#nms-modding
1 messages · Page 157 of 1
sure lol
in another news I can't find a good subtle techno / synth clair de lune remix for my car mod vid
and Ash's style is more of a hard techno so I don't wanna bother him about it lol
tragedies
and Free Music Archive just ain't fuckin workin 
I see what you mean lol that fog really adds the system wide tint lol
But also look at the dark side
In top its some graphical mistake that looks wrong, in bottom its just dark
Its like someone changed everything and didnt do a great job on most of it
looks like normals keeping it from going completely dark
overlooked all sorts of little stuff
Sean needs to rehire a few original team members I think, lol
I'm still convinced that a lot of this stuff has to do with the cycling of team members and weak documentation
But
to be honest, I was surprised by what stood out to me the most when I started pathfinder
It was the sound
The creatures chattering up a storm, the accompanying music thats practically always present
Its not some spooky shit either its just peaceful
It's like the game's mother died and the whole thing got dark and sad
Its is surprisingly difficult to edit UI elements
LOL it took me two hours to find where the size control was for this one
Yeah, the UI is a monster to sift through
Because so many parts of it seem to be so heavily nested it's hard to figure out which entry is the right one to modify to see any effect whatsoever
I'm getting the hang of it but sometimes finding the target initially is the toughest part
because I have no idea what the resource gain message is going to be called and there are 600 files lol
anyway this time I managed to put the edit together in a flash 😄 (even though it took ages to find it)
what pisses me off, and either you've already found it or may find it if you try to shift the UI elements around, is that there seem to be some invisible boundaries and hardcoded aspects that we just can't do fuckall with and you can only ever figure it out after spending too much time trying a variety of things before going, "Oh shit, this is one of those things..."
Yeah in some cases I can manage to modify where those boundaires are, but in the planet readout it was lost to me, couldn't change it for my life
It has to do with a parent element that has width and height and often acts like a nested screen to render onto like a projection screen
Those parents can be absent in the relevant file though it seems
I believe they can affect performance if they are allowed to be too large/wasteful
@supple wadi Figuring out something to do with those boundaries was one of the first things I had to do, it started chopping bits off right away, until I found the relevant parent and simply made it taller 😃
But they have to be fine tuned even after I enhance them because the edges are often used as reference for other elements placements
The more finicky parts tend to be along the corners, resulting in you either having to sort of toss a corner element to reposition another where the old one was or whatever.
I forget which way it went exactly because I was only helping on the thing, but it was one of those retro UI mods, which to my mind seemed silly but it gave me an excuse to try figuring out how some of the UI worked
There's only one thing left on my hitlist before a releaseable version 😄 (the numbers indicating how many of something you have in inventory)
And yep, that last bit is definitely wading into the territory I was describing
The edges as reference bit i mean
The planet readout refused to follow a lot of the rules I saw elsewhere. Was really frustrating
I wanted to set it up so that the "Moon of Planet" message actually rests on top of the planet name instead of leaving a fat gap
Maybe I'll revisit it, but for now, Ive successfully made a clean giant version of the legit readout as it normally is
If you search back through this channel for messages from me & mentions of some of the UI filenames, you can possibly pick up some stuff about how obnoxious some parts you may not have messed with yet can be, lol
Well Im almost done with what I had in mind initially 😄
True enough, but if ever ya for some reason wanted to hit your head on UI again, there's your heads up and you can never say I didn't give ya notice of it 😛
What UI were you trying to work with?
Mainly the lower left planet name/hazard protection/life support readouts and trying to reposition them to the upper left, I think? Whichever way made it resemble the prerelease UI
I genuinely don't remember in full, only that it was related to those and like trying to shift upper left hitpoint/shield stuff to the upper right...? Something like that
Oh right, it was like the planet name to upper left, retain the shield/hitpoints...And uh...Yeah I forget what else
oof, yeah too much of that sounds brutal
Basically however the UI is now, make it look more like this:
https://i.kinja-img.com/gawker-media/image/upload/xehxljkaeietpkrnt0on.jpg
That would be a very difficult project
I don't think Impossible, but goddamn buttfucking hard
I always thought it was a pain in the ass not worth it endeavor personally, but as I said, it's a great way to try and learn about the UI
wow look at those sweet ships
Honestly a larger part of my disinterest was because it was so rooted in prerelease nostalgia that just rubs me the wrong way
because i'm a cheapskate, and i just generally like more abstract/low detail art, i've always preferred when NMS' art direction was more, "hey let's be colorful and abstract" vs. whatever you might call it now
So do I but I never felt like colorful and abstract should mean low-res, you know?
Tbh I just never really noticed low-res/hi-res that much until they shoved it in our faces with Path Finder, lol
To me it was less a tech thing and more just an artistic choice for reasons, lol
Like don't get me wrong, I notice it when a game is clearly aiming for a certain level of sharp detail or whatever, but when it's something like NMS was/seemed to be going for, I just don't really look for it as much
theres a mod that enables raytracing in nms
E.g. I notice it super easily/quickly in something like the original Rage, or Remember Me, or Doom (2016) either when stuff takes a moment to render in or mucking about with the settings
Went back and fine-tuned transparency and text shadowing. like it? @supple wadi
Looks sharp to me, yep!
I should figure out the dash panels sometime
Since it's sort of understandably kind of a super low priority thing for HG apparently
Well, I can at least tell you where they are if you dont already know
i think i only know where the model parts themselves are, lol
lol cheers, I've probably skimmed past it a ton of times
@supple wadi Took me like nine jumps to find a single planet with a rare to test this
I was actually starting to wonder if I had somehow screwed it up
rare?
tfw you just have no idea what anything is because creative lets you get by without knowing any of it
In this case, "Salvageable Scrap"
ah
Added some text spacing and forced the Signature font onto the Planet name. I think it adds a real piece of NMS flavor 😄
@supple wadi What do you think of that?
Notice the font but not sure about the spacing, still readable so works so far as I'm concerned
Well that particular change was aiming for stylishness, lol
Reminds me of how GTA mostly abandoned their signature font
like WHY would you ditch one of the things that provides your game with individuality and swap in Helvettica
someone with a Mac wouldn't shut up about it
Bitch IDK your filthy mac references!
Well, if you use this one a lot, feel free to point out any other visual elements that you feel are in need of upsizifying
Its a pretty arduous process so I wanna keep it down to the things which need it most
@thin viper
👍
@thin viper Or also even just text that REALLY needs to use the signature NMS font instead of arial because I figured out how to do that on a case-by-case basis super easily 😄
(Assuming I can find the text in question)
Yeah just replace the text font dds
Its a single file..it pulls all the letters from there
Theres a "FontIndex" variable in all the UI files
0 is the usual arial, 1 is the signature font
Does it include the one from trailers
This gives absolute control instead of just blasting the whole game with a font change

Look at the image with the light purple grass above
Can you make it no mans sky geo sans font
notice exactly ONE element has the signature font
Same for the planet details where i made ONLY the name take the special font
It can be a little tough on whole paragraphs
its actually not appropriate literally everywhere as I have found using a recently released mod that does that
Hmm makes sense
Beautiful in the right places though 😄
So far "ForceAllCaps" doesn't seem to have an effect
I wonder if other fonts in the index are all cap ...
This was easier than I thought lol @cyan oracle
thank fuck the distant trail fucks off when I put proper trails in
you gotta pick a ship I've already done huh? 🤣
but hey, if you wanna deal with the fan requests.. by all means.. good luck..
I don't watch a lotta films despite being a film graduate lmao
if it's up to me I'd put 17th century ships in
btw I just disabled the proc gen for the screenshot
lol, I think I downloaded one with intent to put it in as a gag.. some sort of old style ship.. like the USS Constellation
proc gen's not working perfectly despite me doing the descriptor fine lol
mine only proc's the texture
I can't bother with texture mbins for that
shoving everything into exotic ships for now
I used to have the NMS Geo font inthe game... eh... TOO BIG FOR ME!
turns out the engine flame literally just works too
don't think Imma bother with cockpits tho, the screens are impossible to align perfectly
the cockpit for the x-wing is fighter cockpit_b anyways.. that one doesn't need a custom cockpit
that engine flame a new locator?
when I did the HGX at beginning of NEXT, I had to redo the whole engine to get the effects
yote all other parts from one of the exotic engine scene
ends up with only the flame
reference, done
Imma also make the gonk droid into the only shuttle variety
ah, cool
no shuttle, only gonk
Gonk gonk gonk
this is the only free one I could find tho
Anyone think that once beyond hits it will still be modable?
yes, unless they just really fuck things over
Well, I am a bit concerned for things with the online feature affecting it.
if it works like things do now, people will just want to make sure they're running the same mods to see the same things (if memory serves)
if not, well then screw playing with others, play offline & enjoy mods
Sean recently tweeted about enjoying some mods, so I'd think that's generally a good sign they wont totally kill 'em off or anything
I got all of these pics in the last ten minutes with the earliest fresh-off-the-first-recompile colors mod. This is what archiving 470 test runs gets me 😄
Also shows Grass Fix 3 and BtF Terrain
sean should kill all mods
Love those grass fields!!!
@hushed bronze Nice! Now go do all the other biomes... 😉
All the color palette mods make me wonder why HG did as they did
@smoky wing TO HELL WITH OTHER BIOMES! 😛
Eight more for the hell of it
Took these last night while playtesting from bed
Someone needs to turn the landing position at the trade stations, 180 deg, facing OUT
@hushed bronze Ironically, they did face the other way in one of the pre-release videos.
@hushed bronze that would mean when you are shopping, you will be shopping ass end.
That sat aqua type blue grass and the orange looks nice!
How about when you take off, it rotates you 180?
Or screw it, rotate 900 on the way up.
We could just park them all shuttle style, pointed straight up
Is there any reason why mods would prevent things like the buried technology satellites and containers from not producing loot?
if the mod messed with rewardstable.mbin, yea..
thanks. Found the mod in question. Not an important one so will delete it.
was more base interaction mod causing the error.
Can anyone help me with this problem I have with grass mods no matter what mod or how high of density I choose I get the same results
It’s still patchy
And there are very few spots with grass
But do you see any differences?
What mods are you currently using?
Try checking if you deleted DISABLEMODS.txt file
And are you on experimental?
No I’m not on experimental and hang on let me get my mods
I think Natural Worlds may conflict
its a little messy didnt expect that lol
Oh, and all the Diverse Environment mods
ugh ok thanks
I think its Natural Worlds
ill try that
Hey guys, im currently looking for modders that would like to work with me on Project Aurora, I am the creator and here are some details :
Project Aurora aims to enhances the planetary experience by modifying a lot of objects properties, such as : vehicles do no longer
destroys ground objects (most of them), grass density is now bigger, plants and rocks (flora) will be able to have more size variations (again, more realistic). Vehicles are going to be tweaked to make them behave more like vehicles and not like "ultra powerful vehicles". Ships will have higher flight speed and slightly harder controls (roll and braking especially).
This mod will feature :
- New weather system
- Better biomes (a lot more variety)
And more to come! Let's hope for the best!
We are looking for people with the following skills :
||> Experience with custom weathers||
||> Experience with custom biomes||
||> Experience with custom sounds||
I see your straight rip-off ships I SEE
Do you know how to swap ship parts around instead of whole ships?
yeah it's the same as doing this shit
you just shove the shit into different parts instead of at the top level
Cool, cool
If I'm to do it I wouldn't fit anything onto vanilla parts tho
cos why have vanilla ships when you can have modded ones
So when I get around to de-rusting myself on modelling, would you be willing to work with me on a ship parts mod?
Once upon a time full asset creation is something I did
I'm just doing this so Krem won't have to
Maybe you could just teach me what I need to know then?
sure ask me on the modding discord
And do you know if parts can be added instead of only replaced?
Sure, np, I'm just about to go for lunch though so its not really a "in-detail, right-now" thing
I just disabled the vanilla ones so I won't need to change seed 1200 times lol
I can't do it rn anyway
So I can add new parts to the rando roster without cutting old ones?
Awesome
ship parts don't move so nothing cares
Well the same could be said about a number of other things that apparently work on fixed-length lists for no apparent reason
so if ships dont well now thats just wonderful
cries in creaturedatatable
yeah I do things differently to Krem's approach in the way that I don't need to deal with any table
nah I don't care about vanilla creatures enough to cry about it
it's more work but retains the vanilla shit
Just overwrite the badger-looking class and nobody will even notice they're missing! 😄
so ships' are actually rarer and people have a reason to hunt for it
All very cool news, I'll bug you in the modder discord sometime 😃
k
Grass Fix Page now includes a Natural Worlds 1.1 version for Grass Fix 2 and for Carpet Bomber
https://www.nexusmods.com/nomanssky/users/58018181?tab=user+files
@hearty wasp What if the player-character was Homer Simpson
What should I mod next
🍩
I've missed this "cockpit"..
@hushed bronze I used to have a blender tutorial video where I worked on a ship and prepped it for export.. added my effects and such.. both videos together were like 90 min long.. but YouTube removed them because of the music streaming in the background of the video 🙄
Also, you can add to the roster of ships like I did in Atlas, but should the mod be broken by an update, then the broken (or uninstalled) mod, will result in CTDs when the game tries to load the custom ships added in as a custom file.. Whereas if you make the ships all proc from a single file and replace a ship class proc file with said custom ship proc, a broken (or uninstalled) mod would revert player's ships back to the specific ship class originally replaced with the custom proc scene.. This is what I did with the mod during Pathfinder..
Out of both methods, I like how I did it in Atlas because it kept all of the original vanilla ships and only added content instead of replacing something like in Pathfinder.. However, the ability to uninstall the mod should something be broken or a player no longer wants to use it, seems more important than retaining a ship class many don't care for (like Shuttles).. but what is the "badger looking class"?
@hearty wasp lmao.. appreciate the help.. would have been nicer if it were during my absence.. but I'm not sure you're solely to blame for that coincidence.. but again, your Thomas the Train made me want to come back and pick up where I left off during the frequent updates of early NEXT
@cyan oracle I was talking about creatures at that time (hobotown) and this is the "badger" class
mushroom, mushroom?
ah, fair enough.. didn't know people were adding fauna cause we don't have the means to animate them..
@cyan oracle Well he has managed to animate them with existing animations
Can someone help me figuring out what causes the crash on the loading screen with my mod ? here is the archive : https://drive.google.com/open?id=1SpU3RmtEcpqht4ltCcQxIS81Ig6lgUKa
plz?
@copper pollen Decompiling you pak >>> MBINCompiler 1.78.0-pre1 reports:
[ERROR]: Failed to read GcGraphicsGlobals from MBIN.
[FILE]: GCGRAPHICSGLOBALS.GLOBAL.MBIN
1 WARNINGS.
[WARN]: File not recognized. You may need to use an older version of MBINCompiler.
[FILE]: GCGRAPHICSGLOBALS.GLOBAL.MBIN```
@copper pollen Maybe you should check this one...
@hushed bronze custom parts and existing animations? or existing parts and existing animations? Cause while I can animate new custom mesh's if I name them correctly, they still don't quite behave like desired/expected..
@copper pollen crash on loading could be a wide variety of reasons.. but if it CTD's, that means whatever is being loaded cannot be handled by the game, or the game is trying to load something required and not finding it.. best to eliminate portions of your mod until you can load the game.. start narrowing down which file is the culprit.. then determine what changes you made in that file and see where the issue is..
also could happen if you used a mod that saved settings in your save and then you remove/change the mod so the data stored in the save can't be processed by the game..
@cyan oracle look up literally (a few comments above): GCGRAPHICSGLOBALS.GLOBAL.MBIN is in trouble
that is a good start point 😃
@serene zenith https://reshade.me/
where did ya got mbin 78?
@copper pollen https://github.com/monkeyman192/MBINCompiler/releases
ty
If you follow the repo you'll get notified whenever I upload a new version ;)
ok thanks
Does anyone know if making multiple color sets for night sky is possible? It doesn't use the external nightsky color file. In the sky global, I have tried making the single nightskycolor entry into 2 entries by making 2 sub lists. It doesn't compile. I'm starting to get lost...
Is it possible to direct it to the nightsky colors instead of setting a color?
In any case, my personal backup plan with that one is just to set it to a more tasteful hardcoded color
because Crayon Navy-blue is an awful choice, lol
Yup it doesn't effect any mods, it's basicly like an overlay on the game 😃
Guess what I'm gonna mod today!
Nothing!
😄
And you have only me to thank for it
yay... lol
I cent seem to actually open Atlas Rises's GCTerrain globals. I even went as far as unpacking and decompiling with the MBIN Compiler of the same version
There will be a version that opens it I'm sure...
Well Im trying the absolute newest next
No good, thats three versions that didnt cut it :(
I wonder if its the PCBANKS fault somehow
Do you know if GoG versions have been different somehow?
@hushed bronze still poking at GcTerrain globals, yeah?
That was the initial idea behind jabbing an old version anyway
Just decompiled them with this version of the compiler
To the best of my knowledge that may be either the last version for that build of the game or like next to last version
I saw someone post an AR screen which had the shortgrass in it which I didnt realize existed in AR ( thought it was a NEXT intro) and it was a sloped surface and wasn't all fucked up to shit like Next is and I wondered hey maybe there's an existing set of parameters that already was done properly
LOL I accidentally dropped your compiler on another compiler and windows was like UUUHHH
You sure you wanna do that, bro?
lmao
and I was like nah, bro please dont
But uh, yeah, if you're sure your version of Atlas Rises is 1.38, that should work
If not, well I still have a few other 1.3x versions, lol
Im a little confused why this is so version sensitive. Why cant newer compilers handle older files?
you'd have to ask Monkey for details on that. I think it's something like the way the data is arranged changes just slightly enough to throw it off or something...?
Although I think Monkey's sorta tried to improve that with more recent versions of the compiler, like to more clearly inform us, "Yo wait i need this version of compiler" when things futz up
dies
this is what happens when a dev doesn't just explicitly support modding, lmao
Well in half an hour of unpacking all again, I can tell you if it works 😄
wait did you, like, just toss the unpacked stuff? lol
I don't like allowing easy pathways to errant fuckups
I still have unpacked copies of Path Finder and Atlas Rises, lol
if the unpack was flawed, thats a problem in finding out if your MBIN compiler is owrking properly
I just stow them in an archival directory, lol
I unpacked it with a compiler that crashed when it tries to open one, so I don't trust it's work you know?
maybe
lmao
oaml
I never decompile or try to decompile everything, lol
I only decompile files as needed
But I always keep the .paks unpacked so all mbins are available
Its very helpful to me to be able to plainly see the whole structure
and when things aren't misbehaving it can go a month or two without having to re-unpack again and even then often its just to feel like its not old shit and my mods should be less likely to break when people use them
Last one lasted two months, Re-unpacked 10 days ago because the vulkan restructure got in the way of something
🤔 i think we are using unpack in the same way then, but yeah, i even tend to keep different recent iterations of the game sometimes
AR one still isn't playing nice, I wonder what I'm doing wrong here
like for some reason I still have v1.37 of Atlas Rises unpacked because fuck if i know
Hmm, as in even with the compiler i sent ya?
yep
I don't think eight different attempts would fail if I wasn't doing something stupid
Uhh, toss the mbin up here and I'll check with my different versions?
I have another thing ill try but thats gonna suck up more time again
gib mbin 
yeah nah i just meant a sample mbin from the version you're trying to poke through
thx
HOLY SHIT i think win Defender might be doing this to me
You silent assassin sombitch
omg, lmao
i was just about to say it totally decompiled no issue for me
so uh, yeah, that fucker did some shit
I think maybe newer versions don't trip this thing so it blindsided me
did it totally compileblock u bro
IDK yet im rusty on how to go do battle with windef brb
So yeah I got it decompiled with run anyway now just to do a more perma solution
Fuckin' Windows, man
yeeaahh
I always have to just up & allow the compiler through, even when I move it to a different directory 🙄
im not sure how to do that
it literally just prompts me each time i go to use it
i've tried setting it so it won't do that but it never seems to stick 🤷
Ive never, ever had this issue with a post-NEXT version
Ive literally never seen this problem before
OH i think i found the solve for both of us
is yours "Smart Screen" like mine?
might be, yeah, mine's set to warn & i'm pretty sure that's it
Yeah switching mine off lol
Its not like im all over the web downloading viruses ffs I'm inert as fuck for the most part
Anyway I right clicked and hit scan with defender
then I didnt do that cause I notice tabs on the left edge
one has options for smartscreen in several forms
the weird thing is with my setup, once i've used the compiler at least once in that directory it's nbd
So it's hardly ever been much of an issue for me
I've had more issue having to remove rust from containers in NMS a million times 😛
Well It looks like I can barely work with these files now, but Mod Station shits a brick and dies if I try it within it
So any old version sifting will have to be done the hardway all outside station
that's typically been my standard way 😶
Mod Station is very nice for organization
I mostly use it for unpacking and copying directory structures
but anyway there doesnt seem to be anything to gain from old terrain global
Is it normal to have a ton of vars named shit like "Unknown6D"?
yeah, that's the shit we were dealing with before Next
thats lame as fuck
trial & erroring that noise to try and figure out wtf things did
I wouldn't be modding through that crap lol
i mean many of us just flat out didn't bother with them outside of occasionally poking them to try and figure shit out
Can you imagine if the filenames were random shit like that too?
that's why there were a bunch of biome mods and such
basically anything outside of the globals that could be modded people would mod, lol
Only things named with english i take>?
yeah, p. much
Only a few of us ever really fucked with the globals, and even then it was just one long PITA
lots of CheatEngine here & there to see if the files were ever being actively read
Yeah I mean, even with the names half the time I cant see a difference in most of this stuff
like Im looking right at what should be changing and nothing is changing lol
The shittiest were the globals that demanded game restart
You can imagine the day I flipped the number for baseslopepower and something happened
EUREKA
So you'd change some shit, compile, pack, launch, try to see if anything fucking changed
it was even the something I was trying to make happen lol
Tbh we had started to develop a better method a bit before Next came along, but it was still stupid long to figure anything worthwhile out
And by better method I mean literally the CheatEngine method mentioned above
I really need to familiarize myself with that
Ive been procrastinating because it looks daunting and confusing and I still have zero real coding history
I'm in pre-med ffs
Talkin about manipulating memory addresses and shit
Well the interesting thing is that now we can kind of go back and compare these globals and if the values remain the same (which in several cases they do), you can be fairly confident that that unknown is whatever is now named in the current globals
the only reason I even understand what the fuck it just said in any capacity is because my best freind is a masters level computer science grad
(And he talks too much)
I did that with a few things in one of the Atlas Rises globals, compared it to Next and it was honestly kinda funny to see how many things just hadn't changed
@supple wadi I already compared them and they're identical except the part which lists LOD ranges and scaling, which is not gonna help me cause I already know what that stuff does and its not my mark 😃
gotcha
well that and the resources but Im not fuckin with that rn
Probably already know it but may also check the objects files related to the biomes you're adjusting the grass on
Could be some weird noise going on there
Its actually terrain texturing that is my serious issue
Aah
the grass has been cooperating nicely from the start
Though I did have an idea earlier that I should drop the minimum spawn height a tiny bit because i get stripped beaches RN and Im surprised I didnt think of that sooner
Nobody wants to see those weird beaches anyway lol
lol
Is it the default behavior of the terrain texture mucking things up? Or have you somehow affected it and can't figure out how to get it back in order while keeping the other changes?
forreal though whats so complicated about sand
sorta? Basesloe shifts angles but doesnt change the core behavior
for a while I had a solution where I simply bottomed out the lowest LOD which sorta worked but then textures arent meant for the scales and kinda look shitty
I get low res or shredding, one or the other
Why
why would someone code the grass colored undertexture to scatter into the mountainsides where no grass grows
why was this dev not slapped
That doesn't fix anything that my way didn't fix though
but does it fix without distorting textures somehow
No I mean my way doesnt distort textures initially. Thats a second stage that I try to solve a secondary issue
I got the grass doing exactly what it should.... now I need the ground to stop being an idiot, too
🤔
clearly you need to go back further...To Path Finder! or something maybe i'm gonna go die for a bit tho
THIS
yeah i'm at just as much of a loss
Yeah, object placement is about 1% likely to have control in that
@steel crypt or @smoky wing may have toyed with this...? 🤔
baseslope changes angle sensitivities but has its own drawbacks
tossing the LOD0 is a global setting that affects every biome and while it erases the above shown thing it drops other serious problems that are IMO worse than the benefit
This is why I started ripping through textures themselves recently but oddly I actually cannot find THAT one
the subgrass
once you start digging into textures you're going down a path of madness
Found tons of other recognizable textures but not the one I actually need 😦
I found every grass type, even the retired ones
I found the ground textures of other LOD 0 biomes
I found just about everythhing in the goddamn game except that one subgrass that I need
I even found about a thousand things ive never seen before anywhere
I found like a meme dog or something
lol
I think Greg may have used that in a texture test we were toying with the other day
Anyway I was thinking worst case if I find the texture I find its name
lol This planet is a fire-crotch?
@hushed bronze Wanna work on grass-y mods for me?
I'll work on ass mods for you
not the same as grass
but just as good
they give all geks giant glutes
if you can edit every single line of every single gek related animations you can actually make that
cos Gek player character body shape is just forced by anims
Someone had the idea that the grass texture was like that because of tessellation. I can't use Tess with my hardware, but that doesn't make sense right because Tess is applied to the rock texture that the grass texture covers.
I have messed with it a bunch, and the only thing I can find is some stuff in the terrain shader that might be used to control it. A dude better at shaders would have to confirm that. Also shaders soon go bye bye 😢
I have a hard time believing there is not a MBIN control for it, but HG does some weird shit. A lot of weird shit.
i fits i sits
Big boy
ye
nms Does it exist a mod where you can see traits of a galaxy in the teleporter menu
hmmm possibly but none ive seen do that yet
OK thx anywat
just realised I inverted all my gloss maps
maybe why your ships looked more dull in color as well @cyan oracle
What y’all should do is make the space station the Death Star
And use it to destroy one planet per system
@hearty wasp
IDK what you mean inverted gloss maps.. I know about rough maps, bump masks, normal masks, metallic masks.. but not gloss maps..
Regardless, I don't see much difference between that and this..
if anything, I'd say it's how we have our materialparams set
I have mine set to 0.625,1,0.375,1
If you do happen to make a Death Star, you need to make sure the animation is good if you’re on-planet. @hearty wasp
I think I also need to go back and revisit it with metallic masks
nah just set the metalness in the flag
mask textures are dumb if you have to do it yourself
The real question is: what if someone made a planet that was Earth using google maps
btw here's when I inverted the roughness
any mods u guys suggest me to use ?
mind linking ?
it's not as obvious to see on some metal and normal-less textures tho
when you say inverted, you mean ctrl-i? like white->black, blue->orange, red->green type thing?
ye
kk
the flag says roughness but it actually uses a gloss map
really shows when you have a roughness mask for like wood
so a bump/rough mask isn't using the actual bump/rough mask the way I thought? and what's a gloss map?
gloss is just roughness inverted
but you just showed inverted roughness looks like materialparams aren't set right and the thing is reflective like rigogen errr w/e it's called now..
have you read the wiki on material/textures
honestly, probably not in a couple of years..
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...
👍
I can give you an example real quick
can some1 link me some fps improving mods if possible ? the only one i know is nofade's
afaik there ain't
and hasn't vulkan sorta killed that...?
well you best hope HG don't kill off OpenGL either lmao
i wish they added a selection in-game so you can play mods on Xbox and PS4
@stable loom I don't think anyone made a low performance mod since Next
ok, thx for the info
looks like a little better speculation.. but nothing to lose sleep over.. in fact, the "blurrier" models would be perfectly acceptable by anyone that hasn't seen the more detailed alternatives..
but what was the difference between the two in the first place?
nah m8 it's disgusting
it's like you oiled up a perfectly good wood
and now it's drowned in lube
tbh, the wood looks the same, it's the metal I see difference in
if anything, the metal looks better in the images where the wood doesn't appear to have a top coat..
yeah that's the one with correct gloss map
so this isn't a valid "rough" mask then?
haha, legit inverse.. okay
I'll check that out once I can figure out why my Voot Cruiser is causing the game to CTD..
narrowed it down to the geometry, so I think it's something to do with the source being a cycles render in blender and then being converted over to blender render..
this B&E comparison does show some improvement, but it does seem our materialparams may indeed be an impacting factor..
or maybe mine looks different cause the metallic_masks flag I'm using..
if you have metallic flag the param's ignored
and try setting the roughness related param to 1
ah, cool.. I can ditch metallic flag and just set the materialparam z to 1
also gunna see what happens w/o this subsurface_mask flag..
🤣 uhm.. so that didn't go as expected..
Is anyone able to implement a jump movement for the player in NMS?
@hearty wasp it was my normals screwing everything up the whole time.. are you using the normals that came with that millennium falcon?
Hey guys! Project Aurora is looking for modders that would like to work with us.
Hi, I am DawnShadow, creator of Project Aurora, before going any further, please read the following below :
Project Aurora aims to enhances the planetary experience by modifying a lot of objects properties, such as : vehicles do no longer
destroys ground objects (most of them), grass density is now bigger, plants and rocks (flora) will be able to have more size variations (again, more realistic). Vehicles are going to be tweaked to make them behave more like vehicles and not like "ultra powerful vehicles". Ships will have higher flight speed and harder controls (roll and braking especially).
This mod will feature :
- ||New weather system||
- ||Better biomes (a lot more variety)||
- ||Collision fixes||
- ||New agriculture plants to grow||
- ||Re-configured particle systems||
And more to come! Let's hope for the best!
Currently I am looking for people who are willing to do some experiments with me for the sake of a great mod for No Man's Sky. If you want to join the project, send me a Direct Message or Mention me here ( @copper pollen ).
Modding is fine since it has to do directly with the game. That rule has more to do with people coming in posting links to their streams or channels with no intent of actually participating in the server.
No pin needed but I agree that the existing written rule could be updated to clarify
I'll bring it up and try and find a better way it could be worded
Aka something like :
Rule 3: No Self-Promotion or off-topic ads
Please refrain from posting invite links that leads to personal discords, the only kind of advertisement allowed here is for mods. Blatant self-promotion or anything unrelated to the game is considered as Self-Promotion and will result in your message removal. If the only reason you came here is to advertise then please refrain from doing so unless you are a modder. No misleading or clickbait links will be tolerated. If you have any questions, contact a moderator for further explanations.

Rules gotta be clear so sometimes you got to show them to get them to understand it.
So anybody down to do experimental tests with me ?
it's an Irken invasion!
Nice.
Pin it?
@steel crypt Colorful snow trees?
Yes and the light from the sky color affects them and the snow etc.
@cyan oracle nice colors!
@cyan oracle in-game normals are arranged differently
For most instances you need to invert the Z (blue channel) and switch X and Y (green and red)
Easy enough in photoshop just split the channels and merge em again
thanks @steel crypt and thank you @hearty wasp I'll play with them.. nice to know they're not completely useless
Lol that's why you stick close to the modding discord
Monkeyman actually answers questions there 
Super-specific font-replacement test successful 😃
but that's not consolas 🤔
It most certainly is not
I decided the only way to get all cap Futura where I wanted it was to build an all cap futura font and find a place for it to fit in the game
there are two other possible fonts I could swap but they look almost exactly like the regular font and I would have to see firsthand if any of my guesses are accurate in that respect
I beleive these other fonts correspond to Index # 3 and 4
So far I know the regular "GAMEFONT" is index 0, "GAMEFONT2" is index 1 and CONSOLEFONT is index 2
I tested 3 and 4 but they looked like 0 to me but I did not know that there were two other .TTF's in which the fints are really standard looking
if you're using mesh collisions, the tie fighters are definitely worth using primitives..
Planet name looks so much cooler in the NMS font..
IKR
I don't use mesh collisions
The font is damn nice looking, isnt it
You should never use collisions with anything
collisions are the only reason a planet can kill you
I do.. but no matter how I set the mesh collision, it's still getting convexed somewhere between blender and rendering in-game.. so I keep them pretty simple..
I intend to expand my UI mod to make a few other things use that font too like the screenwide banner when you first contact planets or systems
you need collisions for ships tho exo.. else you'll fall thru the ground..
Pfft. the ground likes being fallen through anyway
lol
WOW that badass laser really did brighten things up
Just keep hotsawpping ship mod knowledge so I can use it later 😄
I mean when you get your textures right it probably will look a lot better
I also had monkeyman held my hand on every single problem I had with NMSDK 
no.. I think you're burning your own normals.. which is something IDK how to do
yeah I got a few programs to convert my textures too
the center pod of my tie fighter looks like absolute garbage compared to that.. IDK, maybe we have different source models..
but that came out clean and smooth..
the cockpit is just a sphere with a few bumps tho
no normals either
I think yours might just have too high tri count
and the lighting don't know how to deal with em
also looks like it's smooth shaded around the edges where they should be sharp?
IDK.. I know I messed up the mesh in the wings, but fixed it the best I could.. but that's not really what stands out the most as the problem.. it's the bubble cockpit pod..
did you decimate the mesh?
yeah decimating shit makes the mesh look weird
that's why I just don't care if my models drop the frames by 20
yea, same now.. but the tie fighter was one of my earliest additions
and I've been too lazy to revisit the project like I should..
the falcon has 242k tris lol
yeah I yote my landing feet tho
You guys are importing ships with a quarter million tris, lol
I might revisit and add them when we have animations.. tried to use the root structure of a vanilla landing gear anim and no matter what I tried, the landing gear wouldn't just drop vertically like I wanted
yeah my school bus has like 300k
Thats what you get for not making your own 😛
lol, I'm still not crazy enough to do the Firefly ship.. at least not without breaking it into a dozen referenced scenes
3.5m triangles
lmao what
I'm guessing there's no textures, it's got so many poly's it uses it's shading for definition..
I totally forgot blendswap is a thing
This has been a very satisfying fontswap 😄
omg
there's an aircraft carrier here https://www.blendswap.com/blends/search?keywords=drop+ship&is_fan_art=1&blend_license=&render_engine=&sort=downloads&direction=desc
couple of em
I've pushed the above-pictured Planet names upgrade to the mod on Nexus as version 1.02
https://www.nexusmods.com/nomanssky/mods/1026
And suddenly my mod priority changed
My mod wishlist includes altering this thing to have its own radar markers
But ofc since it doesn't naturally have radar markers, I had to find one first
And I've only seen 3 or 4 others..... ever ... in 1340 hours of playtime
Yeah, people have sometimes said they don't exist at all any more.
Oh well, Im standing next to this bad boy
Yeah, I thought they did.
COmplete fluke I found it too
I just spun around to look at a sentinel and there it was, 10 feet away lol
IIRC they are still needed to reincarnate a really old base.
I don't know if they have anything to di with base reincarnation
but I DO know they can cheat portal lockouts
and even not counting that they are in a forced-flat terrain zone
Yeah, just last night (I think), someone was bemoaning the disappearance of that system of base construction, as it means there's now no flat land...
Well when I figure out how to make the mod which will include pics of these things naturally, you can link them to it when they pop up saying there are no wild basecomes anymore 😄
Theyre so rare though I needed to find one in order to test that anything I did actually worked lol
I beleive that there may be anywhere from 0.5 to 5 per entire planet on average, and with no way to detect them, GL finding one, lol
In other words, about as many as there were in older game versions
only those versions you could directly ping them
Maybe exactly 1? But that seems very low. You could explore a single planet for days and not see most of it.
Yes, exactly
this would explain seeing 4 in 800 hours of Next
And thats me, a guy who spends most of that time roaming the planets
I meant like there could be 50, and the chance of accidentally finding one would still be very small
I don't think it would show itself once every 200 hours if there were 50 though 😄
With the size of the planets, and how unobtrusive those things are, it wouldn't be that surprising really.
I've found ~ 8 Traveller's gravesites by chance alone, but with the fact that they appear on radar
I think I only spoted one of them without seeing it on the radar first
Yes
is there a mod that simply increases grass draw distance?
or is there an easy way to do that? like editing a config?
@ me please else i wont see it 😂
lol sounds like you havent heard of Grass Fix
@vagrant spindle
https://www.nexusmods.com/nomanssky/mods/1005
oh sweet thank you
The higher performance levels all basically correlate to farther draw distances@vagrant spindle
Grass fix 1.2 is the most vanilla-like in nature
awesome. i'll def give that a try
Theres also this prototype
yeah the pics look great. thats exactly what i want
oof, the prototype is too much
lemme recover my password real quick and i'll try the latest on the site
I've made some other things you might like too
wait i think my issue is a game limitation maybe? sec lemme get a pic
it takes forever to load for some reason
maybe is my ssd
It does load though?
ok. It may have decided to fill in grass regions in an odd order in addition to not being very fast at it?
well its not just your mod. it does that in vanilla
Also, because the coverage is so total in my mod, if you melee jump around you will outrun it and it will look weird for a moment
but omg that grass fix is intense! looks epic
its a lot more noticable when the normal state is full-coverage lol
TY 😃
Did you see my other mods? The grass is the most impactful among them but still
nah i'll look right now tho
"Grass Correction" is really just a legacy page, its Grass Fix 1.2
oh i did look at your fleet economics one
hopefully I'm getting my workflow more streamlined and can finally export more shit per day
I'm not sure it's using my rough and normal masks.. I can remove the flags and paths like they never existed and the model renders the same..
best I can do is change reflections..
sometimes normals aren't that obvious unless you messed em up
also this ship has an interior and this is what it'd've looked like if I can be arsed to make cockpit scenes
btw @cyan oracle how are we gonna go around merging our mods if we do do that
TBH.. IDK.. I'm sure my paths are different than yours and possibly so is my implementation.. but I figured I could give you a dump of the files needed to pak and you can decide what makes the mod and what doesn't.. and maybe even fix some materials if/where necessary..
yeah the way I do my cockpit entity should be different than yours as well
and thus collision
I think I've imported all the Star Wars models I can be arsed to do
you know you want to find a jar-jar model to throw in odd spots
I found a podracer
@hearty wasp that's half the reason I came to you last week.. so you wouldn't have to spend time mucking with the Star Wars ships I've done already.. but hell, you did them all better..
this pod racer?
I did spend like a few days on learning how PBR metal-rough works
I still want an actually good gonk droid
I also have an Anakin's Pod Racer.. but it's soo many parts I've been procrastinating it
same goes for a BTTF DMC...
yeah I've given up doing the slave 1 because of that too
I think the BTTF DMC has the most parts I've ever seen..
like 60 materials I'll have to make for 1 ship is too much
all the models I really want don't have any free ones either lol
like the jedi star fighter / snowspeeder all either cost money or are shitty
three model sources I hate most of all:
- Untextured (I suck at texturing a model myself)
- Butt ton of parts where after separating materials could have been, and ends up being, simplified..
- A part that has multiple diff materials assigned to a seamless vertices object..
to expand on 3.. I mean when you use shift-+ to select more verts/faces in a part.. when they're separated, the selection will stop at some point (usually where the part changes).. I've had models before where the texture changes mid poly... 😠
you can group em up
make em into one object
and then separate them by material
ctrl a, ctrl j, tab, ctrl a, and then p
😮
it's really that easy? I've always been selecting the faces I want to separate, drop back to object mode, duplicate, then delete the selected faces in the primary part then invert my selection and delete the rest from the dupe..
so some ships end up taking days instead of hours..
lol I just googled everything I needed to learn
damn, 54 different parts after separating by mesh xD
omg, and it's 666k poly.. it's evil
this one's p easy
I will throw money at you
it took me nearly 2 year to find a BTTF DMC that was good enough for use.. finally the one I did find is huge.. in both poly count and material resources..
but I am starting on it now..
I gotta patch the tire sidewalls cause the writing is void space.. no mesh present and if I fill it, the o's, e's, a's, etc will have their holes filled in and it won't look right anyways..
so smooth tires ftw
they gotta add mods on xbox
Just make it so you can look up mods in the lobby to add to your game you’ll play in
lol you think any of MS/Sony are every gonna allow star wars property to be in their game
final one tinight
also the gloss mask really makes these straight colors looks a fuck lot better
by your command...
is there still a simple mod program that allows you to add items to your save file? if so is it possible to add an exocraft signal booster tau? i used a program ages ago and it seemed to work fine, not sure if it can add items like that though, need it because save is bugged i think.
well i don't totally "need" it, would be easier finding ruins with one though i think.
cool star wars mods too! just scrolled back up and seen them.
@heavy merlin awesome, cheers!
Added an "Endless Space Battles" option... just in case you really hate peace
nice! 😃
FIRST TRY!
😄 😄 😄 😄 😄 😄 😄 😄 😄 😄 😄
(If you don't know, that's a world-spawned base computer, which normally has no markers on it so they're almost impossible to find)
last one for the hour
this one's got pilots in as well but I yote the main pilot cos that's where is player is supposed to be
Nice one Q! 😄 made it yourself?
model from sketchfab like most others
I just handle the export and tweaking for it to work in game
yes sketchfab
very googlable name
I prefer asking people rather than robots and chat about it ;)
and what do you import it from?
@kindred birch How do I do what?
ahh yes, i remember that name, still wanted to experiment with it... learning Blender as well at the moment
How do you create an invisible base computer E? @hushed bronze
I didnt? Im not sure what you think I'm showing you, lol
Base computers that spawn freely are very rare and lack radar presence of any sort
I added the radar presence@kindred birch
So that's 2 new mods in 1 day 😃
Is that done via one of the scan event tables or somewhere else
yeah, Im aware there is technically a way but apparently the odds of that are super trash too
and its convoluted and time consuming to even attempt
.... and my mod wont prevent that
just makes these damn things visible on your visor
Cool! I didn't know you get spawned base computers!
So if you find one, you can just claim it?
Yeah I get that anytime I post a pic, a bunch of people are blown away, cause they didnt even know these things existed, lol
and yes
And they can cheat the lockdown on portals this way too
nice!
Tbh half of thos who don't know these existed probably don't have a base from 1.3
This same file I just modded also controls what can be allowed to spawn underwater. Any good ideas for that, guys?
Space Stations lol
(JK they're not on the list for this)
What else is on the list? Landing pads for ships? Would be cool if you could land your ship straight in the water next to the under water base... I mean, why not? It is a space ship and is sealed etc.
Ahh, well the NPC buildings would be interesting to see underwater... especially on ocean worlds...
Three mods in one night :D
Granted, they were basic, but I'm proud of them regardless
https://www.nexusmods.com/nomanssky/mods/1034
Anyone happen to know where I could find control over the number of sentinels? I was hoping to rais it a bit
spent 2 hours trying to figure out why the game crashes/infinite load after putting this car in
turns out having 30mb 8k textures for 1 single model is a bad idea
Whatever gave uyou that idea and WHAT THE FUCK are these blender modellers thinking using higher definition than reality itself
yeah the model's like 70k tris too
I like this smol one
ships that are actually players
imagine that
fuck me I can't type
Mod ship models which are actually player models
Like the normal anomaly player model
and you just ride around in a giant player
lmao
I may put it in my todo list
Add a Veritech fighter, and make it transform to gerwalk mode when landing.
Oooo! I like that one Q! Star Warsy land cruiser/pod racer feel to it 😃 Can you share the link to the model? @hearty wasp
Lol at the spaceballs winnebago
search for Kanara on sketchfab
cool! tnx! 😃
This one would look so cool to replace the sentinals with!
Procedural Hard Surface Modeling Test 16.10 - 3D model by asaito (@asaito)
Or this one! :)
https://sketchfab.com/3d-models/quadrupedmech-animated-a0acdb2aba4d42b88fa2278180d0cc23
An old project - Quadrupedmech Animated - 3D model by Ratatöskr (@Nidhoeggr)
nice job finding the Eagle V.. when I was doing ships I couldn't find that model anywhere and was about to make it myself..
always "hilarious" when users find models they want added, but the model isn't available for free download..
that last ship doesn't have a SW feel to it.. but it does have a space game feel to it.. very proper for NMS.. 👍
it kinda remind's me of the Kirshak..
soon™
the space RV (aka "Eagle V") earns it's merit based on the fact it's Spaceballs related.. which is a mockery of Star Wars of itself.. but then the Tardis and UFO aren't exactly SW either, so why worry about?
So, whats the plan? Are these all going to be among random possibilities in place of shuttles or what?
I'm happy yesterday's mods are getting homes 😄 Sometimes the basic ones get overlooked even if they are good
Rapidfire sentinels seems unpopular tho lol
Grass spawn chances :
Any one of the fleshier grass types: 6**.**25% each
that super short grass type: 50%
So Ive been observing how the colors work via playtesting a roughly assembled colors mod. I've had such a long streak of blazingly bright colored tropical pelettes and none of my "Alpine" types that I started to wonder if I had screwed up something. But then I found this and got all excited, 😄
lol its so quietly miserable like an exotic
OH I JUST HAD A SWEEEEEET IDEA that I want you other modders to hear:
What's an easy way to make hanging foliage like vines n shit? Oh just.... use the mechanism that allows trees to stand up vertical in a forced manner, but use a model that goes below the reference plane and set it to only spawn between 110 and 180 degree "slope"
I wonder if the cave biome already has hard-vertical ceiling items to reference?
Yes
Even if it doesnt I am certain from what Ive already seen that, given the ability to import a model with textures, this can be done. Also, Rapidfire Drones are way more fun than I figured they would be. They're not even that dangerous because they suck at hitting anything,
I made most 4k textures I have into 2k ones and the pak reduced 30mbs
I left some in cos they have lotta details
These ships you import make me keep wanting to jump over to creating ships for you guys because a 2K game texture is fucking madness, lol
Im not sure what these models are meant for but they all seem to be basically cinema-grade resolutions n shit
the thing is the 2k texture is for the entire ship
You said that flat sided bus ship had 7ok polys
yeah I tried decimating it
but the UV for the flat sides keep getting fucked up
so I gave up cos I clearly don't care enough
the falcon is 300k
I think I'm gonna use the falcon as an excuse for every other model now
I'm just saying, I used to do some asset creation for games, and I know you could make these things all for around a tenth of the polys and a quarter of the texture res
"the ufo is 50k tri? well falcon's 300k"
seeing most of em aren't made as game-ready the hi-polyness isn't really unexpected lol
The ufo should be maybe 2k its a freakin circle lol
A smooth-mat thing like that could be done with an 8x8 lol
nah the body's a brushed metal
apparently that's accurate to the 1960s description lol
I made a rocket nosecone a while back for KSP, it's texture was 4 pixels
lol nice
But besides, with brushed metal thats still not a huge texture
every sinlge poly going radially can use the exact same texture slice
What I've seen you post comes from texture painters which are insanely useful but can also pay the price of being wildly inefficient in some ways
Painters are amazing... Haven't used them much. Was a new thing the last time I did assets
@hearty wasp So, whats the plan? Are these all going to be among random possibilities in place of shuttles or what?
with shuttles
? You mean like they're within the shuttle otions but they don't override the standard shuttles?
How many do you hope to put together before you put out a distinct mod? Are you cooperating with Krem to make a single mod that throws all these scifi pop culture ships into the game?
Like 32 done or 32 left to put in?
Is Krem working with you for a single mod or what?
nah we still need to figure out how to merge our mods together
cos we use p different methods to put in the ships
oh
sure hope we can figure it out eventually
would be fucking stupid to have 2 mods having the same ships
and then we just have different other ones
I think Krem said nearly the same process cold be used to import ship parts instead of whole ships, do you think thats true?
what I'm doing probably is closer to that
you only need to mod the descriptor and the scene itself
everything else can be referenced
so if you start modelling now we can maybe starting doing that kinda shit within a week
I was just gonna suggest something like that
It might take me a little time to spin back up to producing good shit because its been centuries lol
But If I can focus on just making models and textures/maps, given I know what specifications need to be included, I bet I can make a lot. Also, go ahead and send me any pictures of ships you want similar part designs from
if MSSP isn't ded you might be able to get some advice from him lol
lol just do what you want
Well Any given person only has so much distinct creativity lol
I personally dislike making copies of anything, but inspirational reference is still a must 😄
So before I do anything, what do I need to know about the models' requirements? You guys have been ripping opensource blender community models but there still gotta be someothing
what file format? Is there a scale system I need to know? that stuff
Are the part-connection mechanisms for the game included in the scene (would be efficient for me to do) or in text files associated with the part (more efficient for you, then, probably)@hearty wasp
Sorry if I sound rushed, its no rush, just got a lot of questions, lol
depends on your workflow
The workflow depends on the needs tho, lol
you can technically import the ship model with NMSDK
and then NMSDK can regenerate the descriptor using that
but I'm not familiar with that and you'll need to ask monkeyman for that
or you can export each instance as one scene
and I can punch in the descriptor nodes in the xml
That reminds me before I do any goddamn thing at all I need to install a newer PS
cuz my ancient one can't deal with DDS properly :/
even with plugins
yeah the texture format NMS uses are all flipped around as well
I noticed
No Man's Sky uses mainly DDS images as texture maps but also accepts formats such as PNG, JPEG, and PSD as per Horde3D specification. As such, it is highly recommended to use the Nvidia DDS plugin...
even the alphas are backward
It's because theyre british and the british are backward 😛
@hushed bronze btw Exo maybe your method makes this unviable, but I think you could potentially fast track some of your color change checks by just forcing a higher probability for the affected biome
I did. I actually did it sorta accidentally but the Lush - Rush that I made because someone offhandedly mentioned wanting it, came in handy 😄
