next
Hrmm, where is the night water foam color defined? I must have missed something somewhere because I'm suddenly seeing glowing foam at night again which HG already fixed.
which ,od is new for you? Or maybe you just didnt notice it wasnt actually fixed?
Hrmm? No I mean it was white at night when Next released, then HG fixed it to be a darker blue color. I added some new water colors, and now I'm seeing the bright white again. But the night water colors aren't defined in the same watercolours.exml file, so I was wondering where it's specified.
I havent investigated anything water yet, so I have no idea
lol, just to see if I could
Heh, is that a giant beanstalk?
Yeah I 10x'd the megahuge prop lol
I wanted to see if it reached space
broke cloud layer
unfortunately it doesnt come togethr proper in graphics
lol, nice work
Game doesnt know how to deal with draw layers for this lol
Found the night water definition in gcwaterglobals.global, but it's just white there. So I'm guessing HG fixed it to be affected by lighting, but that doesn't seem to be applied to the new colors I added :/
Maybe hit the A number which theoretically is alpha
alpha in some apps is transparency
also even if it is just white, 1.1.1, you could drop to grey or dark grey like 0.3,0.3,0.3
But I think If you have transparency control that should cut it
Currently re-working what spawns in the six different Megalith Biomes so that they are actually six different experiences, and not six clones with different megaliths. Here's a preview of my progress with the Scorched type. Grass removed, houseplants removed, scorched and desert props replacing them
And ofc the freaky B/W filter that comes with the planet
@supple wadi hey you hate grass, you'll like this one lol
ty
(really i just don't like things run into the ground, which lush planets 100% are)
Well full grassing feels right on a lush planet
but half-assed grass doesnt look right on anything whether its lush or a scorched hellzone
Well this light boost mod is gonna need more attention to detail lol. Bedtime though,.
the light boost mod
oh
Ooooh right see I didnt immediately recognize the name\
So is this interesting to you as an "exotic scorched" planet?
Megaexotics come in six flavors: Lush1, Lush2, Rock, Hot, Toxic, Radioactive (but only in style not weather)
@echo oxide But because they're very poorly differentiated from each other in most ways I thought to go re-work them to be both more thematic and different
That does look pretty interesting to me
For example this first one im working on (first one I found in order to test properly) I'm pushing out all the "common" resources which unclude all these standardized plants n shit, and asserting mostly Barren and Scorched type assets instead
Also in the case of Scorched and Rock I mean to totally erase grass like you see there
And in the others, they get full grass (though I think I migh de-grass radioactive too? I dunno yet
Half-baked grass suits nothing
k so sorry if this has been said like a thousand times but i wanna get into modding NMS and have no clue
if someone with time and patience could help me a little that would be great )
๐
thanks in advance
The next update for No Man's Sky: RaYRoD's Overhaul is coming along very nicely. I am currently working on multi-weather and more intense storms. There's a h...
Visual perfectness
hehehe Ray needs my grass fix :P
But for real I hope he isn't bluffing, his mods do look good at least
that + your grass fix = heaven
Any mods that cuts down on plant-life, animals and settlements on the planets?I know its a long shot but I prefer space to be desolate and NMS just has so much... life everywhere. Any planet you go to there's animals and trees and other aliens present. I don't enjoy exploring when it feels like youre just retreading ground.
That song is my guilty pleasure lmfao
https://www.nexusmods.com/nomanssky/mods/367?
https://nomansskymods.com/mods/eucli-ea-more-buildable-decorations-next-edition/
We have showed that you can literally build a town with Eucli-ea.
Now it is your choice to build the cities you always wanted.
I'd put changelog here but there's like, 20 lines
A mod that adds loads more decorations, including interactive crates, small to big furnitures, flags and emblems.
The second installation of Project Facade, Tatooine marks the ArC's dedication to interact with the wider community and to spread all over the place, the mod...
Do other modders set up minimalist bases just to keep track of certain planets solely for mod test purposes?
Looks fantastic @hearty wasp
I always found RaYRoD's stuff to be a mixed bag... some planets are real gems, while others a haphazard mishmosh. That video above from 11:04 on is a nice example of when things go right. It's funny how it incorporates so many features that made it into Next, but is still strongly Atlas Rises style visuals. Man, if Hello Games could reintroduce more of that style & variety back into the game I'd be so much happier with it.
just introduce him into HG and you get the best of both worlds
but I doubt any of us will get hired just based on mods
also my base is surrealist Exo
They might not use players mods to update the game, but I wanna bet player mods inspire them to a degree where they use the idea?
They've pulled in ripoffs of mods before as far as I know
cough robotic companion cough Ngaungaan cough
My goodness do you need some medicine?
๐
Deployable exocrafts if you own a vehicle glove, <<<<<<<< @HG spy. Please. ๐
I have the mod though, works nice
Standalone Tesseraction, snapping but not like Thanos
https://www.nexusmods.com/nomanssky/mods/999/
https://nomansskymods.com/mods/tesseraction-angled-basic-wall-and-floor-snapping/
I can't spell while tired
and I can't be arsed to correct things after I'm done doing something cos people do not care
Moo cares
any must have mods?
I could think of several
Ill PM you my preferred's
You can decide if you like what's there
@nimble fox
@hushed bronze can I get that PM too? Thanks!
just post the list here lel
Why are the colours so oversaturated?
Or is it just me?
unpopular opinion but this one ain't that good
Its Redmas, so its bizarre, wide-scoped, and barely tested
Is the mod itself oversaturated or just the screenshots? Cause that looks like one of the photo filters, vibrant or filmic... I never cared for those much
how do you test 18 quintillon planets anyway .
@hearty wasp Hey dude, maybe you have some experience with this:
Trying to make the needles/(leaves?) on the frozen HQ pine trees use proc colors instead of always being green. Can you point me in the right direction? Getting lost here. Thanks.
people were talking about it in mod-textures in the modding discord
they're different than buildable masks and the proc gen colouring is controlled by mbins so you'll probably find more about it there
alright thanks!
Jason, finding the color problems that really matter ๐
Dude, been trying to mess with this for a while. I'm new to this territory, and having to experiment/learn a lot. Starting to get some results though.
I have hopes of making the two modern Lush types distinct in the future - I wanna make Lush 1 (with the tall grass, use generally brighter colors, as well as oldschool trees n stuff, while Lush 2 (New style with the shortgrass) I want to use all new-school assets pretty much as-is but use more cold "alpine" ish colors as well as figuring out how to swap out its superheated rain weather for the former freezing rain
Basically, two distinct styles, one more Tropical, one more Alpine / Highlands / Northern
I've thought of that kind of thing myself, probably a perfect use of subbiomes. The idea could even eventually be extended to other types of biomes to create more varieties of those as well. More power to you if you can get something like that started!
Well It's an Idea I had based mainly on the fact that it uses existing biomes, which makes it within my reach as a non-coder type
@smoky wing
Unfortunately I havent seen much reason to be confident that too many otgher people are interested in putting in the work to assemble many additional biomes well
Lol, true. And of course we're all off on our own tangents too. Like that's definitely something I'd be interested in, but right now I've gotten myself fixated on this AR retexture thing that'll prolly end up nowhere.
the fact that you're doing any damage at all is impressivve, a lot of people have utterly failed at that one
I don't think it'll be a waste though, I'm learning a lot about modding so that'll help anything in the future.
Thanks
Any of that lend to the ability to provide textures from outside NMS?
Actually since you're RIGHT THERE DOING IT I have a question that could be just amazing if you had clues toward it...
(Need to throw together a pic for this)
Yeah for models that should be doable, I think I've found the tools needed for that. Terrain is something else... the format they use is strange - the photoshop plugins can read the files, but can't seem to save them back into any compatible format.
The game had no problem still loading the AR terrain textures (I assume they're the same format), but I couldn't actually edit them successfully.
You see this green sub-grass texture
or w/e color the grass is
What I want (desperately neeeeed)....
is a way to control that
its near lod spawns that texture at slopes way steeper than it should
I want it to terminate at the same slopes that its lower LODs do
Any ideas how that might be accomplished?
Hrmm, honestly no idea about that. ๐ฆ
Well, even so, It would be cool if you kept an eye out while working textures
Because for what I personally have in mind, that there is the only idea I have that involves editing textures or their behavior in anyway
I do find the LOD blending pretty weird sometimes. I know what you're talking about, you see some rocky outcrop in the distance, then you get like 30 feet from it and it suddenly sprouts bright grass.
That damn characteristic LOD's itself right over grey stone. looks stupid as hell 100% of the time, lol
Because grass color suddenly appears over top of beautifully textured rock and looks like shit, no motter whether or not grass actually will spawn there
in other words, changing the grass behavior seems to have no effect on the subgrass behavior
Right, and it wouldn't be so bad it if looked grassy from the distance
right
The stark shift from dark stonbe to blazing orange is the part that looks worst
also that subgrass looks like crap anyway its an under-texture, not really meant to ever be bare
its why I made the grass Correction in the first place
that subtexture is not meant to see the light of day its an LoD tool really
I'll keep an eye out, I agree that always has me shaking my head. But I really dunno where that would be found. I tend to think of the texture like it's moss.
Ive seen that term used, it might be termed as moss in files, IDK
I also saw that texture utterly wrapped around a boulder in Rayrods' recent vid
Hehe, alien moss, it attacks when you approach! ๐
which was both confusing but a real clue
This vid I think
The next update for No Man's Sky: RaYRoD's Overhaul is coming along very nicely. I am currently working on multi-weather and more intense storms. There's a h...
Yes, at 15:10
Oh, right I remember seeing that. On rewatch it looks like a different texture. I think he's just recoloring the model texture to match the grass
Its possible it just used something similar looking and tied it to grass color but still interesting
Because it still looks like the ground texture in that scene
at least the lower half matches the local ground
Yeah but it's still technically different. Models use a completely different texture setup than the terrain, so even if it's the same, it would be two separate image files.
I also think that's an old video from Atlas Rises. It's funny how many little things in that made it into Next, like 3rd person, volumetric clouds, etc.
But the fact that he managed to target that atexture at all is a hint, thats all I'm saying
only slightly following the above, but FYI, there is a boolean value in the files which specify the levelone objects in a biome which is 'match ground colour'. This is used and is implemented through the shaders (UBERFRAGMENT IIRC)
not sure if the above information is at all useful, but I hadn't seen it mentioned above and it may lead to a fruitful avenue of investigation
True, it's also settable on individual items in the object spawn configs. I once had trouble getting a specific rock to change color and eventually found the problem was it used that setting.
@obsidian tree The term "levelone" what does it mean exactly?
Also, thanks for the tip
So I screwed with "A"
Its not transparency
A=1
A=0.2
A=5
If you got a sharp eye, you will notice that certain secondary grass bits take a different color instead of being color-matched like in A=1
Though I dont know exactly how that effect works
weird
@hushed bronze umm, not exactly sure the best way to explain what the term itself means, but levelone objects are ones that spawn on planets that aren't buildings etc. So some kinds of rocks, random checks, that kind of thing. It's just a way for HG to spawn stuff on a planet outside of the building table I guess
Also, what is the context on that A parameter?
RGBA
in all the color palettes
So I fucked with A, to see what it does
turned out it was not something I would ever have guessed
@obsidian tree
well it depends on the palette
if you want to know what it does, you could look at the shaders...
I don't think I've ever seen any value other than 1 in the [biome]colourpalettes files. So I wonder if the weird results are from trying to do something that's normally considered undefined.
Its hard to say
@hushed bronze So I deleted the file for your mod
But the planets still don't have pathfinder flora
And the grass doesn't seem to be fixed by the BTF mod
Which mod do you think is interfering?
BTF ASsets clashes with it
I really should note it on my page, it keeps happening, lol
but not to worry, BtF assets actually re-inserts the old grass distribution too, which is fleshed out similar to grass fix anyway
So basically it has a sort of built in grass fix
This is how the grass be looking on the planet I'm at atm
Well either thats grass Correction or its nothing because BtF removes shortgrass as a possibility
OORRrrr
It may be a region transition of some kind, which sometimes does oddities to grass
But probably just classic mod-clash -disabling
@rotund vine
Ah alright
Context: Changing the tree colors in the snow biome was a problem unsolved by standard palette edits
I REALLY like those reddish-brown ones @steel crypt
Thank you! Things can be tweaked for whoever makes colors, but at least the riddle is solved now. Yeah there is a light blue one that looks cool too. I'll try to post a few more pics as I find 'em.
Yeah, please do.
I'm gonna be trying to get this into DUD'S SKY - colors mod soon.
Oooh. Yeah.
Wait - what about you and Exo working together? He's doing the grass stuff, you do the trees - talk about variation!
Oh, well, I freely share all my mod stuff. Anyone can use it in theirs. I can also try to explain stuff if I have time, which is limited. The tree trunks have also been given a modest proc gen coloring.
Here are 2 more. Currently tweaking the "snow cover" or "frost" on the leaves per Exo's suggestion.
lookin thicc
oh wow. Nice
yeah....HG really upped the blue in the cold biomes
it was gross
I have a LUT I made that cuts it down some but it needs more tweaking to look nice
Most if not all the blue can be controlled by the snow biome or base color palettes. If you don't want to cut down on blue in say building parts or whatever. The "snow" palette is used for most of that. Then there will be "plant" and "leaf" palettes. Just FYI
interesting thanks ... I will look at it later
like a little blue I understood cause cold but they took it way overboard
If it helps at all, DUD'S SKY - colors has a frozen mod in it that does that. You can see what I changed in there.
ok will check it out thanks again ๐
I was planning on trying out duds sky after I finished redoing some stuff I am working on cause overhaul mods are always nice
A lot of the blue is also the sky. The game uses the upper sky color for shadow color, and the ONE frozen sky is very blue.
It's like everything is ultra blue in Frozen now. Sky, snow palette colors, and screen filter.
Are you sure, because post next every night on every planet is the same blue
Or maybe you're talking about a mod
Since Atlas Rises, night sky is defined separately from the other skies, in gcskyglobals. And it's very blue even though the game replaces the color with stars.
well the LUT I use does help A LOT
its still has some slight blue but overall its nicer .... cloud shadows bring back the strong blue hue though
@tender jewel
๐
why ๐
Are the mods here just graphical enhancements or are they a adding items and planet types kind of thing?
Yes
Both
Oh cool.
love what mods can do but ill probs never get into them as i like to enjoy the astetics as they are made while yes sometimes they are horible since its such large game, i dont see thhe point know the next few systems i will find the same sort of planet im looking for
but its nice to see whats able to be done and how amazing some color corrections can make a planet look
battle
Gotta love when planets look battle
I want my planet to look combat
I bet it can be done
make a biome with way higher numbers of crashed ships and freighters
Use largely scorched and-or desert props
idk w/e I'm not actually gonna do it anyway (notes crazy-ass idea in mod ideas text file)
no I want the planets to look like they are literally fighting each other
I want a planet holding a bazooka
Oh well I'm not sure I can pull that off :p
Given I'm not a programmer at all lol
I sure am glad actual programmers are involved in modding
Because my wishes would be a pointless and impossible pipe dream otherwise ๐
It would be about 3,000 years or so before I figured out how to make an MBIN compiler
Quick question: for this freighter on the NMS seeds sight, the first one is the home seed and the second is the model seed right?
Sorry if this isn't the right channel for that question btw
You could always just screw around with them a little and find out ๐
I mean I did that with my old freighter and it just made it all black and messed up, and putting in new seeds didn't do anything haha
So I'd rather avoid that
Its undoable though isnt it? Just put the original numbers back in
It's weird, I tried that but no dice, it did nothing. The freighter just got stuck as the same model and this weird mottled blue/black color
Dupe out the save first then, maybe?
Oh wait
I'm stupid
I did dupe the save but I was editing the duped one
Not the one that's actually in my save folder lmao
Sweet, futzed around with seeds for a while and finally got it to come out like the image
Save-editing freighter seed may be a bad idea. I know pre-Next if you changed it to a different model, it would mess up your base, make it inaccessible.
Any auto flight mods? Wanna be able to do stuff in my ship while cruising looking over a planet
have you tried putting an object of weight on your keyboard
that's kind of a physical modding

That reminds me of putting a lamp on the enter key after putting in the rosebud cheat in the sims :']
Also reminds me of the time where I put my mp3 player on the spacebar back in #waking-titan-arg where the typing meme was the hottest rage
But the ship doesn't fly unless you are in the seat
@sullen venture You mean like, flying around without you or what?
are there any updated scan / analysis mods?
@static basin Just like, faster scan n stuff
Yeah
Yeah I tried a couple that were updated but none seem to be working not sure why
they worked fine in the past I guess an update broke them?
So I've set up my hierarchy for actually coordinating a palette with all these sample runs as a starting point
A few other things to do before really getting going, but still, progress ๐
Structure of the profile doc that I'll keep all the color data in until its time to stitch the whole palette together
DUD'S SKY - Colors - Updated v1.77.7
Added 8 new colors of rare multi-colored grass.
Enabled trees in FrozenHQ biome to use procedural colors!
https://www.nexusmods.com/nomanssky/mods/968
Hey guys! Just wondering- is there any documentation on how to add things into the spawn table for ruins? Also does anyone know where to find the models for ruins?
sure why not
๐
those purples you showed----they create sections of light on the surface of the planet. it's weird how the grass effect makes it look like the planet is glowing..unless there's what used to be antrium.. or marrow bulbs over there
the distance rendering must be what it is, it's not at a high enough level of detail for draw distance. that's what is making it look like that
that is pretty, up close though
it is flat, its a monocolor test for oxfford blu
i wonder why the game hasn't figured out how to use appropriate shadows around the bottom of hills and such
?
This is from an autosave position on a sky that produces white light, with the sun at near-noon
it's just hard to see the elevation changes in that picture
I load the same position every test
i know there's a small dip down there on the right
but it's hard to tell
not right, the left
lol
The above blue is saved and I must return to physics review ๐
So Iโm trying to use NMS model viewer and it wonโt open anything. Iโve set it to the right file, but it says that the index was out of range
And Iโm kinda stuck tbh. Iโm pretty sure Iโm doing something obviously wrong but I can see where for the life of me ๐ฆ
ruins in game is MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\RUINS\PROCRUINS
also you're probably on an old version of viewer, use the one in the modding discord
Thanks! How do I export as an obj?
use monkeyman's new blender thing
idk where it is tho I don't use it
what you trying to do anyway
I was trying to make a few new ruin parts out of existing ones to spawn on planets
wrong account sorry (I have seperate pc and mobile accounts)
you can just kitbash em if you ain't gonna need whole new parts tbh
since all of em are references
What do you mean by that?
you don't need to use blender if you can just use references in the scenes
the wiki's got more info on how it works
Oh ok, thanks! My original Idea was to use blender since that's where I'm good, but I'll take a look at the wiki
greatest advantage for using references is that you don't need to modify or regenerate the geometry
and you can do it straight in notepad++
I may try to make something from scratch using reference images and textures from ingame. I've had a look and tbh I think I'd do a better job with just making something
if you ain't tearing a small specific part of a model out from a scene it still holds
that way you'd only be making your custom parts and mixing them with the vanilla scenes
saves you time on the work in the long run
I introduce to you.... Exotic filter deleter!
I only did this to test biome reworks with a clear vision
not because I hate filters, (although I do sorta hate most of them)
A few weirds with filters inserted into their biome data
If my eye is true, Radioactive, Scorched, the Weird# (the pink one)
I'm still sad that HG made the filter list an array and not a list ๐ข
not sure what you mean?
we can't add new filters, only modify the ones that already exist
the list in the game is of fixed length
I wish there was a way of playing the game with the filters enabled, not just in photomode ๐ค
you probably can with cheat engine
I need help. Is it possible to change the density of rocks spawned on planets? Im struggling to find the right file that has this parameters in it
is there anything in the debug globals?
I don't think I saw anything related to persistent filters in debug but that can be possible
yeah, not so familiar. And we can't do the "MaYBe It'S in ThE GLoBAls" anymore
@desert trellis Density of rocks is actually pretty easy. Find theBiome you wanna mess with, then
From there, figure out which parameters deal with the rocks you're actually after
Even if you don't use mod station, thats the filepath n stuff, you can work with that ๐
Its the exact same thing I had to find for grass correction, lol
Nice, thanks!
Good luck! ๐
Two heads up: Theres a bunch of different rock sections unless you start deleting them, and, anytime you add or subtract them, it changes up the spawns and sometimes can totally reshuffle what is appearing because each of those things is actually directing to a set of choices for rocks rather than a specific rock (usually)
@desert trellis
has anyone here used project atlas? It looks interesting, but I'm wondering how functional it actually is given all the comments I see about it lacking resources
someone makes project atlas here
i am trying to decide between it and better polanet generation 2
although I see project atlas says it is for 1.75, isn't the game 1.77 now? Does that matter?
I only just picked up the game a few days ago so I am still figuring out mods and whatnot ๐
ain't no major changes since 1.75
@hushed lichenit works for 1.77
And for resources,there is a resource spawner that you have to download separately
That will spawn vanilla resources on most planets as per type
ah i see. can you tell me what the differences are between the enhanced version and the all in one?
it's not very clear on the nexus page, and I see other people asking that too
Enhanced version is the old one
The all in one is better
Has better generation
And more other changes
And some have said the terrain fps fix causes some crashes.
So just don't use the file in that folder
ok thank you very much
Anyone knows how to uninstall https://nomansskymods.com/mods/natural-worlds/
"Some piece of shit stabbed me with a mile long crystal"
-planet
F
also got some black glass in the process
Any non-tinted glass in your sets?@hearty wasp
LOL my grass correction gets ~1 DL per 4 views. My little filter thing is getting 1 per 50
I made the Eraser for my own testing purpose anyway, just polished it up a bit for others to use too. Still thought it wopuld get more than 3 DL in 2 days ๐ People complain all the time they "hate the mucky filters" and things like that
tbh I am not entirely familiar with the transparent material, I think this one from the space station floor is just a vbcolour without textureso it's technically possible to make white glass as well, but "non-tinted" will basically be entirely transparent because the light reflection is so minimal
i dont mind reflection, just darkness
I already made some vanilla glass too so there's that
frosted over glass for cold planets. ๐
You'd probably need to modify the Shaders to get that effect lol
You would also have to have a base part detecting that its been placed on a cold planet
would be cool but sounds super difficult or imnpossible
@thin viper Any chance you would be willing to let me utilize one or more of your asset packs?
@hushed bronze you can force base parts to only be buildable on certain biome types...
It may be a little more possible than I had figured. Still sounds hard
nah, it's literally just a value in the basebuilding table IIRC
I think Lush is used for all, but pretty sure if you changed that to another biome type you should only be able to build it on that biome
Yeah man figure out how to overlay the same frosty thing that hits the main camera
But thats what I mean, the hard part is tying the frosty graphic to the window
oh right, yeah fair enough
random question is there a mod that brings back the pre release style ui? (i would assume this is where i ask)
Not any decent one that I've seen
Some of their UI code is a truly horrifying nightmare of nondescript code, so it quickly becomes obvious that it would never be a worthwhile effort to do that, unfortunately@astral jay
Yeah HG has a tool of some sort that spits out the code for the UI, but its not something we could handle without the tool. Single UI files can be a few hundred thousand lines of code and theres a bunch of them
yeah, someone should definitely write a program to modify them
If only monkeyman wasn't the most capable programmer still modding NMS
yeah, I'd love to make something but I don't have time to add another project lol
i wouldnt ask for that one anyway, its not like the existing UI is awful. Making a UI editor would be a pretty weak return on your investment imo
But you know what would be a GREAT ROI???
Make a kit of animal body parts for apes and monkeys
adding new animal parts that are animated isn't possible right now
it was joke
Reading back though, no part of it contains clues that it was joke
it was failed joke
Update v1.77.8
Meant for multi-colored grass to be more rare. Now it is.
https://www.nexusmods.com/nomanssky/mods/968
Anyone know where I can find an updated log of music files in the game so I can change them? This game is criminally lacking in music overhaul mods
Yeah but theoretically couldn't I just change those generated tracks? I'm mostly just trying to replace some of that dumb hard rock and battle themes to space ambience anyway
you will try
join the modding discord and ask monkeyman about audio replace if you really wanna try it

Uhhh sorry I'm a bit new to Discord. How would I go about doing that?
I thought this was the modding discord tbh
You'll want to click the menu dots in the upper right hand corner, then click pinned messages
My audio program doesnt load the proc gen tracks
They are handled differently by the game to other tracks
Those are nice lights, we definitely need more styles. Just better lights in general, especially some with greater range. I'm sure they gave us only puny lights for performance reasons, but just give us the better lights and slap a warning on using too many in one place. It's crazy inconsistent how we can build those tall spotlights, but unlike the bright spawned ones ours barely light up at all.
Oh well then @smoky wing try this one on for size ๐
It cranks the lamppost style lights power way up
Its an experimental thing I threw together a while ago because Im nyctalopic and cant deal lol
Heh thanks. I remember an older mod that did similar. I wish it'd be in-game though.
They still put out pure white so its not aesthetically great yet but thats because its a toss-together lol
Im thinking if I go to seriously offer that mod The white lights will get a soft-white color change and then Ill get the colored lights boosted in power too
The ol mod I totally ripped off to learn my own only cranked the luminence, didnt change the falloff, which I did
I switchd falloff from quadratic to linear
Ahh, yeah. I think being able to tweak falloff is key, otherwise you just blowout everything. A single dim light with a long linear falloff can be enough to light a large area. Then the normal smaller quadratic lights can be more decorative.
Ive been thinking I might take it too far and actually add items (method is known though I havent learned it yet) so that each light is available in game in both modes
Also i think it might be possible to add the on/off feature tot he colored lights. Dunno
Ahh, like the interactive lights? That'd be kinda cool. This is where this kind of mod-based customization bugs me though. Like I'd love to get all fancy with a modded base, but then only people with the mod would be able to see it.
True but then, Just bully them into installing your mods ๐
I love the stuff I'm seeing with Eucli-ea, but it's a shame not everyone will see it.
everyone who matters will ๐
I think you should just make bases either for or not for the mods, Include a little code at the end of the name like "Cherry Creek M" for Modded or something
"Orange Paradise V"
Hrmm... It should be possible to use a mod to build with the inexplicably-removed parts (infrastructure), and everyone should still be able to see those. They're in the game, and people can see them when they're restored on legacy bases.
Similar to how you can remove base restrictions and use underwater parts anywhere, and everyone sees those.
I've 2 lights already with different models so I dunno if I'll add more models
I may add different colour lights but that'll be layer
OK so here's what I want, no idea if possible, difficult, w/e





