#nms-modding
1 messages Β· Page 171 of 1
yea looking at your list of mods now
I've had a lot more mods during all the years but haven't updated all: https://nomansskymods.com/uploader/mjjstral/
I only publish on nexus from now on
i started with fallout new vegas
most stuff i do is personal modding
for some reason NMS seems really technical as far as making mods for
btw @marsh eagle that save hot key is magic
has anyone else tried this mod yet? i like it https://www.nexusmods.com/nomanssky/mods/1279
having a different voice for a change is refreshing. and it was well done.
@fossil gate I have it installed, it's very nice
cool π i was impressed with it wonder if anyone is going to make more.
need some help with updating base boundary plus
ive tried various methods to update the mod, creating new mod files from scratch using nms modding station as well as the auto mod builder
used ew and older mbin compilers, nothing is working for fix the issues others are reporting regarding base rendering when using the mod
anyone else having issues with GCBUILDING.GLOBALS.GLOBAL.MBIN mods?
https://www.nexusmods.com/nomanssky/mods/1294 my first mod, hope it makes the vehicles a more worth - except to move around on a planet
Holy sonofabitch this mod is WAY better than I thought... how did I miss it?
https://www.nexusmods.com/nomanssky/mods/797
Yeah ofc I figured out how to grassfix it π
@quartz island Nice choice, too! Lots of people were asking for something like that
The pics from the mod look good
@hushed bronze so does it work?
What's that
Thats the grassfix for Better Generation by Woody
Is it worth using the mod?
Its actually a weird one
Better gen?
Yeah I liked it a lot, (with grassfix, lol)
does it permanently mod your game, or can it be removed without issues?
its an enormously complex and diverse biome mod but has a weird habit of skipping grass in lush worlds
Oh come on now you know by now all mods are temporary π
lol
Unless they create objects that you keep like ships with abnormal stats, then maybe
but planet gen? Never
also I know, I just never asked before
rotting carcass in my newly built mansion
how do I get rid of it
loool
I made a 5 story mansion
well, the shell of one
Apparently it's so big it has it's own climate
I was able to push the body out using melee dash
is there a way to change the colour of your ships
There is the "old color toggle " in the savehame editor for each ship. Otherwise you can only overwrite the color pallette for all ships or find a diff color seed ship.
the one thing thats pretty much asked the most imo, customizing ship colors
surprised they haven't implemented something for that yet.
I think it's probably because its both difficult to do and goes against one of the core philosphies of the game's original desing, allowing you to cut over one of the few real exploration mechanics
I learned how to increase the vertical guidance for exocraft
for those who use base boundary plus, i am waiting on the update and updated mbin compiler before releasing another update, the current compiler and such broke the mod
Yeah nah I think HG did something that broke base limits, my mods having a major issue too
@rigid obsidian
users reporting rendering issues when using my mod, huge deal :/
minor deal is the base build camera not working with it, but the render issue is concerning the most
Im just sayin, 2.13 is round the corner too
its smarter to just wait and see what goes down atm
yeah, i tried my best to release a stable mod update so now im just waiting it out
WIP as heck but... crimson portals!
Thats blu bruh\
lol π now you just need to find the mat for that energy sphere in the middle
yeah I said WIP, lul. Thatβs the thing - thereβs like, at least 20 mats that reference the texture - I think. Iβm having to go off of Model Viewer and itβs not going well.
Why stop at crimson, make it rainbow lol
canβt even get it crimson right now lul
i'm colorblind, if you tell me this is rainbow i'll believe you LUL
V2 is out, now with edited english localization to change "Photon Cannon" to "Subatomic Machine Gun"
https://www.nexusmods.com/nomanssky/mods/1287
wait.. @rain cradle is the inside supposed to be crimson or the portal itself? i too am colorblind but in greens
What heβs done is make the glyphs red and the glow around the portal
Idk if thatβs what he intended tho
Itβs partially what I wanted to do
dw @fossil gate ur not going crazy, itβs just not finished yet. Having trouble getting the center of it to be red
idea is to match the portal travel animation color
@marsh eagle that "old color" swap, what does it consider old?
NEXT vs beyond ?
or pre-next too?
well the runes being red i can get into
also something i noticed with a new save: there isn't a hyperdrive and the signal booster is gone.
assuming have to have nexus access to get both.
can i test your mod @rain cradle ??
has anyone used this?https://www.nexusmods.com/nomanssky/mods/1262
its the Dynamic Biome Generation
wondering what makes it different than Better Planet Generation
they both seem to do the same thing
@marsh eagle why does that big ship you are above look like a star trek ship? And how do i get one lol
Its my enterprise d mod @prime jasper. For beyond and available on nexus already a ling time π
People should also watch out for updated mods and not only for new released ones π
Great. It replaces the capital freighter. Other3 freighter types are nit touched.
Any mod that lets you build after going thru a portal?
Sorta yes @mint glen
My Dead Wreckoning mod makes randomly-spawned base computers (a normal thing) have a radar marker and a very large (visibly conspicuous) flatzone around it. If you claim a "wild" base computer on the other end of a portal, it becomes a valid base / teleport target, so you can return through the portal and then teleport straight back via the base.
https://www.nexusmods.com/nomanssky/mods/1273
Be warned though, even though I made them much easier to spot, they aren't actually any less rare in the mod and can be difficult to locate one.
Eh, kinda tedious, and only Dead planets
No, the base computers change this way for all planets
base computers spawn in the wild? i've never seen one
Yes, they're rare and inconspicuous though, so that's not surprising.
Thats because they normally cause a small easily missed flatzone and have no radar presence, which is what I changed
@mint glen Or if you want to be more direct but also more risky, use save editor
figured
when you cross a portal, a single saved variable called "IsOnOtherSideOfPortal" (or something very similar to that) gets switched to true and you can just tyope false back in there
ofc that means saving the game on the "wrong" side of a portal, closing the game, making the edit and reloading
Wait if you go through a portal you can't build a base anymore?
You're pretty much not allowed to do anything through a portal
you cant warp, cant use teleporters, cant build, bla bla bla
Probably because someone at HG came up with a really lazy fix for some portal-relocation-related bugs
What's the point of using the portal if you can't do anything after going through one?
None imo\
after being nerfed that hard they may as well have just been removed from the damn game
lol
So my HUD keeps flickering at certain points
usually when looking in specific directions
Patches of the ground also turn blcak
@hushed bronze except they got buffed so that you could actually explore the star system so they're still good as preview system for way distant star systems, at least imo
@supple wadi Well tbh I never actually got to use them before portal interference was introduced
and after that theyre meaningless so I've never had any reason to give a fuck that portals even exist :/
And I know about the flicker and doubt any modder can fix that
Oh, so it's a normal bug, not mod related?
what?
@hushed bronze they were more meaningless before, as before you couldn't even leave the planet you portaled to
I honestly believe its probably primarily done to keep people from random-dialing till they come out near the core and just finish
But its a really shitty lazy way to accomplish that
well that or ignoring other travel options in general
All it really does is cripple the playerbase's capacity to meet up an shit, which they obviously are working for with this whole nexus thinig
Nah, it also undermines regular navigation
Does Nexus teleporter do something like portal interference?
No
In my second normal save I teleported to a guys base from the nexus and he was 5000 light years away. I was able to go to the galaxy map and travel to a different star system
@hushed bronze So the flickering and terrain blackout is a vanilla bug and not caused by using mods?
It's a beyond feature
Yeah its a cool demonstration of the power of the Atlas glitches
@sharp pelican If you see space through the ground while walking on the surface you may be running an over-powered grass fix
Or actually I saw you messing with that stuff. Maybe you overdid the grass lol
but if you're just talking about the choppy rendering, nah thats just Beyond being dumb
It's too much grass!!!!
No really though, the space-ground happens with density overload
like, an extreme excess of grass lol
Usually overdoing density, there's limits per region and it will fumble it all up if you put 2 million blades of grass in 6 square meters lol
By tryin it, duh
Hah!
Well, as long as there's nothing I can do about it
What bothers me is when there's a solution that I haven't tried
I made a macro for my keyboard that toggles the E button to make harvesting easier
ALso made one to toggle left click for mining large deposits
If you're using steam you can just set a 2-second hold-toggle or something
or use the most popular no mans sky mod on Nexus, Fast Actions
Yeah but I think the delay exists to account for how long it would take to reach out and pick something up
That's sounding far too much like something reasonable to actually be the real reason 
I think it's probably a cheap imitation of Destiny :P
probably also just better than constantly going, "but are you sure?"
If anyone wants some perspective on that hardcore pirate buff mod of mine...
I got this close to death (image taken just after I killed the final pirate and picked up the recharge pod)
And this is my equipment (allowed to bypass the 3x limit via another mod I have)
Are you a massochist and/or find space combat too easy?
Thanks, and have fun.
Finally able to save edit on ps4
@median wasp nice ship
@median wasp looking at your tech overloader mod atm.
Yea?
3x3 of S-class blaze javelin upgrades makes it do just short of 12K damage crits lol
I take it nexus mod manager is what everyone uses for mods?
yea the nice thing about NMS is that you can toss the mod directly into the mod directory to make it work. i still use NMM for some of mine but, its just down to personal preference on how you want to do it.
I've never touched NMM except for in fallout + skyrim where managing mods is actually irritating
~tinkering~
NMM is no more it got replaced with Vortex
what type of mods could possibly be for nms
building mods; procgen mods; etc
CodenameAwesome released a thing similar to grassfix using pathfinder techniques that boosts range without ramping up performance losses
I should say "legacy grass method"
^ this guys Expanse one is really cool to make space look cooler too
lol
use the hybrid mod
@hushed bronze Did you post the hybrid of yours and Dude's mods?
The expanse hybrid? yes, that one is on Nexus π
There is a Faster Walk mod, but latest update broke it, now it's the "Lose all your life support in 2 seconds" mod π
lmfao
Lmao i think i have the same bug lol.i am stuck in a infinite death loop after 2.14
2.13*
Interesting....
I made a slower walk mod and it works fine. No reduced life support draw either.
I wonder what the other guy did.
Give me ideas for mods I could make
Replace hero with 2b
Teleport to directly your freigther?
Das a cheat
Own more than 6 ships and 1 freighter?
2b?
Wow really?
If you do a model replacement and make actually 2b you will come on top of grass fix in my mod list LUL
i don't think there are any model replacement mods right now
It's gonna be hard af since models are character made
Do it's gonna prolly require going to the change appearance machine and wear a specific outfit which I could switch out their models for cut up pieces of 2d
π·
Gonna look weird af tho
yeah that would awful i think lmao
A ship customization mod is something I've been thinking about
πΏ
KaPPA
Any other ideas?
Grass that looks like 2b
A chance to spawn in a world where everything and everyone is 2b
the centre of the universe is 2b
lol
@heavy merlin Do you know which files had their structure changed by the update?
I keep dying endlessly when I load on experimental
I thought he was
Updates break mods, modders will fix their mods in good time.
seems to know all about it
I am a modder, I can fix it myself if I knew which files were affected
Nice, then you can work it out easily.
Which update? There was a console update today, but not PC.
hence why I'm asking others who may know the answer before I try to figure it out on my own
Currently just the experimental build on PC
Found out
Guess I may as well wait for the update to go live on PC since it did already for console
i use my white hauler seed of a normal mode save for a new survival save , the color of the ship change to yellow , is that normal ?
every mode have diference seed system ?
Did you replace the starting fighter with that seed, using the save editor?
yea
Disable the "use old colours" or whatever.
ahh ! thanks @heavy merlin
@heavy merlin is this the offset for the cockpit view of starships?
a faster way to see if that's the case is to tweak the numbers & check
@sharp pelican if you're looking for first person settings, they're in the cockpit entity file..
@supple wadi I tried but it didn't do anything
do you know exactly where it is for explorers?
I haven't been able to find it
seems to be somewhere else compared to fighters
@cyan oracle
for explorers, it'd be MODELS\COMMON\SPACECRAFT\SCIENTIFIC\CANOPY\CANOPYA\CANOPYA\ENTITIES\CANOPYA.ENTITY.MBIN..
you're looking for:
<Property value="GcShipOwnershipComponentData.xml">
<Property name="Data" value="GcSpaceshipComponentData.xml">
<Property name="ShipClass" value="GcSpaceshipClasses.xml">
<Property name="ShipClass" value="Scientific" />
</Property>
<Property name="Cockpit" value="MODELS/COMMON/SPACECRAFT/SCIENTIFIC/INTERIORS/CANOPYA_INTERIOR.SCENE.MBIN" />
<Property name="MaxHeadTurn" value="12" />
<Property name="MaxHeadPitchUp" value="15" />
<Property name="MaxHeadPitchDown" value="10" />
<Property name="BaseHealth" value="500" />
<Property name="FoVFixedDistance" value="1.5" />
</Property>
</Property>
the FoVFixedDistance governs the view of the camera in FPS..
note: it does not move the camera, it changes the FoV..
TMK, like the 1st person view for our player, I don't believe there is a way to adjust the camera location in the FPS view of the ship
That may be set by something in the model files, rather than the data.
@cyan oracle It is possible for the player camera on foot
and presumably for in ships too
well the screenshot looks like possibly values for 3rd person views.. or MAYBE for center of gravity (affecting handling) for the ship types.. what file was that in?
I forget
The third person camera perspective for ships is in camera globals
I tweaked those already
if you want to move the camera in the cockpit, the easiest thing to do would be to move the cockpit in it's scene..
transX, transY and transZ on the parent node of the cockpit interior scene..
I want to raise the camera/lower the cockpit so I can see over the center console on explorers/exotics
where's that
MODELS\COMMON\SPACECRAFT\SCIENTIFIC\INTERIORS\CANOPYA_INTERIOR.SCENE.MBIN
I seeee
Do you know where to change the max distance at which your weapons will do damage?
Either on the ground, or in space?
that's in the metadata\reality\tables\ folder somewhere
it's going to be in the tech tables.. but there's a few different ones now, so I'm not quite sure TBH
Does this do anything?
I think the minimum distance is set to 10 so you don't blow yourself up when shooting while flying
Because sometimes the projectiles collide with the character model instead of going to the target
I've been modding since Foundation and I've rarely had to modify globals.. from my understanding of looking at the way the metadata tables work, the globals are base values and the metadata tables are essentially either multipliers or replacement values that trump default globals
also, over the years, a lot of values have been rendered moot or negated and outdated.. meaning the game might not even actually use the value any longer.. I remember reading something recently that discussed a lot of "left behind" properties in the data files..
lol
I'm thinking of a rocket mod by an old modder
we never had rockets on multitool without that
so yes, rockets locked on
I mean the ship mounted rocket launcher
wtf is the point of the rockets if they don't lock?
that currently is the worst weapon
yea, seems pretty worthless..
ah, that's easily done.. I believe that's in the tech tables of metadata\reality\tables too
How come some weapons have a percentage of charge when they can't even bee recharged?
some of the descriptions even tell you to recharge them
in NEXT, I had no cooldown on all of my weapons (multitool and ship)
omfg
Is there a way to change the hitbox of the projectile too?
THe infraknife sucks mainly bc the projectiles have a much smaller hitbox than those of the photon cannon
meaning it's very hard to hit targets
even when shooting right at the center
I want to say there's a way to change the size of them.. yes.. their hitbox should be their collision, so if you scale the projectile, you scale the collision
where would that be
you can also adjust their dispersion
and how many are shot at once
and how rapidly they're fired.. etc
π€· you're askin me to go quite a ways back.. lemme look at my old files and see if I can find that
So you could make the pulse spitter a proper SMG instead of an autoshotty
I definitely don't have the attention span to make all these mods
not all at once, at least
well, I thought you could tweak the first person camera position
I know you can change the height
METADATA\REALITY\TABLES\NMS_REALITY_GCTECHNOLOGYTABLE.MBIN
because I did that
you can also change the multitool position on the screen, which was my grail mod
there's a LOT in that tech table.. I'd recommend making a back up JIC..
wish there was a way to back the camera up a bit so it doesn't clip into things when you stand up next to them
Yeah, it looks familiar, pretty sure one of the mods I use affects it
gonna have to make a hybrid
or just modify the one your other mod uses and then rebuild the mod
so you want to adjust rocket cool down? look for "Ship_Weapons_Guns_CoolTime"
Well, yeah, that's what I mean by hybrid
"xxxxx_HeatTime" is how long the gun stays in Cooldown after overheating..
Is it a global value, or are there ones for each weapon type?
different values for different tech
that's how they make the gun effects each look different
good
you can actually manipulate the appearance of the projectiles and the effects of them from these settings
you can change their scale, their dispersion, even their color..
Do other people see them that way too?
How do you make the terrain manipulator remove chunks faster?
like change its RoF
nah, mods are (for the most part) player sided
tbh, I was kinda blown away when I read HG discuss the synchronization between modded fauna
however, some of the values will appear on the other player's end..
actually, they all would probably.. scale, dispersion definitely would.. the damage impact, rate of fire, all these would be reflected on the non-modded player's side.. they'd wonder how your gun worked like that..
but, the projectiles still might be the default colors..
Hmm
So you could make the positron work like a machinegun
You could just fly around ejecting positrons everywhere
would probably look pretty silly
cause player fires their modded gun, modded data is sent to server and to non-modded player.. non-modded player's game is capable of following the modded instruction, so it carries out the action.. non-modded player sees modded effect.. but not all data is sent thru server.. such as models.. so the models/colors used for the projectiles would remain vanilla for the non-modded player..
Yeah, exactly
and yes, you could do that with any of the guns.. it's a bit OP and cheaty, but it's modding.. so..
So you could make the rocket launcher fire like 10 massive rockets every shot each .2 seconds
Can you shoot down ships with the multitool?
I don't think you can shoot down ships with the multitool.. I recall trying..
just can't remember if my shooting was disengaged (like when you try to shoot a NPC) or if I just didn't do any damage).. but soon as I hopped in my ship, one shot and they were down..
and yea, I believe you could make the rocket launcher do that
Just trying to figure out how helpless you'd be if someone came down and shot you from their ship in PvP
if you weren't the one with the mods, pretty helpless.. if not already dead
ofc, you can mod your shields too
@sharp pelican for a lot of weapons stuff you may also refer to the projectile table, would give path but at work & on break atm
METADATA\PROJECTILES\PROJECTILETABLE.MBIN
awww, thanks for the shout out
Is the creator of Megaliths and such still working on it, or has he moved on?
He is still moderator on the modding discord but hasn't been active in any way since months.... You shouldn't have hopes but we can use his mods and update them. But I don't see anyone wanting to do it. So it's death.
Are there any mods that stop you from losing control of your character when using the save beacons at abandoned facilities?
Anyone know if 2.13 patched the ability to save edit and change whether youre on the other side of a portal?
lmfao why would it
@fluid hound I donβt know the specific portal part but as far as I know save editing is still functional
@fluid hound Speculation says they added an additional flag because it seems that when you set othersideofportal to false it whiffs you out and back whence you came.
@sinful anvil yeah ive had no issues save editing so far, and its a ps4 save. Just the portal having issues. Oh well then lol
You're editing a ps4 save? @fluid hound
@hushed bronze yeah
it works, ive already modded my multitool, quicksilver, nanites, and units
my multitool damage potential is 210k
you dont use the pc save editor obviously and you need a certain software to do it. You export the save, hex edit it and then import it and resign the save
@fluid hound you uh, don't have to tag them for each comment, lol
All three of my mods have been updated to work with the latest version of NMS.
https://www.nexusmods.com/nomanssky/mods/1287 -- Photon Cannon => Robocraft SMG sounds (this one 100% needs an upgrade since NMS v2.13 changed the audio files present in the game.)
https://www.nexusmods.com/nomanssky/mods/1298 -- Hardcore Space Combat
https://www.nexusmods.com/nomanssky/mods/1299 -- Tech Overloader 3x3
(The latter two were upgraded due to a newer MBINcompiler version being used, I don't think the files actually changed, but better safe than sorry)
Made a demo of hardcore space combat too https://youtu.be/Z52ziMwUnac
FYI: The sounds of my Photon Cannons are NOT vanilla (hence why they were also renamed on my HUD). GET THE MOD HERE: https://www.nexusmods.com/nomanssky/mods...
when you're taking fire, that's really heavy on the eyes. Looked into a way to offset the damage effect so it's better spread across the screen?
I could.
@median wasp I need the help
@sharp pelican there are 2 help channels for help
Those are for help with the core game, though. I'm needing help with a mod.
Unless I misunderstood
Ok
It's finally here: https://www.nexusmods.com/nomanssky/mods/1305/
Fixed the photon cannon sound mod. https://www.nexusmods.com/nomanssky/mods/1287
(It didn't replace all of the audio files)
WIP cockpit glass
BNKReplacer v3.2 is out. https://github.com/XanTheDragon/BNKReplacer/releases/tag/3.2
@rain cradle if only you could place all the cockpit screens and seat in there as well
ikr
Does NMS allow mods that change things in game like adding another dialog option to every default/common NPC?
@simple nova LUA and a code editor like VSCode
so im still new to no mans sky so anyone want to walk a brother through adding a few mods?
Put the mod .pak file to the binaries\mods folder. Delete the disabledmods.txt in binaries. Done @uncut karma
Oh @tiny dew you code amumss lua mods ?
And regarding your question yes you can do that
@marsh eagle I've only played NMS on console, but I'm installing it for PC now. I code for a living and I'm looking at the LUA syntax now it seems pretty straight forward
Updated BBB
https://www.nexusmods.com/nomanssky/mods/1096
Is it still possible in beyond to save edit haulers to have the exotic skins?
And is it still possible to get more technology slots?
Or do they revert when the game is loaded up?
And I would check myself but for PS4 it takes ages checking anything using trial and error
it works on PC and doesnt revert even if you were inside of the freighter
Ok so Iβll be able to do it on PS4 just gotta find the right seeds
aye
The game works exactly the same on PS4 itβs just awkward cause thereβs no save editor
The save editor will support ps4. Author knows about ps4 editing now
It doesnβt atm though
Yes currently you have to hand edit in notepad++ best with JSTool or JsonView extension.
Is it common that PAK_FILE_SOURCE -> MBIN_FILE_SOURCE relationships might change after a patch?
IOW MBIN files might move to other pak files? Or pak file names might change?
No problem, you dont even need the PAK_FILE_SOURCE anymore but it's still good as a reference (cooking recipe style for future modders). Amumss will find the correct pak automatically and extract and use it
@tiny dew
Ah okay
And if you want to see a more complex mod script example. This adds over 1000 buildable items to the basebuilding menu and you can very easily add new objects dynamically @tiny dew
interesting stuff... most of those MBIN are ingame BIOME resources it looks like?
Have modders had much success replacing DDS files? If so, any suggestions for a CLI to convert DDS-to-PNG and PNG-to-DDS?
That UltraBaseBuilding script is awesome... is it possible to upload the bases that contain these extra items?
IOW will their servers persist that stuff?
I spent a few hours today writing some node scripts in conjunction with psarc.exe to explore the resources in NMS pak files and I decided I'd like to mess with textures to see how it would affect the game... but I'm up against somewhat of a showstopper... after trying several different CLIs to convert DDS to a normal image file I've found that NMS uses "the new" DX10 block compression format for their DDS files and the only thing I've seen that can read DX10 are photoshop plugins?
Do you folks know of a CLI that can convert to/from DDS DX10?
I did
Okay cool thanks! I'll try it out. My goal is to be able to do it with a command line statement, but maybe paint.NET somehow offers that feature
I tried ImageMagick's command line tool. One sec I'll try it again to give you the exact error message shown...
magick dds1.dds dds1.png
magick: image type not supported `dds1.dds' @ error/dds.c/ReadDDSImage/1767.
Wow, yes absolutely! π
Hopefully it still works with the "Beyond" DDS files... I could be wrong but I think NMS started using DX10 in the Beyond update?
Oh wait a sec... aug2019... so 02.10.2019 would be October 2nd I guess hehe
Yes you should also join the nms modding discord. Much specialist knowledge there
found it π
omfg it works >.<
Recreating the dds file didn't work, but this is a leap forward. Thanks @marsh eagle I'll continue this venture in the modding discord a bit later
wait.. dxt5 dds files don't work in Beyond?!?
How can I adjust the cost of building small cuboid rooms?
Glare at it with clear, hostile intent
You want one of the files in METADATA\REALITY\TABLES
What's the name of the value though
you're looking for sections that look like this
<Property value="GcTechnologyRequirement.xml">
<Property name="ID" value="FUEL1" />
<Property name="InventoryType" value="GcInventoryType.xml">
<Property name="InventoryType" value="Substance" />
</Property>
<Property name="Amount" value="10000" />
</Property>
</Property>
rthat one is Carbon I think
10,000. what the heck is that for
Ohhh
anyway, once you figure out which of the tables has the cost for cuboids you can fuck with it however, even change what mat it requires lol
Wonder if it's something obtuse, like basebuildingcoststable
Nahh, no way would it be there
well just ctrl f for cuboid or the "LAND2" in its cost, you'll find it, there arent an infinite number of files in Meta/reazality/tables
then search the land2 then
which table did you have to edit for your ingot mod
Argh
You're gonna make me download it
figures
Oh, actually you say in the description
Hah π
looks like its NMS_REALITY_GCPRODUCTTABLE.EXML, same as the ingot mod, line 13772
whats pink name mean?
NMS Modder π
oh lol because its requested rank
np
Anyway you can just like, @ Zoid and ask if you want that rank, with a link to one uploaded mod you've made
or one of the mods who is actually on rn
coool
@unkempt island can I has tag modder
for now...
Working on a larger overhaul... π
boop
You have been granted the pinkness
.........and beg you for modding help π
Bah
I can help with most simple things
I might even release the cheaper cuboids thing as a mod
Wish there was an easy way for people to merge the changes made by several mods
I basically had to learn modding in order to do that, and now I'm making them too
DO you think it's reasonable for the glass cuboid room to require silver?
I could remove the silver part and just make it 5 pieces of glass or something
@hushed bronze what say ye
Thats up to you, the point of modding is to make real what you believe should be
Bah
o/
im new to the game and i tried to install some mods from NMM. For some reason when i load up a save after enabling my mods, the game will either crash or my guy is stuck in an endless loop of instadeath. I can either get the mod order right and the game will load up and ill be stuck with instadeath or the game will crash due to incompatible mods. has anyone else experienced a similiar issue?
i created 4 new save files and when i try to skip the tutorial by using a quick start mod (allows me to skip the tutorial) the game immediately crashes.
anyone else wish there was a Star Wars Conversion mod or just me?
I've seen Star trek conversion mods
Star trek is at least explorative

what mod manager do yall use? im having a difficult time finding mods that dont crash the game
im currently using vortex from nexus mods
i don't use any mod manager; you should ensure the mods you're using are compatible with the latest version of NMS
Beyond Patch 2.14
ok, ill keep an eye out for that. i just installed a couple days ago
Question, I added the beyond base building, but I still can't build much of anything on my freighter because it says "base out of range/outside of ship" When it's clearly not
Never use Vortex, even for Skyrim or Fallout.
For those you want Mod Organizer 2
But it won't work with No Man's Sky
but you don't really need a manager unlike skyrim cuz you don't need 800 mods to make the game decent 
Yeah that's true
Is there a mod that lets you have more than one freighter in a world? It's super annoying playing with a friend
@lime mesa Some freighters are just borked. Dunno why, In my three files, I have one freighter pulling that shit on me too
goes away without the mod though.
I meant having more than one freighter in a system. Because one of us having to leave for single player a bunch to offload things is annoying
It started doing this at the same time people started complaining that wires were no longer extending their base rtanges as they used to
There is a mod for multi freighters but I think its dated
Darn
Is there already a faster warp mod for beyond?
It should set the warp distance of ships to a very high number
I think the only thing it changes is the true/false value for multiplefreighters in the debug globals
@sharp pelican Would you happen to have a link? I couldn't find anything on the nexus
it's not on the nexus
Thank you!
gg
I tried having the mod and joining a friends game and it doesn't work. Going to try having them install the mod and see if it works
btw guys i use vortex for my NMS mods, all it does is remove the pak/place the pak's in the directory. which you can do manually anyway lol. but it works.
dont think im going to end up making mods for NMS. too complicated for my damaged brain to wrap around.
I figured it out
lol well i do have a history of programming and graphic work but.. something about the process feels too much work. shrug
it also might be a good thing i dont mod it... might end up with some really weird mods lmao
I failed my highschool coding class
Has anyone got a mod that they use that speeds up analysing things? The one I had stopped working after 2.13
Yes
Do you have a link to it please
I made it
Here @lime mesa maybe this will work for you
For multiple freighter spawning among freinds I mean
Oh wow, thank you!
Thank me after testing that it actually works π
I'm away from home at the moment but I'll let you know when I'm home. Thank you!
I'll be a few hours
NP, hopefully it does what it should
I opened the file mentioned in the other mod page
I CTRL+F'd for freighter
found one thing that says "MultiplePlayerFreightersInASystem"
And was all like
"hmmmmmmm"
lollll
I tried changing that
didn't seem to affect much
still had... ...issues...
There's lots of powerful stuff in this file btw, could be an easy ticket to a whole wall of popular mods.
"
<Property name="SpawnPirates" value="True" />
<Property name="SpawnRobots" value="True" />
<Property name="SpawnShips" value="True" />
So you could turn off sentinals?
What happens if you have it set to true and join someone that doesn't
MAYBE, i DONT REALLY HAVE THE TIME TO GO PLAYING WITH ALL THE THINGS I SEE HERE :d
OOPS IM SORRY BOUT THOSE CAPS
@sharp pelican Old mod mentions that exact question lol
IDK maybe nothing, maybe godmode
maybe game crashes
try stuff, I gotta go do chemistry assignments π
Bah
But yeah like I said theres a whole bunch of intriguing vars in that one, have fun
I saw two in separate places, one was like "Know all words" and the other was "use alien language" or something
I know, already looked through it before when I was making my own updated multiplayer freighters thing
Is there an up to date mod that increases walk/sprint speed?
Uhh
The one on nomansskymods dot com stopped working 2 updates ago, as that is the only one I know about, the answer is no.
There was someone here who said he'd worked on a slower walk speed mod, perhaps that person would be so kind as to do the reverse
@hushed bronze Doesn't seem to work sadly. The mod that lest you have more freighters that is
damn, too bad
whats the best mod to get??>
subjective; but I use Redmas Beyond Fantasy, Exosolar's Base Expansion and Exosolar's Expanse
what do they do?
Expanse changes the colours and backgrounds for systems in space, as well as changing the planetary shading in space; Fantasy changes planet generation for more interesting planets and such as well as a bunch of other changes that are listed on the nexus page
base expansion fixes a lot of the base building issues people have
Has anyone ever had an issue with the game blurring after alt-tabbing? Almost like DOF is applied to everything until I alt tab again.. I use a mod to disable DOF, really wish there was just a graphics option for it...
I thought it might have been the DOF mod I was using, but I switched to a different one and I have the same issue
Try switching to NOT a dof mod lol
haha, I just hate DOF so much :<
Want a mod that adds DOF to the regular gameplay camera?
I did that once, added DoF to everything
@hushed bronze Crazy RL lately. Just wanted to say hi dude. Take care! Good luck with school!
@steel crypt Hi jason! My RL has been busy too, college
Hey guys! Is there a mod that reduces warp/starting fuel?
The one from nexusmods doesn't work anymore
And I need something for 2.0 version
loll
I can make one for the launch cost
Don't know where warp cost is
@hushed bronze probably does
He'd be happy to be your personal mod slave
Only thing he loves more than his science homework is catering to everyone's individual needs
Is that a bdsm reference
I haven't seen that one yet
π
Nooo
hello, new to the game and wanted to ask how do you turn off asteroids in pulse mode? i have a strange form of epilepsy and the asteroids honestly make to where i cant play this game without having a mild seizure from the asteroids.
ive been looking into modding but i dont know what values mean what
@light lava try to update this mod, theres one version that removes them completely: https://www.nexusmods.com/nomanssky/mods/637?tab=description
Ironcially I'm working on a mod to land and build bases on asteroids
@marsh eagle awesome
tyvm
@marsh eagle i am seeing the bs it takes to change one thing and i think ill probably just shut my eyes when i pulse, ty
the MBIN is not decompiling the .pak correctly so its just -null- everywhere.
@light lava https://www.nexusmods.com/nomanssky/mods/1148
@marsh eagle i have that one and it does not remove them from pulse flight
@marsh eagle I have no time but one of the asteroid factors is fade-in time. Maybe a version that has a long fade-in time could cause them not to visibly appear during pulse?
Set it all to 9999 or 0
@hushed bronze hey, maybe do you know if there are out some updated mods for reducing starting/warp fuel?
Is there a mod to increase capital ship spawn frequency and stuff?
@plucky monolith
https://www.nexusmods.com/nomanssky/mods/1197
Hopefully they're still working as intended
I can confirm the scan one is
They both should be, then, since they're the same file, hence toe pre-combined option that's available
most missions can be rebooted from the ingame mission log
Are there any mods that add new ships, base parts or things that add new models to the game?
Not really
There are a few that unlock existing assets for use, but other people won't be able to see them
What's with the xbox head
you can use the save editor to learn the xbox head on PC
i guess unlock would be a better term to use
idk the ID
its just something you can add into the "known products" list in the save editor
i think
whats the helmet called
I've got a question, does anyone wanna take a crack at it?
@low moth
guess no one wants to
Is there a way to enable building in the freighter hangar?
probably not
must be hard since you're basically enabling build mode in an area that you are not supposed to
It can't be thaaat hard
idk I aint no coder
this is a really cool mod
feels fitting with the game
That is beautiful
dumb question is there a nudity mod
ain't even a human mod in this one lol
?
There should be a nice nudie mod though, for that enhancement to the exploration part of NMS amirite?
would give my Gek overseer a greater purpose
Lord Sean stop this

If a mod adds extra animals to a planet or does something like changes the frequency of abandoned systems... How does that affect uploading discoveries (extra animals) or multiplayer (abandoned system that wouldn't be in vanilla)?
What disappears from what list and for whom? @left sentinel
Whatever animal that shouldn't be in the planet on vanilla
Oh I see.
And it disappeared for me
For the other player it wasn't in the list anyway since it's client side even when "uploaded"
Thing is you never see others uploaded animals by default, so even if you see animals the others can't it doesn't matter
I just didn't know if someone visiting that planet would get a list of animals from the server that included animals they won't see
Like "where are these last two animals I have to discover?" (But they never will because they were uploaded to the discovery server by someone with a mod)
No they don't see any list
When they go to a planet you surveyed, it's just a blank list as it would be when they find a new planet
When they scan an animal they just don't get the name on the discovery but see your name
So if you play with someone who has that same mod they can actually see the same animals
Because of the universal seed thing
I'm so uneasy about how all these modded versions interact with each other and with unmodded versions. Bases floating in space because the world they built on doesn't even exist in vanilla, etc
All you need to know, mods can never permanently affect your game
At the most your bases might be floating if there was a planet gen mod
Yeah it makes me real uncomfortable from an OCD perspective. If the game were offline it would be different. But knowing there's unlimited versions of Nms all interacting with each other online makes it seem like such a cluster
Backpack toggle mod now also removes the armor plates. Looks really cool: https://www.nexusmods.com/nomanssky/mods/1261
Updated DUD'S SKY to v2.13.1
https://www.nexusmods.com/nomanssky/mods/507
Updated DUD'S SKY - COLORS to v2.13.1
(Improved quality and selection of black space with nebula variants.)
(Adjusted night brightness.)
https://www.nexusmods.com/nomanssky/mods/968
wew @hushed bronze your mod lets me build bases anywhere even without the computer?
Regarding incompatibilities, let's say mod A modifies the same file as mod B but in different ways (the only overlap a little in what they modify), if you load both (mod A then Mod B) will you get the changes from both in game (but where they overlap, B takes priority)?
Or because they both modify the same file, will it prioritize the WHOLE file over the other, making mod B overwrite mod A completely?
Keep in mind I'm talking about each mod changing one single file.
If the latter happens, i guess I'll have to use a mod merger.
For the most part the game might crash
If not, then whatever mod is above in the list takes priority
Ok thanks
@odd ibex @left sentinel please see this:
https://www.reddit.com/r/NoMansSkyMods/comments/521qhq/psa_mod_load_order_is_from_a_to_z/
do not confuse "load order" and "which mod is the winner", two different things.
Remember: If 2 mods modify the SAME file, last mod to load THAT file wins (in a -> z order, including special characters).
Which could mean that some of the files from the first mod are used and some of the files from the 2nd are also used because they are not the same MBIN files
BUT if one or many are the same files (MBIN), the last mod to load that/those particular file(s) always wins for these files to be used by NMS.
@weary ruin ah ok. So my.only option is to merge them properly. Thank you. I'll probably just... Not lol. The issue is exosolars biomes and lo2k's clouds. I'll just skip the clouds
Unless one or the other included a AMUMSS lua script in its mod pak.
If so you could use the script with the other pak in ModScript folder of AMUMSS and make a patch that will include changes from both mods. Just make sure then to put both mods and the AMUMSS patch in your MODS folder with the patch name such as to make it load after the other 2 mod paks.
hey @marsh eagle just saw your mod on nexus π the invisible one. shame can't make a chameleon style cloak that allows you to go undetected from raiders.
@fossil gate Just as a heads up, I'm working with them atm to sort out some odd issues with this.
There's currently a slight issue with this not working properly when launching from freighters, maybe also stations & other landing pads, still checking.
Hey folks. What do you use to modify item models?
PURE UNSHACKLED WILLPOWER
πͺ
reminds me, i should have a shipment of ram coming. my brain needs more willpower
also anyone test out the NMScoordinates app yet?
No but it looks really well made π
how do i add mods to my game
Inside the PCBANKS folder there should be a MODS folder and a DISABLEMODS.txt file. Remove/rename the .txt file (some people like to change it to "enablemods.txt"), then download and extract any mods inside the MODS folder. If they are Beyond compatible and do not conflict with other mods, they should work. Try first with a single mod and work from there.
DUD'S SKY - COLORS updated to v2.13.2
https://www.nexusmods.com/nomanssky/mods/968
@steel crypt Sure have been updating this a lot lately, you find new inspiration or something π
@hushed bronze hey solar, does your biome mod do anything to clouds?
Nah, its probably clashing with the ambience fog if you have that
@odd ibex
one of the reasons I cut it in newer versions, its causing a lot of people a lot of confusion
Nah I don't have that. I just wanted to do something with the clouds but I can't use cloud mods because your biome mod modifies the same file as clouds
I'm using alien skies which just does sky and space
even saw someone talking of merging the biome mod with another to correct for the clouds, lol. I forget, non-modders really have no idea what files do what or even what internal files exits
I used to make mods for Skyrim, I just never got into the files for nms
Maybe I'll use one of the tools to unpack it and combine them
ive heard multiple people talk about that clash with the clouds and IDK wtf is up, there are no cloud files in my mod
I just doublechecked, just now. "Weather list" might be the conflict, but to be frank, cloud mods actually shouldn't touch that
GCENVIRONMENTGLOBALS.GLOBAL.MBIN. biomes doesn't modify that file?
Oh then I'll try it. Honestly I only read the comments saying they conflicted lol
I hadn't tried it yet myself
That person is having issue with ambience fog then lol
it has not been included in the last few versions specificlaly for this reason, it cause chaos and confusion when rolled together like that, lol
So fog modified that file?
Wonder how many files are implicated in fog effects. Cause alien skies changes fog things and doesn't touch that file either
Sky palette has color profiles for fog
environment globals has global modifiers for fog
Ah good to know
It's hard to suss out what comes from where only working backwards from mods. Like I said, haven't checked the internals myself
Thanks for the info
Anyone know a mod (or would consider making a mod) that locks the VR HUD to your visor/vision so that it moves with you where you look?
@hushed bronze Just had a few minutes to play and noticed some things about frozen stuff I could make better. It helps me relax and I need that right now. RL has been beating me up. Peace dude!
Is there a mod that'll remove the restrictions on freighter warping positions?
Because I can't warp mine anywhere and maybe something like tha'tll help?
Do mods exist that add new ships
Is that even possible
I haven't found any yet so I'm assuming no
There's one that adds a bunch of pop culture ships, but none currently that add style-related / made-for-NMS ships / parts
Yeah
he's busy trying not to get killed
π€
a
@lime mesa
Now if only I could get perfect rolls on the hyperdrive mods...
They're all 249
I just really wanted a ship that could do 20k in one jump
@autumn isle but i swear if you tell me its not working because you have a software problems or installation problems then its not my fault
I'm just gonna take a look at it
Let me know and ill hold him personally responsible 
honestly i want a mod to turn the sharkfin exotic into a tri wing
thats what i want more than anything
they need some good hardware to run
I think someone was working on enhancing the variation on starships, but I can't remember exactly
@autumn isle is that really what you want?
id love it
instead of having the wings merge at the bottom
make em stop 45 degrees of the way
Is there a way to get rid of sentinels from a certain planet?
@hushed bronze how quickly we forget our past.. I'd call this a "made-for, made-from, NMS ship"..
but I get it.. I'm not active.. sadly I need something that pays income because I can't pay my power bill with the little gratitude received for making mods..
@dusty yarrow been doing it since pathfinder.. it is possible, but each update tends to break the mod and require a complete revision where each ship in the mod has to be modified.. easy if it's just a few ships, but time consuming once the mods get as large as Winder or myself were making (40+ ships)..
best to start with the sentinel fighter in-game.. duplicate it as a custom folder, modify the files accordingly.. add the locators and references needed for a flyable ship..
once you got the hang of making assets flyable in game, then you can move onto figuring out custom models in Blender..
@cyan oracle Thats in the current-gen Moar ships?
was in my last release.. rendered out dated by Beyond.. but I figured you were talking past mods since Winder's still working on updating his.. but @marsh eagle 's made a sentinel ship mod..
I Borked my game, possibly with a mod or mods. I need help. The Anomaly is empty for me. No players show up. There's nobody here to help (typing this at 3am, so I'll check back in later.
I would remove said mods and install one at a time to find which one is affecting you; if the anomaly is empty without any mods its not them. Then double check your network settings.
@hushed bronze I see you like the old water. There is a variable in the water global (I think thatβs where it is) that is something like βuse new waterβ. Never tried it but thought maybe it would interest you.
I actually don't love old water but it kicks the crap out of modern water....
I have been wanting to make a more in-depth water fixing mod at some point so Ill def see what those water globals do π
Modern water is the only thing in modern NMS thats actually way oversaturated lol
Quickly looking at it, it seems most everything water is shader stuff.
There's plenty that can be done without modding shaders, but I don't have any opening to pry right now
but, Winter is coming! lol
6 more weeks of college π
@steel crypt To be frank, when I went to make grass fix originally, it was also several days of batting my head into a wall. Even a year after that, I would still occasionally encounter new info that could make grass modding easier or better, so I honestly expect "water fix" not to go down easy either.
IIRC Grass Fix was only my second serious mod, so there was a lot of generalist experience to be gained at the time in order to move forward, also.
"second serious mod"
Pretty sure you can't have a second without a first π @hushed bronze
Well, the first was a freighter missions re-tooling, it doesn't translate much experience toward water and grass mods except in the most general sense
Uhuh, yep, sure
you dont have to believe me, just go to my nexus page lol. Not like its hard to believe tho
is there any mod that like makes everything you buy free?
I'm just spilling saltwater
hey is there a mod that drops the brightness of the interiors of prefab rooms? they're way too bright
Hah!
hi all, is there any mod that allows you to chain refiners so the output of one becomes the inpt of another or anything like that so you can go all factorio in your base?
thanks, that's a pity
That would be exe mod. No dice.
Anybody know if the save editor got updated for ps4 saves yet?
anyone know any mods to help in early game?
Will mods work on the GoG version of the game????
@fluid hound see github page.
@lime mesa yes absolutely.
@marsh eagle thx :D
@marsh eagle link?
Here but it seems no ps4 update yet. But @β‘Γ mΓ₯tΓ«rΓ₯sΓΌβ‘#0323 knows how to edit ps4 saves
@marsh eagle i know how to edit them as well lol but cant get it to turn off the onothersideofportal boolean
@marsh eagle so was just hopung someone eventually adds ps4 support
The author of the save editor is aware of the possibility π
Hi strangers
IVE NEVER SEEN YOU BEFORE EVER
me three
Lol
has anyone rigged a full model before
like every piece foot legs body face upper arms shoulders etc
Im actually wondering if you guys can give me advice on the weighting for something like this https://media.discordapp.net/attachments/604535381496561683/639272123206205470/unknown.png?width=550&height=515
Like do the flaps get rigged to the abdomen as well the thighs
my vertex group list/bones https://media.discordapp.net/attachments/491721669724078103/639272542451793951/unknown.png
Sounds like you're gonna try and do the most advanced possible mod first... I don't think anyone would recommend that
I would say, "start with small easy mods that have something to do with the more ambitious thing you have in mind, like adding buildable base parts"
@hushed bronze this is for another game
Plus modeling is already very easy
You guys could prob make a nms ship if you spent 2 months just on blender honestly training urself
Then make it in a week if you try hard it
with blender 2.8 out i dont use that but i been told its a lot easier on new people to blender
so maybe its a nice chance you guys wanna start there now
you want a (theoretically) easy mod to start working on? There's one that's not been working for a month that I would like to see return, which is the Faster Walking mod.
That sounds pretty easy
probably in a global
GCPLAYERGLOBALS.GLOBAL.MBIN
Line #286
<Property name="GroundWalkSpeed" value="4.4000001" />
Lo2k....great modder
Corrected a basic metal part that didn't get the effect by mistake.
https://www.nexusmods.com/nomanssky/mods/1274?tab=files
hey guys, i did install a lot off mods, and got now a error window. can someone help me with this? i dont know how to find the mods, that are not working together.
A crash like that is probably a faulty mod that isnt up to date
@junior glen Start by making sure you installed mods made for current versions. Old stuff wont run
ok thanks
Quick question: does "bigger stacks" mod also stack glass more than the default 5?
If there's anyone who is better able to do texture edits, this is the main file which contains the graphics providing for the damaged looking bits of ships:
TEXTURES\COMMON\SPACECRAFT\FIGHTERS\SHARED\HQTRIM_METAL.TRIMMETAL
I have no experience in dealing with .DDS (Successfully)
that ofc has its equivalents in the other ship types' folders
Near the middle section, all the damage visuals there
N1 cant rly improve it if they dont have the models
So they can edit it while seeing it uv mapped onto the model real time
I aint a pc nms user but i know that stuff
anyone know if the american version of the game uses the USEnglish language files or the English ones?
my experiments always look so evil because I default to hard-red for visible clarity of results π
@sharp pelican they most likely had only 1 English version
since only triple A games usually do that but not even in most of their games
...
176 color palettes for water so far. Admittedly the "7 brightness variants each" method bloats it, but sill π
There are a few more obvious color types I will make sure make an appearance, mainly orange/brown and purple
I need testing and pix for an upload page
These are actually very neat!
why thank you, sir
The water looks good
Thnx Wolf π
π
nah just a hacked-together motley crew of apps made by @obsidian tree and freinds π
@fading dirge
Interesting
hey @hushed bronze just so you know, its spelled cold-blooded not blodded :p there is also only one n in can't
*it's
@stable gyro How can you possibly know that for sure? Are you a spelling scientist?
@hushed bronze only an intern at this point lul
Usually I really couldn't care less what grammar people use. But I just saw in that short description on the nexus mods those errors thought I would let you know
Imagine unpaid internships
unpaid internships are bullshit and should be illegal
using "provides experience in your field of interest" as a reason to not pay people for work is honestly insane
all jobs provide experience in the field they're associated with
that's literally why you list former jobs on your resume
but that's unrelated to modding so I'll stop right there
love testing things and finding that issues are just these weird things HG stuck in that probably do something right in the correct context, but remove that context and they just look like annoying af bugs
working on shrinking mod size only to remember owait reusing existing thing, so gotta keep it anyway to rename & ensure it's not overwriting the original thing, π€¦
Whuuut
I was gonna just hide a part of a scene via entity (and I worked out how to, so good on that) so I wouldn't have to include the scene, only to realize that I gotta keep the scene anyway.
Reason I have to keep the scene is that I have to change the name of scene & entity involved so they won't muck up the normal scene & entity that I'm changing
WARNING TO ALL Mods which may change the biome type of planets can interfere with Missions which have biome-specific needs. If you encounter a problem such as a Mission asking you to find Starbulb on an Icebound world, try removing any mods that have affected biomes. Those mods can be safely reinstalled once the mission has been cleared, and will change biomes in the exact same way it did before, so there is no concern of irreversible re-shuffling of the game's procedural generation.
DUD'S SKY updated to v2.16.1
https://www.nexusmods.com/nomanssky/mods/507
DUD'S SKY - COLORS updated to v2.16.1
https://www.nexusmods.com/nomanssky/mods/968
Hi, was wondering if anyone can link me an updated/compatible mod of quick scan and fast action for current update?
seems the one i've used before is outdated
@tame goblet https://www.nexusmods.com/nomanssky/mods/1081
Hi all, I'm not sure if this the right channel, if not sorry about it, and please let me know, waht are the right one. My point: I've read, it existing a lot of very good mods to make the view much better and so on. Does some one have expirience with it and can tell me, is it allow to use ( like mods from www.nexusmods.com ) and if so, how can I use it with the PC VR Version. I think it just will work in non VR. Thanks for help ... (And sorry for my bad english)
@left sentinel You're welcome! TBH I wouldn't mind using that pic of your ship with permission?
But also dont forget RangerDulann who made the actual graphics edits for this to work π
I dont think he resides in chat general though, he would be over in the modding discord
yeah no problem
Hey can someone link me some mods that make the game more aesthetically pleasing
They can but.... will they?
How is it possible to use Mods in VR ?
For me I just use my keyboard to bypass the acknowledgement screen and it works the same as normal
@sinful anvil Whats t his, you were Grey and now you're rose? Pick a color already!
π Looks good. Got any more pics?
@rain cradle That looks like some creepy trippy 80s sci fi thing with a baby in space
Hello
is posible program a new feature or behaviour? Like crafting things or new hoslite creatures?. Maybe a Starship race?
Hello games have a official sdk?
no there is no official sdk or support
π¦ ok
Ones again: How does any Mod work for the VR version ? The normal way, does not ! (Tool or diectory copy)
Yes they work the same way; I use them myself in VR
Mods folder; be sure disablemods.txt has been removed
i use nexus mod manger nothing work. Also copy it to the directory and it does not work.
Define "not work"? Do they work in non-VR?
Not work mean it look liek, you do not have any mod ... means the game ignore all
In both versions?
VR
So they appear in the normal game but not in VR
mm... i'm not sure but i do not test the non vr version.