#nms-modding
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that's improbable tbh
I figured
But I thought maybe by crossing information from the beacon and the scanner, it might be possible
IDK about getting the seed though
the proc gen names are p hard to extract tbh
there are options to read seed in debug options but I dunno if that works in the first place
let alone carrying that info onto anything else
/r/NoMansSkyTheGame: <OhhhSnakes> [Screenshot Modding] ReShade No Vulkan ๐ญ โ https://redd.it/begrkw
This mod looks pretty cool, it almost looks like atlas rises shadings
it's really mostly just the colour lol
when everything is mushed together it can be hard to differentiate different "shadings"
Pipes, wires
Old fashioned computer monitors
Funky seats?
Run down buildings
Stuff youโd find in a cramped apartment
Origami as an OG bladerunner reference?
rn I already have some pipes and wires, a box air-con, some metal scaffold pillars and bridges
I wanna do something like a cage textured wall and some glass related door window and railings too
I can rescale the boxed monitor for tdem CRTs I guess lol and we can already build rundown buildings with the rust or concrete
going for a walled city look will probably be easier for me cos I'm literally living in one of em buildings
Updated to v1.77.9
Bugfixed some green colors. Improved multi-color grass colors.
https://www.nexusmods.com/nomanssky/mods/968
can anyone recommend some good colour/reshade or planetgen/enviro mods?
Jasondude is very careful about his color design, the only one being nearly as exact with it
As for terrain gen mods, the only one Ive found to be decent is Back to Foundations Terrain part
Personally I would suggest trying this specific combo: Jasons colors, BtF Terrain, and my own grass correction
Im not 100% sure my grass works on BtF terrain but I think it does
I gotta get jenga into the modding discord soon
That your GF?
oh how bout that
thinking I have a gf
๐
the new shader folder for pc has 81,000 files in it.
And they are .SPV files which only open with an exceptionally expensive program IBM SPSS
cool
I can only imagine thats wrong and its "Shander ? Vulkan"
In any case its more mess than I'm willing to tackle right now
@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
So for me, that would be exceptionally ambitious and time consuming when I still need lots of time toward school for now
BUT in case you don't already know about it, here'/s a page that can probably get anyone rolling toward this goal
https://vulkan-tutorial.com/Drawing_a_triangle/Graphics_pipeline_basics/Shader_modules
A tutorial that teaches you everything it takes to render 3D graphics with the Vulkan API. It covers everything from Windows/Linux setup to rendering and debugging.
didn't say it's not retarded 
People have tried and it doesn't compile back properly. So ๐คท
The SDK cant compile these files?
I guess I'll just have to hope that programmers who know what they're doing in this zone take up the challenge ๐
Okay, so people have decompiled, and it is shader code like it was before? Only problem is compile?
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
....which probably hinges on whether monkeyman decides he's willing to update the MBIN compiler for SPV's
@steel crypt
omg im so tired
Oh, so we can recompile the SPV file, but the SPV file can't be compiled by mbincompiler?
Why did I sleep for three hours
Yeah the compiler has never been used with or intended for SPV files so its not really a surprise that it chokes
Unchanged spv won't compile back to what came with vanilla
Fortunately theres a lot we can do without shader access in the meantime
So it's definitely a custom tweaked sdk that was used to make the shaders
Unfortunately that means we're stuck with vignette and scanlines lol
They removed it?
No the way Vignette and Scanlines were handled was through BIN shader files, which have been entirely thrown out for the new Vulkan stuff
So those mods dont work and we cant make a new one at the moment
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
Exactly.
BTW the shader files in the old version have a note thart says "copyright 2008"
Dear god did they start development of this thing in '08??
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?
Its not something we can handle. I wouldn't worry about it right now, jason
Nah, they obviously reused headers and didn't update stuff.
anyway, here's SL and V on experimental
nothing says cyberpunk like... slave trading?
As Jason said, mbincompiler has nothing to do with the shaders
so do any of lo2k mods work?
Sure they are a binary format now, but recompilation and decompilation is now on whatever sdk is used for that
And I'd guess not but I havent tried
monkeyman cnat do it. We're hosed X_X
I havent look but people who know more about that stuff than I do have...
This mod is nice
Those two are my screenshots
I just installed it rn and I don't feel like going back to normal clouds
Grass Fix for clouds lol
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 
Are we able to mod in our own ships yet?
would love to have my own Space Engineers Ships in NMS lol https://steamcommunity.com/sharedfiles/filedetails/?id=1511128628
doesnt that screw up multiplayer though?
see the documentation regarding modding behaviour in mp environments here https://www.nexusmods.com/nomanssky/mods/824?tab=images
v1.77.10
Added 3 new water colors.
https://www.nexusmods.com/nomanssky/mods/968
yay
purty water
@lime mesa that cloud mod is pretty nice
Rip shader mods......๐ข .....WE WILL FIND A WAY ๐......maybe?
Maybe.
Yeah, haven't had time to look at the compiler situation. We'll see....๐ค
You headlight-cranking, message-deleting monster.
Is there a mod to remove scanlines for the vulcan build?
can't
@lime mesa It was cut down by the new shaders which cant be compiled properly yet, so no
a couple girders and metal bars later
So I just spent an hour scratching my head why none of my mods were making any changes
Turns out I forgot that the "recompile step was a thing"
So I didnt recompile a damn thing for an hour
๐
Ive accidentally turned the weird ugly outcroppings into regular rock in my newest experiments lol
Not bad at all!
@hushed bronze hey, that looks cool!
@hushed bronze New tile types arrangements?
oh no wait, that's just for colors isn't it
no
cool tho
has anyone added in "Halo" Rings as planets yet? xD
Ever wondered what would haoppen if I fused Grass fix into Redmas' Fantasy Worlds mod?
has anyone looked into the experimental branch shaders yet?
guessing they're shipped as SPIR-V
Yep they're .SPV and they don't compile properly with our current/existing mod tools
any decent SPIR-V decompilers out there?
It doesn't matter, there's apperently something custom about the ones found in NMS files
At least thats what the author of our mbin compiler said

HAte to say it but for the time being, you'll have to be content with modding ourtside the realm of shaders
unless you're a professional programmer or something maybe
just sneak into HG's office and take their custom shader program 
writing their own SPIR-V compiler sounds.... weird
Im not sure they did....
any chance somebody could chuck me a random shader? i have no idea how to extract this archive format
Im more willing to bet the MBIN compiler just isn't fully prepped for uit
which would make sense nobody had any idea vulkan was coming till they dropped it in experimental
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......
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.
Monkeyman mentioned that SPV's extracted, left untouched, and re-packed.... don't work.
Im not a coder, so I'm not qualified to assert anything about that
Right, but they were doing that with the SDK for SPV. There are a lot of options.....hold on a sec.
You don't need to explain to me, that stuff is out of my reach anyway
https://www.khronos.org/spir/
It's a hell of a read.....LOL
Shit it will take me a week just to read the SDK docs.
@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...
p sure it was either greg or seekker
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 ๐
It's a little bit of a read, and I don't really have time right now. Damn.....who knows a vulkan guy?
Maybe this guy?
now for something completely different
feel like people would notice if I just put one giant glass there so I might as well do 6
@obsidian tree NP I'll just keep my mouth shit on the subject since im pretty much clueless either way
just invest more time into the modding discord 
Nobody expects the Spanish Inquisition!
If anyone Downloaded standard version Grass Fix 2 in the last four-ish hours, you got an .nmf (useless) file. I have uploaded the correct file now
https://www.nexusmods.com/nomanssky/mods/1005?tab=files
Ever wanted to just make everything grassy forever and ever?
Introducing.... "The Carpet Bomber"!
Are buildings grass-covered
nah was just asking what Jason needed a Vulkan guy for
probably for the shader in spv or whateverthefuck file extension they're in
they been tryin to decompile and recompile dem shaders to make dem mods work again
Btw what'd be a nice cyberpunk thing to advertise
Tryna make some 3d hologram blade runner-esque billboards
I can just make a giant version of the scanner in game I guess lol
I gotta figure out how to make some good hologram textures too
Cos the holograms in game are hot garbage
The kind of draw distance fog unmodded post-next needs as well
Any good terrain mods?
Back to Foundation
not sure if pri or sec colours look better
I found some other neon signs as well so I can export em later too
should add up to a workable cyberpunk bunch
there is any mod with vulkan support to make the water actually good?
What is good water?
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....
@north nebula That editor can change stack size
ive heard players talk about having 10K storage slots in the exosuit cargo if they wanted with a java based editor
Yeah, but that big red warning makes me hesitate... but if that's the best option then I'll probably try it out.
@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
I don't love it either but thats the truth of it
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...
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
@wicked spear Shader mods are not currently possible in Vulkan, so no.
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!!! ๐
(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 ๐ )
Nice!
Oh what, that's cool AF.
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
oh shit, I forgot this update works best with an update of mbincompiler I haven't pushed yet...
whoops...
:S
Nexus still the best place to download mods?
Yep. As far as best place goes. It's the "pro modder" site. LOL
@exotic violet There's a worthy second in Nomansskymods.com or w/e
But it pretty much ends with those two
๐ Thank you
@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
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
Top, you see the saturated green undergrass, bottom, similar situation but no grass-colored subtexture anywhere
and this is consistent throughout any such space anywhere in those respective regions
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
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
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...?
Try it maybe with a different color and see what happens
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
i half-wonder if there are some HG lurkers bewildered at our prolonged focus on figuring out how they handle colors
@hushed bronze thanks mate
@supple wadi Yes.....I am an international man of mystery.
they'd be laughing at us crying about shader mods first
@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.
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.
I'm also not positive I'm understanding fully what you're seeing. ๐
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
Thanks for your Input ๐
With the grass fix mod I find grass vertically and upside down around caves. I think its great
I think you're talking about the "Carpet Bomber" verion @dapper venture
now this is cyberpunk
Holy shit dude.
that's like 2 weeks of work lmfao
still wanna add more neon signs but I gotta find a way to source more first
I love your commitment tbh and that end result is freaking beautiful.
put a little noodle stand like in Bladerunner and put your korvax npc guy behind a counter like he's serving
I actually have plans for basic wall sized counters for that
but I'd want some more... cybernetic food
whatever that fucking is
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.
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.
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.
I dunno man, that's what they told the Gek...
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.
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.
Any mods that increase inventory limits and make button actions happen immediately instead of waiting 3 seconds?
Fast Actions https://www.nexusmods.com/nomanssky/mods/624
There's various inventory / stack size mods on there too, some should still be compatible
Do all mods work in multiplayer? Or are there limits?
The great majority will work
I couldn't think of a single one that doesn't without searching for one@full creek
Thats not to say things wont get screwy if you and you're buddy are running two diifferent terrain generations
Ah ok, thanks @hushed bronze
I did it. I got a thing.
grats
"not the cloud shadow, ignore that"
That's the only thing I can see now
A lighting control?
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.
And of course it'll only be useable until Vulkan takes over ๐
@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
@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
Actually I think I went with 144 or something
Still tho
It's roughly 5k square u vs. 65k
Exosolar has a few good ones ๐
@manic ember I would send them straight to you in PM but its not working
ah ya I have PM disabled
we don't do mod packs here
fair
@hearty wasp I normally drop my suggestions in PM but he had it blocked so what can I do
But I also recommend just surfing nexus and just having a look at any mod that seems remotely interesting
The ones I dropped there are all no-impact on performance and mildly visual
Lights.pak is the only one thats mine int hat grioup. it putts some extra wattage in the standing lights@manic ember
I'm talking more about the all-in-one packs
are mod packs created by unofficial third parties who give no credit? i hate it when people do that
steam has a thing against that kind of practice
so does minecraft
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
most of them didn't ask for permission either
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
lets see if i can download these.
Some modders do their best to give all the appropriate credit and some don't
we are a bit more conscious about it nowadays
since it's easier to scan for dupes and shitty "updated mods" on Nexus and NMSmods
oh shit you guys are talking about flat out theft lol
Here I was thinking "give credit to monkeyman for the compiler" lol
The early days are p fucked in that regard
@lime mesa Does your NMS Fantasy mod have the mountains we can see in this video? Loving your mod so far
hey so
i put the paks in the mod folder
but i donโt think it modified the game. is there another step I need to do?
have you deleted disablemods.txt
ah perhaps not. where do i find that? @hearty wasp
1 level out of mods folder
thanks!
the best neon signs you'll ever see in this game
srsly cos one of em has like 50k tris
"Broken Social Scene Coffee"
yep that might be a real place
these are all just exported pre-made models someone else made but I know at least 2 of the signs are of real places
also most of em flickers
I should start playing with mods, the stuff I see here is just honestly amazing.
I got a few ideas using them neons already.
cool
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
I'm amazed how few DL's my filter flipper has lol, it just adds the weird filters as possibilites on the barren exotics
Its one of the least intrusive mods around
most of the people only care about a very specific range of aspects in this game
I think it's literally listed in the mod page
Mod idea: Land waves....discuss......you're welcome.
Imagine that shit in VR ๐
Someone needs to send an invite to Sean. This is a world class think tank.
Any programmers want to work with me to create a mod pack? Iโm a 3D environment artist
@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
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
Remember that dude that re-created a Nightmare Before Christmas scene?
That one ๐
@hearty wasp I think its clear from what she said that her idea has nothing to do with bundling stolen mods
you never know, and "mod pack" just has the same meaning in every other modding scene I know of so it can get confusing 
She asked for a programmer and said she was an asset creator
Why would you even assume the content would be stolen unless you're just being cynical
Really friendly community in no man sky afterall
I dunno but ofc none of the modders are cool with stolen mod work, that should go without saying
lmao I didn't specify "stolen"
I'm an artist, I create stuff but I can't code, I don't steal https://cdn.discordapp.com/attachments/487957137411145729/511704161847476237/ss2018-11-13at11.48.30.jpg
I said "mods from other people" which means people can ask for permission and attribution ๐
We should ditch the initial misunderstanding, its dumb and has nothing to do with the goals in question...
Anyway ofc I can't make your decisions for you but it seems to me you could make a good team
I want to see things like this in No man sky, a planter of bushes
something I can put in my frieghter
that's p easy I can do that
I would make all of the assets, just need htem to be programmed
btw if you made some wild bushes / trees gamer will probably be glad to take em too
like, stuff for random gen on planets?
yes
I can make a bunch of tree packs
ye
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
Too much snow
Snow?
If you mean fuz that's because it's a quick render with low samples
that's ash 
anyway we can get more details figured out in the modding discord if you want
or you can just dm us or wahtever
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
Well I don't think these guys can/will pay you , if thats an issue
I can't even pay myself
I didn't think mods were paid?
Ofc you can't any payment you make to yourself would also be deducted from yourself
I don't suppoort paid mods
Mods aren't paid,
It would be free, was just saying I have experiuence
But you seem to be professional to some extent, so I wanted to make that clear
Never worked for a tripple a studio, only indie
So you're used to not being paid?
although I might have a job ad cdprojektred next year L)
lol I kid
ye haha, I'm use to not being paid
next year? Why not now?
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
I know some people from the studio, itโs not garaunteed but they liked my work and told me to apply when they open jobs
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
Their are forms, I can apply now but theyโre not taking people until then
Checkout their website
So yeah, Im mostly just saying "stay vigilant" dont count that as anything resembling a sure thing
Im not, I generally do freelance work now days
Iโve not worked for an indie studio in a while due to some mental issues
Do you have a Spacemouse?
Elite. Right here, this girl
Lol, sorry my nickname is just mouse
NASA is preparing to send astronauts on journeys that will include longer stretches in microgravity โ to the Moon and onward to Mars. Understanding how basic...
Space mouse
๐
@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 ๐
Awesome ๐ @obsidian tree
Awesome

I really need someone to build some great rooftop bridges / crossbeams for a screenshot
cos this just ain't gonna work for shit
btw
Wooo you did the hexagonal lights! (and those other ones, too)
I knew you were cool
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
probably should lower this into the ground right
You have to now, just so I can have a comparison pic
sure I did done it few hours back
Hello ! I tried to install few mods and this one is not working : Deepspace (from nexus)
Could you tell me if there is a mod like this one please? https://www.nexusmods.com/nomanssky/mods/71?tab=images
Space Dream
also try to not download something from Aug 2016 next time, sort by last updated 
I think it might contain shader stuff.
@west notch hello, you will have the same montains if you use the same terrain mod he is using in his video. ๐ the mod sounds great. I recommand to test any terrain changing mod on a different save that your main one though.
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
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
looks like this one, but this one, is outdated https://www.nexusmods.com/nomanssky/mods/291
Thanks, Redmas
but i think the vanilla terrain has pretty high cliff as well
any mods to combine storage units?
no
https://www.nexusmods.com/nomanssky/mods/367
https://nomansskymods.com/mods/eucli-ea-more-buildable-decorations-next-edition/
A mod that adds loads more decorations, including interactive crates, small to big furnitures, flags and emblems.
Crossing the 1k line and still getting fucked everyday no problem 
Also update to Tesseraction I guess https://www.nexusmods.com/nomanssky/mods/999
https://nomansskymods.com/mods/tesseraction-angled-basic-wall-and-floor-snapping/
btw this
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...
.
It says all that when you open trade terminals.
prepare for DฬงฬทาอฬนฬOฬงาอกาฬบฬผฬณOฬตฬตฬขMฬจออ
O_O
it does?
That is the one squadron I'm not messing with.
Yes, all the info is above the interactive options.
hehehe
they don't need weapons, they'll scare you to death or just 'steam roll' right over you...
Warps out of the system.
Well I'll be... there it is
It says I 'collected' 212 planets!
and walked 464km! ๐
I'm struggling between keeping the crane as the walker or just mal forming another thomas
are they proc? Can you just do both?
I haven't dabbled with proc stuff like ever
If it's as simple as doing one descriptor file I might try
you can do it in NMSDK even ๐
ah ok
and I'm working on some stuff that may make it even easier ๐
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
can I use existing objects for the reference nodes for now
can you send more thomas photage plesa
ok
Anyone happen to know about a mod that removes the photo mode boundary?
Mjjstral has it in his modbuilder page I think
How would I find that?
nexus
@hearty wasp looks like you're pretty close to picking up where I left off.. ๐
also, anyone able to tell me if HG is still pushing updates each week?
depends on if I have enough time to be arsed to actually fixing MoarShips
they're pushing vulcan updates here and there
@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..
@hearty wasp you have been able to do that for a while now...
let me dump some more mundane screenies in here
walker loot drop
chopper pilot
dead walker debris
failed attempt at a proc gen quad
drone loot drop
quad loot drop
normal drone
also when you get a normal wanted level since the ships spawn at the same place you get mostly the same trains
I need a break
what about crashed freighters
What about train stations
Why are you going so nutty with Thomas the Train? lol
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
tbh I add the trains into the current ship pools
LMAO this is just fucking madness.
but I wanna wait until I can be arsed to update MoarShips altogether
Lol
which is probably never at this point
You should send some of these screens to HG
It's the most ridiculous thing ever but it's brilliant.
Agreed
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
Lol
what if
I replaced the sentinels deactivated VO
for this
I haven't seen any memer upload this scene from Thomas and Friends, so, I did it anyway. Are you, memers, proud of me yet? [I own nothing, 'cuz I am a scrub]
Yes
@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 ๐
@hushed bronze my work on NMSDK is working towards exactly that ๐
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 ๐
it's essentially the feature* I want for the 1.0 release ๐
Fantastic!
I just hope Beyond's release doesn't totally rape it to bits
Could change how crashed freighters generate
yeah I can just make it another set of descriptor children
I can't even get into a random game. is this game dead?
wrong channel
I wanna know what effects I should use in Audition to emulate the exosuit voice lol
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
yeah but they still have used some modulation/reverb to make it more robot
anyway here's my attempt
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?
I wrote about it in the wiki
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.
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.
Looks like 1.38 handled it differently, because so far I'm seeing the same snappoints on those objects there. Weird
nop I updated the wiki on 1.5
Don't
@hearty wasp Addition of human feet is only appropriate for the floating drone
@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! ๐
NMSDK is getting closer to import > modify > export ๐
will hopefully have a 1.0beta release within the next few days ๐
kewl, I'm gonna hafta reinstall Blender... been quite a while since I used it
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.
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.
what if I add feet
onto the trains
and then make it a separate version
called "Enhanced Edition"
Modding is amoral
Trains with feet are amoral
Winder has gone full-blown Skyrim with his mods lol
@smoky wing @hearty wasp Making build parts that are much much larger regular walls or floors could be great for large builds
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.
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...
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.
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
are there any mods that can unlock the third person camera from the spaceship? or at least just when the flight is rolling
it's called the quick menu?
I think he means making the camera not roll with the ship, staying level
oh ok
No sorry I don't think that's possible @noble hare
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 
is there a mod to make the instrument panel not looked washed in your starship cockpit?
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
hmm nexus mods doesn't appear to have it
oh wait nexus doesn't actually store the searched text in the url
just search ship huds or whatever
Is there a scanline removal mod for the vulkan/test build patch? Having fun but scan lines are meh lol
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
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
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.
@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
Has anyone ever tried adding more freighter mission logs?
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 ๐ Now that I think it through, it sounds helpful, actually
imagine you're playing single player GTA
Lol
Make them run in terror and scream Gek profanities
@hushed bronze yeah I have limited experience modding but it seemed like it could be as simple as adding new text, Iโll take a look tonight maybe
@hearty wasp Pretty sure ive seen move speeds in globals, dunno details or even if I'm mistaken or not but maybe that helps
But he's correcting what you said
but I didn't say anything about who said the lines @lime mesa 
K
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!
Have you reverse engineered tesseraction to learn from what it did?
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.
@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.
@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.
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.
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
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.
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
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
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."
๐
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
the question should be "can"
btw I'm so excited for tonight
Just call it spa edition
lol
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
https://youtu.be/sDlzevSjWVE
https://www.nexusmods.com/nomanssky/mods/1011/
https://nomansskymods.com/mods/beautiful-sentinels-thomas-and-friends-go-on-a-rampage/
Dอญอฬาอ ฬธอOอฎอญอOอฎฬพอคMอฅฬอซ
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. ๆๆฌพไบใๅญซๅญ...
I figured the non-cinematic way would make it more authentic and akin to other Thomas mods
also I still think it's too long but I can't make it shorter without not showing everything from the mod lmao
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
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
Yup. Not sure what "observer location" is, but IIRC the names of the teleporter destinations are visible in the save.
Oh dear... Did you go there?
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.
what is that?
It's a bug
You probably went through a portal, or joined someone's game, and ended up there?
Someone who got there at some point.
Or maybe his "friend" got there and named the planet after him... Who knows.
๐คฃ
Actually, if you zip your saves and DM them to me, I'll do it for you.. Probably easier than trying to explain how.
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).
I thought bases properly delete from TP lists after a certain update?
They said deleted bases should... I think people have still had problems with that since though.
Hi all, just wondering if there is a mod for better in game inventory?
not really
@brittle ledge There are some attempts. They tend to be either visual-only or laced with problems
can't wait for tmr when I can finally make the trains go choo choo
I need to make a mod that removes scary trains from NMS
I need one to make me forget the feet
Ok, Just ask TP for something so horrifying that the feet will be forgotten
Too afraid of what he might think of next
I like the giant Korvax
Anyone happen to have an archive of the SHADERS dir from Foundation or earlier?
I found a perfect steve head
@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
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.
Sorry, I no longer have it. Monkey keeps some stuff. You might hit him up for it.
@hearty wasp replace the floaty shop ball with CL4PTR4P
The hovering store shpere in trade Outposts
oh ok
can I have it saying "Gearbox didn't pay me enough"
and "Randy Pitchford physically assaulted me"
His whole deal is to be a Jokester, knock yourself out, lol
randy pitchford assaulted me with a pitchfork
@heavy merlin Sure, I'd still like to check that out if you could. ๐
You may not be able to find an mbincompiler that will convert stuff that old though.
@smoky wing I might have a compiler if you can tell me the NMS version.
Initial release
Or thereabouts... I may have a newer version somewhere if that's no good, not sure.
@steel crypt was just looking for the shaders, so don't need the compiler
Oh, duh right.
@heavy merlin that'd be great, I'm mainly interested in how they did their lighting. See if I can learn anything from that
Oh yeah, duh, I glanced at the files and saw .bin, misread as mbin.
wondering if I can apply anything like the heavy rim lighting to the current version (at least until vulkan)
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?
Hrmm, I see some vars for something to do with "rim" in the graphicsglobals, but I'm not sure they do anything.
Yeah never messed with it, just remember seeing it. Just thought I might give you heads up.
@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
T H I C C
Why is the Bioshock guy trying to kill you
Did you swap some herd animals withMr. Bioshock?
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
Maybe switch out the feed function?
Do they attack each other and poop?
Also maybe use a passive type so they don't scramble like cockroaches in light at the sight of you, lol
So if you feed them,they like you and follow you around
I don't care enougn for that
I just set it to always spawn herbivores cos mapping melee anim as attack anim is hard
Thats what I mean, for you human swap in, put the convo feature in place of the feed feature
yeah I know I can do that
I just haven't had time
for reason you'll see in a minute
Thats just mean
So they move around on their own?
You're awful lol
Do they like scan things?
Make a video or something of it
mod will be denied from Nexus otherwise
I'm not sure if the game's using anything other than the gek rig either
cos every one of em looks like dwarves
https://gfycat.com/BriefSlimyBuckeyebutterfly
@echo oxide
Is this what you wanted
I made it extra corrupted
cos it twitches when shooting a bolt
@magic lava - Just making sure you don't miss this.
"Appropriate for all ages" 
@hearty wasp The humanimals you're making may be referencing the maximum body scaling factors
Record a gif of these
but they still looks dwarfed
I dont mean overall scale I mean that p[iecewise thing introduced after NEXT
where you can make yourself look fat n stuff
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
Maybe you just have been unlucky rolling gekless humanimals
yeah maybe
Seems there are only 3 races and only three or so major body segments
tbh the player character model's got so many different skeletons I don't think I can be arsed to figure out lmao
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
Make a gif of them walking
Nah skip the gif and make that mod releasable lol
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

nop definitely is the skeleton
I like this better
but I can always have 2 models under a descriptor
LMAO going to be weird when they just keep running around like kids
You should totally make a ton of different animal heads possible
Nah I think with some polish this could be one of the most popular mods
Thomas & Friends have sounds now https://youtu.be/YCbKwojl5Ew
ๆๆฌพไบใๅญซๅญ้ขจๅซ้ฃฏๅบ้ใ๏ผๆผๅฝฑ็ไธญไปค่ง่ก่ฝๅฐไฝ ็่จๆฏ๏ผ https://www.twitchalerts.com/donate/wmpc ๅฆไฝ ๅๆญกๆญคๆฎตๅฝฑ็๏ผ่จไฝๅไบซไบไฝ ็ๆๅ๏ผ ่จ้ฑๆๅไปฅๆถๅๆๆฐๅฝฑ็่ณ่จ๏ผ ้ญ้็ดๆญๅฐ๏ผhttp://www.twitch.tv/wmpc ้ญ้...
lol
I wish i could mod like that XD
You CAN! all you have to do is be WinderTP
@hushed bronze re: the vulkan shaders thing. Yeah I did see some of the decompiled attempts too, made me a bit more hopeful.
Is there a working mod to remove the rainbow lines while on pulse drive?
how do I make this into a troll and make people think I've an early build of Beyond https://gfycat.com/spectacularcolossalamericanratsnake
Well that escalated quickly.
Feels weird watching them jog in place
no one answered my question of how I can make them physically go faster so they're gonna be stuck like this now
@hearty wasp All you gotta do is make the mod good enough to be convincing (not still running during convo and stuff)
that's not controllable lmao
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
are you wtfing on the corrupted sentinel
Most of the last few pics actually
also I made dem hobos idle now
Niiice
and they do random emotes
LOL
I may replace them into the grunt type cos they're more commonly spawned as passive instead of prey
Pretty weird, I love it
Lol
hey, anybody recommend any mods for better looking planets and such. Im very new whats good and not good mods in this game
sort by recently updated on Nexus and NMSmods
some updated movements/animations later https://gfycat.com/silkyflawlesscondor
lmao nice ragdoll physics
you can see some gestures in the fist segment and that's already an improvement
I don't know why I find the sudden massacre so funny.
feels like gta combined with nms
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
i like it, keep doing what you're doing!
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
@hearty wasp can you do something with the entities so that the interaction triggers an animation? Specifically their stationary one?
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
Looks better than before
Now the question:can you feed them
And have them follow you
Lol
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
I believe entity files stack in a way
they still shit on the floor tho
Lmao
๐
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
I have my models set up as individual scenes and then I ref em in the main scene
Can you add the scan entity from flying cans to these
Nah I those are sentinel AI shit
I mean I can hook an ID up so they use their binoculars
Oh do that
But since the binoculars anim are in 3 parts I dunno how well it'd work out
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
anims have a thing which tells it what anim to play next
multi part ones can auto play other ones I think
Just don't expect them to get in a ship and then shoot you
or you might be able to mess around with things so that you do or don't trigger the next anim
Oh so it's just setting up a timeline in a simple sense?
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
https://www.nexusmods.com/nomanssky/mods/1012?tab=description could i use this mod which modifies GCGRAPHICSGLOBALS.GLOBAL.MBIN with the No Man's Sky Fantasy mod by redmas?
Or they don't work together?
https://www.nexusmods.com/nomanssky/mods/968 And this would work? Or the "vivid colors" mod of the redmas folder of optional mods make them crash?
Sorry, sometimes idk which mod modifies which file xD
you just just try em out one by one and see
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
Brighter Sunlight likely only modifies graphicsglobals. Dud's Sky should work with it then, it doesn't modify that file AFAIK.
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
Yeah, I'm not sure about Fantasy. I haven't tried it yet, and it does appear to have a lot of changes.
Hello @west notch , they are both compatible ๐ but for dudsky colors mod, you ll have to use the "____" renaming in front of his filename.
Yes, just by putting "__".
The more underscores in front of a file increases the load priority but 2 is plenty enough.
@hearty wasp Your earlier comment made me want to add feeding and pooping to the sentinel drones
make robots poop, damn you
I'm not sure how shitting's handled by the game
Well its super important that you learn how to do that, it's the greatest mod of all time
I mean if's literally just in sequence with feeding then it can be done easily
make everything poop
NPC starships, shop balls, birds, your own char, even the Atlas
for the record I did try to make my player character shit
nah the player character scene works extra weirdly
if you destroy any node the game fucking dies
@west notch yeah sounds fine ๐
you should do it with rift better clouds as well
nms fantasy all in one as a clouds fix / improvement
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.
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.
Atlas is just fucking with you, don't worry about it
Lol. I'm thinking there's prolly some syntax error in HG's code that I'm missing.
Well, found the bad line, just gotta figure out why.
@low nexus did you tried to reset them from the game menu ?
Oh there we go, one var was not being declared if certain flags were not defined. Okay, let's try fixin that...