#nms-modding
1 messages · Page 156 of 1
@lime mesa I did not know you could reset the missions from the menu. I'll try that. Or are you talking about creating a new save?
Hmmm... Where is that option?
Yo is there any mods out there that covers spore planets completely in grass? if not is it possible?
So just re-enabling the rim lighting routine, even substituting in old release shader code, didn't add very noticable effect. Too much else changed in the lighting there it seems. I'll have to put it down as a longer-term project (assuming we'll eventually be able to do vulkan shaders). 🤷
Car Boys
oh heck yeah! and the bat jet and bat bike and all the bat vehicles would be SOOOO cool!!!! 😄
@thin viper dis stuff, i mean:
<Property name="ExternalObjectLists">
<Property value="GcExternalObjectListOptions.xml">
<Property name="Name" value="MAIN" />
<Property name="ResourceHint" value="" />
<Property name="ResourceHintIcon" value="" />
<Property name="Probability" value="1" />
<Property name="TileType" value="GcTerrainTileType.xml">
<Property name="TileType" value="Base" />
</Property>
<Property name="AllowLimiting" value="True" />
<Property name="ChooseUsingLifeLevel" value="True" />
<Property name="Options">
<Property value="NMSString0x80.xml">
<Property name="Value" value="METADATA/SIMULATION/SOLARSYSTEM/BIOMES/BARREN/BARRENOBJECTSDEAD.MBIN" />
</Property>
<Property value="NMSString0x80.xml">
<Property name="Value" value="METADATA/SIMULATION/SOLARSYSTEM/BIOMES/BARREN/BARRENOBJECTSLOW.MBIN" />
</Property>
<Property value="NMSString0x80.xml">
<Property name="Value" value="METADATA/SIMULATION/SOLARSYSTEM/BIOMES/BARREN/BARRENOBJECTSMID.MBIN" />
</Property>
<Property value="NMSString0x80.xml">
<Property name="Value" value="METADATA/SIMULATION/SOLARSYSTEM/BIOMES/BARREN/BARRENOBJECTSFULL.MBIN" />
</Property>
</Property>
</Property>```
You can add as much as you want
Also if you don't know,there are only like 16 biome types you can add
Ever since visions hit

why do we even bother 😐
Lol
I mean I guess you could technically just use different lists to try & vaguely achieve different effects but the tier system made a fuckton more sense:
<Property value="GcExternalObjectListOptions.xml">
<Property name="Name" value="MAIN" />
<Property name="ResourceHint" value="" />
<Property name="ResourceHintIcon" value="" />
<Property name="Probability" value="1" />
<Property name="TileType" value="GcTerrainTileType.xml">
<Property name="TileType" value="Base" />
</Property>
<Property name="AllowLimiting" value="True" />
<Property name="ChooseUsingLifeLevel" value="False" />
<Property name="Options">
<Property value="NMSString0x80.xml">
<Property name="Value" value="METADATA/SIMULATION/SOLARSYSTEM/BIOMES/BARREN/BARRENHQOBJECTSFULL.MBIN" />
</Property>
</Property>
</Property>
<Property value="GcExternalObjectListOptions.xml">
<Property name="Name" value="PLANT" />
<Property name="ResourceHint" value="" />
<Property name="ResourceHintIcon" value="" />
<Property name="Probability" value="1" />
<Property name="TileType" value="GcTerrainTileType.xml">
<Property name="TileType" value="Base" />
</Property>
<Property name="AllowLimiting" value="False" />
<Property name="ChooseUsingLifeLevel" value="False" />
<Property name="Options">
<Property value="NMSString0x80.xml">
<Property name="Value" value="METADATA/SIMULATION/SOLARSYSTEM/BIOMES/OBJECTS/PLANT/FULLSAFE.MBIN" />
</Property>
</Property>
</Property>```
Lol that just crashes the game lmao
?
It becomes overcrowded and it will crash the game if you use them in the way you think
This is unmodified, how/why would that crash anything if you just replace the list with a different list, lol
so like modify the plant/fullsafe.mbin or replace outright
Gotcha
But also GRAH
This is very much the reason I haven't been dabbling as much
I get so frustrated with these seemingly arbitrary limits
Its not my game .so i don't really bother to complain.just found ways to get around it
I don't really complain either, I just stop bothering with this side of things as much, lol
And then make a bunch of suggestions directed at HG
A) there really isnt a channel to directly bring up issues to hg,so complaining is moot
B) probably just put suggestions in zendesk
Or email
Hmm, I'm sure you probably have, but to be 100% sure regarding the dead/low/med/high tiers not working, you tested that with HQ biomes and made sure to toggle the ChooseUsingLifeLevel parameter to True, right?
Trfye
I mean if the game was moddable like Minecraft,there is lot of stuff that can be added
Yes @supple wadi
If it was moddable like minecraft there could add a lot of stuff
Because I notice that's like the only diff. between regular & HQ barren
Its not a 4 array list anymore
😩
Its a endless array list
thats really the only difference between hq and regular
basically a endless list of arrays
Biggest thing is you should limit based on levels and life and all that
Yeah, I understand ya

Dude, stop disrupting chat.
We seem to have encountered a stray AI
lmao
Please respect the AI
Lol
Oh
lol I think we were both ignoring'em, but cheers
Nah, just shuffling together parts of our comments
😂
Well anyways this is why i can't really control much of what spawns on how much planets
But yeah, the last thing NMS really needs imo is a less strict arrangement of things, it's already very general
So reading that they've apparently loosened it up even more so it doesn't seem to take into account life levels is just ?????
I will see what beyond brings.not going to stick fingers before beyond
I mean the sad thing is, you can control how much spawns, but like you say, not as carefully to however many planets. At least, supposing we're not whooshing something super obvious
Unless they've also mucked with the density settings or something so those don't work as they used to 😐
Density works i think
I mean had no issues with that
I can't get ida working properly, otherwise i would have opened the thing and seen how it actually picks stuff
Monkeyman was doing some stuff mapping the functions,became quite a lot of work
🤷
Yeah
If you can parse the stuff he's mapped over in github you could at least get some insight that way maybe
He was on the solar system generation functions
I tried to run the game with ida
Never worked for me
🤷
IDA's too pricy for my tastes, lol
but is much better suited for reverse engineering than x64dbg since that's its whole thing
has HG pushed the beyond update yet? or is that still months out and expected "this summer"?
you'd know if it's released by everyone asking why mods are broken
Interestingly, when I changed non-Dead biomes to have "clear" weather (or maybe it was when I changed the Dead biome to have non-clear weather), it did appear to use the biome's *objectsdead.mbin settings with no atmosphere.
yea @hearty wasp I was figuring mbincompiler would be a big topic if/once Beyond drops
but was a little hopefully thinking.. feel like playing NMS but not under the version and conditions I already stopped playing it under..
@low nexus yes, i was talking of the option to reset a mission from the menu without creating a new save. But not the all the missions have the option. It's specified in the mission description when you can . 😃
@lime mesa Hey Redmas, have you seen the Grass Fix mods? They're actually very simple in reality, and since you regularly do biome mods, I thought it would make sense if you knew about it.
It's just a tweak of three values that are right next to each other
Is there any way at all to change the seeds of the planets and universe? To get a new generation of things like they've done throughout the updates?
Perhaps using mods or save editors?
seeds have no correlation to what possibilities exist
they are set with parameter values, models and textures
which we can and have modded
Hey @hushed bronze the grass i create in my biomes is a sort of fix i ve made it spread more far but also more studded to improve framerate. It s not often the most pretty but it looks to me as unperfect as nature. I havent tested your mod but from i ve seen in the description you are making the grass spawn in slope. I choosed to not do that myself because i dont like how grass looks from top. We see it s just 2d.
Thats just why i did do it, but your screenshots looks amazing and i al glad you did your mod.Thx for doing a version specially for fanatasy worlds 😃 much appreciated
I am sorry about the largescoped and unpolished aspects of nms fantasy that bugs you, it bugs me too. I spend all my nms time improving the mods. I am doing mods for no mans non stop since pathfinder. So i have plenty of them, and i must keep a good part of them uptodate. Thats why it s so much work. Also, i am a bit tired, and i spend a lot less time on a game than i used to before Next
I am patching the mod regulary, as soon as , i am on the game, but inadmit, i a bit off nms these days
i ll be always there for the mods, the only thing i am unsure about is how much 😉
I have my personnal list of things to improve, but i am always hungry for more stuff that i didnt see to be improved, so feel free to let me know
Then how do hello games 'reset' the universe into a new one? And is there a mod to 'shift the sliders' for the possibilities that come up?
More/less colour, terrain parameters, and so on
Outcome changes as the options change, not the seed
So what's the seed for?
Determining "what is where" not "what can exist". Winder is saying you will not change what can exist by changing the seed, which I'm not sure you are asking for that. I think you are wanting to rearrange or relocate things, which changing the seed does. And no there is no mod for this.
:(
That I know of.
Basically changing seeds just randomizes specific elements used in a particular area. But those elements themselves are configured elsewhere.
For instance, the possible terrain generation options are configured in one place. The engine would just use a seed to pick which of those options to use on a particular planet.
So does anybody ever think about remaking the universe? Making everything completely different?
I mean, do you want everything to be Thomas
I've seen that mod lol it looked interesting but not for me
Yeah, some mods have done more extensive changes. RayRod's old mods did crazier terrain options. The current Back To Foundations mod restores a bunch of the weird terrain bits seen in older version (among other things).
Rayrods complete overhaul, has that come out yet?
I'm not sure, but mathematically, if you change the seed, you might just be picking an existing galaxy? Aren't all permutations of the seed used? I dunno.
Ye
Some of his models are just the unused stuff still in the game files.
he's doing custom models too iirc
@steel crypt Basically, changing the seed re-rolls dice, but it doesn't add dice or change the dice shape. Its just a number used as a mathematical starting point for the mass randomization of the same biome profiles every time. (which is why every planet is different but looks too similar, because the profiles themselves aren't diverse enough)@clever elk
@lime mesa "Carpet Bomber, which I just made for fun because it has an interesting look, has the sideways grass problem, but the "normal" Grass fix mods cutoff at 45 - 30 degrees. any steeper than that and grass still won't spawn. Anyway you don't have to explain every fragment of your reasoning, I just wanted to make sure you were aware of the posssibility
Oh ok, i was wondering the diff between thoses versions, thx
Yeah yeah, i knew it 😉 you know ( or not actually) i am doing biomes mods since pathfinder 😉
i am not a much talking person at all, and nobody knows me well or what I do, and i am used to read unexact things about me, so maybe some info wont hurt 😄
@lime mesa I won't lie I've learned a bunch of things through opening up your mods. Very helpful 😛
Hey redmas big fan of your work :)
lmao.. I'll likely be back and modding for NMS before Rayrod's overhaul is released.. no shit talk intended here, just he didn't get the overhaul finished to his liking before NEXT and since he's still working on it and only showing teaser shots to the community, I'm not optimistic he'll have it complete before BEYOND resets his progress again..
that's just the downside of taking on such a large project all by one's self.. HG has a team of developers.. not just Sean..
@hushed bronze i am really glad to be that one for you. @clever elk happy you like it. I try to polish things for you guys
He said he's made a auto updater a while back that adds new structs into existing files now so that'll make updating a lot easier for him lol
@cyan oracle
he offered me to try it out but I had already finished updating Eucli-ea at the timelmao
yea, I know he's got his limited group of beta testers.. but if he's not happy with it after almost a year, I'm not so sure he'll be happy enough with it before Beyond launches..
having said that, he's pretty quick about jumping back on re-updating what is necessary, so hopefully at some point in Beyond he'll finish all that he wanted to release before the NEXT update and more..
guy's a perfectionist, so even if no one else is still interested, he'll probably keep tweaking & tuning as he mucks about with things in the game & thinks of other things to try and change
Brutal mod when? I want dismemberment and dynamic blood spilling everywhere please. I mean technically this wouldn't be to hard considering meshes are split up for generation purposes may need to split a few points for limbs so you have three points of amputation. I see the hardest thing being is blood spilling considering there is no mechanics that spawn decals on hit. Can you imagine if sentinals bled black oil after each shot leaving a mess of destruction or if you wanted to be a horrible person and slaughter a animal blood would be everywhere with some missing limbs? This would improve combat a lot by making it feel more impactful thats for sure and I know HG wont add it officially to keep that rated T rating lol.
I'm unsure about how shootable and destructible data work precisely with each other, but seeing fiends/sentinels already has dismemberment I'm sure that can technically be done
if destructible data points to an action trigger state or just replaces the model within the data block it'd be easy mechanically, you'd just need to make sure the dismembered parts looks vaguely similar to literally every possible part cos I'm p sure proc gen doesn't work well in debris
but blood would be much more difficult if not impossible due to how we can't really do damage reaction
@woeful walrus actually all the generation parts are already in the mesh. The engine only shows one at the time. I dont think you can dismember. I tryed to play with the creatures ragdoll engine once but the results are pretty unexpected.
@hearty wasp eucli-ea?
what
@smoky wing you messed with the filters right? You know there's that default one being used for lush, but what is that pass-through one? Does it make the colors look very different?
Yeah the IDENTITY.DDS is basically a pass-through. It looks duller, because the other filters raise the contrast/saturation a bit. I actually think it makes a great substitute for the "binoculars" filter. Much better than tinting everything blue IMHO.
Okay, one more real quick...is it something you would want to use for a planet filter or nah not good for that? And thanks.
I dunno, like I said it's a bit duller... might work for a rainy day? One sec...
I think I have a test pak of that if I can find it...
Its just a LUT
Swaps out the binoculars.dds for identity.dds. Also adds it to the photo mode filters (listed as a 2nd "default filter" there).
Just a quick way you can test that for yourself.
still nor sure if I wanna keep the glass
and I dunno if I did the normal map wrong
NMSDK may not export glass correctly... It doesn't currently support exporting vertex colour which glass materials generally use at the moment so yeah... Probably won't look as good as glass in the game...
ah, that explains things.. I've always just doubled the poly, reversing the facing.. which makes the transparency just as visible regardless of which side you're looking thru it
yeah, but the materials has some shader flags which use the mesh colour
but since the mesh won't have any colour data because it isn't exported with any it won't look right
Once I have other issues fixed I plan on implementing vertex colour importing
which, I should add as an issue on github 😛
Hey does anyone know where I would look after unpacking the game files to adjust the amounts of material you get from plants/mining? Specifically I’m trying to adjust the amount of oxygen and sodium you collect from the glowing plants
I’m going to use a mod on nexus mods that unpacks the game. Cheers I’ll check out reward table
Just keep in mind they wont be called "Oxygen" and "Sodium" theyll be called like "COMMON3" or "Earth 2" weird stuff like that
theres a chart somewhere
Here's one. Not the best but still damn good to have @devout bobcat
I found it it was called plant_fuel. Just made a simple mod to make survival a little more interesting by reducing the amount these plants give you
@hushed bronze can you try and link me that chart again
Underscore names are usually wrong, BTW
If it says something like "PLANT_FUEL_1" its probably "FUEL1"
is there a mod that increases the warp range in current version? I can't seem to get my explorer to jump more than 1300 at a time
That’s awesome. How many more charts like this are there?
0
Not even the guy who made that chart could be bothered to get everything right in it lol
it's a pain in the neck
this is why i had my annotation script, but i think next largely broke it, haven't checked it since
@strong glade Well, without even using mods you can get 6x warp upgrades working on a starship by having 3 each in the tech inventory and the main inventory
With a high S-class buff and smart placement you can get near 3,000 LY that way
Then, if you're willing to "cheat" the save editor can modify your ship's jump bonus to up to 1,000%
@devout bobcat I think there's one other vastly inferior one and one other extremely outdated one. Both useless in the current era, lol
@hushed bronze Thank you. I've got the 3x and 3x S modules for warp distance, making sure they're all high over +240. How do I use the save editor to push that higher, is it adding zeros on to the hyperdrive stat?
Just start up the save editor. Its a well made program and you will find your way easily
@strong glade
I was going to add some stuff to mbincompiler actually so writing a script to extract that information from the data files would be super easy by using libMBIN...
I think it is implemented, I just never finished adding the tags to things. It allowed each struct to have an attribute called 'ID' I think it was, which identified what the main identifying field was in the struct. So to make a program which is extracted the info you just iterate over the sub-fields and pull out the ID field
@strong glade speaking for myself i done a mod for that , but it s packaged with other changes https://www.nexusmods.com/nomanssky/mods/915 i believe there are some mods that only increase warp range on nexus
@lime mesa Thank you! I didn't use this one because I didn't want free launch cost, and it is currently incompatible with the "more bases interaction" and "instant mining x" by Ramy106 mod. I'm not savvy enough to edit it myself. I love your work though 😃
Also can't find increased hyperdrive on its own that works for current update. Guess I'll stick to save editor and making 20k jumps for now.
? weird, i am the creator of mods called more base interaction and instanmining, and they are both compatible with space explorer mod
oh ok , i forgot Ramy106 was the pseudo of the guy who made a x2 version, got u
so, i confirm those 3 mods are all compatible with each others
Recently reinstalled after hearing about the updates the game received. Is there any way to fix the clunky and outdated movement system? Can I change toggle to sprint to hold to sprint? Can I change running aim sensitivity being different than regular sensitivity? How can I make the Y sensitivity equal to the X sensitivity?
@lime mesa thank you, I'll just ignore the warning on vortex about the clash 😃
I feel daft now, it was only thrown up by the install.txt
can't export this yet cos monkeyman needs to fix glass before the glass can be see through lol
not sure if I want busto to sit in it either
Can I change toggle to sprint to hold to sprint? Can I change running aim sensitivity being different than regular sensitivity? How can I make the Y sensitivity equal to the X sensitivity?
those are likely hardcoded
What a pain
It's so frustrating being used to dozens of games with normal sensitivity and then playing a game with a lower vertical sensitivity. I can deal with clunky movement but strange sensitivities is such a pain on pc
the xy sensitivity might be able to be changed in camera globals but I don't dabble enough in that globals to confirm or deny
Where would I be able to get more info on that
get on the modding discord if you want 
ok
Are there any mods that increase the number of tropical planets
@weak perch Not that I know of, but I believe I could whip that one up
Filter flipper mods
Damnit @hearty wasp
https://github.com/monkeyman192/NMSDK/issues/36
I
You want me to change that tag to 1.0.0 dont you? Lol
@hushed bronze if you could that would be amazing
@hushed bronze can I ask you some questions about eissentam?
Sure
@weak perch The file I expected to be able to do that, seems to be unable to do that. Sorry
yeah @strong glade mod conflict detector are not 100 % reliable, but i should change the install name for each mod now that i know that 🤔
It’s fine
@obsidian tree damn dat's a fancy banner 👍
@plucky pollen damn dat's a fancy banner 😜
Any must have mods?
Space Dream, DUDS Colours, Alien Skies
Space Dream is partially busted isnt it?
In vulkan it's completely busted
RIP
shader mods:
vulkan: https://youtu.be/q1W4-O8WOmo
Clean Rip from the files for Deltarune All Credit to Toby Fox
How would we reset the universe so that everything is different from the system locations to the planets and animals that inhabit them like hello games has since the gold version of NMS? If not the seed then ...I saw a video of saun doing it to a planet and made it wavy by putting a sine or something
Is that possible in save editors?
No code writes like changing a number or two to get there?
Sean has access to the exe and debug modes, as well as the original programmers of the game
So the only one who can reset the universe again is them?
We do have access to a pretty large voxel parameters file, but its absolutely monstrous and would be a significant project figuring it all out and doing something meaningful with it
But yes resetting the universe is all HG, no mod can do that, its server-side
It has been tried and its difficult beyond reasonable endeavors
Besides, why, did you run out of planets?
That can be done in mild ways without resetting anything
Taking off certain restrictions to find crazy stuff
New solar system s
Maybe even try and make it literally infinite
Try Diverse Environments mod
It can be a little hit and miss but it can generate some really unique qorlds
...like this one
Im not sure if it does but if it does not, then just add BtF (Terrain only) see if that works
(dunno if compatible
Btf?
So I encountered a strange "Improvement" for grass fix
Sorta follows the "nearest LOD is a failure so just erase it" logic, lol
Prototype Grass Fix 3. Im tired, going to bed.
Awesome! Thanks Exosolar! 😄
lmao.. the pilgrim cannon?
yep that's what it is
making a pickup for the buggy and a sedan for the submarine too
I still gotta wait for monekyman to get vertex colors done so the glass can show properly but I guess I can just disable them for now
also apparently Sean tweeted the walking fuckers
to do glass just set translucent material property and then in the first materials block, set the t value to the % of opaqueness you want
so 100% would be solid and 0% would be invisible.. 40%~70% and you can see texture, but see thru it.. like glass..
I know but it doesn't look like it's that simple
I'm using a method with transparent textures and it's see thru but it has no reflections
all my pre-Next screenshots got destroyed in a glitch
Oof
here's my "glass"
no partial reflection at all and I haven't had time to figure out what makes it so
mind if I see the mat file?
the unlit tag explains why the windows are so illuminated
did you want that effect?
here's a glass with opaque material set to 60% opaque..
Mmm didn't think of that lol
Let's try it without the flag
ah yes much better
can't believe I overlooked that lmfao
why no receive shadows?
habbit
lol
vanilla glass does have receive em tho so Imma see what happens with it off for now
I've always felt it keeps from color distortion depending on shading
ok I trhink this looks good enough
awww, so opaque type won't work.. needs to be set to translucent afterall
the transparency set in the material defines how visible the stuff behind is it looks like
the other way around
ok, yea.. closer to 1, the more solid it gets is what I was figuring originally..
probably need to add a light inside the bus
good luck.
whelp now I have no excuse to not export all my remaining models
gotta be a long night working on this again lmao
oh, n/m.. you've been mucking with lights for 2 years
mate lights are just light nodes in this case lol
yea, I've never had much luck with light nodes.. angles, intensities, distances, but especially distances and avoiding light collision with things I don't want it to collide with
it's kinda frustrating when the model viewer don't have arrows that points where the light is shooting towards
but I mostly just do 360 light anyways lol
like when I was working on my Millennium Falcon cockpit.. went thru so many different settings trying to get it so the cockpit looked lit up, but didn't cast light on the exterior of the falcon..
yeah you're better off placing a light outside the ship
but you'd be illuminating the surroundings too
that's what I eventually had to do
put lights on top and bottom to drown out the cockpit lights
does it have a roughness map?
cos all my textures with improper roughtness maps look kinda dim too
I think so? I can't remember.. it's been nearly a year
like that school bus is p dim compared to vanilla materials
or I might just have my normals wrong
you might be able to get around it with just brighter diffuse too
or setting the metalness flag manually and properly but I have yet to dive deep into it
yeah monkeyman updated the wiki for material too https://nmsmodding.fandom.com/wiki/MATERIAL_Files
MATERIAL MBIN's contain information about which texture maps as well as shader effects are used for a given mesh provided via a GEOMETRY file. Much like'materials' in 3D modeling programs, there...
Last shot.. not only for topical discussion/display.. but because this stood out to me among the rest
that looks good
I mean it's as lit up as the freighter on the right
brighter diffuse might geniunely make it appear birghter
@hushed bronze what was that BTF terrain mod?
And is that npc instead of animal mod available to download by any chance? @hearty wasp
I have been too busy making dumb cars to finish tweaking the NPC stuff lol
I swear I'll get to do it someday and then release it, maybe in another week
also search for Back To Foundations on Nexus
there is probably a material flag that causes light to be blocked
I mean, I assume building materials have it since you can't see the lights from inside of them from the outside
Thanks, was wondering for a while
gracias
It currently has a sunlight and sunrays amplification built in that will be cut from the release
but you'll probably like it anyway so hv fun 😃
It's compatible with color mods unless they also edit biome files like Redmas Fantasy worlds does
Something like Dud's sky will work fine tho
yeah i removed redmas fantasy worlds, i love that mod but my rig can't really handle it
Oh wait gimme a min I need to do 1 thing
Will there be a program to combine mods? Similar to Script Merger Witcher 3?
There you go. This version carries the effects over to lush-type exotic planets
@severe leaf
nice
I normally do this in any grass fix mod but in testing, I'll only edit the files relevant to the particular planet im using for the tests, to save time
If you get really nice ones I'll use them for the site page and credit you for them, too 😄
i gotchu fam
That said, for planet searching, I hope you have your hyperdrive up to 6 S upgrades?
(or tbh even 6 C has the same effect on "fuel cells spent per warp"
i have an S class explorer with 3 S class upgrades
1.9k ly distance
i should be good
You can have 3 each in normal inventory and tech inventory separately and they all work
Its not distance im talk,n but with 3 upgrades, your single warp cell can jump you four times
with 6, its 7 times
but damn, 1.9k on 3 upgrades is nuts, you got some nice ship there
i have like 30 warp cells so my mission will (hopefully) be accomplished
30 cells x4 is 120 systems you can visit w/o any more hyperdrive upgrades
thats alooot
It would be so sad if you found nothing 😦
im always looking for systems with 5-6 planets or moons
okay imma play now
imma get some footage chief
Hope you find that golden planet 😄
Don't compromise though.... If you hate predators don't settle with them 😄
Just straight black?
i can't post a screenshot of it here
No worries I cut the CGgraphics globals from that version there it will probably work
it was how I altered the sunlight, its not actually a part of grassfix anyway
@severe leaf
Vulkan's been great for anything that doesnt crash from it
and its a performance increase, a big one for most systems
vulkan fucks over any shader related stuff
If it already works then it will probably work the same +20 ish frames and slightly different aesthetic
Oh yeah theres that
vulkan totally erases any chance of shader mods atm
yikes
lotta custom models materials will need to be remade too
i mean hello games need to add some variety if they keep it that way in beyond lol
Not to worry there's a lot that doesn't need the true shaders
lol you've been seeing all the cars I've been making right
yeah
half of em are invisible in vulkan
N-Sane
Im dissappointed that you don't use softbody physics for good crash damage
HOW COULD YOU
No glass shattering effects?
any material that don't have identical flag setups to existing vanilla ones becomes invisible
so there is zero flexibility in shaders and texturing now
This guy has been modding in Thomas the train and shit cus he smoking the good stuff 
So anyway @severe leaf does my mod work with the GCglobals cut out?
its working fine now
cool
'fraid you won't get sunlight boost that way tho 😄
@hearty wasp Well who could sleep after looking at a glowing red-eyed living steam engine as much as you did
touche
Ya know I really love the grassfix mod @hushed bronze It just makes it look so much better
@lime mesa Why thank you, sir 😃
Are you running that Grassfix 3 prototype above?
The most-recent works with non experimental, and the one before that works with vulkan and includes a sun boost
What's different in 3?
I've dropped the shitty slopewpower change and replaced it with an LOD shift instead
You'll noticve the farther-out terrain isn't 90% rocky like in 2
Cool. Does that mean it draws grass where the grass texture normally fades in at closer LODs?
Pretty close
The grass fix part is identical in each but the sunboosty one only works in vulkan exp version
Okay, I'll check it out later tonight. Sunboosty? Brighter sunlight?
That and a slightly less orange more white-yellow sunray coloring
I went with a bit less boost than the standalone mod on Nexus
Do you give mods on nexusmod?
Yes but the ones I just dropped here are in testing
Is there a mod to activate sentinels in creative mode?
I remember someone asked me to boost how many planets were Lush, so I did.
Greatly increases chances of any given planet being Lush type
@weak perch
Thanks! @hushed bronze
NP
It actually was the file I thought it was, but the result was different than expected which threw me off
Ah ok but thanks for taking time out of your day to help me out
@hearty wasp do you have a list of changes you have had to make with the materials?
Basically just matching the flags it to exactly an existing vanilla material
this is a car
this is a car underwater
here's all 5 of em btw
and chip bag with the sun I drew
lol nice
How do I install mods?
find No Man's Sky folder, find PCBANKS folder, delete .txt file, make MODS folder, put .pak files in MODS folder
Okay thank you
Hobos will now beat you up https://gfycat.com/GratefulTatteredAnkole
Hobos will also now shit on the floor https://gfycat.com/PalatableMeagerHawk
just like Hobos in real life!
LMAO
Is there anything I need to do when loading the game up once I have mods in the MODS folder?
no
What version is No Man's Sky currently?
kek
https://www.nexusmods.com/nomanssky/mods/1017
https://nomansskymods.com/mods/hobo-town-roaming-walking-npcs/
Hobo Town Hobo Town does the following: Adds walking, roaming "NPCs" that you can possibly interact with and kill https://www.youtube.com/watch?v=-Si5jnEaCa8 The NPCs will also have a chance to attack the player: https://youtu.be/3s-yDtVJxZM Difference between the two vers...
@hearty wasp where can i dowload thomas mod ?
OHHHHHHH thx xDD
Anyone who wants to test it out and tell me stuff: Grass Fix the Third
@severe leaf Updated and with different performance versions @lime mesa
hmmm thomas mod is compatibile a vulcan version ?
becouse i tried and the sentinels havent 3d moddel just effect
it doesn't
it's the essentially from the same source of why shader mods don't work
I'll get it to be vulkan compatible... eventually
How do I disable the mods?
delet em
Will it affect my game play?
no
Okay cool thank you
@hearty wasp did you just add humanoid NPCs as fauna? If not, why not?
yeah the player character model
yea, cause you can proc with the various heads and outfit combinations..
very cool.. I'd like to visit a planet and find indigenous life wandering around.. not just a science officer sitting in quarters playing on an ipad..
The good thing about Winder's mod is that at least it's not something we could have done before Next, since it uses the player models that simply didn't exist then, lol
I remember making monstrosities trying to muck about transplanting rigs like an idiot
heh I still don't have the modder flag
have you poked anyone for it, lol
Nah too busy messing with the ground 😃
unfortunately the pivotal thing for Grass Fix 3 has a detrimental effect on everything not lush😦
oops
I kinda figured it would but its worse than I'm really ok with, so now Im playing with that
Any chance you know where the terrain mapping/tiling/coloring is controlled from on a per-biome basis?
I'm suspecting shaders, sadly, as far as what I actually want to change
I suspect that's not just shaders but dunno offhand
I suspect it based on how primary and secondary colored versions of the specific graphic I'm after behave
one tracks the grass color, one tracks rock color
And both of them are different for their slope and non slope variants, with the secondary non-slope tracking altgrass and not rock
Its really confusing
You played with the palette stuff before, yeah? And it's not to do with that?
Noth the particular thing Im affter, no
basically it takes after grass but I need it to take after rocksat
however its one of the may tile-image components specific to Lush biomes
Mm, yeah, I'm afraid I've never messed with any of that stuff so I'm pretty much useless there
And the fact that the AltGrass version takes after two different palettes depending on circumstance tells me I should be able to do the same to the primary variant of the same
I've messed with anything from biome frequency to terrain gen to building frequency to scan tables to some light fauna stuff and general prop density but never any of the color palette or terrain texture tiling stuff
So, Nvidia's DDS plugin failed me...
But Intel's plugin has so far been looking more right
Seems its getting the alpha channel inverted. I think I can correct that
@supple wadi Seems to me this game has a sort of "3-of-a-kind" maximum per planet type. Do you know if thats true/ does it match your experience?
....per system
I can jack the weights through the roof and still max at 3 of a kind per system
planet type as in biome, yeah?
yeah
Over 30 yellow star systems surveyed back around Atlas Rises, I think it was, that seemed to bear out, yeah
Yep, Atlas Rises, since Next didn't hit until August July of last year
I ask because my little play mod where I jacked up the Lush rates through the roof, suddenly every system had 3, but none had four
Yeah, I experimented with trying to make many of the yellow star system planets be primarily dead and could never eliminate the possibility of some other biome cropping up
Weird thing was that even when I minimized the chances of lush planets, I'd still see them coming up from time to time
Well 3 gauranteed deads isn't half bad, is it?
And say I tried to make it a dead/barren/frozen mix, I'd see the occasional toxic/radioactive/scorched
You could always add some bias to other dead-likes like Barren and Hot
I could never seem to get it to fix on just a few biomes
Yeah, I had tried that, but then I'd get toxic/radioactive. Thing was, I was trying to pace the biome encounters so you wouldn't see them at all until you got the hyperdrive upgrades to visit the next star system up
But it just flat out wouldn't cooperate 
Well, the game is designed both with mods in mind and with necessary progression components on each of those biomes
so its nopt shocking to see they made underlying hardcoded limiters
Yeah
I was just trying to do what I could to reshape a lot of that and kept hitting roadblocks with that sort of thing
Because at least imo it hardly feels like much of an exploration progression and more of a sort of meandering progression
i like meandering
So I thought it'd be cool to try and make it so that as you're growing tired of the existing biomes you get the next hyperdrive upgrade and suddenly a burst of new biomes to explore, coupled with some of the old so you're not too overwhelmed
Its a good idea and doesnt really prevent meandering 😄
Well what I mean by that is just that you get exposed to much of the variety a tad too quickly imo
I don't have a major issue with meandering either, but when it doesn't result in stumbling into new places it's kinda like 
Yeah I'm looking forward to screwing with terrain generation but not looking forward to how fucking hard thats gonna be
And NMS just kinda dumps you into everything so new rapidly fades out
Terrain gen's a silly fun and frustrating time all at once
I intend to keep real documentation on shit its gonna be a major project if I take it on
You get to see how ridiculous it could be and then be mildly frustrated at how you can't seem to get it calibrated to look just quite so like you want
I tossed up some rough details over on the modding wiki, since the entire reason I started futzing about with it was to try and document it a bit more since basically no one else modding it was
Nobody documetns anything lol
everything everyone learns about anything is lost to everyone else
It's not great, mind, but it's more than the nothing there was before: https://nmsmodding.fandom.com/wiki/Terrain_Generation
thank you
I haven't updated it since Next, so there's definitely some differences, but I think the bulk of it should still be relatively accurate
Is the realtime cheat engine part still valid?
I would think it should be, but I haven't tried lately
Well shit even if it isnt Ill just do this with the last version that is 😄
its Terrain I think the mechanism itself is essentially unchanged isnt it
I would suspect it should be, the differences may be that there are some new lines or locations in memory may have changed a tad due to new info
E.g. Then scroll down in this window until you reach +00001830. Once there, right click and select Display Type, Float. This will make the data shown there easier to parse and relate back to settings you may find in the VoxelGeneratorSettings file. That may have changed due to some new stuff Next introduced, but only by maybe being a few lines lower or something
As long as you can match the VoxGenSettings values to what you're seeing there, you'll know that you're mucking about with the terrain gen
Offhand, I think that one of the bigger changes Next introduced to the VoxGenSettings files was a new field for the continent generation stuff
thats pretty significant lol
you'd think but if memory serves it's not super detailed
Okay, so wrong on that, but it's no more detailed than the existing noiselayers (mountain/rock/underwater/etc.)
Exosolar what is the difference from the grass fix mod? like the difference between medium, high etc
mod updated to fix a crash in rgb stars plus some tweaks
works with visions and vulkan
album with new version
last time I was on the site there was so many spam about resumes and bullcrap
it was almost like the website died
the spam is gone as of now
Depends on what kind of mods, usually it takes more time than efforts
Im working on a mod that does nothing and requires no installation
Same
the one top thing required for doing a mod, is loving what you do because you ll be hardly criticised whatever u do 😉
Does anybody knows how to remove the DRONEDIRECTION.DDS texture appearing on screen ?
doesnt work
XD
it still shows up
Re-reference the texture to the null texture?
Well start CTRL+F'ing that DRONEDIRECTION name then
Probably in something weird like building globals
icons are weird
i did
couldnt find it
btw where did ya go? gave up on Project Aurora ?
;n;
@hushed bronze
Found a DRONE.DDS here
METADATA\UI\HUD
and in gcuiglobals
theres an indicator radius you could probably just set to 1 if you want its marker gone
I think people will like this one
Anyone know mod combinations that really realistically diverse planets
Nothing that changes the Hazards
@echo oxide I heard you were doing a Attack on Titan thing
@hearty wasp Is that thing rocking sentinel legs?
mesh collision are now our bitch!
OOOO very nice
Bonus points
respect
free beer and cookies when you visit
@obsidian tree How do we give you Nobel Prize?
still gotta export them, but now that I can read them I 100% understand them
now literally 100% of the geometry file is understood
a bunch of it is useless still lol
but still 😛
and free beer and cookies sounds good 😛
How would you reccommed Opening a .DDS for an icon, editing it, and resaving it? (or replacing with something made from scratch)
Im having a hard time completing that series of events
photoshop?
@hearty wasp that s dam cool , i love the idea and how u fid it
@cyan oracle i had you in mind when i said that 😉 ( the other one phrase , not that last one 😃 )
is there any ship seed creator yet?
like where you can pick and choose parts to make a ship and it will give you a seed for said ship?
or at least a list of what part in the seed effects what so we can manually create a seed for a ship or such?
no because it isn't possible
so i guess people havent bothered to decode the seeds yet?
well that isn't necessarily possible...
the point is it is meant to be random
the best you could get is an external program that, given a seed will produce the same model
seed -> model may be possible, but model -> seed may not
Thats not a mesh collision. Thats a crazy monster robot
This page is now inclusive of all Grass Fix versions including the newly-released Grass Fix 3
https://www.nexusmods.com/nomanssky/mods/1005
yarp 😄
there is a current restriction that you need to apply any scale transform you have to have it show up the right size
not sure of a good way to fix it...
will just write it in the docs...
for other objects you don't need to
so it actually hasn't been that way for most things for a while
object transforms have been retained for a while now
@weak perch Yeah, Project Aurora aims for that.
wht that
now they just look like they have power armor on
and they still can't attack well cos creature attack range is fixed and doesn't scale with creature size lmfao
at least they look T H I C C
the most important part
if they can't attac the best they can do is be a meat shield and protec

also @hushed bronze yeah sentinel shin armor for the shin and leg armor for the forearms now
wish stomping damage is a thing, would make things easier
BARRAGE ON HUMUNGOUS is now in HoboTown 1.1
https://www.nexusmods.com/nomanssky/mods/1017
https://nomansskymods.com/mods/hobo-town-roaming-walking-npcs/
Hobo Town Hobo Town does the following: Adds walking, roaming "NPCs" that you can possibly interact with and kill https://www.youtube.com/watch?v=-Si5jnEaCa8 The NPCs will also have a chance to attack the player: https://youtu.be/3s-yDtVJxZM Difference between the two vers...
I'll probably experiment more on the attack later
Wait whats that from
guardians 1
Has someone found a way to hide the drone direction indicator on the hud ? I mean the arc that is either grey-blue or orange
make the texture transparent
NEW in Version 2.3.01W :
- Added Script plus NMS MODS paks Conflict Detection at the file level in the generated REPORT.txt file (minor bug correction)
so you can see which of the scripts AND paks in MODS need to be combined with others.
A reference to the NMS PAK filename is also displayed for convenience in building a script.
- Added the lua script themselves in the generated paks for reference.
- Added an example script showing the use of For-Loops in the scripts. See ADD_REMOVE_FORLOOP_usage-Recipes.lua
in the ModScriptCollection\LearningExamples\Advanced folder.
yup, i just shitpost around here a bit
I still haven't taken the time to pick up the lua scripting involved to make use of that 😩
Probably should, but I still spend a bunch more time just trying things that we're not yet sure may even work, so it'd be kind of for nothing to automate those processes
bigg
Like my ||EGO||
any up to date mod that lets you build more things on freighter?
Thats not even a mod, just change buildrestrictions to false in your settings file@strong glade
updates to the game often undo it but you can just redo it again
same reason I haven't gone back and visited my growmoar mod..
but I'm sad to see they still haven't fixed the NPC terminals.. snap points still sit in the middle of basic construction floors w/o the backs of the terminals against the faces of the constructed walls.. and they still haven't even corrected the inversion of textures on the exocraft technician station.. smh
Does anyone knows where the flashlight texture is ? The texture that is actually rendered when you turn on your character's flashlight? If yes, please tell me where it is, I actually can't find it. Thanks in advance for any help.
look through the player character scene and find the path through the material if it has one
ok thx man
would there be an actual texture?
I think that stuff is all handled by... gameplay globals maybe?
or character globals
IIRC there is a bunch of parameters in the global which control angle, intensity colour etc of the flashlight
pretty sure it's just a light source at a fixed point relative to the player
☝
True
Yeah there's a mod that makes the torch brighter
The light's probably in player globals
You might be right.
From what I have been able to observe and determine, there are no textures that are used for the torchlight, it appears to be only is a light with RGBA properties.
I know there is a lot of stacking mods, but does anybody know of a mod that increase the medium/large refiner output stack beyond 250? I can add 10 000 input elements but can only get 250 out at a time... really hampers my mining/refining operations in my construction plans...
only just got the game... quick question: how does modding affect multiplayer?
do all the players in the same game have to have the same mods? is it unique to each player meaning they can have separate mods?
I think it is unique, and multiplayer is basically jsut 4 player co-op at the moment
you can read a non-exhaustive documentation on modding behavior in multiplayer environments here https://www.nexusmods.com/nomanssky/mods/824?tab=images
3rd person of the 3rd person camera.. 🤣
j/k.. just a personal companion drone.. inspired by the remote comms in "Ready Player One"
Lol did you just copied that node and pasted it further away
I wish it were that simple
the shoulder camera is part of sub5backpack.. which includes a big portion of the rest of the backpack.. had to remove the excess verts in blender and link to new mats that didn't have skinned or dissolved tags
also carried over (exported) sub6~8 which were the lens, camera eye and the lights on the back of the drone..
doesn't rotate right though.. when the player character moves, it's like the rotation anim gets reset.. it rotates with the player before resuming it's own orbit
Yeah multiple freighters is super simple I didn't even bother with making it a mod back when we discovered it lol
Also because it's fucking buggy and people complain about every single slight inconvenience
Everything within the player character scene moves woth the player
When it's not affected by anims it looks laggy
would be cool if you could attached the building decoration droid that just rotates... to the player backpack 😉
Builable objects are completely static once they're placed down, barring anims/physics
They are placed in relation to the base location and the base location don't update dynamically, like, at all
It's just odd though that the mod didn't exist
I hear people complaining about it all the time
I just stroll through the files and instantly found the solution
It's been pretty stable testing it out too for me
Yeah nobody bother to do it cos it's so easily doable lmao
Welp the solution now exists for your average kids
Lol you just haven't been testing the right stuff
Well I just opened the game files for the first time today
Kinda just was irritated I couldn't
So I checked
and I did
Try resummoning your freighter when your friends's in it
I gotta try that tomorrow, the dude I'm w/is a rando I don't wanna crash/kill xD
Curiosity
I saw some lua modding tools online
Or you can just take a read of the post I made back in the day about this exact thing on the modding wiki
The heck is taht about
I don't understand how it can interact with the games current method of modding
It's a way to do value replacement / line adding more automatic
Ah so it's just to streamline stuff
Nothin custom like listeners'n'stuff
That's a bid sad qq
Is there any custom code modding on this @hearty wasp or is it all just value editing really and changing files
Somewhat new to tinkering with these files and just tryin to understand the limits of what you can do
Not since 1.1 iirc
Ah that blows
You can mishmash mechanics to a degree but that depends on what you're working on
Well I'm lookin more for say,
Like I can make NPCs spawn as creatures and walk around
for i,v in pairs(tableSentinalsActiveOnMap) do
end
Like that was the crap I wanted to do
But I can't make them go into a ship and fly
sadness
Yeah not happening
the modding would be so beautiful though qq
imagine questlines'n'shit
that'd be beautiful
Questlines ain't hard
Oh so questlines'n'stuff is a doable thing
I made the drill out of that
Yeah it's p simple once you know all about the mission related structs
It's all organized pretty well so that shouldn't be hard to figure out
So you can't technically add new content in any way
Or are there files for things like that
You can add models
That's how thomas is possible afterall
Not even sure though if it's worth putting to much time into reading everything though
Read most of the the surface index files and there's only so much you can do on the surface without MAJOR research into mechanics
You only need to read into the shit you wanna mod
Truth
Hey guys, I am currently looking for modders that are actually good at modifying sky colors. if you think you can do beautiful sky color mods, DM me.
just unpack jason/gamer's mods and peek in yourself lol
sky color's one of those thing you can get a hold of with relative ease in terms of mechanics
Change their values by having a look at these random colours https://randomcolorpalettes.com/#40e014-#911135-#c14772-#0b5572-#20eab4
Create random color palettes
if you know exactly what color you want you can convert the hex code into a factor4f format ez
I just... owo dunno where to start, i never modified sky colors.
im so used to value editing but when it comes to colors, id rather have a live preview of what i changed so i can adjust on the go.
I think another guy other than ray has a program that does the conversion automatically when you punch in the hex code
maybe monkeyman but memory's fuzzy
kk thx ill look into that
@kindred birch that's actually where the idea started.. I used the "toydrone" first and had it working pretty much right away.. but then I saw the camera thing on the backpack and thought that looked a bit like the remote comms in "Ready Player One", so decided to use that as the rotating drone.. would be nicer if it kept it's rotation regardless of my orientation, but like Winder said, it'll move with me..
are there any working mods to increase nautilon or pilgrim speed? Or any exo tbh, those are the ones I tend to use
tried a few which aren't up to date, sadly
that should just be a matter of modifying vehicle globals..
I'd be grateful if you can point me at that setting /file 😃
where are you at with NMS modding? do you have the raw files extracted from all of the .pak files already?
no, I tend to leave the .paks as they are but I am comfortable using save editor to fly around the json as well.
can't do this w/ json or save editor
nah, if so I'd have worked it out already sadly 😦
you need to extract the .pak files in (Steam folder)\Steamapps\Common\No Man's Sky\GAMEDATA\PCBANKS folder.. also inside that same folder, you'll need to make a "MODS" folder if you don't already have one.. and then rename/delete the .txt file in PCBANKS folder
Oh that's basic mod installing, yes
to extract the .paks, you can try using psarc.exe, NMS modding station or NMS modspace..
jason has an exocraft mod iirc?
the extracted files also take up a good chunk of disk space.. so you might want to make sure you have room before extracting the .paks.. just shy of 24gigs extracted but still compiled
can I get a link please? I tried the one one nexus by jovianstone and it might or might not have successfully modified the exocrafts, but I can't tell because it took away the ability to interact with the exocraft and get in it.
search for dud's sky
but the vehicles globals will be in the root of the extracted files.. you'll need NMS modding station to put it all together in a mod.pak..
https://nomansskymods.com/mods/nms-modding-station/
and you'll need to grab the newest mbincompiler and .dll from monkeyman's github
Thanks Krem!
the mbin that comes in modding station is VERY outdated
I'll have a crack at this sometime when I feel like its time to learn some new skills.
in the mean time, here's the vanilla file.. extracted, decompiled and ready to edit..
you'll still need the updated mbincompiler to use NMS Modding station to compile and .pak it when you're done with the edits
grand, thank you
np, gl
@strong glade You can look at my exocraft mod and see the values that changed. It does not make them faster. You would have to change that.
https://www.nexusmods.com/nomanssky/mods/507/?
Thanks 😃
Im still using modding station, what else u guys recommend me instead that is similiar?
Just realize that there are upgrade modules for them, so the base numbers (speed etc) is not the final speed with upgrades.
ye
can someone help me figuring out why the textures on the freighters looks blurry from outside ? ⏬
low texture setting would be my guess
or perhaps old video drivers
or perhaps old video drivers
nah all set to ultra (lol)
external gpu setting I'm going to assume
apfjlvndmfjgbtga
I mean gpu settings from your desktop
nvidia control centre
or amd control centre

Nevermind, I got it to work again by gladly having an older version of my mod which did not happened to have this issue.
SEE ! BACKUPS ARE IMPORTANTS !
nice nightmare fuel https://gfycat.com/SecretTartArachnid
lol
https://www.youtube.com/watch?v=YCbKwojl5Ew
Train Honks and Steve Heads can be yours right now
https://www.nexusmods.com/nomanssky/mods/1011
https://nomansskymods.com/mods/beautiful-sentinels-thomas-and-friends-go-on-a-rampage/
捐款予「孫子風喫飯基金」,於影片中令觀衆聽到你的訊息: https://www.twitchalerts.com/donate/wmpc 如你喜歡此段影片,記住分享予你的朋友! 訂閱我們以收取最新影片資訊! 魂達直播台:http://www.twitch.tv/wmpc 魂達...
Hey @hearty wasp, are you good at modding AI?
you can't "mod" AI
Oh... Then what can you do to it?
you can only use it
no
does it exist a mod that makes you get items till you inventory is maxed
like i try to buy 100 but i only have space in my inventory for 40 so i buy 40 instead of getting not enouth space
i Have found an glitch in game where it's water is some of my base and not in the other same room
Call the plumber
I've been out of the NMS modding scene for a while now, but I check here occasionally and haven't seen any mention of rayrod for a long time. What should I know? All I do know is they're "working on their overhaul" but their attitude towards it is... very superiority-like if you know what i'm saying.
God complex
Probably for the best we haven't heard from him
Don't need another modder stroking their giant ego
ah i see
shame really, his stuff looked really good for the most part.
For sure, but a lot of holes in the way he talks about his mods
he's working on it at least
but then again, i don't really see how it will all fit together
think project atlas by gamer but with more false advertising
he's got a discord server so I guess you can ask him there
oh yeah and don't mention any other mods there besides his own
else you get banned
like me
nope
Someone asked him about his mod
and when it would release
and if he would be giving out a beta
I told that person that there is a similar mod
called project atlas
5 min later I get banned
Then I get messages from Elca
and the rest is history
I mean I can believe that but it'd be more believable if you got a screencap
so yeah, you're better off asking about it yourself @lime mesa lol
i think i've heard enough from here lol. i've known people with god complexes. they never deliver in time and thats only when they do.
He has released videos of his mod
You should check those out
Looks good but I doubt it will run as good
Reasons for doubt, he never sprints through a field and slowly moves around
but hey
I could be wrong
wait do get that much of a framedrop from sprinting in vanilla
I wouldn't know cos I got a 1070 
Eh
i've seen a few of the vids he released but that was months ago now. something always seemed a little off to me. looked more like a cinematic trailer than a legitimate representation of the mod and/or gameplay
I've got a 1060 don't get framedrops as much
But with that mod
I have doubts for performance
i've recently upgraded from 960 -> 1070 and 960 would get about 30fps lowest setting just walking around, but drop to low 20s when sprinting. never knew why.
so you're just guessing?
Guessing from what I've seen from other modding communities that promise graphical overhaul?
Yes
ah ok, from what I've seen with what other people have done on NMS I haven't seen much of a difference is all lol
even with clouds you don't really get much of a drop
I wish NMS would have some way of mods having more advanced features rather than just chagings configs and/or adding / removing resources.
like scripting
but anyway, if you're ok with just guessing rather than asking the guy about it that's your choice
performance of the mod wouldn't be a big deal to me tbh. i'm more interested in whether the mod actually works the way he says
afaik he has never shown space -> planet flight
and things load in very differently when doing that
thats what i've seen. also his really far render distance
makes the game look really nice
hooooly fuck I just had a minor epiphany
what if the 3rd big announcement for beyond is a mod api?
how so?
I mean I doubt it too but
vulkan has pre-compiled shaders
ah yes
don't think so but it's only started vulkan support months ago right
anyway, i also doubt a modding API. the only reason the game was modded so easily is the way everything (configs and all) are packed. reminds of the how 3ds game RomFS works. a full filesystem dedicated to assets, configs and stuff. similar limitations to modding in both as well (such as no scripting).
HG can't really stop modding in it's current form (and it doesn't hurt anyone so i doubt they will) but a modding API would be a lot of work, for something they never intended in the first place.
it's been 3 years and none of us had figured out how to do joint influence on mesh
that'd be great for making creature parts
we've only recently rediscovered how mesh collision works after a year and some too lol
If only their shaders that they locked down werent so bad
I mean, their own planet shaders were way better
I'm not even on vulkan and I already miss Space Dream
they trashed that and dropped in whatever awful looking stuff they have no ( I mean the in-space, farther away planets' looks)
Even NEXT Space Dream didnt look as nice as vanilla prenext planets
I also miss crescent worlds and the e3 scan from Lawn
I mean,...
crescent worlds still really has it charm on planets tho
