#nms-modding

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hushed bronze
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I want the SCANNER on the VISOR to read out the system coordinates and/or Seed of a targeted ship / weapon

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Mainly I would love if anyone had ideas or hints toward this goal

hearty wasp
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that's improbable tbh

hushed bronze
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I figured

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But I thought maybe by crossing information from the beacon and the scanner, it might be possible

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IDK about getting the seed though

hearty wasp
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the proc gen names are p hard to extract tbh

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there are options to read seed in debug options but I dunno if that works in the first place

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let alone carrying that info onto anything else

rotund vine
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This mod looks pretty cool, it almost looks like atlas rises shadings

hearty wasp
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it's really mostly just the colour lol

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when everything is mushed together it can be hard to differentiate different "shadings"

hearty wasp
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what objects look cyberpunk

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actually

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neon shit

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but I need more

pallid tartan
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Pipes, wires

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Old fashioned computer monitors

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Funky seats?

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Run down buildings

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Stuff youโ€™d find in a cramped apartment

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Origami as an OG bladerunner reference?

hearty wasp
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rn I already have some pipes and wires, a box air-con, some metal scaffold pillars and bridges

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I wanna do something like a cage textured wall and some glass related door window and railings too

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I can rescale the boxed monitor for tdem CRTs I guess lol and we can already build rundown buildings with the rust or concrete

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going for a walled city look will probably be easier for me cos I'm literally living in one of em buildings

steel crypt
copper gorge
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can anyone recommend some good colour/reshade or planetgen/enviro mods?

hushed bronze
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That one

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Right there

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@copper gorge

hearty wasp
hushed bronze
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Jasondude is very careful about his color design, the only one being nearly as exact with it

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As for terrain gen mods, the only one Ive found to be decent is Back to Foundations Terrain part

copper gorge
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nice ill check it out

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i trried shaideks but it just immediately crashes the game

hushed bronze
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Personally I would suggest trying this specific combo: Jasons colors, BtF Terrain, and my own grass correction

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Im not 100% sure my grass works on BtF terrain but I think it does

hearty wasp
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I gotta get jenga into the modding discord soon

hushed bronze
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That your GF?

hearty wasp
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maybe a comment on the mod page will do it blob

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the guy who did BtF

hushed bronze
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oh how bout that

hearty wasp
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thinking I have a gf

rotund vine
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๐Ÿ˜”

hushed bronze
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the new shader folder for pc has 81,000 files in it.

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And they are .SPV files which only open with an exceptionally expensive program IBM SPSS

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cool

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I can only imagine thats wrong and its "Shander ? Vulkan"

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In any case its more mess than I'm willing to tackle right now

hearty wasp
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not really has to do with vulcan

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just have to do with "optimisation"

hushed bronze
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@hearty wasp What I mean is that its a nightmare code wall 81 thousand files long that I don't even know how to open and I'm not even a programmer

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So for me, that would be exceptionally ambitious and time consuming when I still need lots of time toward school for now

hearty wasp
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didn't say it's not retarded blob

thin viper
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People have tried and it doesn't compile back properly. So ๐Ÿคท

hushed bronze
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The SDK cant compile these files?

thin viper
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Yes.

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At least that was how it was 2 days ago

hushed bronze
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I guess I'll just have to hope that programmers who know what they're doing in this zone take up the challenge ๐Ÿ˜„

steel crypt
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Okay, so people have decompiled, and it is shader code like it was before? Only problem is compile?

hushed bronze
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Based on what I see in the SDK tutorial, If you open the files with the SDK after decompiling, its recognizable shader code. I think the issue is then saving the altered SPV and putting it back in a .pak

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....which probably hinges on whether monkeyman decides he's willing to update the MBIN compiler for SPV's

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@steel crypt

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omg im so tired

steel crypt
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Oh, so we can recompile the SPV file, but the SPV file can't be compiled by mbincompiler?

hushed bronze
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Why did I sleep for three hours

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Yeah the compiler has never been used with or intended for SPV files so its not really a surprise that it chokes

thin viper
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Unchanged spv won't compile back to what came with vanilla

hushed bronze
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Fortunately theres a lot we can do without shader access in the meantime

thin viper
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So it's definitely a custom tweaked sdk that was used to make the shaders

hushed bronze
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Unfortunately that means we're stuck with vignette and scanlines lol

thin viper
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They removed it?

hushed bronze
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No the way Vignette and Scanlines were handled was through BIN shader files, which have been entirely thrown out for the new Vulkan stuff

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So those mods dont work and we cant make a new one at the moment

thin viper
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I meant that got removed in the experimental update

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The vigennete

hushed bronze
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No, its perfectly present in experimental

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There may be other ways to block it

steel crypt
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I am stupid, forgive me. So, there is a SPV file in a pak and we can decompile the SPV file (assuming we are using some kind of SDK for SPV crap?) and then we recompile using the SDK and it not the same? What does mbincompiler have to do with it? I am obviously not understanding this LOL. Anyone want one more try at it? haha

heavy merlin
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Exactly.

hushed bronze
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BTW the shader files in the old version have a note thart says "copyright 2008"

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Dear god did they start development of this thing in '08??

steel crypt
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okay, only issue is SPV recompile. How do we know it's not the same? In what way? Is it a header issue? Or just f-broke and don't work in-game?

hushed bronze
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Its not something we can handle. I wouldn't worry about it right now, jason

heavy merlin
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Nah, they obviously reused headers and didn't update stuff.

hushed bronze
hearty wasp
obsidian tree
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As Jason said, mbincompiler has nothing to do with the shaders

brazen pumice
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so do any of lo2k mods work?

obsidian tree
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Sure they are a binary format now, but recompilation and decompilation is now on whatever sdk is used for that

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And I'd guess not but I havent tried

hushed bronze
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monkeyman cnat do it. We're hosed X_X

obsidian tree
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I havent look but people who know more about that stuff than I do have...

lime mesa
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This mod is nice

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Those two are my screenshots

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I just installed it rn and I don't feel like going back to normal clouds

hushed bronze
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Grass Fix for clouds lol

hearty wasp
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good luck when the vulcan update goes to the main branch when HG fucks you in the ass by blocking us out of shaders then blob

hearty shuttle
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Are we able to mod in our own ships yet?

hearty wasp
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people've been doing that since AR

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see Krem's MoarShips / MSSP's Armarda

hearty shuttle
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doesnt that screw up multiplayer though?

hearty wasp
steel crypt
lime mesa
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yay

smoky wing
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purty water

lime mesa
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@lime mesa that cloud mod is pretty nice

steel crypt
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Rip shader mods......๐Ÿ˜ข .....WE WILL FIND A WAY ๐Ÿ˜–......maybe?

hushed bronze
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Maybe.

steel crypt
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Yeah, haven't had time to look at the compiler situation. We'll see....๐Ÿค”

hushed bronze
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You headlight-cranking, message-deleting monster.

lime mesa
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Is there a mod to remove scanlines for the vulcan build?

hearty wasp
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can't

hushed bronze
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@lime mesa It was cut down by the new shaders which cant be compiled properly yet, so no

hearty wasp
hushed bronze
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So I just spent an hour scratching my head why none of my mods were making any changes

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Turns out I forgot that the "recompile step was a thing"

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So I didnt recompile a damn thing for an hour

lime mesa
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๐Ÿ˜

hushed bronze
copper pollen
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Not bad at all!

steel crypt
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@hushed bronze hey, that looks cool!

smoky wing
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@hushed bronze New tile types arrangements?

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oh no wait, that's just for colors isn't it

hushed bronze
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no

smoky wing
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cool tho

hushed bronze
hushed bronze
hearty shuttle
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has anyone added in "Halo" Rings as planets yet? xD

hushed bronze
hushed bronze
solid fog
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has anyone looked into the experimental branch shaders yet?

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guessing they're shipped as SPIR-V

hushed bronze
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Yep they're .SPV and they don't compile properly with our current/existing mod tools

solid fog
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any decent SPIR-V decompilers out there?

hushed bronze
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It doesn't matter, there's apperently something custom about the ones found in NMS files

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At least thats what the author of our mbin compiler said

solid fog
hushed bronze
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HAte to say it but for the time being, you'll have to be content with modding ourtside the realm of shaders

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unless you're a professional programmer or something maybe

hearty wasp
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just sneak into HG's office and take their custom shader program okglove

hushed bronze
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There you have it

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espionage

solid fog
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writing their own SPIR-V compiler sounds.... weird

hushed bronze
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Im not sure they did....

solid fog
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any chance somebody could chuck me a random shader? i have no idea how to extract this archive format

hushed bronze
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Im more willing to bet the MBIN compiler just isn't fully prepped for uit

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which would make sense nobody had any idea vulkan was coming till they dropped it in experimental

steel crypt
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mbincompiler is not dealing with the SPV files. mbincompiler is dealing with .mbin files. A SDK for the SPV files is compiling it. There are many options for compiling/decompiling. It gets a little deep.
@solid fog sorry, I don't have a copy of experimental, or I would pass you a file. I want one myself, so I can look at it too.

If anyone has a SPV file......

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My guess would be it is just not being done right...but I don't know shite.....
I would just be trippy if they customed one.

hushed bronze
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Monkeyman mentioned that SPV's extracted, left untouched, and re-packed.... don't work.

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Im not a coder, so I'm not qualified to assert anything about that

steel crypt
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Right, but they were doing that with the SDK for SPV. There are a lot of options.....hold on a sec.

hushed bronze
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You don't need to explain to me, that stuff is out of my reach anyway

steel crypt
obsidian tree
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@hushed bronze just fyi I dont know anything about the new shader format. So maybe dont go saying I am saying things about it that I am pretty sure I didnt say :) I dont think what you said is incorrect, just that I dont think I said it...

hearty wasp
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p sure it was either greg or seekker

obsidian tree
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yeah, I am keen to look into the issue, but I have lots of ideas for stuff to do with mbincompiler and nmsdk. The mbincompiler I hope to quite useful and handy to quite a few people ๐Ÿ˜ƒ

steel crypt
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It's a little bit of a read, and I don't really have time right now. Damn.....who knows a vulkan guy?

hearty wasp
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feel like people would notice if I just put one giant glass there so I might as well do 6

hushed bronze
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@obsidian tree NP I'll just keep my mouth shit on the subject since im pretty much clueless either way

hearty wasp
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just invest more time into the modding discord blob

tame mica
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Nobody expects the Spanish Inquisition!

hushed bronze
hushed bronze
stuck geyser
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Are buildings grass-covered

hushed bronze
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Oh damn i forgot the buildings

solid fog
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@steel crypt did somebody say vulkan guy? :^)

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wyd

copper pollen
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Working on Project Aurora while modders are sleeping.

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Wbu @solid fog

solid fog
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nah was just asking what Jason needed a Vulkan guy for

hearty wasp
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probably for the shader in spv or whateverthefuck file extension they're in

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they been tryin to decompile and recompile dem shaders to make dem mods work again

hearty wasp
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Btw what'd be a nice cyberpunk thing to advertise

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Tryna make some 3d hologram blade runner-esque billboards

sacred frigate
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Coca Cola

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Plasmids/cybernetics

hearty wasp
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I can just make a giant version of the scanner in game I guess lol

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I gotta figure out how to make some good hologram textures too

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Cos the holograms in game are hot garbage

rotund vine
hallow pumice
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Any good terrain mods?

rotund vine
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Back to Foundation

hearty wasp
hearty wasp
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I found some other neon signs as well so I can export em later too

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should add up to a workable cyberpunk bunch

wicked spear
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there is any mod with vulkan support to make the water actually good?

steel crypt
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What is good water?

north nebula
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has anyone run across a mod that increases stack size that works, or doesn't randomly revert if there's an update? I've been using the java based save game editor to "enhance" a bit of my current game, mostly fixing things like lock up roll backs and other bugs. I can easily increase the number of storage slots, i've tested it and it works, but i'd rather stay within the storage constraints and just have much... MUCH larger stack sizes....

plucky shadow
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@north nebula That editor can change stack size

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ive heard players talk about having 10K storage slots in the exosuit cargo if they wanted with a java based editor

north nebula
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Yeah, but that big red warning makes me hesitate... but if that's the best option then I'll probably try it out.

hushed bronze
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@north nebula I've heard about nothing but problems from messing with stack sizes since as long as people have been messing with stack sizes. Probably best to just not do that

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I don't love it either but thats the truth of it

north nebula
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well I backed up my game files so I'll give it ago and see what happens... I've gotten myself to the point where I'm just gathering mats to make stuff to make cash for future upgrades... so if the stacks revert and I loose a bunch of resources it's not a huge thing... not like loosing a freighter or anything...

hushed bronze
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Well I guess if you re-backup every now and then, you can revert if it screws up. Be an easy reason to use manual saves

smoky wing
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@wicked spear Shader mods are not currently possible in Vulkan, so no.

obsidian tree
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I have just pushed all the most recent changes I have made to NMSDK to the Experimental branch.
This includes all the functionality for importing models into blender.
There is still a fair bit of work to go before the proper 1.0.0 release (current version is 0.9.6...)
https://github.com/monkeyman192/NMSDK
If people could have a play around with it and let me know how it goes it would be greatly appreciated!!! ๐Ÿ˜„

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(This will allow you to import the ship models from the game directly into blender which can make it really easy to 3d print them ๐Ÿ˜› )

magic lava
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Nice!

lime mesa
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Oh what, that's cool AF.

obsidian tree
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it is a fair bit slower than the model viewer. I have tried to optimise it as much as possible, but I am not quite sure what I can do to speed it up more. The first time opening a scene is always longer than the second time unless you have already decompiled the scene files. Once you have already imported a scene it uses the converted exml files instead of converting the mbin files again

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oh shit, I forgot this update works best with an update of mbincompiler I haven't pushed yet...

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whoops...

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:S

exotic violet
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Nexus still the best place to download mods?

steel crypt
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Yep. As far as best place goes. It's the "pro modder" site. LOL

hushed bronze
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But it pretty much ends with those two

steel crypt
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๐Ÿ‘† Thank you

hushed bronze
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@steel crypt Hey jason I have a mystery you might have a clue on (Aren't you the one trying to port legacy texture sets?)

Basically I have abn odd phenomenon occuring in zones of Grass Main and Grass Alt colors

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I vastly expanded the areas affected by the alternating colors but its offered an unexpected clue - in the large areas where the Alt is dominant, the texture that should be that grass subtexture is matching the rock, all on its own

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Top, you see the saturated green undergrass, bottom, similar situation but no grass-colored subtexture anywhere

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and this is consistent throughout any such space anywhere in those respective regions

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I also notice that the distinctive sort of "fossilized starfish" imprint that occurs in the grass Primary textures is missing in the Grass Alt ares, leading me to believe it may be a different texture, also

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If we can crack this it means I can match slopepower to grass angle properly and create a seamless illusion as well as the best aesthetic

steel crypt
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Okay (not at pc) so maybe the grass and grass alt use different textures (I don't know) and that can change the hue but.....is that actually rock or is it the grass under texture and if it is actually grass texture then I don't understand what is making it color the same as rock...?

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Try it maybe with a different color and see what happens

hushed bronze
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Im wondering if there's something to do with a rock alt, or maybe if alt color zones actually just desaturate colors that dont have an alt (I've also noticed that the rocky texture is always a perfect grey even if its brownish in the primary color zones) and I've already seen this phenomenon happen in a bunch of different color sets @steel crypt

supple wadi
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i half-wonder if there are some HG lurkers bewildered at our prolonged focus on figuring out how they handle colors

exotic violet
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@hushed bronze thanks mate

steel crypt
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@supple wadi Yes.....I am an international man of mystery.

hearty wasp
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they'd be laughing at us crying about shader mods first

steel crypt
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@hushed bronze My guess goes like this: There is a ground texture and a blade texture. They both use the same color from the palette. The grass ground texture and the grass blade texture have different HSV values. Blade grass itself because of grass type having different textures might have HSV differences also. I know that the ground color vs blade color is always different. I know they use the same palette entry for color. They are using the same shaders. The only thing that I can think of that would then make the color different is texture HSV values or some other control (which I have never seen).

Texture HSV values and how they affect color is tricky. I have learned some things about it. But it is not static. The way the texture color affects the eventual outcome depends on context of many things.
For instance, you could have a texture color of say (I'm explaining this in a very basic generic way LOL) purple and your palette color is orange, and the outcome in game can be orange. At the same time, you can have a purple (yet slightly blue) texture and apply the same orange palette color, and the result is very light blue. This is with all other things such as shaders etc. being equal. With some colors (palette) the blades might be the same color, but the ground is shifted (because of texture HSV) and it can be a different hue. With a different color (palette), the blades might be the same color as palette (again), but the ground is not as much of a different hue as before. This can happen because of the relation (variance) in the palette vs texture HSV. The variance being closer or further away has a different impact on the resulting color.

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That rock colored area might just be that way because that is how that color works out with that ground texture. That's why I was saying try a different (vastly different if possible) color to see what happens.

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I'm also not positive I'm understanding fully what you're seeing. ๐Ÿ˜›

hushed bronze
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I dont fully understand what Im seeing either, but Im trying to. The ultimate goal for me with Grass Fix would be to completely neutralize the grass-ground texture where there is not grass

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Thanks for your Input ๐Ÿ˜ƒ

dapper venture
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With the grass fix mod I find grass vertically and upside down around caves. I think its great

hushed bronze
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I think you're talking about the "Carpet Bomber" verion @dapper venture

hearty wasp
lime mesa
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Holy shit dude.

hearty wasp
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that's like 2 weeks of work lmfao

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still wanna add more neon signs but I gotta find a way to source more first

lime mesa
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I love your commitment tbh and that end result is freaking beautiful.

hearty wasp
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I know

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if it ain't lookin good I wouldn't release them

gusty stone
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put a little noodle stand like in Bladerunner and put your korvax npc guy behind a counter like he's serving

hearty wasp
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I actually have plans for basic wall sized counters for that

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but I'd want some more... cybernetic food

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whatever that fucking is

gusty stone
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iron fortified nanite infused smart food. helps you digest food and absorb the nutrients you need while blocking the stuff that doesn't help or is harmful. if you subscribe to the bonus package of Super Cyberfoods, it'll even do regular checkups of your body to insure optimal performance.

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no need to worry about overeating lasagna or snack cakes, just get the cybernetic food versions and eat as much and whatever you want and you're guaranteed to be in tip top shape.

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with the bodybuilders plugin you can have nanites work out your muscles and maintain peak muscle mass and muscle tone without ever having to lift a thing.

smoky wing
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I dunno man, that's what they told the Gek...

smoky wing
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Well that's interesting. In BIOMEFILENAMES.EXML I replaced the Dead Filename with ...TOXIC/TOXICBIOME.MXML. It seems to spawn atmosphereless Toxic worlds with the TOXICOBJECTSDEAD settings, which otherwise I've never seen Next use.

smoky wing
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Okay, presumably that's because of the "ChooseUsingLifeLevel" flag. Which suggests that value is set internally for the dead biome before the biome definition (and no longer seems to be possible on non-dead biomes). I suspect the same is true for the lack of atmosphere, because I'm not having luck finding a setting for that in the exmls.

glass eagle
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Any mods that increase inventory limits and make button actions happen immediately instead of waiting 3 seconds?

smoky wing
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There's various inventory / stack size mods on there too, some should still be compatible

full creek
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Do all mods work in multiplayer? Or are there limits?

hushed bronze
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The great majority will work

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I couldn't think of a single one that doesn't without searching for one@full creek

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Thats not to say things wont get screwy if you and you're buddy are running two diifferent terrain generations

full creek
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Ah ok, thanks @hushed bronze

hushed bronze
gusty stone
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grats

stuck geyser
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"not the cloud shadow, ignore that"
That's the only thing I can see now

smoky wing
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A lighting control?

hushed bronze
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turned out to be a screwy fluke actually

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forgetit

smoky wing
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I made a mod to lighten up the cloud shadows a bit. Looks better IMHO, but was very annoying to work on because it mods the main lighting shader so every restart did the loooong loading shaders thing.

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And of course it'll only be useable until Vulkan takes over ๐Ÿ˜›

lime mesa
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@hushed bronze What does each grass fix version do? There's the normal high ludicrous and honestly I want to go for ludicrous but don't want to destroy performance

hushed bronze
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@lime mesa in the grass fixes, the levels correspond to spawning radius of grass. If you remember geometry at all radius squared times pi is Area so an increase of radius from 40 u in normal to 200 u in ludicrous is a massive multiplier

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Actually I think I went with 144 or something

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Still tho

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It's roughly 5k square u vs. 65k

manic ember
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whats a good mod pack I should install?

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or mod(s)

manic ember
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ah ya I have PM disabled

hearty wasp
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we don't do mod packs here

manic ember
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fair

hushed bronze
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@hearty wasp I normally drop my suggestions in PM but he had it blocked so what can I do

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But I also recommend just surfing nexus and just having a look at any mod that seems remotely interesting

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The ones I dropped there are all no-impact on performance and mildly visual

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Lights.pak is the only one thats mine int hat grioup. it putts some extra wattage in the standing lights@manic ember

hearty wasp
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I'm talking more about the all-in-one packs

hushed bronze
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OH I think he was probably just talking ".pak"s?

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IDK

manic ember
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are mod packs created by unofficial third parties who give no credit? i hate it when people do that

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steam has a thing against that kind of practice

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so does minecraft

hushed bronze
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Some people don't give credits but I mean its pretty obvious to anyone with a clue that HG made the core game and deserves all of that credit, it really goes without saying

hearty wasp
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most of them didn't ask for permission either

hushed bronze
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As far as mod vs. mod, a lot of modders break open older mods to learn how to do something, and the original guy may have grown sick of NMS two years ago and is nowhere to be found, and certainly isn't responding to PM's about permission to reference their little 1-hour project from two years ago

manic ember
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lets see if i can download these.

hushed bronze
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Some modders do their best to give all the appropriate credit and some don't

hearty wasp
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we are a bit more conscious about it nowadays

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since it's easier to scan for dupes and shitty "updated mods" on Nexus and NMSmods

hushed bronze
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oh shit you guys are talking about flat out theft lol

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Here I was thinking "give credit to monkeyman for the compiler" lol

hearty wasp
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The early days are p fucked in that regard

west notch
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@lime mesa Does your NMS Fantasy mod have the mountains we can see in this video? Loving your mod so far

manic ember
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hey so

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i put the paks in the mod folder

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but i donโ€™t think it modified the game. is there another step I need to do?

hearty wasp
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have you deleted disablemods.txt

manic ember
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ah perhaps not. where do i find that? @hearty wasp

hearty wasp
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1 level out of mods folder

manic ember
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thanks!

hearty wasp
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srsly cos one of em has like 50k tris

lime mesa
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"Broken Social Scene Coffee"

hearty wasp
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yep that might be a real place

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these are all just exported pre-made models someone else made but I know at least 2 of the signs are of real places

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also most of em flickers

lime mesa
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I should start playing with mods, the stuff I see here is just honestly amazing.

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I got a few ideas using them neons already.

hearty wasp
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cool

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I'm still organising ideas for the Project Facade Cyberpunk build and I dunno if I'll go thru with that or just switch to doing something else

olive shoal
hushed bronze
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I'm amazed how few DL's my filter flipper has lol, it just adds the weird filters as possibilites on the barren exotics

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Its one of the least intrusive mods around

hearty wasp
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most of the people only care about a very specific range of aspects in this game

west notch
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why are mods going back to foundation?

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What does foundation has that Next hasn't?

hearty wasp
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I think it's literally listed in the mod page

steel crypt
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Imagine that shit in VR ๐Ÿ˜‹

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Someone needs to send an invite to Sean. This is a world class think tank.

lime mesa
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Any programmers want to work with me to create a mod pack? Iโ€™m a 3D environment artist

hearty wasp
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we don't encourage mod "packs" around here

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but it depends on what your aim is

hushed bronze
#

@lime mesa I'm not sure what TP is talking about there. I think he took your phrasing a bit too literally or something

#

@steel crypt Land waves is now priority one. All modders drop what you're doing and figure out how to make NMS mountains do The Nightmare Before Christmas

hearty wasp
#

I'm taking mod packs as a pack of mods from other people lol

#

if they'd elaborate on the idea it'd be a lot clearer

lime mesa
#

Remember that dude that re-created a Nightmare Before Christmas scene?

#

That one ๐Ÿ˜›

hushed bronze
#

@hearty wasp I think its clear from what she said that her idea has nothing to do with bundling stolen mods

hearty wasp
#

you never know, and "mod pack" just has the same meaning in every other modding scene I know of so it can get confusing blob

hushed bronze
#

She asked for a programmer and said she was an asset creator

lime mesa
#

Why would you even assume the content would be stolen unless you're just being cynical

#

Really friendly community in no man sky afterall

hushed bronze
#

I dunno but ofc none of the modders are cool with stolen mod work, that should go without saying

hearty wasp
#

lmao I didn't specify "stolen"

lime mesa
hearty wasp
#

I said "mods from other people" which means people can ask for permission and attribution ๐Ÿ˜‚

hushed bronze
#

We should ditch the initial misunderstanding, its dumb and has nothing to do with the goals in question...

hearty wasp
#

word hard

#

that'd make word "sharp"

#

not hard

hushed bronze
#

Anyway ofc I can't make your decisions for you but it seems to me you could make a good team

lime mesa
#

something I can put in my frieghter

hearty wasp
#

that's p easy I can do that

lime mesa
#

I would make all of the assets, just need htem to be programmed

hearty wasp
#

btw if you made some wild bushes / trees gamer will probably be glad to take em too

lime mesa
#

like, stuff for random gen on planets?

hushed bronze
#

yes

lime mesa
#

I can make a bunch of tree packs

hearty wasp
#

ye

hushed bronze
#

Don't rush though, learn some stuff about LOD both in the general sense and the NMS-specific sense that gamer could know about

#

Some games, LOD is full auto but I don't know if the NMS engine does anything like that

lime mesa
#

Just a concept, ^

hushed bronze
#

Too much snow

lime mesa
#

Snow?

hushed bronze
#

lol im kidding

#

its just really hazy, looks like its obstructed

lime mesa
#

If you mean fuz that's because it's a quick render with low samples

hearty wasp
#

that's ash blob

lime mesa
#

Quick render, low samples

#

it wouldn't look like that ingame

hearty wasp
#

anyway we can get more details figured out in the modding discord if you want

#

or you can just dm us or wahtever

lime mesa
#

DM sounds good

#

I have experience working with indie game studios, I generally create props and environments, buildings, landscape etc

#

this is some of my unfinished work in my portfolio, it's there because of grey box

hushed bronze
#

Well I don't think these guys can/will pay you , if thats an issue

hearty wasp
#

I can't even pay myself

lime mesa
#

I didn't think mods were paid?

hushed bronze
#

Ofc you can't any payment you make to yourself would also be deducted from yourself

lime mesa
#

I don't suppoort paid mods

hushed bronze
#

Mods aren't paid,

lime mesa
#

It would be free, was just saying I have experiuence

hushed bronze
#

But you seem to be professional to some extent, so I wanted to make that clear

lime mesa
#

Never worked for a tripple a studio, only indie

hushed bronze
#

So you're used to not being paid?

lime mesa
#

although I might have a job ad cdprojektred next year L)

hushed bronze
#

lol I kid

lime mesa
#

ye haha, I'm use to not being paid

hushed bronze
#

next year? Why not now?

lime mesa
#

Cyberpunk, they're not taking on any new interns atm

#

Once all their projects wrap up

hushed bronze
#

Well I'll just say I've been close to a lot of people getting into competitive job slots and you can't count on companies that don't immediately hire you for anything

lime mesa
#

I know some people from the studio, itโ€™s not garaunteed but they liked my work and told me to apply when they open jobs

hushed bronze
#

if they don't give you employment forms, then they haven't promised anything, even if the people you talked to were not being deceptive

lime mesa
#

Their are forms, I can apply now but theyโ€™re not taking people until then

#

Checkout their website

hushed bronze
#

So yeah, Im mostly just saying "stay vigilant" dont count that as anything resembling a sure thing

lime mesa
#

Im not, I generally do freelance work now days

#

Iโ€™ve not worked for an indie studio in a while due to some mental issues

hushed bronze
#

Do you have a Spacemouse?

lime mesa
#

I am a space mouse ๐Ÿ˜›

#

Whatโ€™s a space mouse?

hushed bronze
#

Elite. Right here, this girl

lime mesa
#

Lol, sorry my nickname is just mouse

hearty wasp
#

I have an earth mouse

#

it's just a normal computer mouse

thin viper
#

Space mouse

#

๐Ÿ

obsidian tree
#

@lime mesa if you are interested in adding models to the game I have developed a blender plugin which does just that - https://github.com/monkeyman192/NMSDK
I still need to do a little bit more work on the documentation to make it more obvious how to do stuff, but if you are already familiar with blender then that is most of the battle.
It exports pretty much everything you need for it to be in the game.
Re; making a resource pack, this is something that I have been trying to push people to adopt more widely, but it is mainly only for resources added like extra custom objects (such as custom content like you would be making). The idea is that you would make a mod that itself does nothing; it just contains all the models etc that you have created, then you or someone else can make a separate mod which actually implements the objects into the game. This way your mod can be used by anyone, and anyone wishing to use it simply tells people to download your mod so that they can have the resources ๐Ÿ˜ƒ

lime mesa
#

Awesome ๐Ÿ˜ƒ @obsidian tree

hearty wasp
magic lava
#

Awesome

echo oxide
hearty wasp
#

cos this just ain't gonna work for shit

hushed bronze
#

Wooo you did the hexagonal lights! (and those other ones, too)

#

I knew you were cool

hearty wasp
#

I realised I need some fluorescent tube lights to help the cyberpunk look so I just did the whole folder cos I might as well lmao

hearty wasp
steel crypt
#

You have to now, just so I can have a comparison pic

hearty wasp
stiff terrace
#

Hello ! I tried to install few mods and this one is not working : Deepspace (from nexus)

hearty wasp
#

Space Dream

#

also try to not download something from Aug 2016 next time, sort by last updated blob

steel crypt
#

I think it might contain shader stuff.

lime mesa
#

@west notch hello, you will have the same montains if you use the same terrain mod he is using in his video. ๐Ÿ˜ƒ the mod sounds great. I recommand to test any terrain changing mod on a different save that your main one though.

west notch
#

The one modifying terrain is the thegamer3006 mod? Because DIVERSE ENVIRONMENTS is a cool mod, but the problems with cts and draw distance make the game unplayable

#

Thanks for answering, Redmas

lime mesa
#

i am not sure, if it is this one. But for use with my mod it is better if the terrain mod that makes high cliffs only changes voxel and not the biomes objects spawn

west notch
#

Thanks, Redmas

lime mesa
#

but i think the vanilla terrain has pretty high cliff as well

signal pawn
#

any mods to combine storage units?

hearty wasp
#

no

hearty wasp
#
#

Crossing the 1k line and still getting fucked everyday no problem okglove

#
hearty wasp
obsidian tree
#

haha

#

choo choo

kindred birch
#

Does anybody know of a mod or config file that gives you Discoveries summary information? I want to track how many systems and planets I've discovered and claimed, as well as number of Fauna and Flora scanned and how many bases I've built, maybe beacons placed too...
.

pearl torrent
#

It says all that when you open trade terminals.

hearty wasp
#

prepare for Dฬงฬทา‰อšฬนฬOฬงา‰อกา‰ฬบฬผฬณOฬตฬตฬขMฬจอŸอ€

pearl torrent
#

O_O

kindred birch
#

it does?

pearl torrent
#

That is the one squadron I'm not messing with.

#

Yes, all the info is above the interactive options.

kindred birch
#

hehehe

#

they don't need weapons, they'll scare you to death or just 'steam roll' right over you...

pearl torrent
#

Warps out of the system.

kindred birch
#

Well I'll be... there it is

#

It says I 'collected' 212 planets!

#

and walked 464km! ๐Ÿ˜›

hearty wasp
#

I'm struggling between keeping the crane as the walker or just mal forming another thomas

obsidian tree
#

are they proc? Can you just do both?

hearty wasp
#

I haven't dabbled with proc stuff like ever

#

If it's as simple as doing one descriptor file I might try

obsidian tree
#

you can do it in NMSDK even ๐Ÿ˜›

hearty wasp
#

ah ok

obsidian tree
#

and I'm working on some stuff that may make it even easier ๐Ÿ˜ƒ

#

re: my re-working of reference nodes etc

#

so you could just import the 2 objects into blender, make them both reference nodes, which are the child of the main node, and then just specify that the main scene is proc-gen and give them prefixes and it will export them to separate scenes

#

but that is a little way off still

hearty wasp
#

can I use existing objects for the reference nodes for now

hidden robin
#

can you send more thomas photage plesa

hearty wasp
#

ok

weary magnet
#

Anyone happen to know about a mod that removes the photo mode boundary?

hearty wasp
#

Mjjstral has it in his modbuilder page I think

weary magnet
#

How would I find that?

hearty wasp
#

nexus

cyan oracle
#

@hearty wasp looks like you're pretty close to picking up where I left off.. ๐Ÿ‘

#

also, anyone able to tell me if HG is still pushing updates each week?

hearty wasp
#

depends on if I have enough time to be arsed to actually fixing MoarShips

#

they're pushing vulcan updates here and there

cyan oracle
#

@hearty wasp I just meant importing new ships into game.. pretty sure you'd need to re-export my ships from blender with the updated NMSDK to make them compatible.. I maybe converted half a dozen over before the frequent updates broke me like a stubborn horse..

obsidian tree
#

@hearty wasp you have been able to do that for a while now...

hearty wasp
#

Oh yeah I just tried the reference thing on NMSDK last night

#

Worked like a charm blob

hearty wasp
#

let me dump some more mundane screenies in here

hearty wasp
#

I need a break

brittle zinc
#

what about crashed freighters

thin valve
#

What about train stations

hushed bronze
#

Why are you going so nutty with Thomas the Train? lol

hearty wasp
#

I don't half ass a meme

#

crashed freighters are actually not hard to edit but I dunno what I can do with it lol

#

unless you want me to make it into a train station

#

in that case I dunno what the fuck I'm suppose to make of it

magic lava
#

Crashed train

#

Could have train cars scattered about

hearty wasp
#

tbh I add the trains into the current ship pools

lime mesa
#

LMAO this is just fucking madness.

hearty wasp
#

but I wanna wait until I can be arsed to update MoarShips altogether

magic lava
#

Lol

hearty wasp
#

which is probably never at this point

magic lava
#

You should send some of these screens to HG

lime mesa
#

It's the most ridiculous thing ever but it's brilliant.

magic lava
#

Agreed

hearty wasp
#

I'm posting them one by one on Facebook now and Imma do the same for twitter tmr

#

I might also see if I can get into sound editing for the choo choo sounds

magic lava
#

Lol

hearty wasp
#

what if

#

I replaced the sentinels deactivated VO

#

for this

magic lava
#

Yes

hearty wasp
#

not sure what quote I should use for the thomas quad

#

and the police spaceships

hushed bronze
#

@hearty wasp As far as the crashed freighter, just scrap the "crashed" thing and make it the train station flat out.

#

Or the Quarry

#

Yes my memory goes back 27 years lol

#

@hearty wasp Serious question, and I aplogize for not being properly informed: Is it currently possible to export a native NMS model, modify it, and re-import? Your work as of late seems to say yes

#

Also, is it possible to change, re-map, or replace the textures also?

#

Only 13 more days before I can mod in earnest again ๐Ÿ˜„

obsidian tree
#

@hushed bronze my work on NMSDK is working towards exactly that ๐Ÿ˜›

obsidian tree
#

and I think my progress on updating the export system is going well so I think importing > modifying >exporting with blender will be a reality quite soon ๐Ÿ˜„

#

it's essentially the feature* I want for the 1.0 release ๐Ÿ˜›

hushed bronze
#

Fantastic!
I just hope Beyond's release doesn't totally rape it to bits

lime mesa
#

Could change how crashed freighters generate

hearty wasp
#

yeah I can just make it another set of descriptor children

stone token
#

I can't even get into a random game. is this game dead?

hearty wasp
#

wrong channel

#

I wanna know what effects I should use in Audition to emulate the exosuit voice lol

lone spire
#

I'm pretty sure the exosuit voice is some kind of text to speech. I say this because they have lines recorded for all languages

hearty wasp
#

yeah but they still have used some modulation/reverb to make it more robot

smoky wing
#

So I re-enabled the old infrastructure parts for building. That was easy, and they appear fine, but the snapping is strange. The corner post doesn't snap to anything but itself. However, the wall parts have no problem snapping to the posts if I build the posts first. So any insight into why they work in one direction but not the other?

hearty wasp
#

I wrote about it in the wiki

smoky wing
#

Oh, okay cool, Ill check that out

#

I don't think I can find that, do you have a link?

smoky wing
#

I found your section on object snapping. Still doesn't explain the Next weirdness tho. Looking at the exml & in modelviewer, all the snap points seem setup correctly for bidirectional snapping (unless I'm missing something).

#

I didn't want to add anything new, just reactivate these existing objects for building. Being valid vanilla objects, other people should be able to see them without a mod.

hearty wasp
#

Out only goes to in not vice versa

#

And a lotta em only has either in or out

smoky wing
#

Oo oh, I getcha, I missed that part in the description. Okay. Alright, I should be able to add some snappoints in the same spot for the other direction then. Glad it's only a few parts.

smoky wing
#

Looks like 1.38 handled it differently, because so far I'm seeing the same snappoints on those objects there. Weird

hearty wasp
#

nop I updated the wiki on 1.5

hearty wasp
#

what if I add

#

human feet onto the walker

stuck geyser
#

Don't

hushed bronze
#

@hearty wasp Addition of human feet is only appropriate for the floating drone

smoky wing
#

@hearty wasp Yup, I see that your wiki info describes the behavior of the current system, that was very helpful once I read it more carefully. I meant that in 1.38 the snapping behavior was different, bi-directional, yet the model file's snappoints are actually the same as they are now.

#

Was easy to get that corner post fixed now, just duplicated (and rotated) the side snappoints to be wall_in ones. Didn't need to touch the other infra parts. There are some other missing/changed connections now though, like with cuberooms and ladders. I may try to fix those. Really I just want to be able to build with those pieces again, and hopefully have others see the results without mods. Not that I have anything against building mods! ๐Ÿ˜‰

obsidian tree
#

NMSDK is getting closer to import > modify > export ๐Ÿ˜„

#

will hopefully have a 1.0beta release within the next few days ๐Ÿ˜ƒ

smoky wing
#

kewl, I'm gonna hafta reinstall Blender... been quite a while since I used it

ashen solstice
#

Is there a mod that let's you delete ships you have collected? Accidentally hit 5/6 and I'm scared I'll lock out other ships from landing in my freighter.

heavy merlin
#

I think you can do that with the save editor

#

Well, you definitely can, manually. I forget if it has an easy way to do it though.

hearty wasp
#

what if I add feet

#

onto the trains

#

and then make it a separate version

#

called "Enhanced Edition"

hushed bronze
#

Modding is amoral

#

Trains with feet are amoral

#

Winder has gone full-blown Skyrim with his mods lol

hushed bronze
#

@smoky wing @hearty wasp Making build parts that are much much larger regular walls or floors could be great for large builds

smoky wing
#

They would be. I'm way out of practice with modeling though. I just started playing with editing snapping points by text. Winder's got some larger resizes of base parts in eucli-ea though.

hushed bronze
#

I'm not talkin 'bout resizes....

#

I'm talking about pieces made for the job, not stitched together or scaled up from others

#

That said though I can't touch it till post-semester anyway...

smoky wing
#

I'm guessing, based on that old survey/roadmap, that better base building is going to be part of Beyond. So, probably better to wait anyway - see what's in there so ya don't waste the effort.

#

I'm thinking a nice addition would be some basic parts that are resizable in game. Like a wall you could stretch out to the dimensions you need and it would adjust accordingly.

#

Could also be used to reduce some details, which could help with bigger builds. For instance, being able to place one huge seamless wall, instead of a dozen individual small ones.

hushed bronze
#

I seriously doubt they're gonna drop eight-floor prefabs even if better base building happens

#

What I have in mind is mainly about huge frameworks so people can build fairly large without utterly wrecking thier systems

#

Even PC's can't hold up against 6,367 tiny parts

noble hare
#

are there any mods that can unlock the third person camera from the spaceship? or at least just when the flight is rolling

hearty wasp
#

it's called the quick menu?

hushed bronze
#

I think he means making the camera not roll with the ship, staying level

hearty wasp
#

oh ok

lime mesa
#

No sorry I don't think that's possible @noble hare

hearty wasp
#

I mean there could be a parameter that defines how much lag the camera movement has

#

but I haven't read too much in to the file to confirm or deny anything blob

sacred meadow
#

is there a mod to make the instrument panel not looked washed in your starship cockpit?

hearty wasp
#

there are lotta texture replacers on both Nexus and NMSmods

#

for ship hud shit even some of the old ones should still work so just look for retextures

sacred meadow
#

hmm nexus mods doesn't appear to have it

hearty wasp
#

oh wait nexus doesn't actually store the searched text in the url

#

just search ship huds or whatever

idle gazelle
#

Is there a scanline removal mod for the vulkan/test build patch? Having fun but scan lines are meh lol

hushed bronze
#

I don't think so, at least not yet

#

The advanced modders who make that stuff possible probably don't want to put in potentially wasted work on experimental branch

idle gazelle
#

May have to try and figure it out myself then xD

#

Not a, "modder" perse but I'm sure I could try and figure it out... maybe it will lead somewhere, maybe no where but it's a fun project xD

smoky wing
#

If it's a shader-dependent effect, then there's nothing anyone can do about it ATM. Clever folks may crack the issue in the future, but for now it's not possible to successfully mod vulkan shaders.

hushed bronze
#

@idle gazelle theres lots of modding you can do but going after the shaders is off the table for now if you're not an advanced programmer

exotic violet
#

Has anyone ever tried adding more freighter mission logs?

hushed bronze
#

I think that one would be pretty easy... but it's also kinda pointless, unless, maybe... it might be a good teacher if those logs mentioned distinctly which type of event they are, because even going on an exploration expedition you will get some random rolls toward other types like combat and mining and a lot of people have real trouble figuring that out, and have this ongoing problem with frigates being damaged because they send out nothing that could handle an alternative encounter type and there's nothing to clarify what the problem is

#

I've noted this in my personal list ๐Ÿ˜„ Now that I think it through, it sounds helpful, actually

hearty wasp
hearty wasp
magic lava
#

What are you up to now?

#

Lol

hearty wasp
#

imagine you're playing single player GTA

smoky wing
#

Lol

hearty wasp
#

I gotta see if I can make em stand still tho

#

they are always fucking walking

hushed bronze
#

Make them run in terror and scream Gek profanities

hearty wasp
#

I still gotta ask around about controlling run speed

#

if that's possible

exotic violet
#

@hushed bronze yeah I have limited experience modding but it seemed like it could be as simple as adding new text, Iโ€™ll take a look tonight maybe

hushed bronze
#

@hearty wasp Pretty sure ive seen move speeds in globals, dunno details or even if I'm mistaken or not but maybe that helps

hearty wasp
#

I don't care about who or what recorded it

#

I asked about the effects and modulation thonk

lime mesa
#

But he's correcting what you said

hearty wasp
#

but I didn't say anything about who said the lines @lime mesa blob

lime mesa
#

K

smoky wing
#

Ugh, trying to tweak building snappoints can be frustrating. Atlas Rises definitely handled them differently while building, object links were one-directional, but in-game it checked both directions. Now it doesn't, so I'm getting things like only being able to build wall stacks upward but not downward. So I try to add links in the other direction, which works to build downward, but then it also lets you snap a second object to itself in the exact same space. So I try to change the angles of my new links, which prevents that problem, but now the objects can get flipped the wrong ways. Argh!

hushed bronze
#

Have you reverse engineered tesseraction to learn from what it did?

smoky wing
#

Nope. I did take a quick look at eucli-ea for some hints, but it was a bit overwhelming in size.

#

Well I think I got it to work right by using different names for the snappoints going up vs. the snappoints going down. Will have to test more. What a pain.

polar pebble
#

@hushed bronze Are you sure having points outside of the expedition type matters at all? At first I would always send a combat ship to protect my expeditions, but those expeditions didn't seem to fare any better than just stacking the mission stat.

hushed bronze
#

@polar pebble Yes, I'm sure, it's configured as such in the game files. also, the secondary expedition types are random, so if you send Combat ships with some Miners, they can just get squashed by an unlucky trader-type encounter

#

Its not guarantees of anything, but your odds get many times better.

polar pebble
#

I suppose the fact that no upgraded frigate has 100% specialization in any stat probably helps deal with any sub-expeditions outside of the main type.

hushed bronze
#

It does help, but when you send 5 Trade ships against a 3 star expedition, you can see how easy it is for someone to both be hit with failed encounters and damage, and also be baffled as to how that could possibly happen

#

If you have 5 S class trade ships but their average Mining stat is 6.2, then a random encounter with the mining type can wreak havoc anyway

polar pebble
#

Gotcha. It's definitely a subject of confusion -- everything I'd read on the wikis indicated that stacking the primary stat was the way to go, and that it's all RNG based on the difference of your fleet's star rating and the mission star rating.

hushed bronze
#

Well, I might need to go deal with that.... could be the source of the damn problem...

#

Cause I mean.... the odds of non-standard mission types n stuff that I'm talking about are written out in plain text in the code (and can be altered, for that matter)

#

In other words, Blindly stacking the main stat is pretty much suicide, lol

#

In short, having a high main stat is important, but having abysmal other stats is a recipe for failure

lone spire
#

That was totally me that said it was text to speech. Because they would have had to record it in every single language that the suit is voiced in. That's pretty impressive if it was a real person doing all those languages @steady breach

hushed bronze
#

I'm having a look at the wiki now, and its really quite good and thorough, but it does seem to me the info was collected through ingame (brute-force)

#

I can see how the above-mentioned dynamic could be overlooked, it's not especially obvious

#

It's not a mod but I dropped it in my mod notes anyway. (to add the secondary random types into the info on the wiki) It's no wonder this keeps happening...

#

Well, I mean the suit only says about 12 things, google translate plus certain sites that demonstrate pronunciations of foreign language words could make it actually pretty simple

#

I'm willing to bet it's not always perfect either, theres a mod on Nexus by a french-speaker who wasn't satisfied by the subpar translations and re-translated a bunch of it himself

#

That tells me that legit translators weren't always on-hand

#

I added to the wiki "Game files show that, even during expeditions of any of the four specialist types mentioned above, expeditions will randomly include occasional encounters of other types, which means that all expedition fleets should avoid leaving extreme weaknesses in any stat."

magic lava
#

๐Ÿ‘

lime mesa
#

Should I add an actual sun with the colors of the sun changing depending on the color in the galaxy map and change the skybox to remove the sun that is static?

#

then add orbits to planets & moons

hearty wasp
#

the question should be "can"

hearty wasp
#

btw I'm so excited for tonight

thin viper
#

Why

#

@hearty wasp

hearty wasp
#

There'll be no gods

#

There'll be no kings

#

There'll only be

#

trains

thin viper
#

Do they have feet

hearty wasp
#

I've made a separate "Enhanced Edition"

#

should the user install that, they will

thin viper
#

Just call it spa edition

hearty wasp
#

lol

hearty wasp
#

I should make a short vid on the Enhanced Edition too but I dunno if that'll spoil the fun of seeing it in-game for the first time

hearty wasp
#

Note: Not all shown in the video are included in Beautiful Sentinels: Thomas and Friends go on a Rampage, many other mods are installed in this video. ๆๆฌพไบˆใ€Œๅญซๅญ...

โ–ถ Play video
lime mesa
#

I am so conflicted with my feelings.

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That video โค

hearty wasp
#

I figured the non-cinematic way would make it more authentic and akin to other Thomas mods

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also I still think it's too long but I can't make it shorter without not showing everything from the mod lmao

hearty plover
#

there is a bugged observer location in my game. it shows up in my teleport list, but not my discovery list. is it possible to mod something so i dont see it

weary ruin
#

I think it is in your save, under the name 'TeleportEndpoints' as seen in the JSON file of No Man's Sky Save Editor. Backup to save first and proceed with caution...

#

My best guess

heavy merlin
#

Yup. Not sure what "observer location" is, but IIRC the names of the teleporter destinations are visible in the save.

hearty plover
#

okay so it's like some kind of API?

#

that is the evil place

heavy merlin
#

Oh dear... Did you go there?

hearty plover
#

yea

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had to revert to a save

heavy merlin
#

Yeah...

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You have the save editor?

hearty plover
#

if you wanna see the details

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no

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ive never done any modding or anything

heavy merlin
#

Ah yes, I saw you'd got there but I wasn't around when it happened. Good that you managed to escape, many aren't so lucky.

hearty plover
#

what is that?

heavy merlin
#

The bad system

hearty plover
#

yea but what is it

#

how did it show up

heavy merlin
#

It's a bug

#

You probably went through a portal, or joined someone's game, and ended up there?

hearty plover
#

i mean, who is ben?

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lmao. yea it was througha portal

heavy merlin
#

Someone who got there at some point.

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Or maybe his "friend" got there and named the planet after him... Who knows.

hearty plover
#

๐Ÿคฃ

heavy merlin
#

Actually, if you zip your saves and DM them to me, I'll do it for you.. Probably easier than trying to explain how.

smoky wing
#

Game could really use a "remove this destination" option. I have a bunch of bases that I visited but will never return to that I wouldn't mind trimming (but am also too lazy to saveedit out).

hushed bronze
#

I thought bases properly delete from TP lists after a certain update?

heavy merlin
#

They said deleted bases should... I think people have still had problems with that since though.

brittle ledge
#

Hi all, just wondering if there is a mod for better in game inventory?

hearty wasp
#

not really

hushed bronze
#

@brittle ledge There are some attempts. They tend to be either visual-only or laced with problems

hearty wasp
#

can't wait for tmr when I can finally make the trains go choo choo

hushed bronze
#

I need to make a mod that removes scary trains from NMS

magic lava
#

I need one to make me forget the feet

hushed bronze
#

Ok, Just ask TP for something so horrifying that the feet will be forgotten

magic lava
#

Too afraid of what he might think of next

smoky wing
#

I like the giant Korvax

echo oxide
#

Tommy Wiseau exocraft

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And starships, as well

hearty wasp
#

Actually

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I need an idea for the corrupted drones

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Cos I haven't replaced em yet

echo oxide
#

Minecraft steves

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Stay true to tradition

hearty wasp
#

Ok

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Just the head

smoky wing
#

Anyone happen to have an archive of the SHADERS dir from Foundation or earlier?

hearty wasp
#

I found a perfect steve head

hushed bronze
#

@smoky wing You could use the method to install older versions and dig them up yourself?

#

I dont know, setting up a foundations age mod config might be trickey

smoky wing
#

Yeah I could, but that's a lot of downloading for one small dir. Especially when anything I might learn won't even be useful after the official Vulkan update drops.

#

Was just wondering if I could glean something from the old lighting shaders.

steel crypt
#

Sorry, I no longer have it. Monkey keeps some stuff. You might hit him up for it.

heavy merlin
#

I can zip one up if you like

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@smoky wing still need it?

hushed bronze
#

@hearty wasp replace the floaty shop ball with CL4PTR4P

hearty wasp
#

no idea which one you're talking about lol

#

the freighter drone?

hushed bronze
#

The hovering store shpere in trade Outposts

hearty wasp
#

oh ok

#

can I have it saying "Gearbox didn't pay me enough"

#

and "Randy Pitchford physically assaulted me"

hushed bronze
#

His whole deal is to be a Jokester, knock yourself out, lol

echo oxide
#

randy pitchford assaulted me with a pitchfork

smoky wing
#

@heavy merlin Sure, I'd still like to check that out if you could. ๐Ÿ˜ƒ

heavy merlin
#

You may not be able to find an mbincompiler that will convert stuff that old though.

steel crypt
#

@smoky wing I might have a compiler if you can tell me the NMS version.

heavy merlin
#

Initial release

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Or thereabouts... I may have a newer version somewhere if that's no good, not sure.

smoky wing
#

@steel crypt was just looking for the shaders, so don't need the compiler

steel crypt
#

Oh, duh right.

smoky wing
#

@heavy merlin that'd be great, I'm mainly interested in how they did their lighting. See if I can learn anything from that

heavy merlin
#

Oh yeah, duh, I glanced at the files and saw .bin, misread as mbin.

smoky wing
#

wondering if I can apply anything like the heavy rim lighting to the current version (at least until vulkan)

steel crypt
#

There was an on/off control in a global somewhere for rim lighting on trees etc. I don't know if it's off in this version or something?

smoky wing
#

Hrmm, I see some vars for something to do with "rim" in the graphicsglobals, but I'm not sure they do anything.

steel crypt
#

Yeah never messed with it, just remember seeing it. Just thought I might give you heads up.

hushed bronze
#

@smoky wing The Vulkan version of NMS seems to use nearly all of the same code, so if anyone figures out how to recompile the files, then the lessons you learn about the shader code will likely carry over

hearty wasp
hushed bronze
#

Why is the Bioshock guy trying to kill you

hearty wasp
#

they aren't

#

they're running away from me

hushed bronze
#

Did you swap some herd animals withMr. Bioshock?

hearty wasp
#

yeah just swapped out the antelope type

#

done more than that to make it actually work, of course

#

don't care enough to learn too much more about the entity shit, I just wanna see if I can add interaction data and have them have convo

hushed bronze
#

Maybe switch out the feed function?

thin viper
#

Do they attack each other and poop?

hushed bronze
#

Also maybe use a passive type so they don't scramble like cockroaches in light at the sight of you, lol

thin viper
#

So if you feed them,they like you and follow you around

hearty wasp
#

I don't care enougn for that

#

I just set it to always spawn herbivores cos mapping melee anim as attack anim is hard

hushed bronze
#

Thats what I mean, for you human swap in, put the convo feature in place of the feed feature

hearty wasp
#

yeah I know I can do that

#

I just haven't had time

#

for reason you'll see in a minute

hushed bronze
#

Stop not having time, you bastard

#

Stop not having time RIGHT NOW

hearty wasp
#

but yeah it's basically GTA in NMS

#

you can drive a car and run buncha em over

hushed bronze
#

Thats just mean

thin viper
#

So they move around on their own?

hushed bronze
#

You're awful lol

thin viper
#

Do they like scan things?

hearty wasp
#

no they're animals

#

not sentinels

hushed bronze
#

Yes you must steal scanning from sentinels

#

MUST

thin viper
#

Make a video or something of it

hushed bronze
#

mod will be denied from Nexus otherwise

hearty wasp
#

I'm not sure if the game's using anything other than the gek rig either

#

cos every one of em looks like dwarves

#

I made it extra corrupted

#

cos it twitches when shooting a bolt

lime mesa
#

@magic lava - Just making sure you don't miss this.

hearty wasp
hushed bronze
#

@hearty wasp The humanimals you're making may be referencing the maximum body scaling factors

hearty wasp
#

yeah I saw different scales

#

like this one

thin viper
#

Record a gif of these

hearty wasp
#

but they still looks dwarfed

hushed bronze
#

I dont mean overall scale I mean that p[iecewise thing introduced after NEXT

#

where you can make yourself look fat n stuff

hearty wasp
#

yeah ik but there are actually still joint rigs for different races

#

in the scene

#

I might just... yeet some Gek shit in the entity

hushed bronze
#

Maybe you just have been unlucky rolling gekless humanimals

hearty wasp
#

yeah maybe

hushed bronze
#

Seems there are only 3 races and only three or so major body segments

hearty wasp
#

tbh the player character model's got so many different skeletons I don't think I can be arsed to figure out lmao

hushed bronze
#

But also maybe splicing in copies of non Gek parts can force the odds a bit

#

Much like having two reds and six blues in a list of eight colors forces bias toward blue

hearty wasp
#

nah all the parts are universal

#

other than the head

thin viper
#

Make a gif of them walking

hushed bronze
#

Nah skip the gif and make that mod releasable lol

hearty wasp
#

you can actually already see em in the thomas vid lol

#

I haven't figured out forcing passive-neutral ratio either

#

so every one of em runs away like goddamn pussies

thin viper
hearty wasp
#

nop definitely is the skeleton

#

I like this better

#

but I can always have 2 models under a descriptor

thin viper
#

LMAO going to be weird when they just keep running around like kids

hearty wasp
#

gonna be fun in mp

hushed bronze
#

You should totally make a ton of different animal heads possible

hearty wasp
#

I can...

#

but I can't be arsed

#

it's really just a PoC

hushed bronze
#

Nah I think with some polish this could be one of the most popular mods

hearty wasp
#

Thomas & Friends have sounds now https://youtu.be/YCbKwojl5Ew

ๆๆฌพไบˆใ€Œๅญซๅญ้ขจๅ–ซ้ฃฏๅŸบ้‡‘ใ€๏ผŒๆ–ผๅฝฑ็‰‡ไธญไปค่ง€่ก†่ฝๅˆฐไฝ ็š„่จŠๆฏ๏ผš https://www.twitchalerts.com/donate/wmpc ๅฆ‚ไฝ ๅ–œๆญกๆญคๆฎตๅฝฑ็‰‡๏ผŒ่จ˜ไฝๅˆ†ไบซไบˆไฝ ็š„ๆœ‹ๅ‹๏ผ ่จ‚้–ฑๆˆ‘ๅ€‘ไปฅๆ”ถๅ–ๆœ€ๆ–ฐๅฝฑ็‰‡่ณ‡่จŠ๏ผ ้ญ‚้”็›ดๆ’ญๅฐ๏ผšhttp://www.twitch.tv/wmpc ้ญ‚้”...

โ–ถ Play video
supple wadi
#

lol

fair quest
#

I wish i could mod like that XD

hushed bronze
#

You CAN! all you have to do is be WinderTP

smoky wing
#

@hushed bronze re: the vulkan shaders thing. Yeah I did see some of the decompiled attempts too, made me a bit more hopeful.

rotund pollen
#

Is there a working mod to remove the rainbow lines while on pulse drive?

hushed bronze
#

yes thats not in shaders and didnt break

hearty wasp
lime mesa
#

Well that escalated quickly.

thin viper
#

Feels weird watching them jog in place

hearty wasp
#

no one answered my question of how I can make them physically go faster so they're gonna be stuck like this now

hushed bronze
#

@hearty wasp All you gotta do is make the mod good enough to be convincing (not still running during convo and stuff)

hearty wasp
#

that's not controllable lmao

hushed bronze
#

lol

#

3 more days

hearty wasp
#

so I got the speed right but I can't make it so they can either run or jog

#

so now they only jog which still ain't so bad

#

also apparently you can't aim directly at them when you they have interaction data

magic lava
#

Wtf

#

Lol

hearty wasp
#

are you wtfing on the corrupted sentinel

magic lava
#

Most of the last few pics actually

hearty wasp
#

then you should scroll up a bit more

#

hex pinged you for a reason after all okglove

magic lava
#

Aye, I saw the footy

#

And the head

hearty wasp
magic lava
#

Niiice

hearty wasp
#

and they do random emotes

magic lava
#

LOL

hearty wasp
#

I may replace them into the grunt type cos they're more commonly spawned as passive instead of prey

magic lava
#

Pretty weird, I love it

hearty wasp
#

one relieving thing

#

you can't talk to them when they're dead

magic lava
#

Lol

ivory oak
#

hey, anybody recommend any mods for better looking planets and such. Im very new whats good and not good mods in this game

hearty wasp
#

sort by recently updated on Nexus and NMSmods

hearty wasp
severe leaf
#

lmao nice ragdoll physics

hearty wasp
#

you can see some gestures in the fist segment and that's already an improvement

lime mesa
#

I don't know why I find the sudden massacre so funny.

severe leaf
#

feels like gta combined with nms

hearty wasp
#

the ragdoll's actually p easy to do, I just need to specify the right joints that'll be ragdolled and the game literally handles with rest

#

and yeah GTA's what I thought of first thing when I got it working too lol

severe leaf
#

i like it, keep doing what you're doing!

hearty wasp
#

I think the thomas sentinel icon'd be enough to tell that this ain't vanilla so Imma share this on the reddits and see if people are dumb enough to not see that lmao

obsidian tree
#

@hearty wasp can you do something with the entities so that the interaction triggers an animation? Specifically their stationary one?

hearty wasp
#

I mean if you just want a specific anim to play I just need to hook a simple interaction up to an action trigger which can call an anim

thin viper
#

Looks better than before

#

Now the question:can you feed them

#

And have them follow you

magic lava
#

Lol

hearty wasp
#

you can only have either interaction data or simple interaction data

#

and I haven't figured out some bugs related to models with different entities within different parts of a proc model

#

so you can feed em if I set it up that way but I dunno if the following thing is a role descriptor thing cos when I fed em back when I can they just roamed around anyway

obsidian tree
#

I believe entity files stack in a way

hearty wasp
#

they still shit on the floor tho

lime mesa
#

Lmao

thin viper
#

๐Ÿ˜‚

obsidian tree
#

so often in the scenes there is a locator with an entity, and then there can be child objects with entities also

#

some structs compound and some overwrite the others

#

I think action triggers compound

#

but it has been a while since I have looked at that stuff

hearty wasp
#

I have my models set up as individual scenes and then I ref em in the main scene

thin viper
#

Can you add the scan entity from flying cans to these

hearty wasp
#

Nah I those are sentinel AI shit

#

I mean I can hook an ID up so they use their binoculars

thin viper
#

Oh do that

hearty wasp
#

But since the binoculars anim are in 3 parts I dunno how well it'd work out

lime mesa
#

Oh wow

#

This is more detail than I imagined possible.

hearty wasp
#

A lotta stuff a scene can do are in the same vein

#

Sp as long as they're within that vein it's doable to an extent

obsidian tree
#

anims have a thing which tells it what anim to play next

#

multi part ones can auto play other ones I think

hearty wasp
#

Just don't expect them to get in a ship and then shoot you

obsidian tree
#

or you might be able to mess around with things so that you do or don't trigger the next anim

lime mesa
#

Oh so it's just setting up a timeline in a simple sense?

hearty wasp
#

I've only seen anim sequence done in action triggers tho

#

And from what brief amount I've seen in the Trees block of anim data it's more about blending anims

#

Thing is I think some of the creature anims have their IDs called from somewhere undiscovered by me

#

So I can only rename anims to have em called by the game directly and I can't use action triggers as a result

west notch
#

Or they don't work together?

#

Sorry, sometimes idk which mod modifies which file xD

hearty wasp
#

you just just try em out one by one and see

west notch
#

the problem with this "colors" mods is that if one doesn't work it's hard to see if it's not working, unless it makes the game crash, but sometimes mods don't work and even then the game doesn't crash

#

But yes, i'm gonna do that

smoky wing
#

Brighter Sunlight likely only modifies graphicsglobals. Dud's Sky should work with it then, it doesn't modify that file AFAIK.

west notch
#

Thanks! My main worries was about the compatibility with No Man's Sky Fantasy by Redmas

#

By now no crashes

#

But idk if they're working fine xd

smoky wing
#

Yeah, I'm not sure about Fantasy. I haven't tried it yet, and it does appear to have a lot of changes.

lime mesa
#

Hello @west notch , they are both compatible ๐Ÿ˜ƒ but for dudsky colors mod, you ll have to use the "____" renaming in front of his filename.

west notch
#

Thanks!!!

#

It's just done by putting "__" or the lenght of the line does matter?

lime mesa
#

Yes, just by putting "__".
The more underscores in front of a file increases the load priority but 2 is plenty enough.

west notch
#

Ok thanks

hushed bronze
#

@hearty wasp Your earlier comment made me want to add feeding and pooping to the sentinel drones

#

make robots poop, damn you

hearty wasp
#

I'm not sure how shitting's handled by the game

hushed bronze
#

Well its super important that you learn how to do that, it's the greatest mod of all time

hearty wasp
#

I mean if's literally just in sequence with feeding then it can be done easily

hushed bronze
#

make everything poop

#

NPC starships, shop balls, birds, your own char, even the Atlas

hearty wasp
#

for the record I did try to make my player character shit

hushed bronze
#

You didn't try hard enough

#

try a laxative

#

Squeeze more

hearty wasp
#

nah the player character scene works extra weirdly

#

if you destroy any node the game fucking dies

lime mesa
#

@west notch yeah sounds fine ๐Ÿ˜ƒ

#

you should do it with rift better clouds as well

#

nms fantasy all in one as a clouds fix / improvement

low nexus
#

Does anyone know how to reset all of your missions, such as the base building missions and employee missions, using a save editor?

#

My missions, like the atlas path, are messed up and I just want to reset them and do them over again.

hushed bronze
#

That's called "New Game"

#

lol j/k idk

smoky wing
#

tweaking the big common shaders makes for some very slow testing... "loading shaders..."

#

Hrmm... well, simply uncommenting the "Rim" section of commonlighting.shader.h.bin isn't enough to make it work. The screen just promptly fades to nuclear white

#

Oh wait, that result doesn't make any sense. The Rim light calculation gets overridden on the next line anyway so It should actually do nothing.

hushed bronze
#

Atlas is just fucking with you, don't worry about it

smoky wing
#

Lol. I'm thinking there's prolly some syntax error in HG's code that I'm missing.

smoky wing
#

Well, found the bad line, just gotta figure out why.

lime mesa
#

@low nexus did you tried to reset them from the game menu ?

smoky wing
#

Oh there we go, one var was not being declared if certain flags were not defined. Okay, let's try fixin that...