#nms-modding
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Because I
omg.. they couldn't wait one more week to update blender?
Nope
thing looks like a whole new program..
can only imagine it caused NMSDK to break too..
Prob
But I mean 11 days to beyond, everything gonna break
get ready for dark times, modder
yea, but I was trying to get my mod finished so I could just stay in NEXT.. but I guess steam wants to do it's own thing cause Blender got the new UI back in November and I'm just now seeing it..
why Steam updated it between yesterday and today and not over the last several months is a mystery..
not really.. steam's not charging.. blender's free..
but yea, steam manages the auto-updates on it.. just found a 2.79 zip for stand alone tho.. so shouldn't run into this problem again
please remind me to release the Gonk mod in 20 hours
better release it now than in 6-9 months
@hearty wasp Why not release immediately? Is it not done?
Hey, so I've been trying to install Reshade. I've got the latest version, with a clean installation, and am following the instructions on the Voidwalker Reshade Collection
I've heard of some problems with laptops that have an integrated GPU as well as a dedicated one, and heard that disabling it in Device Manager is the only solution. I hope this isn't the case, since I'm using an external monitor and turning off the integrated GPU disables my HDMI port.
Anyway, my problem is that upon starting the game with Reshade installed (regardless of whether anything is present in the MODS or reshade-shaders folder) a window with no icon appears briefly in my taskbar, and stops a couple of seconds later with nothing ever appearing onscreen (not a black screen, no window even opens).
I've tested this with the recommended version on the Reshade preset (3.4.1), 3.1.2 since I saw some forum threads saying that fixed things, 3.0.8, and the latest (4.3.0). All resulted in the same problem.
(posted this in #nms-questions by mistake)
The game runs fine, as far as I can tell, with Reshade not installed.
I heard that sometimes fullscreen mode is the culprit, I'm waiting on the game to start so I can try in borderless windowed or something
If you're using [experimental] NMS, that runs Vulkan which is totally incompatible
Nope
There's no square brackets next to my game on steam, at least
Also, borderless windowed did not help
Would that be the only way I could tell?
You can look which branch you're set to in the game's properties in Steam.
There's not even a beta in the drop down menu for me
So you haven't opted in. So, no.
I'm supposed to use OpenGL in the reshade installer, right?
Presumably.
Oh, I just looked in FullLog.txt
[SYS] [Init] GetAssociatedNvidiaDisplayHandle failed: -6
That's all it says
Looks like this is an integrated/dedicated GPU thing
Nevermind, disabling my integrated did nothing.
Question! Is it possible to play with friends when I have mods installed?
I saw some nice pics in #nms-photomode-gallery of biome mods and I would definitely wanna play the game using that
For stuff like that, it'd be best for everyone to be using the same mods.
So if everyone has the same mod, we should be fine?
- Is it possible to use them while in the experimental branch?
I think so... And uh.. mostly. Just not shader mods.
Well then, lets hope that none of those mods have shaders in them π By the looks of it they are just assets
Thank you! I will come back later if I have any questions β€
@hushed bronze I need to sleep, work, write descriptions and take screenshots
hey
I've been trying to make my first mod but I seem to have some kind of problem, I don't understand why it isn't working.
I decompiled and compiled everything without errors but the game is not showing any changes, even though I cleared caches and deleted all the other mods in case they were overwriting something.
Maybe I'm skipping some crucial step or something, I don't know.
You put the pak in the Mods folder? Removed the disablemods.txt or whatever if it was in the parent folder?
yes, I already had some mods so the disablemods.txt was already deleted
Check the folder structure within your mod. I messed up on that before.
am i supposed to delete the exml files once they are compiled?
I don't know really, I never packed them. I don't know if the game will read them. It would at one time because some people ran the whole game unpacked. I would make sure they are not in the pak
ok ill try deleting them
by the way, does anyone know what file do I need to change to alter day/night cycle speed?
Afk brb
okay. That might be in the sky global...from memory.
what are you not seeing results of? Sometimes there are multiple places for the same/similar variables and the game uses one that has priority.
i followed this guide
i did exactly what it says
but in creative mode i can't see the new object
that is out of my territory. I won't be much help there. You might try asking on the modding discord? Try asking Winder.
Hold on i'll get an invite.
Understand Winder is like an old grumpy coal miner....LOL....just his comedy, people don't understand it sometimes LOL
thanks mate π
π
G E T T I N G H E A D
Nice!
Wouls anyone recommend some new modder friendly mods? Some that wont hit preformance so much?
I never really modded before but need some new exciting things for nms
@ebon orbit I'm currently using Dud's Sky Colours, Exocraft Overhaul, Fast Refiners, and some small mods that tweak the visuals
if you want something exciting I recommend Eucli-EA, No Man's Science, Rayrod's Flight Overhaul
rest you can see what you feel like trying, over at Nexusmods
filter the mod list by last updated so you get mods compatible with 1.77
can someone please recommend to me a good shader?
@left sentinel i installed the flight overhaul but im not noticing any difference, is that normal?
it's not a huge difference, but you should be able to tell
π€ oh damn I think it doesnt work
anyone got time to find a wild lone shop terminal?
could you elaborate what that means?
basically those habitats with only that shop in the middle and nothing else around?
those random shop ball terminals floating without a trading post
oh just floating in the air
I need someone to find me one with this mod and screenshot em
havent seen one in ages
they're rare alright
ohh wait I think I had a base on one in my old save
let me check
Oh yes found it
@hearty wasp this, right?
ye
ok installing the mod now
take a pic with you and the droid in photo mode, that'll be fucking great
so i basically tried installing a few new mods to make planets and space more diverse and now everything looks like barney the dinosaur threw up and i cant start the game anymore
yeah i think i need to reinstall the game
what is the best mods out there?
@left sentinel can you try this one
the scene might be in a different folder but I don't really know
ok checking
thanks
Nope it's still the same @hearty wasp did you send the right file?
it's probably just me not finding the right scene to replace
shit's tough to track when you dunno where to start lmfao
Got to start somewhere.
Gimme a sec now my game is crashing before it even loads
might be my problem gimme sec
dont think its related to the mod, my game had crashed before I even installed
Yeah ok this build didn't work either
Ping me whenever you work on it again
mmm I checked the table and it's using the one that I'm modding
ah I can't be arsed now
Can someone reccomend to me a mod that visually changes or improves the game? Thx
@last widget there arenβt really a whole lot of texture mods or reshades that Iβve noticed. (You can still probably find some that may work for you) but I would recommend a few mods that overall visually changed the game for me personally. (1.) Big Things 4 (2.) Clean Screan 1.1 (3.) HD Clouds 1.3 (4.) Coastal Waters (5.) Fantastic Beasts 4V1S10ns (6.) Increased Planet features draw distance. I also want to mention that these worked just fine on my existing save with no errors whatsoever. They are also perfectly compatible with one another. But I canβt say that for any further additionally added mods.
thanks
Iβd give links but I am currently on mobile and it is giving me trouble. But no problem man. 
@last widget https://www.nexusmods.com/nomanssky/mods/968
ok thx
I think jasondude's mod is basically what Visions should have been.
Wow! Thanks! I totally appreciate that. π
when downloading a shader mod that doesn't come with PAK folders, is the prosses of downloading it different from a regular mod?
It should be in a PAK. What does it have?
FX and FXH files
Ummm (I've never used them) but maybe that is some kind of reshade mod that uses an external reshade program for those files?
The HG game shaders are not the same on the experimental version. No one has modded them due to a compiling issue. The main branch NMS shaders are not going to be .MBIN in a PAK, but they are going to be in a PAK
OH okay, good. Figured it out π
thx anyways
i would have neverrealized i needed a seperate program
so
im still experiencing problems
for some reason, the game immediately shuts down when i start it up, even though i followed the direction correctly (i think)
here were the directions:
Install ReShade (reshade.me). Launch the setup, locate your NMS.exe executable, then choose 'OpenGL' to locate your NMS.exe executable as the Rendering API.
When asked to download presets, select 'No'.
Head into your NMS 'binaries' folder, then extract the contents of the zip file here. You should have a 'reshade-shaders' folder, and two other files named 'Filmic ReShade.ini' and 'opengl32.ini'.
Launch the game. Wait until you get to your load screen, and press F4. Select the 'Filmic ReShade' preset from the drop down menu at the top (you may have to click Reload once you do).
At this point, I'm not going to be much help. Never used it before. If you are on experimental version, it will not work. I dunno past that.
alright np
anyone know where i can find info or the file location for altering the X Y Z axis for 3rd person in game?
any idea where these files are located outside of the install directory?
???? You have to un-PAK the game
For GLOBAL see NMSARC.59B126E2.pak
@supple wadi @hearty wasp @hushed bronze
Thanks for the mods, boys
https://youtu.be/1OpTCG95tFs
The culmination of 6 months' worth of procrastination and crunch. The best intro. Definitive. Best use of my time. I DO NOT OWN DRAGONBALLSSKY. DragonBallsSk...
no this is like the best thing ever!!
I didn't say it was bad, just really really dumb lol.
so you're saying this is art
it is modern art for the modern soul
hey @hearty wasp Eucli-EA doesnt work for vulkan at the moment right?
hmm maybe its an issue on my end, I dont see any of the builds in creative
You guys really want my last message of me being absolutely idiotic, to be the last message in this channel??
Yes please.
That was absolutely brilliant@echo oxide
Can someone help me
I have a bit of a problem with my mods
So, I decided to get some mods to improve the overall quality and assets of the game, I went with these 3
https://www.nexusmods.com/nomanssky/mods/929?tab=description "Gamer's Asset overhaul for No Man's Sky"
https://www.nexusmods.com/nomanssky/mods/493?tab=description "PROJECT ATLAS-DIVERSE ENVIRONMENTS OVERHAUL FOR VISIONS"
https://www.nexusmods.com/nomanssky/mods/100?tab=files "Big Things 4"
I went into the game expecting some crazy mountains and forests, but what I saw before me wasn't something that I was expecting...
There is pretty much nothing in the game anymore
But at least now my fps is big :D
Tried a different planet?
Just trying
Okay it seems to work now but the game doesn't look like it has changed much
@west ore Looks like you have some conflicting mods my friend, Remove Big Things mod and try loading up the game again.
Thanks, I'll try that immediately!
Let me know if it works π
Will do
Also are you using the all in one version of diverse environments? @west ore
Did you start a new save game
Yup, each time
Show me your mods folder
Ok, I know the issue, just hold on a second while I grab some screenshots
check DM's
you never need a new save for shit like that
just warp, save, restart game, and warp
Oh okay
Just so you guys know, everything works perfectly now thanks to @hazy fulcrum π
π
Do mods change it so you cant use multiplayer?
you can use multiplayer even with mods, just that you will not be in sync with the other guy
Ok what are some good compatible mods that you can recommend
well you can just check out whatever you find cool, go to nexusmods and filter the mods from last updated
How long does it usually take to make mods compatible with a new update?
Depends how complex the mod is, how much HG changed, and how long it takes me to get Mbincompiler working again lol
Anyone know of any 3rd person camera angle altering mods? Ideally just wanna fiddle with the X axis to make camera more centered but havnt modded NMS at all
@obsidian tree Well, for reference, how long did it take with NEXT?
Does anyone know how I can use rayrod overhaul even though im in next
You caaaaan't
yeah, sure, keep dreaming
I WILL KEEP DREAMING TYVM
^
^^
@hushed bronze I cant remember. I knocked out most of it in a few days, buy then it takes longer to get any last fiddly details they may have added. Plus they often do a few updates right afterwards which slows it down a bit...
NP that's a perfectly reasonable reference imo π Thx
Tell your family members they aren't allowed to die during next week so You don't get slowed down by lame-o funerals n stuff @obsidian tree
Haha
whats the best mod for fps?
none really
oh ok
@earnest frost Beyond update is the best mod for fps π Hopefully..experimental was promising atleast gave me 20 more fps and less stutter
Yeah I'm sure they've done further optimizations, the vulkan experimental was just a glorified switch
And that has been great for me even on a low end pc
AMD tho
Hmm... Can you zip your saves and send me it?
@fringe meteor
^
%appdata%\HelloGames\NMS
No.
Yes... I would have seen a message sent here, too.
Screenshot of the program?
Yes
Ok, I don't know that save editor... It may be old and unsupported or something... Try the exe from here https://github.com/goatfungus/NMSSaveEditor
Just click on the tab for whatever you're wanting to change.. There's also a json editor in the menu at the top.
Ah, I guess you don't have Java.
Make sure to opt out of any junk it tries to install/set...
Use the jar or the bat
What error?
The other bat may work, not the "-4G" one... But if the jar works, just use that.
So... Odds are mods will stop working (at least for a bit) after beyond drops. Any thoughts on if you can go back to non-modded with your save? I have only one mod installed, that's better spaceships.
Depends how that mod works... If it adds completely new kinds of ships, you may have trouble. If it just adds or changes stuff with the existing ship types, it'd probably run fine without, but your ship may end up looking different.
I haven't seen anything that doesn't look vanilla. Just more category S, A, and exotics.
We'll see what happens.
Ah, then should be safe.
@rotund vine what is that mod?
Can I run mods with the new update ?
Who knows. Presumably yes, but only once they're updated.
Online as well? I want to get the better ships one and the max units
Will that mess up my game online ?
No one knows anything yet, really.
Aight
well we'll see as mods worked in multiplayer before
@maiden flame
Thank you β€
how do i downgrade my steam version of nms to atlas rises and will my NEXT save files save?
i dont think you can
but this is literally the only time ill say this
find a drm free copy online of atlas rises and download that
You can, see the pins in #forever-archived-legacy...
as long as youve bought the game legit
oh
then im wrong
then DONT do what i said\
And I can probably downgrade your save, if you want. Although why anyone would be starting to play an old version now when there will be a new version in a few days...
ya i found this earlier and planned to tried it sometime: https://steamcommunity.com/sharedfiles/filedetails/?id=1086279994 (how to downgrade game version) just to see if it works
Which files or folders do i need to back up to be 100% safe before using the save editor?
Just the saves.
(if this is the right channel for that question?)
Idk what files/folders comprise "the save."
%appdata%\HelloGames\NMS would do
The editor itself saves a backup whenever you change anything, but making backups of your saves is a good idea in general, even if not using the editor.
Is there a way to change a Survival game to a Normal game?
nvm, did it with the save editor
anyone able to tell me how to properly make a mod to add new fauna into the game?
or anyone that feels like this is such a challenge, they'd like to try out?
cuz i have this amazing idea, of making bee like creatures
with the reflavored milking option called 'gathering honey', which would make a unique, reskinned milk type, to be used in your recipes
but the latter only when the beyond update has been released
anyone online that can help with something ?
DAMN
@ember kettle use NMSDK. It can't handle fancy skinned animation exporting yet, but that will hopefully come one day
as to the honey thing, we will have to see how all that stuff works when beyond drops...
hopefully there will be lots of great things to mod in π
yeah i bought a GOG version last night just for this reason... 50% to support the deves and 50% to keep an older version
@south vortex Something I should know about GoG copies and older versions of NMS?
Help with what?
Anyone know any new news on ray rods mod or had anyone used it? Is it has good as it looks?
It's never gonna happen. Even if he has been hard at work, he took too long and now Beyond is gonna fuck it all to pieces again. The only RayRod mod you're gonna be able to use is the v10 with Atlas Rises
I figured as much. Thanks for the response
Not to worry! It would be dead tomorrow anyway
I recently used the steam console to get the Atlas Rises version of NMS but when I open it my NEXT save files appear, is there any way to have my own separate saves for the Atlas Rises version? If it helps, I used the download_depot thing
@hushed bronze easier to revert to an older copy with GOG, plus with my steam copy I can still play beyond and keep GOG version for mods.
so guys, is there a way to get a 48 slot ship with a mod somehow when starting from beginning?
i played a lot back then, got my beloved 48 slot fighter, but kinda wanna start from new now, BUT i dont wanna search for the fighter again
mh ok
heya guys and gals.. i just deleted my mods so i can start clean on the update.. i guess i dont have to recreate the folder i deleted once i started using mods?
aah it was a file, not a folder. and just verifying files fixed it. im ready.
Is it recommended we remove our mods before we launch with the update?
Yep
probably
although mods don't overwrite your base files right, so as long as you don't overwrite your save it should be fine no?
The game should reinstate the file which causes mods to not be loaded initially anyway I think
Files in mods are loaded instead of vanilla files. As many files will change you have a 99% chance than any given mod will cause the game to crash on load
ahh yes, i meant if we were considering file corruptions
That's more or less what I meant @obsidian tree. Though I guess if the disable mods file pops back in, I don't need to do anything with my mod folder since they'll all just be disabled, yeah?
Exactly. I normally just rename the mod folder old mods so I know what mods to redownload once they are fixed
π Perfect
As someone not payed a lot of attention to modding NMS
Does the NMS Save Editor need to be updated now for it to be compatible with Beyond?
Do the most basic simple mods break on updates or is there some sort of proper structure to it so some might actually work if that part the code was not touched?
Unless they've changed a lot in the save format... Not exactly... The new stuff will show as hashes rather than readable text, but that won't affect the old stuff.
Only thing I will save edit
is the cargo containers
sounds like they did not bother fixing them up
@south vortex I was hoping you could give me some detail on how the GoG does its reversion
Sure its very simple
@hushed bronze You just go into the No man settings in the GOG manager
'and then select which version you want
Like right now Im reverting back to 1.77 from 2.04
why would you instantly un-beyond yourself lol
but anyway thats fucking amazing and now I want it
haha i have my reasons
Is there a working no launch cost mod yet?
You don't think they are gonna disallow mods
oh no, not directly
they might just make this harder and harder until no one can figure out the fuck's happening in the files
or just switch to Vulkan so that we can't mod shaders 
exactly
Ah yea lol
Any mods still working?
soooo, are u getting banned by using mods or save editor?
So mods are broken for now or what?
Has anyone Reshade working on the new update ??
ReShade supports all of Direct3D 9, Direct3D 10, Direct3D 11 and OpenGL. no Vulkan, so, no, until that is added.
Looks like they are trying to add Vulkan support though, so may be possible soon.
So more mods will be broken that I originally thought due to HG adding an extra piece of information to EVERY SINGLE STRUCT!!!
This actually sounds worse than it is because a) I can automate my code to add it automatically to every struct, and b) most structs don't even need it.
However the more annoying thing is being able to write this value back into the files. This will just take a little work so y'all just have to hang tight π
each update of NMS, I get more and more convinced they're trying to take measures to keep us from modding..
Is there a mod to put in some cords and be able to put a marker down to return to later??
but I'd imagine if they didn't want us modding, they could just prevent the .paks from being loaded from the MODS folder..
Verolish, just use a beacon.. TMK, without editing the save file, you can't place something at a location you're not physically at..
I am at one of the blueprint faclities (i think)but i need a microchip to unlock it. So i wanted to save the location. I am very early in the game that I dont have the beacon yet lol
So early on its not a big deal, I was just curious if a mod like that existed
You can write down the system and planet name, and coordinates
yea but then can you import those cords into a add on and have it spit out a marker at that location
Uh no
@obsidian tree Hey some people are impatient but most of the modders appreciate what you do and are entirely willing to wait for you to work your magic at whatever pace it's gonna happen π
...just in case anyone is childish enough to give you bullshit over it π
I'll be THAT dude LOL.
No tools will be working right now, tomorrow, or for "impossibly lucky minimal time" a week. It could take a month or longer especially considering HG probably will have a couple patches here. A lot has changed. There are precious few working on any modding tools. They have a life other than fixing tools/modding. Anyone modding right now will be doing it via HEX, which not many people can handle and if they can, learning what variable value is what for what is super hard.
Not trying to be a goody 2 shoes nanny here dudes, just asking for patience. Thank you everyone! π
@hushed bronze Looks like grass fix and color mod are still needed. OH MY GAWD i'm gonna have a lot of updating to do if, praise jesus, monkey can do it again.
Well I mean it looks like monkey isn't having too much trouble, actually.
But yeah Grass is still exactly as borked as before, just got fooled by a screenie before I got myself in properly
Also Of the two lush worlds Ive seen so far, both are Visions colors
Also the game really does only seem to function stably with Big Picture running @steel crypt
Fortunately Grassfix is actually a very simple mod that I know how do do with great ease now so it should be a quick job when the compiler is ready
And because the visor didn't seem to change in the slightest, hopefully that will work as it used to also
@steel crypt What the........
Is it maybe variable by planet?
Maybe
if it is, it might mean you have more control over it. When modding it, that is.
I would be down for that
in any case we're all playing stock no matter what for no
seeya
I suppose the pre-beyond save editor is completely useless now?
Should be fine.
it's not that it is hard, it's just there is a lot to do
ie. So far I have done 69/494 structs, and it has taken about 8h to do that
so at the current rate it is ~58h of work total to do them all
well maybe less because I have had breaks and stuff
so let's so closer to 6.5h for all that
Is it necessary to do them all at all?
not quite
we need a fair few for it to all work
but ideally we want them all all done
because otherwise differences between this version and newer versions are harder to sort out
it will be functional well before all the structs are done
Looking for info - I'm poking at the PC keybind bug. Can modders normally see the base template for the settings files?
Actually, I should try the decompressor and find out myself, shouldn't I?
Okay, coming out the other side. The template is there in METADATA\ENGINESETTINGS\TKGAMESETTINGS.EXML. Doesn't seem to be anything I can do here.
If you check the TKGAMESETTINGS.MXML file in your personal settings, you'll see that a property node with the attrbute name="Invalid" shows up.
The Invalid node ends up taking Player_Forward's keybinding, Player_Forward ends up taking Player_Back's keybinding, etc
NMS appears to hold the TKGAMESETTINGS.MXML file in memory, and overwrites the entire thing (which is A-OK). I was hoping that if I could find a faulty template, I could eliminate the name="Invalid" node.
Now, you could include an explicit name="Invalid" entry into METADATA\ENGINESETTINGS\TKGAMESETTINGS.EXML and put that in the mods folder, if I can figure out how.
This can't be done. I assume that MBINCompiler needs to explicitly allow a KeyMapping entry named Invalid. I see the code for that in libMBIN. But I'm done for the day.
If someone wants to try that themselves, knock yourself out. It's something that we should expect to change shortly, tho, as it's a bug, so no production code should be added to allow this.
Assuming I'm right about MBINCompiler.
I am fixing up the code for mbincompiler now that will allow for the input mapping files to be decompiled
unfortunately they changed the enum internally that has the mapping for all the keyboard keys so I'll need to write some code to extract them all as there are like over a hundred...
I will probably leave it as an int for now so that it can still be run
Is it possible to make a mod that forces shaders to load at startup? Like before.
Yo, is anyone working on a mod for a left handed mode for VR?
ATM nobody is working on any mods
we are waiting on monkeyman to update his tool
well unless someone out there is hex editing
I'm gonna try it now
any updated trainers available?
No trainer can handle me
π€
okay so in the save editor i noticed when you inspected the upgrade modules (installed ones) it gives you the ID for the thing, but also a number that you can change
Hello all, please is there a way to tweak the rendering distance with a mod or modifying PC banks. I really hate the Beyond Update draw distance.
so it looks like the # associated with the ID of the upgrades is used to determine the stats from the upgrade
is there a list with the #'s for the different upgrade modules?
That number may just be a seed it uses to randomly generate the stats and stuff.
Man, all my mods left me :(
Is it possible to make mods for beyond or are we waiting for people to sort something else out like mbin or other stuff?
hokay then. Hack to try to get keybinding 'working' failed.
I changed MBIN code to allow TkGameSettings to have an entry named 'Invalid' at the head, and increased the size by one. Then I added a property node to the EXML file in question, MBIN'd it, PAK'd it, and tried it. No crash but no luck.
Again : if you check your local settings for NMS, you'll see that an entry named 'Invalid' has landed in TkGameSettings, and if you pay attention you'll see that it takes Player_Forward's keybind, etc.
So the thought was that we might be able to get some dumb thing working if we changes NMS templates to explicity recognize the 'Invalid' entry. No luck.
I'm taking my morning coffee time to see if I can help Monkeyman. Probably won't be able to, but might as well make an attempt.
Yeah, I don't know how you determine the actual contents of these MBIN files unless if you attach a debugger to NMS and try to catch what it's doing.
and there goes my time. Cheers, folks.
@hushed bronze hey if a base build asset is in a game but is not buildable, you think its possible to fix that?
Can one mod NMs and still play in multiplayer, assuming both playes have the modes?
I was thinking about cloud and faster actions mods up for beyond on the nexus.
Is the inventory editor up to date yet?
@left sentinel That's been done before but not by me. I believe WinderTP would be the big man on Campus with basebuilding mods, especially adding and removing parts
Yeah I was just wondering if anyone could enable the large power door base part
Oh that lol you should just be able to unlock that normally (or are you talking about the archaic one from waaay back?)
Do you have a pulse jump mod working for beyond?
If I make a pulse jump mod I would probably multiply the speed and the fuel drain by the same amount. Is that ok? (assuming that's one of the compilable things RN)
There is currently an issue with globals. It was using spaceship global?
OOH L02k updated what's basically "Clean Space" I'm down π
HG changed the visibility of the global structs. Might be a real problem. Monkey was looking into it.
Globals don't play nice ? Good to know for now, any other clear-cut categories you know don't work?
Probably most of them.except for files in solar system folder perhaps
Globals may have been taken away from us. All the real nasty "cheat" mods go through globals
Well i mean i can go rogue method and do what i want(speed up pulse jump) it just takes some time
You mean Hex-edit or what?
Yeah
That's too hardcore for my blood lol π
Same lol
But it would actually be a very useful mod particularly for modders maybe its the one worthwhile thing to go after that way
at least we have all the names from before. We can do a binary comparison to see what is the same or at least similar, and then fill in the gaps with cringes UNKOWN's π’
it's isn't too crippling, but it does suck
Sounds like a vacuum cleaner
but because that takes wayyy longer than mapping globals used to take when the data was in the exe, they are now relegated to back wayy down the list lol
so yeah
so if anyone wants to look at the values and do a comparison it would be super helpful!
I mentioned it but this may be an anti-cheat measure
nah, doubt it
At least in part
there is much more they can do than this
I mean damage multiplication and speed amplification and stuff all go through globals
well, somewhat
Oooh they removed all the names from globals..wtf
I imagine they would like the idea of crippling many hard-hitting cheat mods while doing minimal damage to modding overall.
Guess they want to make it bit difficult
Yeah
That
I only used know all tech,no damage in normal mode and this pulse jump speed.
Haven't used anything else
WOW who knew fast actions was so popular lol
But Fast actions hits a global doesnt it?
ye
but if you just want one value, it isn't too hard if you know what you are looking for to fix it
especially since we have all the old globals mapped out fully
haha
and I don't need to do the same thing 600 times
do you use the mod updater?
I'll be interested to see how well that works for some mods as some fields have had their names changed
not sure how it handles that
yeah that's fair
awwww UI files flopped on me π¦
Does GCGRAPHICSGLOBALS.GLOBAL be broken?
OOo PLANETBUILDING TABLE decompiled for me!
The whole file is different lol text compare wont be helpful at all lol
Have people been doin' some digging to see how well NEXT Mods are supported in Beyond?
Is it a flat "None are compatible"?
As for using mods made for NEXT, absolute zero
@hushed bronze let me know if you see any issues with that file. I feel like I remember not being sure about a few things, but I dunno, it's bee a really fucking long day lol
But a handful of lucky mods can be re-built
Drat, I was really hoping the movement mod from NEXT that made the jetpack fly faster was still supported.
I forgot how slow moving around was without it haha.
@obsidian tree Im not sure about this file I was thinking it was deactivated but it's undergone a monstrous amount of change, sould be its just managed very differently now, more like a scene reference table or something?
the planetbuilding table?
Yeah.
Maybe it just isn't decompiling fully IDK
thousands of blank values everywhere, all of the density nuymbers in the part that decides spawn rates for planet buildings are set to zero
my money is on deactivated but dont count on me Im not a master at this stuff in any way
oh, that was like that before
pretty sure
have a look and if you think it is actually wrong let me know
I'm gonna release another version then pass out lol
Nah those values all had numbers before at least in the density portion, it's how I made "dead wreckoning"
Monkeyman always doing Gods work π€πΌ
ikr This Guy
For real though get some sleep. Well being always comes first.
@obsidian tree But what's been done so far? Should I grab a new MBINCompiler from your site ?
ok, well if you feel like doing some comparison of the hex to the exml that would be good, just so I don't spend 15 minutes trying to hunt down a non-existent bug π
Im not on that level lol
haha ok
well I have uploaded a new version, doesn't fix lots, but it's progress lol
TY sir
Where can I find a working editor/trainer?
Nowhere
@hushed bronze you can unlock them in game (they added those doors back, yes) but currently they're not in the build menu, seems like a bug they could fix
I have already reported it
even the icon is wrong lol
@left sentinel Yes, if there's a bug that makes the big door they bragged up, not exist, I'm sure they will correct it soon enough
true but in the meanwhile I was hoping if someone could check if its even in the game code or they missed it
Is there a mod that boosts the inventory slots available in survival mode for Beyond? :x I was so hype about larger inventory and then found out after playing last night that it only affects normal mode and that's kinda sad u_u
The ones I found on nexus were for older patches so I'm not sure if they'd be functional
Normal only? You sure? That really sounds like an oversight, maybe bug report?
@icy glacier
Everyone on the reddit are talking as if it's normal and it's not expected to have expanded survival mode inventory so I never considered it was a bug
I'd love that tho because I find your inventory always being full of basic materials to be more frustrating then fun
No, In normal mode, increased the slot storage limit for substances from 250 to 10,000.
Ah, so I will in fact need a mod for that
Yeah
Has anyone made a always lush mod?
I previously made a half lush mod ( internal game has hardcode limits, half is max)
All lush would make it hard to find some stuff you may need.
I'll do that one next after I finish testing Grass Fix 4 refinements since I released a pretty rough version last night
@heavy merlin This is exactly why Leon and I believe the game runs its underlying hardcoded limits on Biome control
Sure, just wait a little bit I'll have it out for you if it's possible. Its an easy one and Im pretty sure that file Ive already confirmed is currently moddable
Will lush planets with water still spawn?
I'm sick of not finding lush planets in creative
yeah they will be be normal, un-bullshit lush worlds lol
Thanks
Just built it, gonna check that its working ( i suddenly realized my own tests would benefit lol)
Thanks again
Forgot to compile it like a dipshit lol. Lets try that again π
@dreamy knot
https://www.nexusmods.com/nomanssky/mods/1086/
I freshly uploaded it so you may have to wait a little bit for it to be actually available
Thank you!
@hushed bronze would be interesting to see a short video of you making a mod. Like beginning to end. Iβm interested in dipping my toes in some lite scripting but donβt know where to start.
Is there a way to fix 21:9 UI without a mod?
You will not be doing any scripting. Unless you are going to go hog wild complicated. @hot kettle we can modify values, not structs without modding the exe
Ahh
I meant scripting in the general sense
Makes sense why there isnβt that many mods in general. And the mods that are available are more value adjustment based
anyone here playing Survival on PC that can help me try to resolve a bug? pm me please.
@hushed bronze Sorry to ping you but is there a way to make it so planets always spawn with rings?
@dreamy knot Theres probably a way but I dont know it right now
Hey someone told me about a mod allowing you to have multiple playerfreighters in a system, I am however unable to find it. Does anyone know which one he means and do you have the link?
https://www.nexusmods.com/nomanssky/mods/1022 I found this mod for increasing stack size so hopefully the author can update it for beyond and then I can have all the fun of bigger stack sizes from beyond but not have to leave survival behind completely
@dreamy knot Its pretty much the complete opposite of what people modding sky colors are trying to acomplish lol
Is it possible though?
Does anyone know what's up with he Fantasy mod? There was a tweet from the dev saying they were updating it for Beyond, but the mod has since been unlisted on all the sites.. I was super keen to try it with Beyond.. π
its going to take them some time to adapt mods to the new update, just have patience
That's fair, I'm definitely being impatient, I just got worried when I saw it was unlisted. Much excite, much childish.
@dreamy knot ye
So what do you change/edit to make it so?
It shouldn't be to hard
Updated Grass Fix with some attention I didnt give it yesterday
guys, is there a working mod to get rid of the billions of steroids everywhere? it makes everything so clutered
asteroids*
@stuck wasp Sadly that one is in a global that we cant currently mess with so.... no even though I had a brilliant prototype for it before Beyond lol
@hushed bronze Oh that's sad to hear. I love the game, but this is my biggest beef with it so far. Not only it's extremely immersion breaking but it also actually strains my eyes. π¦
I know what you mean lol. In any case there's a significant possibility that Globals will be available to us modders before too long, so hope is not lost
cool. I'll keep an eye for it. Thanks anyway π
if HG doesnt do it - do the exocraft cockpit views seem usable without VR? im sad that it isn't already implemented
@dreamy knot colors can be done. The way it was before, making only blue skies would be easy dunno how it is now. Haven't tried. Waiting for patches to settle a bit and compiler to get done. Not much time right now. Haven't even installed yet.
Thanks
I got some "info" from some guy on nms modding discord that they haven't changed since 1.76
I'd take that with a grain of salt
You can look at DUDS SKY colors and the sky color mod and see what I did before if you want.
will do
I haven't looked at the compares but it mods ....look on that mods nexus read me and see what file it mods. Then go to mod discord and look for Lo2k's compare and you can see if it changed.
Any "must have" mods? Was playing on PS4 but joined the PCMR and rebought the game
Not really many mods at all for now.
so all of them
do we have a list of seeds for the upgrade modules?
Very nice, thank you @frail turtle
Oh nvm
I don't like how this looks
Need a save editor
:0
Hello ! is there a mod where i can have infinite jetpack ?
But Not a trainer , i want it to be in game
and is there a way to re poisition the camera for 3rd person view ?
When I double click the .mbin file in the mod station project directory, it says that it's been decompiled at the bottom but the new files don't appear. Am I missing something?
it froze the first time so I closed it, now it's not freezing but it's not showing the decompiled file
anyone know if there's any hope of getting the widescreen fixes back?
Do the save editors still work for increasing stack size?
Should I have the "pak EXML Files" option checked?
There a mod to allow first person in exovehicles without VR?
Left handed mods??? PLEASE!!
Okay, the MBIN file I was poking through this morning (GCAISPACESHIPGLOBALS.GLOBAL) was, like the other globals, entirely binary.
In older versions of NMS, were these packed as pure XML?
Like, if not, I have no idea how you guys deduced what parts of the file meant unless if you're wizards with debugging tools.
Yeah, poking through model MBINs shows plaintext headers describing the data. OK.
I reverse-engineer the exe to get the info
fucking hell.
lol
I just haven't got to those files yet
will do soon I think
since a few people are interested in them
or maybe just you in two different places π
seems like the stuff I wanted to do was hidden in shaders
ah ok
at least that's how the old ultrawide fixes worked
so, uh, whenever someone figures out how to recompile vulcan shaders I guess π¦
they added/modified quite a few of the structs relating to the UI files also
no one helping me π¦
@lime mesa the mbin file that has the setting to adjust jetpack usage cannot be decompiled yet. Give it a few days
anyone have any suggested mods i download for beyond? like enhancements such as more grass in certain areas, stuff like that?
this was literally the one i was talking about lmao
but im talking about others like this
there are only like 9 that are compatible with Beyond so far
give it some time and more will become available
np dude!
is there a mod to increase the fog?
that requires a global IIRC so might be a while
chromatic skies is still working for beyond π https://www.nexusmods.com/nomanssky/mods/845?tab=description
this also increases fog @normal crescent β¬
Wait, does that grass fix for beyond increase the colour pallet?
Was there a mod for missions before that let you hand in missions all at once or something faster at least?
@hazy fulcrum Grass fix makes no changes to color palettes, but it does assign the LUSH palette to Lush Exotic planets instead of BASE
hmmm i wonder does this faster plant growth mod works on BEYOND
@hot kettle thank u
π praying for a mod to remove that sound the visor makes when an object is highlighted
Might look into removing it myself
Can't say I like the new visor system either... Gone from needing to hold down one button to needing to hold two at the same time... π
Super New in modding, but some of the mods rewards like extra money or hotkeys to get money. Is that allowed? π
The modding system is pretty limited in NMS right? I mean, you can change some graphics and maybe add do something with the controls... but it seems like you cannot do much in game, like add new menus, or add a system for tagging stuff under your Discoveries?
I am a bit curious, because I would like to begin modding this game if its possible to do more than what is currently being done. They are a small dev team and I think they could get a LOT from the community if they added a more powerful modding system.
I remember the early days of World of Warcraft where it happened quite often that mods ended up being integrated into the game... the idea or concept of it anyway.
Just noticed the Nexus Mods links. There are some pretty nice mods there π
Hmmm... well this seems promising. I might as well try making a modding setup and see how powerful it might become. If I can inject a custom mission, that might be a way to add custom tags into the game, making it possible to travel to new places using just address links
You can't mod anything that has to do with the .exe of the game
You can but it requires like heavy scripting and isn't worth it
If you check the pins for this channel, there are some links to get you started with modding, really helpful stuff out there.
any 21:9 HUD / UI mods that work with the new updates?
Is the modder lo2k in here?
The Ludicrous stack size mod on nmsmods would be so great if I could tweak it! I don't care much about the stack size limit of the 10k items, but there are certain things I can still only hold 5 of which sucks :(
Kind of want to try the nofade mode in VR
Any good optimization mods for VR?
I feel you Kyler45 D: If I could carry like 1k of each thing in survival mode instead of 250 I would be so happy
PS4 mods ever going to happen?
you can't mod console games
Be cool if we could, like in Bethesda
You can't mod *PS4 games. Sony has a paranoia about letting code onto their systems. XBOX is all over allowing player mods.
This mod went down in a flash :D
https://www.nexusmods.com/nomanssky/mods/1093/
Have any mods that revert farming timer changes been updated for beyond?
Can I have help for save editor here? Kind of modding, yes?
NO
OMG this could actually be SUPER LUCKY
On the other hand, why the hell would they totally overhaul the binoculars code and make no changes to the visuals of said binoculars?
Probably just worried about locking on to targets?
Id assume they didnt worry about the visuals. It seems when they develop code, they like to add stuff, but sometimes just say, nope not worth the time on others in a rather odd pattern
shrugs
LOL I beat roger to the visor cleaner by 13 minutes
i picked yours cause smaller texture file π€£ @hushed bronze
Oh is that all? lol
every byte counts in precious VRAM out of memory errors era π
Not because of the obvious superiority and more importantly seniority??? lol
Been dragging my ass on converting the data panes part
Guuuuh
now , was there any log of all the pak / mod files NMS loads or do i mismatch that with some other game ? 
not sure what you mean?
engine's log file, listing the files as they loaded (or failed to, overriden w/e)
Damn I was trying to update the asteroid reduction mod earlier but seems it has no effect currently
you know, like in Arma 3 engine logs all the mod files loaded into the RPT log file ...
Have you downloaded nms modding station?
You can unpack the game files there
Then you will need to use the mbin tool to extract very file you want view the xml
ye, but i mean just direct output from engine to tell me which files are loaded / order / failed w/e, i always assumed such output existed
Ahh
That I have no idea on
you know sort of nsm.exe -LOGeverything π
I can give you the nms modding discord they might know π
does anyone know of a mod that enables the ability to build bases and take down station portals after coming through a leyline portal?
when you go through a glyph portal you cant bookmark station portals or build bases to come back later and do things
No but.... it has a known fix in save editing, theres a True/False variable somehwre named "OtherSideofPortal" or something like that@vagrant bone
I suppose a smart coder could write a parasitic script to inject a correction on the fly. I am not that coder
o
@hushed bronze I was searching for a mod that did the exact thing you did. But I didn't found one, so I made one myself, and basically we uploaded it almost in the same time lol
I figured as much π @stoic pasture
I just dropped it cause it was the easy part of converting my Iconic Mod
Any mods to disable clouds?
At least I've locked on to the appropriate files again now
Black test success π
Do save editors still work
!8ball Do save editors still work?
π©
It will work in the RAW JSON area, but the prebuilt other stuff won't be right.
I think.
Yall think someones gonna do a No Mans Sky VR head locomotion mod or will the devs add it?
describe "VR head locomotion"
Well right now its VR hand locomotion
Hand locomotion is wherever your hand is pointing is where you will go
so if my hand is to the left of my hip for example, and i want to go forward, it wont go forward by pushing forward, it will go the direction my hand is.
Now head locomotion is where it goes wherever you're looking, which in my opinion is 5000 times better
Wheee got this far in one bulky translation pass
It might be an option in the modd-able code if they tested it or something, have to wait for compiler to find out. Would guess maybe not there, but there have been surprises before.
I was worried some unseen force would horribly butcher that but no it worked pretty well
VR feels unplayable without head locomotion.
Right, UI by Tom, Jake, and Tiny (only on tuesday nights) - HG
Binoculars have its own folder now forr all of its bits
except for one, which inexplicably is in a totally different place lol
BUT I FOUND it so we're all good π
https://nomansskymods.com/mods/always-blue-skies-for-beyond/
Here's a always blue skies mod for anyone that wants it π
Might come in handy for anyone that needs it
are mods still broken in VR?
Progress
i kinda wish this voice changer mod worked in beyond
Hey, I think this is a little outside of the scope of #nms-questions as it's using a third party tool to modify the game - I have a bugged mission (the quest marker is gone, and I do not remember where the applicable crashed freighter is.) It will not reset no matter how far from the original system I go. I now have my MissionProgress JSON file open, could someone here help me to interpret it so I can edit myself past this objective?
nvm, got it!~
@sharp moth glad you sorted it out, but please do remember to report these bugs to HG!
Yup, way ahead of ya π
Upgraded to include Surveryor cleaner , too π
Left Panel is done. Now I just gotta do Survey Left, Right, Survey Right, Center, and Mission details
I would love and adore anyone who helps me test this mod in any capacity!
Does https://nomansskymods.com/mods/ship-launch-cost-reducer/ not work yet? I know it's early but it was tagged as beyond, as was instant button reaction which also seem to not be working. I've checked and the antimod file is not present.
!NOTE! The "Branches" section shows you the current release build id's under: https://steamdb.info/app/275850/depots/ Description: This mod reduces the energy/fuel costs at the launch of your ship. The normal cost of a start is 25%. There are several variants _MOD.Zero.Ship.L...
@limpid summit Just get the solar launch thruster recharger. solves your problem forever without mods
Eradicates nearly all cases of "Invalid Position, allowing build parts to touch, intersect, or even entirely overlap. Also enables many of the available parts for use on freighters!
hello, if i install mods does that mean i'd only be able to play with other people who have mods?
do players using mods get put into another server to keep them from interacting with players who don't?
maybe i should ask this in game help, sorry
played with mods last night and went to the anomaly no problem
Never thought Iβd see ArmA 3βs Dwarden here! Awesome makes me feel more at home now lol
Hello everyone, are there any mods to change camera position on Exocraft for current Update?
Because standard camera drive wild
Seems my coop buddy is always listed as guest in my base? is this the result of us both using mods?
we are running the exact same mods.
according to a article i found "guest" meant the other player was from another "game mode"
ok so mods are broken in vr right?
@wind meadow hello, i am the modder of nms Fantasy, i had internet issues, and i only started playing and modding Beyond yesterday. The Fantasy world generation is updated at 80% and 7 others mods from the pack are ready ( with some new ones ) I ll be ready i think for Monday or current next week π
@primal solar in what way are they broken?
like do they not work at all? or can we use things that increase inventory sizes / mess with planet cloud textures?
@terse flume all fills will not load at all in VR
well crud :<
i hope they enable mods to work in vr ;(
I wish there was a βvisible holstered multitool modβ
You are awesome Redmas!! Thank you
Is there a mod or something to extend how far electric wires can go and supply power? Or is that even possible? π¬
Does anyone know of a mod, that can find portals on the planets surface? Like the signal booster used to. π
Just give an artifact to the monoliths
Yeah, that's unfortunately one of the problems. The signal booster only has 2 options. Scan nearby building or drop pod. Can not locate any monoliths anymore, no matter how much I scan the surface. 12 planets so far. no luck. π₯ I'll submit a bug report to Hello Games - just incase it is a bug
Just curious... can you use regular online play with mods?
And if so, how does modding affect the overarching economy among players?
you can user regular online play with mods
ive got a few basic ones installed like the grass overhaul and faster interactions + one that i made myself just to test some stuff
no problems so far
@devout terrace
Is there mod when building, I want to create 8X8 wall.
when i try i have to click 64 times to make it.
pls any suggestion
does anyone have a mod for faster farming times? i havent found one that is updated
I have to ask, why has no one done a pokemon mod? lol
@broken jay why do you need such a mod? wires can extend indefinitely
@sturdy furnace probably because it might require changing the globals, that modders cannot touch
Notepad++ is ruthlessly effective at finding shit sometimes. I have on occasion, to find a specific elusive thing, opened all 400+ files in the entire UI folder section of the game files and used CTRL+F's "Find all in all opened documents"
that feature is insane
it can replace all in all opened too
@rugged quail the exocraft signal booster upgrades dont work?
I can still scan for ruins and abandoned buildings
@hushed bronze oh yes lmao I use this too and its absolutely grand
btw my dude can u please figure out if you could add in the missing base parts to the build menu?
@left sentinel isnt their already creature mods? I dont mean the whole thing pokeballs and capture. just creatures
arent the creature mods just changing assets but are still subject to proc gen?
I mean to say that as far as I know you cant add a 3d pikachu model and it will look like a 3d pikachu model but instead a weird mishmash
sure who cares, then they would be rare. make a pokedex list and its a pokemon snap on steroids
oh my
now that i have this in vr i may try to do one haha pikachu is easy and iconic
@left sentinel which missing base parts do you mean?
@hushed bronze Large power doors (exocraft sized, its unlocked after purchasing normal sized power doors) and the shutter door for prefabs
circle em for me if your willing π
I can figure out their "real" names based on that tree because I found the tree earlier (in code form ofc)
@hushed bronze If you could somehow stop grass from coming through my base objects, it'd be much appreciated.
So whats up they just dont appear?
@forest gorge Impossibnle, all the natural stuff regenerates.
@left sentinel Any idea if the classic buildrestrictions=False works on them?
not yet, I will try that
oh and here's the shutter door for prefabs
also not buildable in normal or creative
Exo, how about letting us trade nav data for charts in bulk?
Doable?
I already intend to install Super Ship Teleporter, though
ok removed the base building restrictions, let's see now
And I just realized I'm up far too late. Good night, if you ping me I'll see it tomorrow.
heh GN
Ey while we're here, wanna test an unrelated upgrade I've put together for the basebuilding mod?
It adds several off the power system parts to the freighter enabled list, and doubles the fuel efficiency of Biofuel Generator (the only power producer thats viable on the freighter in theory). Also raises the BFG's fuel capacity 3600 to 10,000 and takes the battery capacity from 45k to 50k (so that a 500-carbon stack burned in the BFG will fill it exactly)
@hushed bronze I'll help
Also I tried what you said (removing base building restrictions) and I still can't build the missing base parts
Is the Iconic Mod not compatible with Beyond? Was excited when I saw it but the game crashes when trying to load up with it D:
@left sentinel That means they probably lack any number of supporting file structure to make them work and implementing them will be difficult. Not to mention it may have been intentional due to being incomplete or something
in any case
Ive also found in testing that 1 Carbon = 1x power, Oxygen is 2xc, and Condensed carbon is 3x
Oh yea your 1.02 version isn't working for me at all
not at all? like crash or what?
do you know if others are dealing with that problem?
No just the mod has loaded but doesn't work
It removes restrictions right
Like I should be able to place cuboid room stairs outside
I've killed the Invalid Position as a result of collision checks, added a bunch of parts to freighter compatibility
I originally added a ton of items to scalable until I realized that the scaling feature itself is not usable and therefore untestable
at which point I redacted everything from being scalable π
Ohh Exosolar you could tell me better than anyone about if your mod is currently compatible xD
yikes I just blew up nms while holding a wire in the freighter, might be super unstable
Oh shit wait I need to load up a normal game file
I'm only trying out the biofuel mod
Also unrelated but I decided to play this game on 720p res lmao
So much smoother even if it looks meh
Damn, just holding a wire on the freighter seems to blow it to kingdom come.
Can you see if thats happening for you too?
Sure wait I'm still trying to load up the right save file where I had the biofuel built
@hushed bronze 887 carbon gave me around 14 mins 40 seconds of power
Is that correct?
Battery capacity is 50k confirmed
887 carbon would = 887 seconds
anyway Im worried about the wire on the freighter seems its just instant death
Yea doing in a min
1.02 for some reason let me pull the wire out too, which also = instant death which is confusing because i should NOT be able to sccess the wire on the freighter in 1.02
@hushed bronze yep the game crashed
The moment I brought up the wire
I placed a button on the wall and when I opened the wiring function with the ctrl key it just crashed
yeah I just recompiled a new version just to make SURE i wasnt enableing the wire. Still enabled, still crashed
F
Removed my mod entirely
wirestill available
but doesnt crash the game
still throws an error message if you try to connect it to anything thou
its clearly some sort of special case thing
@left sentinel 1.01 doesn't Bomb! A CLUE!
gonna go text compare, they are very similar
Any up to date mods thatβll let me adjust the render resolution?
@left sentinel I got it to stop exploding. But now I still cant actally place wire
Dang
So what went wrong before? @hushed bronze
Honestly, IDK
probably a random, uncaught typo
Because by now I've re-implemented the same change I made for 1.02 and tested and its running fine
@left sentinel
Alright
So the generator is at double efficiency and 10k capactity and the battery is 50k capacity just like I initially attempted
which I already confirmed
now to see about wiring
@hushed bronze can confirm it is working perfectly
Freighter wiring I mean
Yes, it seems to be π
Incidentally I discovered that the big circle lights have a huge obnoxious collision and you cant walk under them lol
tomorrows work. Im up way way too late already
The mod has 3:1 views:DL/s which is the highest ratio I've ever had, even better than grass fix lol
Anyone else getting this with some files, using most up to date MbinCompiler
ok I wait for update when, first time modding assuming I was doing something wrong, thanks
ray's done it again https://www.reddit.com/r/NoMansSkyTheGame/comments/crziq9/how_to_use_mods_in_vr_with_no_mans_sky_beyond_on/
0 votes and 0 comments so far on Reddit
Major update to Beyond Basebuilding - Freighter-enabled parts now include fully working power generation and management pieces! Add that to the fact that the mod also allows you to use crazy stuff like the biodome on the freighter without collision checks for placement and you have a recipe for disaster!
https://www.nexusmods.com/nomanssky/mods/1096
@hearty wasp Wow is that legit?
@hushed bronze Sorry to bug you, did you see what I was asking about your Iconic Mod earlier?
Probably. Iconic mod takes ages to build, it's by far the most difficult mod I make
Ahhhh I see
But don't worry, It's in the works :D
Awesome! \o/
I have horrible vision, even with glasses so I'll be looking forward to that one π
Night!
@left sentinel the power stops running at around 400u
@broken jay oh F
I have tried twice but haven't got anywhere with it
You talking modded or vanilla?
Vanilla if you're talking to me π¬
yep. Is it 400 u from any point? or maybe it took you 400 u to get to the 500u radius from the base computer?
From any point around the base computer power stops running at around 400 u
So 400u away from the base computer like a radius limit. Makes sense, as far as I know the entire base is limited to 500 u
For me it was limited around 300 or so. But adding a block extended it
do all these mods work for multiplayer?
we are only running superficial mods like stack size x10, hd clouds and integrated planes, but having severe issues with base and terrain sync @mighty kayak.
Things like parts of the base vanishing/not being pwoerd, not having accsess to the storage boxes short of walking up to them and using it one at a time, falling through the world when being a guest at the base (the one that didn't place the base computer) and other fun stuff.
No clue if that's vanilla to or not, but its incredibly frustrating.
Anyone know if there's a mod to speed up the incredibly slow npc/computer text dialogue's? I'm literally twiddling my tumbs waiting for them to pass by (i'm a fairly fast reader)
Its not like their voiced ...
Maybe inproving the skip dialog process a option?
Im still trying to find refinery output slot size
would anyone ever want to make centered 3rd person view on foot?
that would be a bit.. odd
remember how annoying it is to aim with the vehicles when mining?
you mean how it doesn't shoot where you aim?
I dont get this lame left eye cyclops concept.. why not make it right camera then.. All games were always made centered 3rd person view and they never had any issues ever. Now we have a wave of "your character must be very far left for unknown reasons"
So, is NMS difficult to mod? How come we don't see more custom content?
@devout terrace game values like costs and speed are easy it seems, scripting behavor seems from my limited experance a lot harder
Would it be possible to make a mod to swap some keybindings around? Or are those complete hard coded?
@left sentinel
Sup
Ain't letting me send a photo
@cursive marsh the game is straight up not reading those files
@broken jay post it in #nms-photomode-gallery and tag me
Awesome, lol
They'll fix it soon once they resolve most crashes, that's still their main priority
Yeah being able to play the game is a bit more important, I get that
Well there used to be a scripting extension nmse them someone tried to replace with dll direct injection method hooking as a replacement, both projects long since dead
Ive done direct injection into mono on c# unity game, but not too good with c++ assuming it can be decompiled
Is there a mod to put this music on whenever you get the Oxygen Level Critical warning?
https://www.youtube.com/watch?v=9Yw5jkAHgME&feature=youtu.be
follow the pin to the modding discord
they have a mod sound section
with hints on how to do some of this
but its a bit involved
All right. My main objective is to have younger players experience the sheer terror I did as a child
I'll work on it. I mean, of all the things to be afraid of, why bats
Maybe he was afraid of rabies
or guano
Or ultrasonic sounds
I just made my first mod ^-^
https://www.nexusmods.com/nomanssky/mods/1121
im trying to make one too
@hushed bronze is there a mod that lets you place the industrial things like pipes and the electromagnetic thing and mineral and gas collecters as well as wires without being within a base
Thats a simple thing to do but a really really bad idea
cuz its anoying to have to build a base to get electricity from electromagnetic stuff or to get gas or minerals
However, my basebuilding mod seems to have caused basecomputers to be able to crowd up, which is not an effect I had intended or tested for, but could work for you
crowd up?
could be just as inadvisable as the usual settings file hack, i dont know
cuz i just want one base on my planet but i also want the resources which are all around 1000u from my base
Yeah my freind whos using the mod has several computers within a few hundred u of each other
ya i dont want that
it doesnt look good and it is annoying to remember which one is my main one
o
