#nms-modding
1 messages Β· Page 158 of 1
Umm I mean the design of the ships, rather than the models. Movie or whatever.
dunno
Oh, it didn't tell you on the sites?
Artstation / Behance the Movieβ’
don't think so lol I didn't read much into the descriptions
Find?
Looking for a particular UI element
its been four hours
Im now adding a 1 in front of every fontheight (100-something) in bulk with np++
THen bulk saving
and recomiling everything in that section
If the text Im after isnt affected, delete forty files or start half-cutting till I find that shit
Already erased the first 60 files
1350 giant-sized alterations and no hit on the target
Next 109 files eliminated
Wow yeah sorry I can't help. Never looked at font stuff.
Been working on night color. It's problematic to say the least. The structure I can work within sucks. I have loaded the game/night planets at least 150 times.
Have you at least managed to edit the single color?
I realize diverse night colors is out of the options but I was thinking even if we have a single stuck color, we can do much better than bright blue
I was thinking of a nearly neutralgrey blue-purple
bitchin
Only ship I will ever use
easy to get to the Core when your ship can just make the core move to you instead
@hushed bronze yeah I've been messing with it. Been tweaking all kinds of stuff realizing how complex the night coloring is because normally during day it is that complex but some things just get overwritten by the fact that it's lit up ....bright colors, sat colors, bright lighting. Anyway that's a long story. Right now, I am trying to get the last piece of the puzzle together which is the cloud color. The coloring works backwards from daytime clouds. I have accomplished getting dif colored skies by not using the palette that much for it and instead using the space sky color. So, 1 color (sorta) per system va per game. The problem is trying to come up with a cloud palette that works with all of them. It's a lot of testing, and as soon as I think I got it, well there's a new color sky and ....well that looks like shit. I think I might have it now though. Just need to test more to make sure.
Meanwhile I've finished blowing away every single file in the UI folder and not only was my target missing but there are actually loads of things I notice never got affected.
What text is it?
The text over the blue banner, which actually appears in a binch of places but its the Ships name in this one
lol at this
in this image I have every single instance of font height in every single file in the UI folder +100'd
Is there like a menu folder or something similar?
But you can see here even after Ive blown away everything, how much is still unaffected by that
At this rate I can only figure there is somewhere that this shit sits, but Im thinking it might be SHADERS
Well that would be odd, but what new? That would suck. They didn't do some weird crap I have seen before and use textures for it did they?
I found a few more but not many
Obv the bulk of UI will be in the folder named UI, lol
Welp, my last six hours of modding yielded nothing ... oh well ...
happens
And nobody likes Rapidfire Drones, lol
Don't worry, Rapidfire Drones, at least you know daddy still loves you
@hushed bronze silly af but I'm guessing your checks dug into HUD stuff too for the inventory text, yeah? pretty sure it's also under UI but can't remember for sure atm
I just finished checking out the Metadata UI folder too
hrrm
maybe they inexplicably separated them into a different category for language purposes?
IDK
like i'd think given everything else you've changed those things would be in any such place too
But right now I m making my drones shooty smartier, hopefully. I want to tone down the deliberate-miss thing they do
but HG is HG
I was thinking that would be your next move
@supple wadi I figured out how to make them mean lol
I discovered when I set the burst max to 300 that, no matter how many shots it fires, it never actually tracks you, it just shoots the same spot. So I thought..... why not make the min and max burst fires both 1 and set the thing's decision time super low instead?
Basically it stops firing the moment you move
its like "Hey. HEY! Sit still so I can shoot you to pieces π "
lmao
I actually like how that works out because if you move around he's too dimwitted to fire on you properly so at low wanted levels they're not a serious threat if you just keep moving, BUT at higher wanted levels you have other things fighting you, and any time you stop, those drones will let off a stream of lasers at you
Someone needs to make a mod adding portable teleports
Where you can put down a one-time small teleporter that you can use outside of a base
sure
thanks π
I'll do that when I'm finished doing these ships
Ok
does it exist mod to share nms portal
what
you can already pick up the teleporter though
@hearty wasp Hey do you like getting shot by drones like there's no tomorrow?
as long as they are Harolds
they're just model replacers
So that should work
ye
lol I don't even get wanted most of the time
But you see, that's the trick
Piss off Harold, and then you'll be wanted and fired upon
Will the new beyond update ruin all of the mods?
There is no way to know that. Shader mods will be out of the picture for at least a while.
I don't suppose there's a mod that makes all planets passive with relation to the sentinels is there? if now, is there a decent guide out there as to getting started?
I've modded many games, but looking to avoid the hacking if I can.
@weak perch It's already ruined all the shader mods, ad based on how bigger updates usually go, it will also ruin most mods which aren't re-compiled fresh by the author even though that's really easy
@north nebula Theres a fairly recent mod on nexus thats supposed to do exactly that
go get it π
passive sentinels?
Yeah... but I wanna take the "Frenzied" planets and make them passive. I don't mind dodging sentinels while pillaging, I just don't like landing in a firefight. kind of sick of it actually.
Yeah, or just more rare to find high security worlds... but normal on all would be fine.
it really makes a whole biome unplayable when running survival / permadeath...
You know every biome has the same odds of crazy sentinels, right?@north nebula
its like 30% for any planet of any type
not in survival / PD. I don't know the numbers but the starbulb biomes are nearly all frenzied / high security worlds. finding one without crazy sentinels is actually rare, at least it has been for me in both modes...
I trashed 2 "Survival" mode games when I didn't find a mild planet with normal sentinels within the first 8-10 systems (warps)... I finally found what I wanted on my 3rd time through...
I"m now 14 warps into my permadeath save, I've only found 3 mild planets and all have been high security...
What you calling "mild"? The never-storms weather type?
@north nebula Gotta say, I'm pretty much 100% sure you've just been oddly unlucky
Frenzy Sents is about 30%, mild weather is about 30%
that said I think the higher game modes might buff those odds
against you, I mean
Yeah... survival and PD modes definately lower the odds of a true paradise world.
or even a crappy starbulb biome...
is there a fast pulse drive speed mod ?
thx
@hushed bronze anyway, you have a mod that will remove the high security stuff, or can you give me pointers on how to remove it? I haven't tried it yet, but I DL'd some stuff to unpack the pak files, but I've not tried modding this game yet.
@north nebula I'll take a swing at it tomorrow but for now its bedtime
I'm pretty sure I've already seen / can easily find all the necessary parts for it. Will be easy with any luck
the mod seems not to work
@hearty wasp Howβs the portable teleporter going
@stable loom You running anything else that changes how ships behave? Like Just Hover or something?
yea
Thatz why
ah shit ..
I thought Just Hover had pulsedrive booster options tho
i dont think it has
My work on the sentinels today is now available here:
https://www.nexusmods.com/nomanssky/mods/1035
how do i install a mod
@lime mesa I thought I said I'll do it "when I'm finished doing these ships"
And I still have about 10 ships left to do
I'd really like to add some of those ship to my game do you have these ships available as mods to install yet?
@hushed bronze how fast does the pulse engine mod make me go
@hearty wasp Oh, ok. Guess I forgot. Thatβs fine.
@sleek dune https://nomanssky.gamepedia.com/Mods
@strong glade
https://www.nexusmods.com/nomanssky/mods/1037/?tab=files
Finally got it uploaded...now all the resources are available in the supposedly "Galactic" trade terminals.
https://www.nexusmods.com/nomanssky/mods/1036/
Thanks Exo π VERY handy π @hushed bronze
@prisma fog Will check it out, got it downloaded, but doesn't the shopping list become a bit long?
6 or 7 pages
not horrible
keep in mind I didn't add any new items, I only made the items that have the possibility of appearing have a 100% chance of appearing
that's not bad, normally it is 3 pages
Yeah.
I didn't touch the quantity of each item available because I'm pretty satisfied with having ~1500
@hushed bronze thank you! Does your new one modify MODELS\EFFECTS\LINES\LINERENDERERGALAXY.SCENE.MBINΒ as I am using "better galaxy path "?
A very useful mod would be to show the actual base names in both the Galaxy map and in orbit/atmosphere... I hate it when I have several bases on a planet or one on each planet in the system and I don't know which is which!!!
But I don't know if that is possible with mods...
why don't you just use a space station portal
because that doesn't tell you which base is where, it is just a list of base names, so you have to remember which one is where and what it has around it etc... I've got over 50 bases already and building more...
Just wondering if it is possible
@strong glade No, it does not π
Also updated the UI mod with all-caps Futura font on Planet and System names
https://www.nexusmods.com/nomanssky/mods/1026
@thin viper Hey, you ever found a way to do multiple night color palettes? I have been trying for a week at least. LOL
@lime mesa Hey you will like the new version of the crazy sentinels mod. It takes a screwy new approach that made for a terrifying improvement! π
(I saw you posted on the Nexus the day before the good version dropped)
[paste from nexus] - I see you went with high fire rate and large bursts! (Same as I did in the initial version). That's what I began with, but I started getting annoyed with their abysmal accuracy, and started toying around. What I found is that their horrid accuracy comes from a combo of having a set target (a world position) that doesn't change until the burst finishes, and the fact that any movement mid burst throws the aim way off. The solution I discovered is to instead bring its "decide to fire" timer way down from several seconds to the inverse of whatever you want its fire rate to be, and make its burst fire amount = always 1 (1 shot bursts, but it decides to fire in a tiny fraction of a second instead of several seconds.) This causes it to re-aim for every shot instead of blasting tons of rounds off into who-knows-where. The result is a Sentinel firing long, (potentially endless) streams of accurate shots. Better run! π
I just realized they make a good argument for having that shield attachment (The separate gun based one)
@prisma fog it works with the NPCs in ships too!!!
Multiple night blah blah.......boohooo......sob. Wait...no....boohoo again. Wow, looki there, single color night is awesome and all kinds of badass!.......FML
Wait, there's no modder role here? Hmmmmm that seems lacking.
That Night color got you down?
@sleek dune Yes but it should also be only on space stations
@hushed bronze Yeah notice line 2. It's just me bitchin. What have I become? I just don't like being able to solve stuff. NMS will challenge the hell outta you because they do so much weird crap that mostly works. It's almost like there's 5 guys in a room and they are just doin' their thing man. Need to change some palettes? Sure you take 2 and I'll take 2.....result......4 different ways palettes are done for the very same type things.
Ahhhhhhh okay, got that out. Thank you for your time doctor...send me the bill.
I'm gonna go cry, eat my spaghetti, and watch Pretty Woman.
lol
I think you've heard me before but I really think the members have changed out on the HG team possibly several times, and theres a lot of lost code or badly docced code or code that just got deprecated and turned legacy because the new guy didnt know what to do with it and just did something else instead
Meanwhile I put frozen storm in the possible exotic filters as well as all the photomode
because its easy π
its 32 filters
is there a mod that makes weather look realistic
cause ive gotten crazy rain storms and the sky been clear
That sounds like an error
So I've been trying to play this permadeath game strait, without using mods or modifying the save.... I don't know how you folk on xbox and PS do it... storage is such a cluster F... On all my other saves I've enabled all 9 storage slots on containers, and upped the stack sizes by 10x... I've been trying to avoid it in this PD game but it's becomming darn hard...
@hushed bronze the pulsedrive mod for speed make the hitbox for being to close to things when trying to pulse a lot bigger is there a way around that?
Probably not, I didnt make the mod either
Just make sure you have a little distance if you need to pulse, you'll get used to it
does that mod make them smarter cuz it flew higher to shoot over ur shield
I would say it makes them "Less dumb" I have tuned settings so that they dont get in their own way so much. Whatever functionality let it fly up to get at me was already possible for it in existing programming
Old settings had a lot of "forced stupid" like timers set for 3 whole seconds just to make the little guy hover there like DUUUUUUHHHHH
I removed Weasley
(But I didnt build any part of GLADOS)
any mods for letting me use multitool in buildings including space station?
I think there might be? No purpose in a station though
to use melee jetpack combo
I seeee iseee
i think the better mod there would be on the jetpack
And just like that I know what Im doing tomorrow, goodnight! π
plus killing sentinels from the safety of my base
rocket boots can get annoying
lol
@hushed bronze
r u making a new mod tomorrow?
Sounds like it π
Would be nice to have a single key binding to use melee jetpack combo
Yeah!
helpful for crossing the gap in the space station lol
another cool thing would be no limits for the multitool on where you can pull it out/ use it
Yeah, especially clearing out Rock falls
ie: pulling it out on the space station or shooting a ship(cuz it is dumb that u can't do that it just stops shooting when u aim it at a ship)
rock falls?
I find that when building a base, rocks are not cleared out from the interior
lol I should really get around to releasing mine
o ya that is annoying
still waiting for someone to make that trailer for me
ur wut
jetpack mod
someone else already put one up on nexus too
or milenium falcon/tiefighter/xwing ship skins
i see tons of awesome pictures of mods but a lot of times the coolest skins don't even come with a link
you can find most mods on Nexus anyway
and I still have ~10 ships to put in the mod before I can release it
ok
a lot more involving than exo's mods in terms of number of files lol
I need to look at that model importer mod soon...
Have some ideas for designing my own ships to upload
Cool! @sleek dune
You'll have lots of fun even without mods!
ive had it for about three days on pc but i've played on xbox for 400+ hours
and xbox doesn't have mods
Ahhh
so the first thing i did on pc was get mods
Not new to it then
not to nms just nms pc
you shittalk
To whom does one shittalketh?
depends on what you wanna shittalk about
#no-mans-sky #off-topic-bond-james-bond and #other-games are all good for that
how does one get le familiar role?
you just gotta shittalk
is cussing allowed?
eventually levels you up
wut is the current nms version?
The more messages you send
Doesn't count
π
Need to be a certain length
And what you did was spam and will get you banned if you continue. π
im not gonna do that anymore
π
sorry
Also, this channel is for talking about NMS mods, I don't see that happening right now.
You get experience points per post but they have to be a minute or so apart
ok
XP increases your level in chat
Any chance you can make a pelican from halo
scroll up
@hearty wasp OH hey you should switch the robot hit effect for blood splatter with your Thomas train sentinels
Complete the nightmare
careful, they may give you it, but it kills you as you approach it
fucking yes that's the best goddamn post to level on
@sleek dune thanks
here, chat rank stuff
where?
this server
the more you talk the more you gain ranks like familiar, determined, etc.
top gek
Heh, nice
remember how yesterday I said rainstorms have clear skies
take a look
in screenshots channel
i didn't catch that, but...Yeah, been a thing since release, really, and you're certainly not wrong...You'd have thought they'd have improved that over the course of the updates
how do i know if a mod still works
?
@hushed bronze did u do the thing u said u were going to do?
and wut was said thing
@foggy igloo Right. They just decrease the fog distance, and change the screen filter effect. Pre-Next they also darkened the (very flat looking) cloud colors, and I think made them slightly thicker coverage. In the Next trailer, some scenes looked to me like there were thicker storm clouds rolling in from the distance. Sadly that wasn't the case.
Not that I know of. Dunno if it's possible.
In space....
...no one can hear you scream?
...you finally connect with the same void within yourself.
MiG15 is one of my favourite fighters
just looks so fucking cool
also this appears to be a german one
Communist swine mobile.
π€
gonna make a bf110 and a me262 later
Its probably because German aircraft were so diverse, they were experimental as fuck@hearty wasp
While Brit/Us had a few specific models doing all the work
yeah and they all look sick af
bf110
https://www.nexusmods.com/nomanssky/mods/968
DUD'S SKY - COLORS Updated to v1.77.11
- Added _MOD_DUD_FrozenSkyNightSkyColors_v17711
- Updated _MOD_DUD_FrozenColors_v1777 to _MOD_DUD_FrozenColors_v17711
(Brightened snow colors.)
Frozen planets can have all default daytime sky colors. (Not just blue)
Night sky more varied.
Darker night light.
Removed dark sky horizon line.
Released the requested jetback buffing mod @sleek dune
https://streamable.com/ur4se
https://www.nexusmods.com/nomanssky/mods/1041?tab=description
thanks i just downloaded it and it is AWESOME and super helpful!!!! THANK YOU @hushed bronze !!!!!!!!!!!!!!!!!!!!
looks like an increased drift force
i haven't gotten sleep in two days lol ive just been playing nms
I also found the name of the guy who did research into rocketboots back in the day so that's good for refreshing my memory on the file
I don't really have plans to get super-polished with that one... but it works fine π
I'm just curious about your approach to the values lol
cos everyone does it differently
Ive used some of the other jetpack mods and they were all SLOW or had not up speed or something lol
I think Boss Kong mainly increased drift force where I mainly did boost and the result was p different depending on the user
Did you notice this file's code has references to ghostbusters and spiderman?
ya would the rocket boots be insanly fast with ur mod on cuz that would be awesome!!!
Nah IDK what the boots even do, lol
I've never managed to even see them have any effect
with ur mod or normally?
Either. I have no idea what the boots do or how or why and I didnt mod them, either
@hearty wasp Do you have a mod that includes both jetpack and rocket boot enhancements?
double tap a to instantly get a melee jump type of boost and if you are still holding a or whenever you hit the ground and press a again then you get the same boost again so u just have to double tap a
space instead of a for pc
I just modded my rocketboots in my unreleased-because-no-one-wanted-to-make-a-stupid-vid-with-me mod
Boosted the boost force, drift force and max height iirc
@hushed bronze how do i post a vid that i just recorded to show u wut rocket boots do
Well I just started using streamable on recommendation yesterday
been working out
but I think you're stuck without till you get to grey name rank
sure
what happens if you build a whole base without saving and then upload it and quit without saving will it still be there since you uploaded it?
When you have way too many mods, the game just starts getting super-pretty lol
should i make a sub folder in my mods folder where i put the mods that don't work with multiplayer so i can just take that out instead of all my mods whenever i wanna do multiplayer?
how do you deal with that exo?
There are virtually no mods that don't work with mp
The only trouble right now is cheaty mods and mods that change how the ground generates, and they still don't break, they''re just bothersome
ok
Rly, well Ive never hard that one
if you know a mod will crash you I guess its no good for mp lol
anyway I keep all the mods RAR's in the same folder
rar's are ignored so it works out weell for me
The trees are actually stock but thats a color mod I didnt finish or put out yet
also when i got the just hover mod it made my pulse stop going fast do those mods not work together?
when will it be out the colors are awesome
i just deleted the just hover mod i'd rather have fast pulse
Can anyone please direct me to docs or tutorials on how to export object mesh data from NMS game data files in some kind of format that can be imported to Blender etc. I clearly havenβt discovered the magic google incantation that reveals this information yet.
THere's a program made for that already
Of course there is. Me dumb noob. Note name.
lol np
Whatβs it called?
Anyway just ask about the model exporters n stuff
And be prepared for some real challenges anyway because although not impossible, still pretty hard
Not too worried about hard, started using computers in 1976. Iβm perfectly happy to bang my head on a wall as long as I know that will eventually work. Just want to find the best way. Do you know the name of the program?
As long as itβs no harder than using a hex editor on disk data Iβm good.
Go chat up the modder discord, they can gove you the utility directly as well as possibly help you understand and defeat multiple bizarre and unexpected quirks
yeah do that so I can talk about it over there instead of here
and possibly 8 hours later
Ok @hearty wasp thanks
Thereβs a lot of no manβs sky mod discords. Which one is it?
this one: https://discord.gg/u5sYcs
Thanks @brazen pumice
Does anyone know flora and fauna mods that make no mans sky ten times as beautiful
Ha, no fauna mods I know of. There are some flora mods (not familiar with the names sorry...check Nexus). There are also color mods. Ten times as beautiful......sure.....about 11 times to be exact.
Ok Iβll try to look into them
If you look at the latest updated, and maybe look at the download numbers, those are really the most popular ones.
Jason being modest, has the best finished color mod out r/n π
Dude, I tried for 1 1/2 weeks to make multiple night palettes. Everything tells me it was moved to the global in order to make it temporarily rigid. Can't mess with globals in many ways. No dice on anything. I just altered the one palette in the end.
That doesn't mean the palettes you already made aren't awesome π
That's 2 in a row. First, can't mod the texture stuff for grass in the way you wanted, then this. I've done some 28...30 NMS mods? This is a first...second...
Bad luck π¦
Yeah, thanks for the props. I really like the orange grass you been having in pics. Be careful with the color mods right....if you are OCD as hell like me. It can be a bit of work. Lately, been monitoring it..haha...I spent 100 hours modding per 5 playing.
oof lol
Yeah I just threw in 64 of my choice colors from the "research" pics, it's by no means a finished mod
@weak perch I made a version of Nat-worlds Grass fix that also de-solidifies the shrubs. Want that?
Just cuz it was annoying me π
@hearty wasp i'll make a vid with u so u can release ur mod
Will you still be online in 3 hours lmao
Only if he's cool.
Do anyone know about problem with other people and world gens and planet sizes
@hearty wasp it's been three hours
Not 3 hours from my message yet lol
ah shit here we go again i'll be back on in about 9 hours it's one am for me in california
gn
That's better
this one looks really alien
wish there're more like this
btw if anyone don't mind painting a few existing textures for free, I really wanna add this ship but the texture's unpainted https://sketchfab.com/3d-models/malabar-medium-transport-44d4436583084420bf4edb4788eeeb2a
Medium Transport ship from the open source game Pioneer Space Sim
Ample capacity coupled with a decent deltaV. It is clumsy though.
Pioneer is an open source volunteer effort. Contributions are welcome! - Malabar Medium Transport - Download Free 3D model by bszlrd (@bszlrd)
Can you say your ship mod you are making quitessenial
this is an ekranoplan
You got cowboy Bebop ships?
I can make 'em wit some time
A bunch of time
cuz Im rusty as hell π
People look at my modelling joints and they be like "Is that a gear or a helix fossil"?
I am so keen to be able to add proper animated models. Gonna add every fucking pokemon to the game as fauna
WDYM like you already know how or is this a goal you're setting for yourself (custom animation)
@obsidian tree
@obsidian tree Omit Garbodor. Turn the Sentinel Drone into Magnemite and the mutant into Magnezone
You're way too good at this
Where would the rest of us dunces be if not for you and your utilities?
Pre-alpha WIP garbage π
don't forget to Grass-Fix lol
I personally feel Grass Fix 2 is still king π
wut is grass fix @hushed bronze
Check my mod page on nexus π
do i need it to see the grass colors pak above
Also this is what I get for tryna get a photoshoot with enhanced psycho sentinels
You dont need grass Fix but its really, really good
ok
Well not all are compatible
Do you mean all of the grass fixes?
You can get every grass fix if you want, but only one at a time will work
Carpet bomber grass-fields LUSH planets
GF3 is newest, but I still thing GF2 is best
NP, Carpet bomber or 3 then
so get 3
If you just hate all the rocks go with carpetbomb
Actually GF1 is the "grassiest" non carpet bomber
what do these mods actually do?
anyway you can try them all yourself if you wanna pick your fave, thats why I keep all of them posted instead of deleting the former versions
do they make the graphics better cuz my laptop is already almost overheating
@hushed bronze
If you take a "normal" version it should be fine
ok
It seems my system is dookie. I keep rolling stuff back, unparking that which is parked, turning down resolutions, and the hiccups continue. The brains is annoyed.
Y'know, my fleet economics mod, the first I ever made, is the second most popular mod I ever done did.
Should I do a v2?
Maybe it was just the timing of when people were playing a lot more
yes
@hushed bronze what does the fleet economics mod do?
Go read it, there's like two paragraphs of description on its page
ok
does it make better ships more common?
the price increase makes sense since you a make a lot more money from expeditions
You don't want better ships more common because then they're just reguler ships
@hushed bronze how do i chose to have more or less filters in ur exotic filter flipper mod
Its just two different files
Eraser takes away filters from the exotics
adder adds them to the weirds
are there two files one for adding one for erasing?
o ok
it only came with with one file
@hushed bronze
one .rar, two paks
Exotic Filter Flippers-1002-1-0-1555296302.rar
Open it up
how do i get the paks
You open the rar
im not good at these things
Get you some winrar
?
google how to open .rar files
Most of the world ||pirates|| winrar, but you're free to do w/e π
But now that I think of it maybe I should use .zips going forward. Don't need a paid / stolen app for that
Isn't winrar one of those programs that says "free to use but please buy it one day"? Or am I being stuck in the 90s again ...
IDK it's possible I don't acquire it the way we're meant to
@sleek dune
There they are
Actually tell me if you can open this one
if you can, I might go ahead and convert all my current mods to zips @sleek dune
getting closer guys!!
I think that the fancy animations with mesh bindings and such aren't any where near as bas as I thought they were...
yeah
the whole mesh should expand and contract with the animation
these are its "bones" π
So um..... If you manage to get importable/exportable animations does that mean we could potentially mod-in strafe/roll/sidejump animations for combat? I was thinking if we stuck them in the same section as all the emote/gesture anims, even if we had to instruct players to set key bindings and then set those bindings to controllers (IE even if gettin them tied to the controls was a bit hairy)
potentially...
that may be more complex since the player models are so rediculously complex
I have ideas on how to potentially make mods like that possible though in terms of modding the animations
I will probably implement that in fact before custom model animation exporting
I actually have a list I set aside of what I feel constitutes a meaningful "combat overhaul:"
"What does a Combat Overhaul mean?
Strafes or other similar maneuverability means
Lock on mechanism to hold camera facing toward an enemy
Choreographed enemy maneuvers which are relatively perceivable and predictable"
since how it will basically work is that the scene and animations will be imported, but the animations will be understood to be imported from a vanilla scene. You can then see the list of animations and add new ones
the idea being it is a visual way of editing the animation files
no geometry files are touched, just the animation file and entity file
so adding new emotes would be completely possible
that is still a little way off, but it has certainly moved into the realm of Soon (TM)
which makes me super excited
I'm gonna be so happy if I can get this importing working tonight before I go to sleep
I was thinking of the workaround with the side animations because I have my doubts about adding additional movement anims to the core game, just seems like that would be locked away deep in the exe somewhere. But shoving it in emotes section and keybinding it appropriately should be a one-time-setup easy substitute that's indistinguishable from the real thing
IDK how to do the other two things on my list though
seems like they're both lost to us, BUT there is an existing targeting marker system in place for starship enemies so...
Figure out how to place that on ground enemies AND get the camera lock to take effect and you got bullet point #2 done as well π
I still dont think that one's happening lol
For now I'm just learning how to properly weaponize Cheatengine and AMB for my mods
you could see how the various player animations are called to see if there is any lead on how to utisilse them outside of emotes
When I saw how the antiquidated mod did its sentinels I was just like "Thats not a whole file, thats like.... some sort of clipped substituion code".
What I mean is since this game literally does not have a command for SIDE ROLL
what you gonna do
Well actually now that I think through how anims work.... IDK how to get the player to move left with the anim properly
But yeah even if there's no sweet strafe custom anims is like .... necessary
thats how we do VTOL engines, for one, isn't it?
wym?
what part?
VTOL engines
Don't rotating engines need anims to work?
and wouldn't it be impossible to import a custom made one before your work?
oh, yep
rotating engines may also use the rotation function in an entity tho, tbh, lol
which is its own thing distinct from anims
we've been able to make a bunch of stuff rotate without having the ability to do custom animations for awhile now
the rotations struct though is a continuous rotation. The way the engines rotate is only a fixed period rotation
oh weird
Well, I sorta have a hitlist to fulfill before I move to modelling type things.
Color Mod
Terrain Mod
Sky and Space mod including water (from space)
You can do some crazy stuff with nested and off center rotation
Oh I know about screwball rotator tricks π
I just didnt know the game utilized some kind of ulterior movmenet modules instead of actual anims
So I think when I do get to modelling the first thing I need to do is either fix or replace all these engines, especially on haulers that are mounted diagonally n shit and are nonmobile
Its so pre-alpha it makes me cry
@obsidian tree oh huh, hadn't really observed them in motion enough to realize
Thanks exosolar for the file!!!!
they often just got from vertical to horizontal,
exotic planets can also be lush planets?
Certain exotics basically are a rare-variant lush, yes
*You must explore more!
ofc if you install my mod, that particular rarity could be much more special than the other fools could normally experience! π
i have 300+ hours but still never managed to go to more than 50 systems on my main save ( the other saves are similar) most of which i didn't even go to the planets i just was looking for ships multitools of exosuit upgrades of doing trade route
I am uploading in .zip now so everyone should be able to open without issues
But yeah the exotic colors mod makes them actually look exotic-colored instead if just GREY
u don't ever do mp?
some fool dev set them to use base tiletype coloring instead of lush
Nah I'm always either blipping in an out of systems every 5 mins or mod testing
like, one thing I do a lot is Diplo searching. which for me, means zipping around to as many planets as I can in short times lol
o i think i've seen exotic planets with grass but they never had color where they still lush?
so ur mod actually gives them color ok
yeah I put up eight pics with that mod page
so that pulse engine speed mod is helpful for that huh
Those planet types can ONLY be found at the red green blue stars
never at a yellow star
i mostly go to yellow stars i don't see many exotic planets
i only go to good economy systems
mostly
Well the exotics are 0% spawn at yellows π
Are you in eissentam?
it was dead then visions changed it to an exotic
no euclid
the one with the mechanical mushrooms
that's a "Weird" type
The exotics have names like "Wine Dark Planet, Blood Planet, Lost Blue Globe" etc
and they often have giant parts on them and halfy grass and theyre real ugly most of the time lol
But two of the six forms those exotics can take are Lush forms
those are what the mod adds color for
so that one community event where we had to take pics of fish or animals(i can't remember) that was on a dark colored planet with big spike coming out of the ground where the air was red was that an exotic
is that the color mod
for exotic planets
?
Its the grass coverage mod
Grass Fix
the exotic colors is at the link from way up above π
@hushed bronze half any or half stalk
I personally like Any
ok
Both look weird
Left looks weird due to lack of grass
Right looks like someone draped velvet on the planet
I just wanna touch the right side lol
Soft fabric

i love grass fields, those look great Exosolar! π
For the time being, without a functional solution to non-grassed surfaces that actually works, I'm just going with a refined version of the ol' carpet bomber method
works for me
π€€
π³
i wish!
VR is coming
Anyone yet made a mod that replaces this grass type with taller type?
Uhh i can't send a picture
I'm talking about the really small grass
I dont like gaps in my grass fields. It's blotchy, ugly and its basically everywhere. Not like you grass fields mod
exo got that eye for immersion
Now to see if itβs compatible with natural worlds
Wow, that's the creature we saw..
Wait where did we see?? Oh that old promised trailer
@desert trellis I have a pic from when I was screwing wit the shortgrass's height to width ratio lol
well actually I have a bunch of pics but I dont wanna flood the feed
Seems interesting
Oh, also. Do you know if its possible to maybe replace a whole grass type?
I specifically wanted the old grass type from Foundation replaced for the shorty mowed grass
If you're talking about the types that appear on non-shortgrass, yes that's pretty easy, but why you hate shortgrass?
too common? too ugley?
Are you using any grassfix mod?
I thought so, I just have a tendency for collecting deets π
I generally have couple less FPS on planets with that grass
It spawns much more densely and I think it also spawns more secondary copies
Without turning it into prarie grass there's no solution to that because its too short lol
What about the .SCENE files for grass? I found them, but just replacing it with the ones from Pathfinder caused the game to crash
Or the files like LUSHOBJECTS----.MBIN
Some mods like Back to Foundation could replace the grass type
Oh I just Changed the Newlushgrass.scene.mbin pointer to newcross which is what the other planet types use that dont do shortgrass
You wont get the really cool sharp grass from the e3 trailer but you get the other 8 just fine :D@desert trellis
Yeah nice, thx!
But what bugs me, is that it is certainly possible
I even have a screenshot from the first iterations of BTF mod
And it had that grass type
I only flash-tested it on the one shortgrass planet i happened to already be landed on so no guarantees but it shouldn't have a reason not to work tbh
I think BtF just did something like what I did
But building up those grass packs is in my list so if I figure out how to do it it will be done
theres a bunch of "unreleased" shortgrass types squirreled away too
That's the screenshot
I believe the guy just took the files from Foundation iteration, and just fixed them to be compatible with Visions
There is a third grass file that isn't used that has just a ninth grass in it
i didnt ID what it is but it might be that razorgrass
I SHALL INVESTIGATE
Best of luck on that!
heh straight import doesnt work too well lol
You know what I just realized, @desert trellis ?
I need ham. Lots of it. And maybe cookies, too.
Haha
and a way to open BtF's mods because dammit Its the only one that Ive come across that just crashes all my compilers
Weird, i was able to decompile them normally
Also, if you are looking for that grass configuration in BtF's files, im afraid you won't find anything
For whatever reason, the creator made an update that segmentized the mod, which had a side effect of completely removing the grass type from the mod
I tried to ask him about that, but no response i got
Well I intend to get all the grasses working but a reference for even one would have been nice
Yeah it would
I'm getting the feeling that these grass files are generated from a utility of some kind and that trying to manually put these files together is not the best idea.
Not for a guy like me who is not a programmer lol
NEWPROCGRASS works right outta the box tho (so far)
For that matter I think proc grass works better than Crossgrass
@desert trellis
https://www.nexusmods.com/nomanssky/mods/968
DUD'S SKY - COLORS updated to v1.77.12 - Added 6 custom (inspired by previous versions of NMS) rare sky colors.
Screenshots in....."screenshots"
@steel crypt Do you know of any patterns having to do with how grass selection and plant / leaf selection relate?
It appears they're connected with a grass color always seeing a particular plant color but its not like 1:1 where 7th grass color = 7th plant color
An offset maybe?
I have not noticed any pattern. I've loaded many many lush worlds. I mean, I can show you pics of grass with different plant colors. I'm not sure what is causing your issue if you are seeing a pattern. Are you always loading a same planet for testing and changing the palette? The planet would always use the same position in the palette. Sometimes you can just get freak lucky and see a few like that and think there is something weird cuz you just beat the odds. I dunno what are the numcolors variables set to in the section headers?
It may be just luck, then
I havent done any testing to gaurantee anything with the exception of cloning the grass palette to leaf and plant, thus confirming they aren't parallel
I know my oranges in the test palettes are too similar lol I can't tell them apart
So based on your experience, would you guess that those three flora colors are selected independently?
I had some freak luck testing one time and for like 20 tries i got blue grass (out of 16 colors) and green and yellow trees (16 colors). I was sure something was jacked up, but no, I was just being beaten like a dead horse by HG
Yes, there is a seed choice independent for each section in the basecolorpalettes.
I noticed a change in
<Property name="SafeSkyMaxIndex" value="23" />
Whats that do?
I wonder if I can line up seeds somehow for certain color control?
Okay, you know how there is a dayskycolor palette. Well even though it has many color selections, it is only using the top/first 6 (0-5) because those are the new HG colors. Frozen safe is at 0 because it is only using the top 1 (0) (blue) for sky. I have a total of 24 sky color selections (original 6 X 3, and new 6 X 1) (for 25% chance of getting my new sky colors). So, with 24 colors in the dayskycolors, I changed it to 23 (0-23) for using all 24 colors. I also set the frozen max the same so frozen uses all 24 sky color selections like the other planets.
those are the only safe caps I found...1 for frozen, 1 for all others.
you cant just mod or cheat in quicksilver can you?
OFC you can
you can save edit it I think
in fact thats one of the easiest possible things to do
Yeah download and open Save edit, type in a number
other people can see the items too?
teach me these unholy ways
but you can't buy the items right?
But I'm wondering if there shouldnt be a mod for making a very difficult and slow "legit" alternative to QS?
Im pretty sure you can buy them just fine
but nobody who doesnt cheat has any QS left
Any chance we could puch frozen night skies over the other biomes?
just cheat n use it to gain back that control?
what?
you mean make it use certain color selections for frozen?
and not the other planets?
Right like force all the other biomes to use the frozenskynight set
that way they can all have the many options
You would only be able to: Either give it less than others that the others have or more than others so it has some unique ones.
Maybe I'm not understanding.
Anyway I just went to the Anomaly and the black market guy and his shop and all the things are there, interactable, buyavble...
Okay, cool.
Like I mean, where does the Frozen Biome files say that its using the frozen sky colors?
Do Frozen skies have the potential to be lots of different things in your current mod?
There is one sky color palette file. dayskycolors. It is for all planets. In the sky global, there are the 2 caps for how much of the list frozen planets use and for how much of the list all other planets use.
Is that index thing just to let Frozen Day skies be variable then?
I got it in my head that was for night skies lol
sry
BTW I never in my goddamn life would have figured out that max index thing
No it is for day skies. Yes, it is originally 0 for frozen and 5 for others. Because HG had 6 current sky colors in the palette. 0 so frozen uses only the first color and 5 so other planets use all 6 (0-5). I changed both of them to 23 because I have 24 colors in the palette (dayskycolors) and wanted frozen planets and all other planets to use all 24 selections. Am I making sense?
Night skies are 1 palette in the global for all planets. No way to rig around it. I tried all possibilities.
that's silly
tbh across the board that's all rather silly
why in the world use such a low amount, is what i'm getting at
lazy except that they then went to the trouble of rigging player models and revising practically the entire crafting setup to a degree alongside the upgrades
Thats different peoples
One guy needed to spend one day making colors. Or just NOT erasing all the existing ones
no shit. tried all kinds of ways that HG might have open in the exe and no dice, it is only read from the global and that is fixed. I tried for 2 weeks.
It was originally many colors although basic...in the basecolorpalettes, then went to an external palette when they made it a more complex palette like it is now. Then it went to a single palette in the global (probably so it would be fixed). And, I can tell it was rigged into the global at the last second. It looks like because the night palettes would have to be redone to work with NEXT, it just got 1 entry slapped in the global instead of a rework.
They have the debug tools n shit
access to the exe
all the stuff
IMO it just needs to copy the nebula color and adjust for the brightness
this is why i have my pet conspiracy theory that they're not wholly unintended moves but really fucking obnoxious intentional, thematic moves
COPY NEB (the colors in the night sky)
Its really weird when Im on a green planet with red water and a blazing red night sky and the ambient light is blue WHAT THE FKCU
But there is just sloppy work in the palettes. That happened that way, but dayskycolors was done totally different. They redid the first few selections in the external, then capped the list. But for night they pulled the external and slapped it in the global....like WTF?
I used to love wandering in night ambient, but now its just looks like some alpha stage busted shit
Yeah ... REALLY sloppy. The lush exotics reference base tiletype
WHICH LACKS A GRASS COLOR
AT
ALL
(This is why I made that "Exotic colors mod" yesterday
I really wanted to make multiple night skies cuz there is some cool shit you can do with the palette......but.......
it just takes my prototype palette and slaps it over the literally null palette it was using with a few simple edits
Yeah I would have liked night skies too π¦
I have 1 night sky....night sky.....not....NIGHT SKIES!
but remember you can't be critical of HG or else you'll be either dismissed or ignored
And all those palettes they don't currently use are read many many times into memory. Why?
All i did with the above mod is
<Property name="TileTypesFile" value="METADATA/SIMULATION/SOLARSYSTEM/BIOMES/LUSH/LUSHTILETYPES.MBIN" />
<Property name="ColourPaletteFile" value="METADATA/SIMULATION/SOLARSYSTEM/COLOURS/MEGAPALETTES.MBIN" />
right at the top of the file
Then I cloned Base palette, renamed it and saved it lol
Well I did some filter stuff to but irrelevant to the color palette issue
@steel crypt This time, not lazy ... lost and deprecated code
Ive said it lots now, I really think they cycled members too much in development and shit is undocumented and forgotten and lost and all kinds of shit
So skilled newer devs still struggle with basic things I bet because he didnt have anything to do with the early stages and the code lacks doc\
This could explain some instances of inexplicable backward stps like the night sky deal
The night skies is aggravating. I wanted to find a way. I still think if I looked at older versions I might find a way that can still be used. I just don't know for sure how the palette was referenced before when they were using the external. That's what I need, is for it to use the external. I tried all the ways I could find in current code. I need the sky global and the day sky colors from before next.
I think they actually did reference one of the space colors somehow but IDK for sure at all I wasnt modding then
The night sky fix a while back did something like it but it was not updated and vulkan destroyed that avenue anyway
You're aware of this old guy right?
https://www.nexusmods.com/nomanssky/mods/870
It could remain useful if Vulkan shaders become accessible in the future
Lawnreality shader master. Yeah, I know of it but it was using shaders to use the space colors for light. Which is cool and all, but wouldn't be able to get near the effects of the palette. And like you said....it's shader dead.
when you say you need the old sky global, you don't mean as reference, right? more the old functionality
I need to see the old sky global and the old dayskycolors MBIN for a reference because it might yield clues to code that is stool in use that could be used to rig the current version.
I think before next is what I need. Like maybe the last version before next?
Im not worried about palettes in night skies if they match the colors of the sky, which is clear at night, so... space
thats when you dont need another palette, because its the nebula color palette
Stool? Still damnit
Well that's what I did. I removed the night sky colors so that the night sky is space sky, but there are other colors like clouds and light
I'm working on learning it so I can get good time on huge numbers of good colors for flora and modding terrain right after that
No, but sometimes I have monkey look for something for me in IDA and CE
CE cheat ...right
IDA? Dunno, it is a badass very expensive reverse engineering program
You have to be a wizard to use it. Luckily monkey is a theoretical physicist, so close enough.
My freind Cody could tear this stuff a new asshole
if only he gave a damn about NMS lol
Well I have to bail. Talk soon dude. Peace!
wait jason come back
You're too late. He's GONE FOREVER
When You 10x the entire file just to make sure you're in the right place
@hushed bronze I tried your file that you sent, the grassfix with the tall grass. It doesn't seem to work. It just replaces the grass type with something else
Yes.
It swaps the shortgrass for the other type@desert trellis
More simply put, it nixes the shortgrass. That's it
@hushed bronze I thought you gived me the one that you messed with the height ratios, good to know it works. Thanks
I might've included a custom-ish height? I dont remember and it could be there & subtle
Some areas have patchy hybrid spaces that interfere with the fix. Does that happen everywhere or just near mountains ?@desert trellis
Hey can anyone tell me where the file that would allow me to edit the water color is?
are there any mods that conflict with the vulkan update
All shader mods @left sentinel
cool
So are the space mods affected
If you're talking about Space Dream, yes
but plently of mods can affect space without going through the shaders and still work
Ah ok
I did itβs a no go
if they dont work then I guess they dont work π
I canβt do experimental anyway my game crashes
Maybe figure out what's conflicting with it?
Thatβs what Iβm doing right now
First Iβm getting rid of black space
Maybe thatβs the issue
I figured I could load the game with black space still in my mod folder
@weak perch By finding conflicts I mean theres a program that specifically does that
also, you can force priority among mods by sorting them with underscores
more underscores before the name = more priority in the simple explanation
Anyone have a download link for the default player model?
LOL no way but if you go to modding discord there's one or two folks who might be able to help you get it
Got a link?
@hushed bronze it was all the clean up space mods
The mods that remove space plasma and dust and so on
But black space still doesnβt work rip
And neither does crescent worlds
The next update for No Man's Sky: RaYRoD's Overhaul is coming along very nicely. I am currently working on multi-weather and more intense storms. There's a h...
I'ma just post this again because that aesthetic looks perfect right here
@rotund vine
not quite on the same level but it's aight
@rotund vine What is it that stands out to you most in RayRod's? (Not a sarcastic question or anything I promise)
I'm building largely toward what other people say they like/want. I'm about to get into trees and forests, terrain gen comes after that
Lighting was different back then
More vibrant colors
It's not that I'm fan of that planet just because it's generated through rayrod mods
I think just everything combined makes for a really nice whole
on that planet
Yeah I agree the dimmness does not look good at all IMO. Luckily we have a sunlight power control in globals π
Not to forget that the forest is spread all over the world there and not in patches as seen in vanilla
Yeah, believe it or not, that part's not too difficult! π
What IS difficult is trying to set it up to be more variable so every lush planet anywhere isn't the same dense superforest
I have some ideas on that thou
More importantly, how does it impact performance?
If I can get in contact with Gamer (if I get permission to use his asset packs) I'll also see if he knows how to tone down the shinyness of the grass
Tree density is going to slightly drop performance no matter who does it, even Ray
It occurs to me I dont need his permission, I can just make "mandatory: you must also install Gamer's assets" lol
Required Dependencies FTW
is there a mod or a way to force rename a discovery in the game files?
what do you mean not play nice?
what is the asset pack?
@hushed bronze
like models?
have you ever messed with doing the altgrass a slightly different version of the grass? It looks cool to me.
Yeah it looks pretty grat in a lot of colors
Some of my grassfixes change the sizes of those alt color zones to be basically regional
Yeah, I saw that, that's a cool idea. You were saying one time something about the lighter rock. Do you mean the rock texture/mountain texture stuff?
In general really
Terrain texture I mean.
the rock and ground is nearly black on many planets
I think I looked into that and had some weird issue......can't remember what it was.....
Have you tried using an earlier NMS palette for it?
Well I edited the palette, and that works fine
The whole grass-colored smears thing tho, I've made no real progress on that
what is that?
The only thing I always complain about not being able to fix in grass Fix
oh okay....my brain is not firing properly.
What I encountered with changing that rock to a lighter color, is that it can look weird when the game mixes with some other Next terrain colors which are also darker. You might need to change more colors to make it always look okay
Yeah there's three diff rock sets
light dark and sat
But matching them up just comes down to simple color in the end
Right, and I think even the light palette tends to be darker than most 1.38 colors