#nms-modding
1 messages · Page 167 of 1
I was just looking at nexus for mods
not a chance
yeah lol
dope, thanks
I think I will start a new save
What kinda mod we talking about here?!?
every mod
especially the ones from Exosolar, jason dud, redmas and rayrod
it's modding in general cheat or not man lol
Can I do that on PS4?
i haven't seen anyone sharing a cheat mod tho
Well i mean there is the dupe
I have no idea how ps4 supports modding 
Which doesn’t require a mod lol
idk i'm not cheating so can't tell
That’s all the cheating you need imo
You would have to do a lot of work to mod PS4 stuff. Not easy, extremely involved.
ooof beyond fantasy is -bright-. Or maybe it's just jason's colors...
Also, how would I turn off the increased mining speed for beyond fantasy? I don't have either the x5 or x10 part of it added.
Yeah, I have 170. I took it out thinking it was the culprit, but it's still bright
Wow I can imagine how bright it was before that lol
I might just buck up and deal with it, although it's almost white at times
I took out 170 for now
A LOT of mods have been doing nothing lately im starting to wonder i HG really disrupted how the mod priority works?
... looks like the x5 is generic to Fantasy itself. I can only imagine what will happen when I upgrade to where I was before.
Yesterday I had to give Basebuilding all the underscores in order to function, theres no conflict so why did I need to do that?
Oh, should I redownload it?
I can't help but wonder if there are some jealous programmers who don't like people modding their stuff, so they make it intentionally a hassle
Ive now found 33 mods that currently all work together in the current update and all do what they are meant to do with no issues of any kind that i have found. If anyone is interested in my list or the pack files then ill gladly supply them.
Would renaming files and adding underscores mess with the mod? Or is it just for load order?
Anyone know if there is a homeworld mod to replace the freighter with the homeworld mothership ?
I know there's one to replace capital freighters with the Enterprise D
but that's it
Anyone want their sentinels to be murderous psychos?

Anybody know of a mod that allows you to fly one of the police ships?
I’ve been looking for like a year now lol. I know rayrod had one but it’s long dead
any mod to allow me to remove the photon cannon ?? it suckkss to not be able to :/
Save editor
ok 🙂
@livid turret just put your mouse over the photon cannon then press and hold down the scroll wheel, same as discarding items
@prime jasper that does not work for base tech :/
are you sure you donth ave a mod for it? because it sure doesnt work for me (nor for anybdoy I googled)
I had no mod installed at the time
It’s not removable afaik
You have to edit it out
But doing so might break your weapons
@gentle sinew break how ?
Because when you get in your ship you always start out ready to fire photon cannons, if you remove it then it doesn’t let you cycle through them
ugh :<
Oh.... nvm i was thinking of plasma launcher lol sorry im out of it today
Since I'm getting radio silence in the other channels... anyone here familiar with XSplit? It's not seeing NMS for some reason, so I can't stream.
is nexusmods what people use for nms
Yeah and the nomanssky mods website
Don’t use vortex though just install them manually
@spare patrol im not, wish i was able to help you
are there any warp mods compatable with beyond that get rid of the blinding tunnel with a much more pleasant visual?
Just finished this. Original mod idea not by me, but this specific revamp is.
- Carbon crystals are black now, and emit a low red glow.
- Carbon as an item now has a black icon in the inventory. This does not use the old icon from the classic mod, and is instead a recreation of the modern texture from scratch.
- Carbon in the environmental view (after pressing C) has a black icon instead of a red icon
Blacker Carbon lol
Even blacker Carbon, vol. II
AHA
Stupid Expanse mod has a basebuilding table in it for some reason (Not to worry, its just my experimental copy)
Was wondering why my basebuilding mod kept getting kicked I was not using any other reality mods lol
speaking of which, @hushed bronze could you look into your beyond base building mod to let terrariums/aquariums be constructed anywhere? I remember being able to place them on basic flooring before beyond but I cant now
Sure
?
rescaled the terrarium to about 4x the size
is there a mod that lets you mark more than one thing on the scanner
Lol I started a new game in the Beyond Fantasy mod
And the starting planet barely had any ferrite dust rocks
Got softlocked
Sorry for this question you've probably heard a lot lately, but anyone know if there is a working fast dialogue mod for beyond yet?
I'm unmodded so far but I'd install that in a minute.
Just found this: https://nomansskymods.com/mods/faster-text-display/
!NOTE! The "Branches" section shows you the current release build id's under: https://steamdb.info/app/275850/depots/ _MOD.faster.text.display.pak This mod displays the text faster when interacting with objects or aliens. If you leave the left mouse button pressed (player wit...
Oh, may be the same
yeah it's the same but we didn't want to create an account just to donwload this so someone shared the pak file on mediafire
shred?

unrelated: Is there a way to build a base outside of game and drop it in like a giant prefab?
@fluid wing simply didn't know what you meant by shred in that case and was curious.
are there any mods that let the game continue while tabbed out
Also, it's been a long time sinse I've used a mod in NMS. You drop them in as PAK files not zip files right?
Making another algorithm for dynamic space quick. This set of rules will pick from a pool of visuals that are from pre release imagery, shown in this google search: https://bit.ly/2Z0sLmZ
So, for example... the visuals of here can be in space: https://i.imgur.com/cIRiWhB.jpg
There are many, many, unique algorithms that I've made so far. However, I will continue to build onto it as time goes by. It can keep growing forever. One algorithm can produce an infinite amount of variety, however, different kinds of algorithms can create an infinite amount of variety of different styles.
Planning to release the 'space visual' stuff today
In a few hours likely
Need to write a changelog to it
And it's quite large
Does modding permanently modify your save in any way or make it so you can't do anything in the future as far as we know? I know it does for other games is why I ask.
@devout osprey You can always back up your save. Some things can affect it though.
Like for example, if you use a terrain mod.. and save on it. You will respawn in the air when taking it out.
^ had that happen with fantasy, it even broke my ship
I wasn't talking about things like that. I was talking about Hello Games imposed limitations when you mod.
at the most they showed displeasure for mods that change planet gen
I even remember people thinking they might limit that
For instance with X4, if you ever mod the save is marked with it and it limits the game in some small ways. I didn't thing Hello Games did that but was just checking.
woah when
Last year, they used some of my stuff, and a few other things
wow
Prior to launch they said that they wanted 'modding' to be a thing; like how Minecraft has it
I just remember people started sharing a quote sean said how they dont like mods that change planet gen or something along that lines
and people feeling concerned that this might have implications later
I think that Sean was specifically and only talking about how if you change one thing in the universe, it can change everything - thus it can become difficult to ensure that what you intend to do, is equal to the output in-game
I can understand wanting to limit modding in testing situations and that's why I've held off on modding my Beyond until now. I just had to have the fast dialogue though!
If I am correct, whoever said that took what Sean said out of context
ohhh
now that's more understandable
though ngl the couple mods I tried that change up planet gen, were definitely not starter game friendly haha
Yeah. I'm not really fond of most planet gen mods. Personally. This game can become so much, but for most, the extent that they go is just to change some things up. Which can be nice. But I like to add soul to it.
ya understandable
There needs to be consistency, style, and purpose - which requires A LOT of testing
and time getting familiar with how things function
I liked Redmas' fantasy mod a lot, but yeah even though he nailed the aesthetics but gameplay wise it could really lock you
And many people who have been doing that for a little while, or awhile think they understand it all already lol
I've been doing it nonstop for 3 years and I am just now realizing things about how planet gen works and potential in that realm of working with the game that I didn't realize in the past or even a few days ago
Is there a mod which makes it so your refiner won't empty out and lose contents when you walk too far away?
no because that's a core issue of the refiner
figured
and generally how the game handles memory
I swear I have to stay within visual range of it or a certain small distance. Not sure the rules yet.
Can't even walk into another room on the freighter
@dapper sky - i was just thinking the same thing... let me know if you find anything
Out of curiosity do PC and console players play in the same multi-player?
sorry meant to put this on help
Introducing ** Dynamic Space **:
Also, including an overall visual overhaul to the game, and numerous other things.
Note: Vanilla space visuals are still possible.```
**Lots more** and still growing!
https://imgur.com/a/P9CJYy7
i think only the nexus is cross platform? not sure @devout osprey
^ That's not the changelog to the update to Dynamic Space though. I still need to write that
Heya fellas! quick question, everytime i use the Scan tool to check other players ships it allways shows my current ship stats!
is this natural to the game? or am i having some mod conflicts?
im new to the game aswell!
Thanks in advance!
@dreamy tulip damn these look beautiful
@left sentinel Cheers. Will be releasing in a few hours or so. Will be justifiably observed in-game 😛
oh wow it's a mod? yea I'm hopping on that asap
Also, check out my black, denser, painterly, dynamic galactic map with realistic spectral colours: https://youtu.be/Y5YnamXkIkU
An unrealistic, yet stylish variant of my Galactic Map Overhaul. It includes... - Procedural spiral formations - Dynamic Star Sizes - Painterly galactic map ...
Wrong vid
That's the procedural spirals variant
sec
The simple colors of the stars give it a nice feel
just released a big patch for Beyond Fantasy mod - Fixed the farming in More base Interactions mod
- Fixed the missing required plants for receipes on biomes
- added destroyable by exocrafts trees
- Rebalanced and improved the creatures variety
- Added the option to have vanilla word stones ( in modular split )
- Added a version of fantasy worlds without bubbles ( alternate versions of the mods )
- Added a mod that removes exotics creatures on common planets for Fantasy worlds mod ( alternate versions of the mods )
- removed "improved player movements " mod for 2.09.3 from the main merged file
- fixed floating ruins on Fantasy worlds ruins biomes. https://www.nexusmods.com/nomanssky/mods/1183
!pin 618105003546116261
@lime mesa does it fix the missing sodium/oxygen etc plants?
well not missing but just unusually rare
i think so
@lime mesa btw we can no longer pin stuff here ourselves
yea because I started like 3 saves and all three didnt spawn sodium
@hoary drum, @left sentinel,
Dynamic star sizes, Dynamic visuals (but overall black to fit the black space optional variants of the Dynamic Space), A denser map, slightly faster boosting, ad some other things
ohh
There will be other variations of it
Realistic spectral colours
YT compression trips it out a bit, but it'll be immersive in-game
Will push it out shortly
Just writing more code for a few things
@supple wadi ah ok, thx, i was wondering if i typed it wrong
Sounds good
Cheers
Will write out a full changelog, as a lot of other general game improvements
That are components from my larger 'MultiVerse' fan project
Will you end up making a new video at some point to show what the mod looks like with Beyond visuals. I haven't seen a video like that yet
Beyond isn't too far off from Visions actually
If you would like to support this fan project, feel free to here: https://www.patreon.com/RaysContent Feel Free to Join my Discord Server for frequent update...
^ So, that's a 'barebones' example of 'an' earth like planet
But it's far from what it will ultimately look like
Lots more coming
I bought my PC awhile back, with money that I made from a business that was just starting at the time... (at the time it was around $5,000) but now the model is outdated. That was like 7 years ago. However, I've upgraded parts in it.
If you're wondering what kind of rig is recommended
It runs better than the vanilla game for me
If you can run vanilla, you'll be fine
Low, mid, High end rig
Yeah I was just a bit curious
But I still would always recommend a high end rig... as you can't go wrong with it. It's still beneficial
Of course
Im guessing that you made some optimizations to the game with the mod that make the game run better
Yes, without quality degradation
I used to be able to run 8k textures at 4k resolution
at 60+fps
Sup?
What's your plan going to be once you finish coding the mod?
After I surpass what once was, and I can say that "what now is, does..." then I will surpass what does and then after that I will surpass what surpasses what once was
Lol
😂
Rayrod my fucking boi can you please explain how to get the sentinel ship that was in your old mod? I’ve been after it for a year. Please fix that bit of the mod or explain how I could do it
@dreamy tulip
Thank god dude I spent literal weeks trying to force my game to do it
10/10 best ship
I once got it to land in the space station so I could try to buy it but sadly no dice
Ah, I see man. Are you the person from the other day, who was trying to get it going?
I’ve been trying to get it working for a long time
But yeah I was asking around yesterday when I found this discord
Ah, cool man
Yeah, no worries
I had it worked partially recently
But I still gotta get back around to finishing it
Also, gotta add this one:
Will other players be able to see it?
I expect that they’ll be able to see the sentinel ship because it’s in the files
Multiverse?
I’ve done almost everything I can in the game at this point. I have 6 different colored maxed out squid ships and all my gear is maxed out but the main quest is bugged rn
I wrote a bit about it at the bottom of this post: https://www.reddit.com/r/NoMansSkyTheGame/comments/crziq9/how_to_use_mods_in_vr_with_no_mans_sky_beyond_on/
Ok
There's ultimately too much to explain about it
But it is the successor to the old 'Overhaul'
maybe u need to take a break bro...
I'm working to restore the original vision of NMS
With my own take on various things
Holy shit
Using knowledge and experience of working with the game since mid 2016
It is ambitious, but I will do it (in regard to all things feasible). All of the work that I have done has at one point been theoretical.
My mindset has always been.... there's no way? Prove it.
There's no way? Make a way.
I don't know how to make a way? I must learn what I need to learn in order to make one.
Here is one pre-prelease planet from old IGN footage recreated (Balari V)
I'm in the process of translating, converting, re-creating, and integrating all pre-release trailer biomes out of passion into the current No Man's Sky: RaYR...
The palettes at that time were different, the original are now brought back for a future release (alongside dynamic ones)

I will ping you once I have the sentinel ship working
@gentle sinew
Getting ready to release an update to Dynamic Space atm
@dreamy tulip call me when you remove basebuilding 😉
@supple wadi That's not a desire of mine. What, you don't like it? 😛
Nah just a tease at the goal of restoring original vision
Imo part of that is no basebuilding
Ah, so, you're thinking a different angle.
I get that that wasn't a thing then
But what I am doing is a multi-build hybrid
I'm quite fond of many of the new things
But I want to take all of the complimentary things of all builds (feasible) and make a hybrid
In their own respective ways
Yeah, I'm aware. The two ideas to my mind go against each other tho. Restore original vision, multi-build hybrid, must choose one over the other
Heh. I feel ya!
I'll get creative with it 🙂
Some planets can feel realistic, others painterly, others other stuff
Different art styles
Dynamically and diff systems
Will make it designated
So, being on one planet or system
Might feel like you are on a certain build
The next will be unknown
And in regard to the more static and local things... I'll work that out
I got this in NMS once, this is within NMS view: https://i.imgur.com/km6sf4L.png
But that kills immersion imo lol
Unless I can find a way to make it work in a super rare, anomalous type of way 🤔
Lit thanks
Experimenting with intelligent atmospherics from pre-release imagery, NMS concept art, science fiction, in real life photography that I've taken, and random google images
I recently ported the visuals over from this concept art:
That first image is not a full resemblance of that
However, the sky picked from that bottom right pink tree, the clouds from the grass, the fog from the tree leaves
So, any pre-release visual can fuse with any other pre release visual or any other visual in general intelligently
For anything in the game
You can warp into a system or land on a planet that looks like a fusion between Oria V and some other random pre release planet
Or maybe a fusion of 100+ different things including alterations of them
Intelligently. No eye sore planets. Everything will be believable.
Currently at 20 million unique combinations for space
There isn't a seed for it 🙂
@prime jasper
Yeah! I put a minecraft tree in NMS for testing lol
Omg lol
This too https://i.imgur.com/hhayV2H.png
Scifi from other worlds will be a part of the MultiVerse
Here's a 3D sculpted Autumnal forest:
Autumn Forest Full Image: https://i.imgur.com/JbtH96H.jpg This is a work in progress. I am still working to balance the lighting and polish up some of the tr...
terrible music choice
I dig it 😛
@dreamy tulip should of used Du Hast by Rammstein haha
@RaYRoD TV#7679 yes i do listen to lot of Rammstein when playing lol
Ahhh cool!
wish there was a way to truly generate your own worlds to your specifications
Yeah I would create a world identical to earth lol
then try to build my house
make the nasty universe a little more homely
Ive done plenty of exploring other worlds
@gentle sinew Y'know your farms n stuff are supposed to grow and work in real time now aren't they? you dont have to leave your game open?
That's supposedly-true anyway
I don't know, but how is it relevant?
like I'm not trying to be rude I just dont understand
Just jokes about how your profile says you've been playing NMS for a full dayu
Uh yeah I just left it open last night
Gek best race
That's probably the most bizarre request he has had............
wouldn't it be great if there were actual females in this game
Urm, where is this going....
Well we have milking so I would guess we have females, right?
Fauna have always had genders
Dynamic Space v1.2 :
10 million dynamic, vibrant, space visuals and 10 million dynamic, black space visuals with painterly touches; following the art styles of pre-release imagery, No Man's Sky fan art, No Man's Sky concept art, Science Fiction art, NASA Imagery, randomg oogle images, including the output of numerous other intelligent rules and algorithms (non rng based, yet rng based is possible - with consistent beauty) of different styles, including additional handcrafted visual styles.
A tiny album here: https://imgur.com/a/P9CJYy7
- Improvements to object spawning
- Terrain generates much faster on planet and in your starship (subtly)
- Flora generates much faster (subtly)
- Creatures generate much faster (subtly)
- Improvements to the sunlight and vibrancy:
- Realistic and more natural light shafts
- Improved lighting distances
- Improved shadows
- Improved planetary rings
- An overhaul to the game's handling of temporary anti aliasing:
* Video example: https://youtu.be/z6qU-aAbpOg
- A restoration to the less rough and smooth Atlas Rises painterly look to terrain, flora, assets, and all things overhaul in game.
- Tesselation improvements (no more muddy looking terrain)
- Super sampling improvements
- Texture resolution improvements
- Terrain loading improvements
- A subtle, Pre release style vignette on the top of the screen (similar to Achaia - https://i.imgur.com/yjDSyHH.jpg)
- Improved Texture quality, Animation quality, Shadow quality, volumetric quality, post processing quality, Planet quality, and other grapgical improvements
- Improved Ambient Occlusion, Anistropy, AntiAliasing
- On rare occasion some planets can have no clouds
- Dynamic cloud coverage distribution```
- Slightly longer days
- A larger range of planetary skies are now enabled
- Immersive flighyy visuals
- Improvements to sunset and horizon fading / blending
- Adjustments to the speed of the sun in photo mode when changing time of day
- Improved asteroid blending
- Thicker planetary atmospheres (On planet / off planet)
- Improved Horizon blending
- Improved Dusk Horizong blending
- A more fitting sun size
- Improved sun strenth
- Improved sky blending
- Improved star visibility (in systems)
- Improved star brightness (in systems)
- Improved Space Fog
- Improved nebula blending
- Improved space clouds
- Rare space sky systems are now enabled
- Space can now handle a load a wider range of visuals```
- Improvements to asteroid detail
- Improvements to asteroid rotation
- Improvements to asteroid mining effectts
- Improvements to asteroid sparsity
- Greatly increased asteroid draw distance in space and around ringed planets
- Space isn't flooded with asteroids any more
- Improvements to asteroid voxel generation (a wider variety of sizes)
Gameplay Improvements:
- Improvement to the resources collected of common asteroids
- Improvement to the resources collected of rare asteroids
- Improvement to the distance asteroids are from anomolous stations
- Adjustments to extreme planet frequencies
- Adjustments to empty solar system frequencies
- Adjustments to empty abandoned system frequencies
- Adjustments to starship spawn frequencies```
* Video example: https://youtu.be/nLtmEjqzg7M?t=85
- Improvements to pulse jumping. (The pulse engine now travels not too slow, and not too fast)
- Improvements to the pulse jump recharging timing
- Your starship can now hover and reverse
- Improvements to starship the landing range
- Improvements to angular starship landing
- Improvements to damage flashes in your starship
- Improvements to planetary flight speeds
- Improvements to ship targeting ranges
- Improvements to the distance you can boost around freighters
- Improvements to how long it takes for your ship to boost after being hit
- Improvements to ship crusing
- A more aesthetic entering of your ship (not too fast)
- Improvements to the shaking of your ship in space
Other improvements:
- Planetary Terrain settings are no longer locked (Can use more of the voxelgeneration's vanilla templates)
- Improved Terrain texture blending, scales, and draw distances
- Improved terrain slopes
- Improved terrain mountain slotes
- There can now be more shallow and deeper bodies of water
- The terrain manipulator can now reach to the other side of the planet
- The terrain manipulator is now free
Water Improvements:
- More vibrant and painterly ish water (not palette changes)
* Example 1: https://i.imgur.com/bCvIdRW.png
- Improvements to the distrubtion of waves and the visuals of it
- Removed flickering foam (HelloGames, please fix this)
- Improvements to underwater fog distribution
- A subtle underwater depth of field is now present.```
- Improved 3rd person camera
- Improved vehicle camera (can look around 360 degrees)
- Improved camera shaking
- Removed that dreaful camera boundary in photo mode
- Slightly faster photo mode moving speeds
- Slightly faster photo mode entering
- Improvements to photo mode flashing
A Galactic Map overhaul:
- The galactic map's formations get visibly rendered into systems
- Dynamic and more immersive star sizes
- Realistic, yet more painterly star spectral colors
- Improved glowing
- Improved visual blending of star colors and painterly galactic map cloud colours
- Improved generation
- Improved Star Density
- Slightly faster boosting
- Uncapped hyperdrive distance (to encourage traversing the new stars)
There are several versions of my Galactic Map Overhaul:
* 1. Procedural Spirals - Adds dynamic, procedural spiral formations.
- Image #1: https://imgur.com/RiJhN57
- Image #2: https://imgur.com/GG9K3RY
Video: https://youtu.be/Y5YnamXkIkU
* 2. Dense - Creates a dense and immersive galactic map.
- Image: https://i.imgur.com/OGgJGni.png
- Video: https://youtu.be/syqtcBUCh9EE
^ Will be releasing this shortly
It's a 'small' component from the MultiVerse, being used in Dynamic Space v. 1.2
tbh so far idk what to think of your mod cause some pics looks really good but some other pics looks like it's out of another game
like the last pic doesn't look like nms at all
Well, technically it is No Man's Sky.
Check out this official image by Hello Games:
@fluid wing
Also, visible here: https://youtu.be/0APP5WcX8v8?t=19
No Man's Sky is a science-fiction game about exploration and survival in an infinite procedurally generated universe. This is just a tiny sample of worlds yo...
did you photoshop some of your pics?
No. All screenshots are taken in-game w/o external post processing.
One thing that my 'software' - not entirely a mod, aims to do is output the original vision of No Man's Sky in my own take, in an ∞ number of unique ways.
That alpine biome (using Hello Games') assets is inspired by No Man's Sky
There really is an entirely familiar, but different game (and a series of builds) deep within the current build that we use.
man when hg releases something else like next or beyond you will have to update so much
aren't you also forcing people to use your entire mod library and nothing else aswell?
Fortunately not. My software auto updates my content and parses it ontop of the latest official update. :)
Once I finish coding this, it will remove the need for 99% of manual work
Since you change so many things i doubt that people will be able to use anything else
Nope. My tool is customizable. And like times of past, there are ways to override files.
However, I am creating a custom build to the game in C#

So, there's no dead end 😛
After a lot of various requests and suggestions within the past few years... I'm giving the minority of people what they wanted
However, most people who have used it - didn't see a need for anything else (from what I remember)
well tehre are stuff that are not fair, like the salvage data, you get 1 while some stuff cost like 400-700 to upgrade
or you get a really small stack that's completly ridiculous
However, if you really want to make something compatible. Here is a simple trick.
Change the filename of (whatever mod you use). Add this as a prefix: zzz
It will override the contents of whatever is in my mod with that mod

@fluid wing My fan project is intended to feel like an addition (or continuation) to the game
I am personally not fond of game breaking or wacky things
It depends, I have some exceptions
And my creativity does tend to go wild
However, the vanilla environments will also be possible
It will still be No Man's Sky - but it will feel like you jumped through a portal into another universe, within the 'MultiVerse'
It will have this feeling of... "I wonder what's out there?! Maybe it exists, somewhere! I can NEVER see it all!"
ok i see why multiverse
I started working on the mutiverse a month before Next hit. I haven't released anything of it yet, because my focus has been to polish things to ensure gameplay consistency. All that is shown is still barebones
And no where close to what it will eventually become (:
A tiny album of outdated work: https://imgur.com/a/XDzV45U
And when it is released
If you decide to give it a try...
I'm open to feedback or suggestions or requests (:
So, by all means... hit me up any time
are you going to change teh ui?
There will be an optional custom HUD
A modernized E3 2015 HUD by @lime mesa and I
but what abotu the inventory x)
It has a dynamic glass effect
cause it's kinda a really bad design taht inventory
There will be an optional E3 2015 inventory
it looks nicetho
If im correct i heard the game doent allow modders to change functionality of the ui much with mods?
It does, but it can be extremely tedious to do custom UI work
It took a lot of work to make that HUD
Which is an understatement lol
But now I got the hang of working with UI content and can do whatever the game allows
There are some things that are black boxed though
Within the executable
like whaT?
Ah okay
The ID's of UI content
Like for example.. what causes the "Weapon" name to call from the language file
The ID is hardcoded
You have to use it in the original file
Hey @dreamy tulip monkeyman just sarted to make an ui tool. First alpha is available
Anyone explain me why is this 50mb?!
He replaces the scanner noise with nothing and it's 50mb
Your hdd won't cry ? You should extract it. Noone knows
there's only one pak inside
I mean extract the pak 😉
i don't have that kind of powers
If you can drag a file over an exe, you have the powers
a .pak inside a .pak inside a .pak inside a .pak inside a .pak inside a .rar inside a .pak inside a .rar next to a png with Sean Murray's face
@fluid wing I think it's because he has to replace it with audio files that technically play almost no sound
While testing and refining some things with my application that generates a unique in-game 'multiverse' upon each run... I stumbled across a few alternate va...
But they're high quality audio files of nothing
Looks hideous. I prefer minecraft for the realism
DUD'S SKY - COLORS updated to v2.09.3 - Adjusted night colors. Added space colors.
https://www.nexusmods.com/nomanssky/mods/968
@hushed bronze Looks beautiful 😛 ❤
Speaking of Minecraft...
That new raytracing looks amazing
Need to get myself a new GTX
I wonder what NMS would look like, with it 😮
A small fire on a desk
Not a super easy question to answer because they seem to have changed a lot of things with rendering at the same time. I have a GTX 960 2GB. I know, but it is the best thing I could jam into my old ass pc. I wasn't able to do tessellation before, but now I can with seemingly not much FPS drain. It overall seems better, it's just hard to tell on some things because I am so limited with memory. They also changed the LOD and texture memory allocation, not to my advantage. So, to make a long story short, if it was rendered how it was before, I would have to say it would be a definite performance increase.
@dreamy tulip
@steel crypt I'm glad to hear that you got a performance increase 🙂
For me it was a pretty significant, here and there
Dynamic Space v1.2 (Full changelog on the page's description)
https://www.nexusmods.com/nomanssky/mods/1101
@dreamy tulip wait so I dont get it, the mod changes up the galaxy map only, right? the rest of the description is about your overhaul project?
@left sentinel Everything in the changelog is included
holy fuck
But it is a small aspect of something that I built for the MultiVerse
just a small taste of it
time to remove some mods
The terrain manipulator is now free
wew
@dreamy tulip lol the mod is crashing my game right on launch
Can't go past hg logo
Oof
Had a compile error hehe
Ping me when it's up
Nope, latest stable
I believe that this is only compatible with the experimental branch
Ohh
Alright
Working on a fix now. I was running (fine with it unpacked). So, it's possible that I forgot to include a few mandatory files into that actual .pak file. The game likely read those components from the unpacked folder and not the .pak file
Can't wait to use your mod @dreamy tulip i have been a long time lurker on your Rayrod's Multi-verse mod and i'm so excited to use a mob done by you 🙂
@dense horizon Hello! :)
I appreciate your interest. I will make the 'Dynamic Space' mod public soon. I am currently verifying whether or not I've fixed a crash within it. I had an in-game texture set to get loaded that didn't exist. When the game tries to load a texture that doesn't exist, it results in a CTD.
Would you like to try a test version? And if it runs smoothly...
I'll be able to just upload the new files
i can wait untill you are done unless you'd like a test runner, i would be happy to help
Sure. Yeah, I need someone to verify whether or not it crashes for them 🙂
Will send a file in a moment, thanks a lot!
Oh i need to set my game version to the latest test branch right?
It might work fine without it
I haven't confirmed in regard to that yet
But here is a quick test file, uploaded to google drive as it's a bit too big for Discord on my end: https://drive.google.com/open?id=1YGoyCytI6w7mm_9KsVNk3j8MSvwquzHf
o I'll try it too
Cool! Can't promise it's fixed Yet
But it might be
And it will be, if not yet
Just sorting some stuff
i'll test it too
@dreamy tulip any issues with loading order btw? since you named it with a z
Thank you @sinful anvil
No loading order issues
The full version has a lot of other stuff in it
That's just a test file
Ok yep still crashing on stable 2.09.3
im going to load the test by itself either way
Anyone here on exp branch?
i am not
Thanks a lot. Confirmed that there's still a crash. Will iron it out 🙂
i can try switching if it doesn't work; though my download speed is garbo so i'd be the slowest to do it 😛
ah ok
want me to try on experimental? only takes a minute
A small album of snaps from it (When it is working) - https://imgur.com/a/P9CJYy7
That would be helpful
alright
I'm still not sure if it's an exp issue
upon loading the game on the latest official version the game crashes, will now try to play with the branch version
Exp version, the game has loaded
Yeah, you're missing a component haha
Ah darn
The odd thing is that I haven't crashed once yet
So it's more tedious to deduce lol
I'm gonna try something quick
And send another file
Ok second attempt now and I've gone further than before
Alright I'm playing now @dreamy tulip
I was on a planet though lol, so I nearly clipped through cuz of the changed planet gen
Ye and I'm still playing fine
That shouldn't crash
Gonna load up myself too
and see if I can reproduce any crashes
damn nice
but the second planet I visited had a weather bug @dreamy tulip, the black smog and rain effect was only on one side of my screen and would follow me everywhere
ok what i have so far: With the latest branch version i could load the game just fine and play without any framedrops / lag that would be unusuall, Tested opening galaxy map - no problems and the new overlay you have made looked great
i tested warping to a new system, went fine and visited new planets - also fine
Ironing a few things out
this is a screenshot from a planet and i wonder if planets are supose to look like this when looking up to the sky?
sec need to find the screenshow but what it is is just a black circle with colourful aura around it (cant see the planet details or colours)
@dense horizon That's great to hear.
Take your time.
@dreamy tulip I think your mod is generally a heavy resource one so it could explain why I'm getting crashes as I have a kinda low end rig
Also if anyone wants the full thing (which could have a few issues until I update it) - I backed it up, https://drive.google.com/open?id=1ulYoM3EcFpI2CktdfBr1M4rnNiRjgfBP
There are some other things in there
That could be it, or it could literally be something dumb as a typo in a filename lol
Takes me 2 attempts to load the game, the second one being smooth sailing
Yea second attempt and now I'm in game
It could be that something is dynamically loading
On some boot atempts
that could be faulty
I had an issue like this in the past
When the game was trying to call a missing texture
Just sorting through it quick
But this here
Might have no crashes @left sentinel https://drive.google.com/open?id=1BHfofqn191-sebuOQHqLMC0Rj_WS-Bew
i don't have high enought rank yet to post a screenshot in this thread, is it ok if i send it to you directly Rayrod?
Yes, that is okay with me! Thank you
Cool beans
Compiled a todo list
Of fixes
What I have so far:
Fix (unknown rare) crash
Fix heavy-air flooding
Fix planetary blending from night time
Fix camera height near in ship
@dreamy tulip nope it still crashes on first attempt, again right at the galaxy loading screen
This is helpful
One moment
Do you still have the download?
If so, what if you try the black or stylish blue variant?
I wonder if that crashes
After downgrading to non - exp
One thing I can confirm
It does require the exp branch
Time to focus on the other issues
they haven't updated ReShade for Vulkan yet
doesn't nms use openGL?
Not anymore
If you join the official reshade discord there is an exprimental build that works with no man's sky @ionic pasture
I might just wait for it
It may be long cause they still try to figure out how to make steam not conflict with reshade vulkan layers and make a stable dx12 version
oh ok
https://media.discordapp.net/attachments/616367438954496013/618436867364356115/unknown.png?width=238&height=362 any ideas on why my game is extremely zoomed in?
In analyse visor mode?
From dynamic space v1.2 by RaYRoD: two issues i noticed are shading of planets is entirely black regardless of light source, and all planets have same texture when seen from the ground. Otherwise it's def looking very interesting!
probs the texture he's using to "mask" the planet visibility from space
ye; just thought i'd share
@sinful anvil I dozed off
Sorry
That is in my list of fixes
It is an opacity setting, that isn't high enough
Now live on Nexus: AMUMSS v.2.8.0W
https://www.nexusmods.com/nomanssky/mods/957?tab=description
@sinful anvil @dreamy tulip That looks exactly like a result I had when I screwed with "Cloudratio"
... just in case it was any mystery
I know how easy it is to lose track of an effect when theres 90 changes 😄
Ahh my game won't start... Mods... I neeed you. You complete me💀
is https://nomansskymods.com also a safe site to use
ye
Hello Games has released a statement in recent patch notes that some mods are incompatible/conflicting with the current version of NMS (2.09.4).
We are aware that some players are experiencing mod incompatibilities with this update. If you are experiencing problems please try disabling any mods you have installed.
Please try before jumping to conclusions, mod creators are likely aware of any issues.
I mean yeah cos people be dumb lmfao
Well the experimental version leading up to 2.09.4 was incompatible with my pc so Im a lil concerned
Oh no its still causing steam to eat shit and die
why would they release this
im in need of some help with my mod list
Well I have no mods on at all and it dies so i cant help you
So i was playing fine earlier today and now when i launch the gamew ith mods installed in my files it crashes on the hello games screen
@pure inlet same
Still crashing too
if i take them all out im mgood so i guess more troubleshooting... ugh
@pliant rapids how many mods are you running?
Mostly ones to change colors
how many
But my save crashes atm
Zero
ok... dude look. Your shit is crashing. How many mods are you running when you have them in.... omg 
So yeah the moment I plug in a controller for NMS, Steam dies
every time, without fail
I odnt even belong in mod channel, im not modding rn
Well daloki since this update fucked everyone on modding for the most part i was about about to start troubleshooting every single one you had but i guess not then
@hushed bronze I can tell you game doesn't crash with your clear scanner/surveyor, beyond basebuilding 2.0, and expanse 1.3 if that helps so they're good with today's update lol
Thats nice but for me, personally, NMS is effectively unplayable without a controller.... so I'm pretty much out of order until controllers dont crash my steam again
@hushed bronze I love you my man
😦 i know that feeling
reinstall steam
does your game run with a controller?
i was fighting with steam yesturday trying to get it to see my new controller
yeah
steam did ask me if i want to use controller in big picture today tho
maybe they fked up something again
oh its steam's fault yeeey
yeah p^robably, cause i use my controller everyday so strange to ask me if i want stupid big picture lol
oh well I can basebuild without a controller but damn I cant fly without wanting to punch someone lol
i got a new ds4 and spent a few hours to get it to finally work
Back to doing doing the process of elimination game
half, half, half xD
at least this guy's gonna do it the smart way lol
Found one of yours that doesn't work, the full planet ship teleporter
lol
If you have Exosolars ship teleport range mod installed then you will be experiencing crashes. I am currently troubleshooting
per the most recent update
Yeah looks like that was the only mod crashing for me, the rest of mine are good. now i can play
Is anyone experiencing any crashing with the latest experimental branch and dynamic space?
I have a quick test version, to push out: https://drive.google.com/open?id=1VnzPlltq8Hyw-MwPRTFFeYyzco3Mztoh
I am ironing out a few things still
The mod page is temporarily hidden, so, I'm asking to anyone who downloaded the first version of it 🙂
@dreamy tulip A lot of crashing with 2.09.4 for a lot of reasons. I honestly would usggest letting HG figure out how to unfuck this mess for the next week or so rather than trying to fix it for them
@hushed bronze Oddly, I haven't crashed once pre-this exp branch (when other people were) or on this experimental branch
It's very likely that the crashes aren't entirely mod related
I hadn't crashed in ages either, right up till 2.09.4's experimental version came around, then I had to go public so the game would work, and now that same fireball of a version is now the public and I'm just kinda screwed
Ahhh, sorry to hear that man.
That's with pure-stock, no mods
That's trippy.
Also, I literally sent somebody a dummy file in a .pak
that CAN'T get loaded
and it was preventing a crash for him
wut
Im pretty sure my issue is controller based, dont know if the main culprit is really NMS or steam if were being honest
Someone said that my test file loaded up with no crashes
OH my test is so obvious
start a different game and plug in a controller
how simple I feel dumb brb lol
wow you can't sit on the buildable chairs?
Nope, other games all work as they always have with a controller
Just NMS bombs out steam if i try that
I'm assuming you did the basic stuff, so I haven't got any ideas. That is crappy 😦
So, according to 5-6 people
The crashes with DynamicSpace are now fixed
Now, I am fixing some other issues with it
Before reuploading and making the page public again
@sinful anvil @left sentinel @dense horizon
Thank you again, for the bug reports 🙂
@modest lintel Don't assume, I've never had controllers crash anything before I dunno what the basic steps are lol
The issues I was having yesturday was mostly from trying to use inputmapping stuff like ds4windows, i wound up having to completely disable/uninstall the driver it installed, and rebooting to get stuff to work right with steam and nms. Not sure if that would relate much for you though
Nah ive been using pure-steam for ages now
Could be a leftover but damn it would be ancient leftovers lol
Doesn't hurt to check just in case lol
Still really weird for that to happen 😕
...okay. now nms is crashing when i try to open the controller config from the game
and it took steam with it
Found another issue. I had the code for the improved night sky blending commented out lol
So, it wasn't getting outputted into the mod
Same with a few other things
6 mins Ago
Experimental Branch 03/09
Mods have been disabled by default to prevent a crash due to a data change that made some mods incompatible.
Introduced an error message to help better identify potential mod incompatibilities.
Should I leave mods off for now or re-enable them
Is that a long desired feature, you say?!
Introduced an error message to help better identify potential mod incompatibilities.
😮 now that is nice
As far as if you should leave them off for now or not, I guess that depends on if that note means they're completely disabled, or if you're able to just turn them back on. But its pretty easy to figure out which mod is causing a crash.
I wonder if it shows you on the warning screen about mods during game startup
Could be there+log in the mods folder, would make sense
Mods are loading for me
Check your PCBANKS folder
it generates the DISABLEMODS.txt file upon the first boot
ah they just did that again lol
quick make a conflicting mod, see how that error generates!
looks like my controller config got reset with this update ><
i wonder if they do that on purpose
A few people checked their pcbanks folder after loading
with mods
And the disablemods.txt was there
after deleting it loads on the latest exp branch
worked for me too
does this latest update break all the mods?
Can someone make a mod that adds watefalls? Is that even possible?
The question of if waterfalls can be added isnt the issue
One of the fundamental questions I had was how the asset would be inserted
I suppse you could have lake props, which when properly generated, spawn near cliff faces, which then spawn a waterfall top and bottom lake
its mostly just math
making it look good in game is a lot of trial and error
rays more then aware of that thoigh
hehe
@hearty wasp My NMS will no longer load in the new update with Intelligence Enhancer installed
I swear, it breaks with every update...
It's all fake news friend
HOW DARE YOU CALL ME NEWS
no comment
hey @hushed bronze does stuff rotated (including Z axis) & rescaled show up correctly for other people without the mod? if so that rules and I have some cool ideas to test 😉
sorry I mean with your https://www.nexusmods.com/nomanssky/mods/1096 mod
yes, as far as I know.
oh suepr cool thanks 🙂
gotta afk but after that I'll test an idea to make flying bases look more .. logical 🙂
(than jsut hanging out in the sky)
It doesn't add or modify the stock parts, only changes placement rules
That reminds me, I meant to ask if everything is supposed to be able to snap together with that mod? If so I can't snap paving to cuboid stuff. Was hoping to make paving path snapped to the outside of a cuboid room leading over to a paving area filled with my solar panels/batteries xD
I did figure out placement workaround in game though lol
i didn't edit snaps at all
Ahhh right on
the door pointing indoor is just free rotating it 180 right
nice, nms crashing on latest update
what did they do to mods? they really crash the game if they find mods? 😄
When was that latest update?
the fps i have without mods my god, 100fps on my lush planet and 160 in sapce lol
i think i seen it yesterday
i'm not on exprimental tho
nice apparently it's one of redmas mods that crashes the game
ITS ALL THE MODS AND ALL THE CONTROLLERS
also, 2.09.4 detects if you're hopeful and positive, and crashes then, too
no it's redmas i find the exact file
@lime mesa This ___ONLINE_SPACE_EXPLORER_GAMEPLAY_by_Redmas.pak crashes my game
Im just joking around because I hate this version's instability
lol
@hushed bronze Have you check if your controller is enabled in steam settings?
cause my ds4 was unchecked
idk why, steam did something
Similar to here:
It will be dynamic, that's the max possible range - but still adjusting
Re you talking about the slimmer atmo effect?
i really don't like those effects 😦
Is your mod going to be in different paks so we can actually choose what we want?
TBH i accidentally made them slim one day too, and at about half of the vanilla thinckness they look pretty amazing
@fluid wing
I am aiming for a painterly style
I'm not too interested in realism, that vectored look is going to be a possibility
But realism will be possible
It will be dynamic, so, not consistently in that way
But as I said, still adjusting
Not the final thing
@dreamy tulip Would you happen to know how to control the basic default light in the sky visuals? Its separate gforom the SPACESKYCOLORS
I figured it probably was.
But to be frank if its set somewhere it would be outside my ability to mod it effectively anyway, since it should be inheriting the sun color (or top color)
I definitely do not have the know-how to rewire colors that are otherwise set single colors
Ive done a test where I zeroed every single bit of the spacesky palete ALL ZEROESZ. what remains is a particular white ambient directional light where the sun should be (and isnt) and the tiny stars of the starry backdrop
Its a bit of a problem if you want to overrule it with a very exact colored ambience in mind, because the white basic underlying light that isnt in the pakette is out of the palettes control (ofc)
I'm not sure. I believe that it is likely shader based, or handled somewhere in the skyglobals
Globals is possible but even if its there it can't be reconnected to a palette-based override, that would be waaaay beyond my coding skills
(Same problem we have with night colors TBH)
If I find out, I'll let you know 🙂
Okay
So, some systems will now have a procedural amount of light fog - with planets that you can observe (without the mysterious look) but slightly improved blending:
And some systems, a procedural amount of slightly denser fog with planets that do have the mysterious look but still blend
Working on horizon thickness now
That is some nice fog. It's cool how you are making it to where you can sometimes see what's on the planet and sometimes not be able to see anything at all
@hoary drum Thanks man. I'm aiming for the best (or balanced to say) of both styles
👍
Found the error message: https://gyazo.com/731c0a8136a4bca354f59463861a7e80
Oh. That message isn't as exciting as I was hoping it would be lol
Likewise lol
oh well xD
Maybe one day we'll get an error log
So, this is like a combination of the two styles now..
I'm an idiot. No wonder notepad++ was hanging up. I was trying to compare two different xml's >.>
♥
A subtle underwater depth of field
Fixing a crash that occurs with pressing C with a basebuild object open
Press 🇨 to crash.
Does anyone have a mod thats sole purpose is to make some animals huge? I like redmas mod but not the randomization of creatures.
Are there any mods to give each ship different engine sounds?
Or at least each type of ship?
Super Ship Teleporter is fixed
Oria V fused into a ring: https://i.imgur.com/9VRUseC.png
https://i.imgur.com/1CWcrir.png
^ Outdated photo from pre-Beyond... but working on intelligent planet rings for the update to the Dynamic space
Taking the visuals of Oria V and making them dynamic
So, any visual from Oria V can blend with anything else in a n environment or in space (if it will be believable)
In this photo... the palettes of 'Green Forest' are fused into the rings: https://imgur.com/qLNizaP
This isn't manual work
Just creating algorithms that will cause the in-game 'MultiVerse' to generate in an intelligent way under variable circumstances
Working on adjusting ring formations now
How close are you to being done anyway?
@hoary drum With the Dynamic Space 1.2.1 update?
I'm not far off. I am adding a few things and fixing known issues.
With MultiVerse
Oh that? I've just begun with it (starting a month before NEXT hit)
I've done a massive amount of things but I have a massive amount of things to do
Because my standards are very high
And I'm excited
This dynamic space stuff is a component from it actually, alongside other things in that large change log
But I'm polishing this stuff quick for a newer dynamic space release
Thats fine. Take all the time you need to complete the vision you have for the game
Thanks man. However, I have alpha testing and stuff where I'll be pushing out progressive updates to it
I haven't started working on biomes on Beyond yet
I'm prioritizing everything around them visually and mechanically first
If I can make the vanilla game look eye candy
Then that will benefit what I do later on
I'll take ahold of those improvements and build on top of them
Sounds good
However, the stuff I did pre-Beyond on Next - Visions is still present
I just haven't set the tool to regenerate them yet
Its crazy how you still have so much to work on for MultiVerse. I can only imagine how crazy it will be when it's done
The thought of that really excites me
Because the possibilities are endless
And it's a great learning experience along the way
@dreamy tulip Hey Ray, you seem to be extremely invested in a certain artstyle. I've been curious about the old shows or books that are the source of HG's initial conceptual base. Do you have any good links to that stuff?
@hushed bronze Hey man. Would you be able to clarify, in regard to old shows and books?
Do you mean scifi that HG's was inspired of?
Hello Games founder Sean Murray shares his favorite sci-fi films and games and explains how they helped inspire No Man's Sky.
Porting over pre-release visuals that fit the toxic biome's rings: https://i.imgur.com/Bqbi8oh.png
Heck
Why don't I just port over the palettes for them period
lol
Not just the rings
Yeah, let's goooooo!
well you get 64 palettes for just about everything, port away 😄
Yessir
52 indexes (of different palette categories) with 64 palette slots each
They get loaded in a particular way
My software loads a relevant base palette file as a template and implements my changes on top of it
So, for Phlek (which was a pre-release toxic biome)... it loads the vanilla toxic biome's palette file and implements my dynamic changes on top of it
To make up for what I don't change
But it'd still be good to implement the full package
Just finished the visuals of 'Phlek'
Extracted 210 colors from the ign video
Will be applied to the toxic biome
Actually, I'll test quick
is there an updated mod that removes that goddamn shine from the balls and lights
I'm still waiting for my gek strip club mod @dreamy tulip
When are you going to release it
can i change my freighter crew race ?
changing the seed should work
you can change that in a few clicks with the save editor
it's independent of the seed for some reason, it's defined with it's own value
ah
is it normal for the game to put back the disablemods.txt file
@dapper sky Yes, it could be normal now.
Mods are disabled by default on recent updates
However, in my case, I haven't seen the disablemods.txt re appear
did for me
I wonder if it a could be a result of experimental updates?
yes it's on experimental but not on normal build
Just installed an update it was 30MB and I have the disablemods back
so they pushed it to everyone?
are mods workin in VR yet?
@dapper venture
I've seen that post before, with the game how it is now it doesn't seem like a good thing to do. I was hoping the simpler method of installing mods would become an option for VR users eventually
Why is it not a good thing to do ? Dowload the tool, enter nms path in textfile and hit EnableMods.bat. Done
because we're editing the game's PCBanks directory instead of running the mods through a separate mods folder the way the game was designed to handle mods. Makes the game even more unstable, probably causes even more problems in multiplayer
VR problem was probably fixed by today's experimental build, Fixed an issue where the Mod Warning and Low Disk Space Warning could cause a softlock in VR. so no need for that old bad way of doing mods any more.
Can someone confirm this?
And @dapper venture for the game and its stability there is no difference if you load your mods from an existing pcbank pak or from a MOD folder pak. More multiplayer problems ? No wrong not more than you would have when running your mods "normal".
And you can always revert back to original with one click one Disable.bat
@marsh eagle yes I just tested
You can run mods in VR just like on flat screen now
All my work on the tool for nothing 😅
But thats really good news thanks @hallow pumice
Nah not for nothing
I got good use out of it, thanks for the tool ❤
I will rename the tool to silent mod enabler. At least it removes the mod warning screen in case people need it. And with the IntroLogoSkip mod allows ultra fast game boots 😉
@marsh eagle Removes the mod warning screen?
Used to hack the exe for that
Is it possible to just use that aspect of it?
As I don't use VR yet
Yeah in pancake it runs without mod warning too so there is still use for it
BTW I cannot post my cool experiment mods here which I do not upload anywhere on the web. Also I cannot post pictures in this channel ?
@marsh eagle - I've given you modder role, I know you're legit. You should be able to share screenshots in this channel now.
Wonderfull thank you !
Currently I'm working on a creature detector mod. It will come with a new technology for your suit. If you have it, it will depending on its upgrade level show you messages ingame when creatures are near you. For example: "T-REX detected in 100m range". It will work for all creatures and even sentinels. Might be interesting for creature discovery list completers 😉
The detection distance will depend on the tech upgrade level
@marsh eagle Sounds cool. I'd check it out
@marsh eagle While I understand your method does work, and I never said it didn't, I would prefer not to use it because...
"If you are modding the game, please don't modify any of the bank files located in the PCBANKS folder. These are the banks No Man's Sky ships with, and modifying them makes it impossible for the game to detect if you have a corrupted installation.
Any mod banks should go into a subfolder of PCBANKS, called MODS (this folder does not exist by default, so you'll need to create it). All banks in the MODS folder will be mounted when the game starts up."
Because of all the bugs and patches coming in I specifically would prefer to install mods the way they were intended to be installed.
Ok 👍🏻 all good now
Another mod idea I may start working on: A robo dog companion mod. Basically the sentinel robo dog always following you. The dog can have an inventory too that you can access and he can attack hostile creatures for you. How ? Copy an instance of the sentinel dog, removing the code that forces him to attack player but still allowing him to follow the player at all times. Maybe with a creaturecomponentdata and making him automatically feeded so that he uses the standard creature "I like you and follow you behaviour". We can also add an interaction to the dog that makes him wait at current position. And of course rideable. Making him kind of an "basebuilding item" internally can guarantee that he is stored in the savefile and always appear on save load. What do you think ?
this on the other hand looks amazing
how come there's grass on the other side of the river
Here's a better look at where I am
The grass right now is the game's vanilla way of generating it. Those are the terrain ground textures that happen to be calling from the grass atlas texture. I haven't started biome modding on Beyond yet, @fluid wing
it legit looks like grass
there it needs grass fix 
I'm considering adding something of my own
But I don't know if I prefer to save it for the Multiverse
It's more refined than any grass fix released and it goes beyond grass
Impossible! It simply can't be done.
heh, made a mod that makes larval cores give 500 nanites...a tad op xD
Why not just make it a cool mil
i mean...i could lol
It can be done.
1 core for 1 mil nanites...idk if you could run out of that in a year xD
i mean, if each upgrade was like 600 nanites, itd take you 1600ish times before you run out
Regarding going 'beyond grass', what I meant is that grass isn't the focal point of what I call 'seamless generation' . However, grass certainly is pushed the furthest that it can go (beyond the distance of any released mod) at the moment. However, all things in-game are affected, including terrain and creatures and weather and various other things.
A near consistent in-game universe, where everything feels as though it was always there and always will be there.
You can see dense forests to the other end of the planet
There is no pop in, but there is near invisible fade.
The only thing that you can see 'fade' in, would be the grass in this case (because the game engine handles it differently), but even that extends far (and blends). I've made graphical improvements to make the blending very subtle, so that it is at a point where you begin to forget that the game even generates. You almost can't see it.
An example of seamless generation would be in 'Green Forest'
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My GPU would die haha
The real question is, with his Multiverse generation if he is rendering the grass , trees and such differently so they load in more easily or just hard coding it so the stuff is allowed to render to the full extent, at which point you run into load issues. Even if he does just allows stuff to render further, thats not necessarily bad. He just couldnt sell it as the normal performance youd expect 😄
Out of curiosity. Would the distribution pattern have anything to do with the higher render distances. I notice your spacing is very even and systematic
I could see that speeding up the rendering process
Visually less objects on the screen, but it appears denser due to proper allignments.
@jolly stag Hello. Although there is dynamic distribution, that is not the cause.
So its something more along the line of your smutzing how there engine handles the proc gen
Impressive
Either way, looking forward to trying Dynamic space.
That's correct.
I am working on v1.3 for 'Dynamic Space'. The changelog is about half the length of the first (so far) and I will make the mod page visible again. It includes a lot of new features, crucial fixes, and general improvements.
Ahahahah I doubt we'll getting better performance with his multiverse mod
I lagged harder than vanilla on his overhaul V10 beta mod when he claimed it would boost performance
anyone know of a mod that just increases the spawn of exotics and s-class, but doesnt bring in models that arent from that system\
@dapper sky I don't. However, it should be possible via the solarsystemglobals.
By the way, have you seen any on Beyond or even NEXT? 🤔
The last time I saw an exotic ship was on Atlas Rises. I wonder if they are still around in the base game.
@dreamy tulip they are
Thanks. That's nice to know that they're still around.
I got a squid within the first 10 minutes at a space station before i had any mods after beyond update
Oh, nice.
Okay, I see... I haven't seen one in forever. But then again, I don't really go into the space stations much
Also, haven't had much time to play post AR
Have been working on things
hey guys, since beyond just came out and a lot of mods are being updated, is there a way to disable shadows by going through the game's local files?
or maybe re there performance mods for beyond that i don't know about it? i tried running with some older mods and it didn't work
Is there a mod to make planets not so "samey" ? I have no impetus to explore a planet for more than a few minutes or so. I tried Fantasy, but found it made resource collecting nearly impossible due to various needed resources just not appearing on planets.
@hushed lichen 'RaYRoD's MultiVerse' will create a consistently unique (while remaining gameplay consistent) and stylish in-game universe, plus a lot more.
Here is one 'dynamic' environment from it: https://youtu.be/leTmsz72pUM
If you would like to support this fan project, feel free to here: https://www.patreon.com/RaysContent Feel Free to Join my Discord Server for frequent update...
And if you wanna know more, I wrote a bit of info of it at the bottom of this post: https://www.reddit.com/r/NoMansSkyTheGame/comments/crziq9/how_to_use_mods_in_vr_with_no_mans_sky_beyond_on/
I'm still developing it, but expect something revolutionary to No Man's Sky (by the time it's done).
I will check it out, thasnk you. Does it make the planets not the same across the entire thing? That's mostly what I am looking for. I mean it feel like when I land I know the entire planet.
It will do that yes. Not just (different planets being different) but individual planets being extremely varied. 🙂
oh excellent