#nms-modding
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I use the folder creation method and have no issues
Mods under PCBanks you just have to ensure disablemods.txt is removed, and Steam version at least will add that txt file back in whenever the game is patched
please copy the full path for me to check
No Man's Sky\GAMEDATA\PCBANKS
Wherever your game is installed
Create a mod folder in PCBANKS and place the mods in there
means i can directly copy all mod in pcbanks foulder ?
Make sure they're extracted as .pak files
They go in the mods folder you created in pcbanks
thx
Np
@rain cradle The pics look awesome. Thank you
NMSE last updated in 2016
nothing replaced it
everyone is complacent
I'm dying to have some way of hooking a DLL into NMS and mod it at an executable/gameplay level
Why use mods? Isn't vanilla good? Just trying to understand.
My guess is even though we all play the same game, we are all different people. How we play the game, our ideas and opinions on what could be improved in the game, and how we prefer to do specific in game tasks, are all wanting to be executed differently.
I play to explore and build. So I use one for being able to stack more glass in my inventory. Some people play for the storyline. Some are achievement completionists. Some for the community aspect of it, and some play for discoveries.
Each one of those play styles comes with different opinions on what we think would make our personal play styles more fun, a bit quicker, or a bit more gorgeous. So we bring mods into the picture to fulfill that want.
@cinder escarp
Hope that helps a little anyhow?
Yes. Thank you.
You're welcome!
@spare laurel I use mods in VR, most work fine. I am also using Vortex to install and turn them on or off. But aside from Vortex you still have to tell the game to enable them and have the mods folder.
@cinder escarp I would be bored with the vanilla game if I could not use mods. I need them to build more interesting things. But having said that, the new version handles added build parts differently. They might be permanently nerfed.
Exactly. Mods can be fun but are bound to break when an update is released. Then there's the wait for someone to update them.
That is why i prefer vanilla.
@cinder escarp Some people, myself included, have played so much that vanilla inevitably becomes stale. Personally, I am an exploration player, so after visiting a few thousand planets (no, seriously), the limited variation becomes far too predictable. Mods that reshuffle things, even if they don't do a great job of it, are great for me
I've also made a number of my own mods, some of them specifically addressing those variation issues including my most recent which adds 50 times the number of possible ocean colorings compared to stock
Reshuffle? Any variation on the randomly generated stuff?
Just better dressing? Is that it?
The variation is shockingly caged. It's not half as random as you think early on
appart from the before mentioned increased glass stacks.
So veteran players after a while basically start seeing the same planets again and again and again
As for glass stacks, there have been a bunch of mods for stack sizes improvement
None specific to glass tho, they're all generalist
@cinder escarp are you on normal mode or what?
?
Dumbass autocorrect one sec
I'm on normal mode. Only have went to permadeath to get the steam achievement of getting to the core.
I absolutely agree with Exosolar. After a certain point you see the repetition of the variation and once you do it can get boring as an explorer
anyone have JUST a hover mod that don't break saved game, I don't want pulse speed increase in stuff
I have one that is not just hover, it also slows down the initial ship speed before upgrades.
If you are interested: (there are multiple mods in this mod but you can use just the spaceship one)
https://www.nexusmods.com/nomanssky/mods/507/?
Doing a survival run with minimal mods, will give it a try tho
@small valve you using any build mods? Wondering if you are a float might be rounded.
Nah @steel crypt that tilty shit is a new Beyond feature
even wild-spawned buildings can do it
Ahh well that's nice.
interestingly i think it might be an odd sideffect of a fix I actually like, I havent seen any misaligned plates since Beyond
remember misaligned plates? Those were fun
What happens? I don't want to take time to build a base that goes funk.
TBH it seems more specific to buildings that were in existence in some capacity at the transition of Next-Beyond
but anyway if you wanna check for tilt you can just put down a wide-ish sheet of flat tiles and see if your camera lines up properly or not
I have yet to see any untilted buildings in beyond become tilted
But dont take anything Ive said about the "tilt rules" too seriously, im not an avid builder to begin with
hmmm weird okay. thanks.
hey guys, is there a way to replace the constant hold "e" for npc interaction and such with click E, and more importantly speed up dialogues, just make them instant ?
e.g. that checking for nanite upgrades is so tedious with the same lines of boring text scrolling down for the 100th time
preferably i would just skip the "hello" dialogue alltogether and go straight for active options buy, leave, etc.
ive seen that there are mods that seem to describe some of that, are they safe to use or do they prevent later online play?
@lunar roost its only the single most popular mod on all of NMS Nexus, "Fast Actions"
@latent laurel https://nomansskymods.com/mods/freighter-building/
That might work for you
thank you!
๐
@latent laurel How can I fix that the Teleporter does not need power to work?
why would you want to fix it
@spare laurel Lets just say HG seems to have flubbed it and gave up on bugfixing that issue themselves which is why it doesn't as it its
Rather than properly working out why the power cables and teleport cables weren't playing nice they nixed the problem at its source and now teleporters are a bit more free-to-use than they were initially meant to be
But like Dominique said, w/e its not like a game-breaker that your teleporter doesn't need juice
For all those flat-planeters out there, someone needs to make a flat planet mod
someone
Nobody could possibly do that
nuh uh
hu hun
https://www.nexusmods.com/nomanssky/mods/507
v2.16.2
- Updated _MOD_DUD_Asteroid_v2061 to _MOD_DUD_Asteroid_v2162
(Adjusted spawn distance and distribution)
- Updated _MOD_DUD_ExocraftLight_v2091 to _MOD_DUD_ExocraftLight_v2162
(Adjusted light angles and intensity)
https://www.nexusmods.com/nomanssky/mods/968
v2.16.2
- Updated _MOD_DUD_Filters_v2161 to _MOD_DUD_Filters_v2162
(Adjusted some filters. Added filters for lush types)
@steel crypt Did you directly modify the image used by the filters?
No, I started looking into that. I just changed some filter options from the previous version because of testing...testing....testing...LOL I'm interested in making filters, but it looks very time consuming.
Time consuming to understand the format.
Many layers I don't understand....yet.
Just updated the ocean colors mod with 80 more colors of bluish types
https://www.nexusmods.com/nomanssky/mods/1326
Jason updated his just above this post, too ๐
So I figured out how to change my "home" galaxy
Hopefully this fixes a bug I have with an old save where I was supposed to be in Euclid but the game wouldn't recognise it
Well it fixed the teleporters recognising my Euclid systems when I discover them but nope all my old discoveries are still gonzos
Is there a mod that makes keys toggleable? Most importantly boost, not sure of other good uses
ive seen one thats called cruise control but doesnt say what it does
@left sentinel Well it's not like any corrections of that kind could restore lost data
@hushed bronze nah I mean there was no data in the teleporter list
Not like I have the capability to add them manually
Hello, may I ask for a good mod to increase sky color and sunset?
DUDS colours on jasondude or alien skies by gamer
Choose one
If you want aesthetics than duds colours
If you want pure randomness then project atlas
Thank you very much ๐
Duds colours has colours for other things as well besides skies and sunset so you can to some point mix both mods to have the aesthetics of duds and randomness of the alien skies
I see, I just saw othe mods by Gamer that modify water color and textures, I'll try those first
I really miss the pathfinder night sky... is there a mod that switch off that annoying blue tint?
Let me see
I believe this mod removes that blue tint and uses the colours of the nebula
Give it a try
Hi, does anyone have a MOD Pack to pimp the Graphic's ? Not change but make it nicer and better ?
You can use ENB's
And you can use Exosolars grass mod which adds more grass and covers up the terrible ground patches
oh the grass patch still works?
@steel crypt wtf lmao thanks for the tropical hellscape
@mighty egret @sand minnow That one does not affect ground level ambient lighting But one of DUDs color paks DOES do that.
Ive seen grass effects but nothing work realy.... They have screenshots in his MOD presentation but I get never the same affect. And this is NOT the grp because I have 2080ti. possibel a VR problem ?
you 'da man!
I could also make the exotic planets with grass take normal grass colors. It would be the same files editied to do that
Wouldnt be much different from a regular lush at that point thou lol
So I'm trying to create a mod, and I'm not seeing any changes. I made a small video on my files and directories: https://www.youtube.com/watch?v=HcfCY4_8AzU
what am i doing wrong?
one thing that gets most people, make sure your filepaths are as short as possible
if it gets too long or has an invalid symbol it will just not work, there's no error message to explain it or even ID it properly
@cinder valley
Notice all of those are very short paths with no fancy chars except the PCBANKS path
yeah, these are mine. https://i.imgur.com/Lj9f2FQ.png
you unpacked the game files?
yeah
I think youre running that new version of station I havent bothered with yet ๐
i dont think thats the problem, just noticing it
yeah, i got the latest one
ofc you have the 2.15 MBINCompiler?
hold on
your directories look fine to me, what is it that your tried that didntwork?
tried to change I mean
i changed the voxel generation file, to make larger mountains.
higher number?
I even started a new save.
it was like 128. I set it to like 8000
yeah, i tried it like on 800 even. dunno whats going on
It could max at 512 or 256 or even 128
something like a voxel field can be finicky, I dont think you did anything wrong here except that the value in question simply cant go that high
did it crash or did it just have no effect or what?
no crashing, just nothing
Its very possibly a deprecated value then
NMS is full of that kind of nonsense
values and code and data that do nothing and are hooked up to nothing
We still have a NIGHTSKY palette file even though the entire file isn't referenced for anything, ever since NEXT was introduced
@cinder valley This is old, but try some of this stuff for efficiency, particularly the CheatEngine process
https://nmsmodding.fandom.com/wiki/Terrain_Generation
Before we begin, it's important to note that terrain generation in No Man's Sky is complex. It's literally various layers of noise being laid over each other to produce the environments one sees...
Yeah, im going to set it smaller and see what happens.
https://www.nexusmods.com/nomanssky/mods/507
DUD'S SKY updated to v2.16.3 (Tractor Beam mod bug fix)
@cinder valley You might check this:
https://www.nexusmods.com/nomanssky/mods/980
it changes terrain settings. Might get a clue from it?
I checked that out, it just replicates the old settings (those which are recognizable / applicable)
Not to underplay that, its a huge job but it doesn't look like the author explored the inner workings of those terrain gen variables
Right, yeah I was just saying maybe it will identify if the variables/files being modded by JustSpaceThings are depreciated or maybe what files are being modded to at least know if that is right. Past that, good luck....I have never messed with it.
@hushed bronze what's that filterkiller thing?
it cuts the exotic planet color filters
ohh ok
Is it impossible to make the space anomaly a functioning Death Star? Has it already been done? And if it is possible wth happens to the planets or players on the planets?
thats far, far infinitely far beyond the capability of any modder lol
any modder exo ๐
Lol I feel like Iโm the one always putting out insane ideas in this chat
nah you ain't heard my whole mining terrarium ship thing
What's substance? Noticing it in the voxel file.
<Property name="Substance" value="TkNoiseFeatureData.xml">
substances are those clods of gold and emeril and stuff like that
@cinder valley
Also did you have a look at the cheat engine tut yet?
Seems that making a truly custom terrain will involve boatloads of trying and trying and trying again testing shit, would take days probably even with cheatengine accelerating the hell out of it all
No, In figuring it out anyway
I was just able to get a temperature of 620 haha
any way to make reshade work with beyond?
@cinder valley So close. You were SOOOO CLOSE ๐
yes
That was first day after Next launched, many months before I started even using mods
Dang. Guessing I will set it higher . 1000 lol
@cinder valley you weren't talking 620 C were you?
No farenheit
well anyway those temp ranges in the files arent quite as straightforward as you muight epect
Yeah I noticed. Nothing is straightforward ugg
there's five per thing, I suspect its like "Outside", "Underwater", "Indoors" etc, something like that
havent gone through any real testing to work it out
Easy thing ofc would be to set one of the five to 0 and the other four to something insane
at least I would think so
Yeah they didn't label anything
Impossible, wont happen
hm
Today in "Unexpected Test Results"
............clouds? You didnt notice a giant blue sun under a black sky, strange horizion and red fog?
I guess the whole scene is pretty wacko isnt it
Yeah lol
I was hoping you can make it so more planets spawn in a system. You can change the distance tho i guess
Here's a mod I did for a test, that makes the legitimate sun from space persist in the sky as seen from the ground (tweaked vanilla skies)
But can I visit the sun? Haha
Sure but if you ever reach the sun you die IRL
Oh lol
@steel crypt Hey, whassap? Do you use Photoshop, or something that can use the nvidia Photoshop dds plugin? The filters are 3d images (most 32x32x32, some 16x16x16). Some programs like Gimp load them as separate layers, but the nvidia plugin should load it as a single-layer horizontal strip with all the 3d layers in a row. That makes it easy to do any desired color adjustments on the whole thing at once.
I found a great way to tweak filters is to take a screenshot, and copy/paste the filter strip image into it (load the same filter that's used in the screenshot). Then you can visually make any global color adjustments to the screenshot, which will also be applied to the filter strip. Then re-copy/paste the filter part back to the dds image and save your modified filter (format: "8.8.8.8 RGBA 32bpp unsigned", with no mip maps).
Oh hey dude! Thanks for the info. That sounds like a really cool idea for modding it.
@smoky wing wow it sounds like you know enough about image editing to get filter mods rolling proper ๐
Oh no, what have I done!
Game might not like missing mipmaps tho
tends to glitch right the hell out when I present it with incorrectly mipped stuff
Seen any of my weird looking sky color experiments yet?
Also if you find the "_True_Suns.pak" up above, I used a new trick I learned to throw the fakey-suns out of the vanilla skies and make the legitimate sun from space shine thru
The no mipmaps is the format of the current filters. They're basically 3D cubes (RxGxB) that translate the unfiltered RGB values to new values.
no mip, no problems ๐
Yeah I was checkin out those screens above, and in the modding discord. Very cool.
Trick was simple. 0.9 alpha on two of the color sets, and zero-out "SunColour"
SunColour is the fakey sun. It can go die in a fire ๐
lol
Cool stuff. I haven't been doin any NMS modding lately. Unstable updates and all. But nice to check in and see all the stuff you guys are working on
Oddly enough initially I didnt like that the sunrays got pulled. No I think, while I like the rays, the other ambient fade effect they make is awful
and I initially liked the weird new effect somewhat but now Im disliking that too as Im starting to see more and more things that effect handles very poorly
The sunrays is a bizarre thing. They're still in photo mode, so I still think their removal is just a bug. They were too bright though, certainly since Next made the sunlight dimmer. Or at least it appears dimmer. Might just be an effect of the new textures, and cloud shadows.
Hrmm... what new ambient fade effect are you referring too? The Ambient Occlusion? I really dislike the new version too - everything has halos now, and it has an annoying motion blur
yeah, but also the sunrays are back in their entirety for me now, I wonder if thats somehow not universal?
Are they? Hrmm, I only see them in photo mode. Are you in experimental?
@hushed bronze OH NO I was using my old clockfreeze mod which is based on the file before the rays were erased (I think)
@smoky wing
Ooh, really? I assumed it was a vulkan issue, but that sounds like it's just something in one of the configs!
Nah they just deleted it
they literally still work if re-inserted lol
SKYGLOBALS if you're interested in pursuing ๐
i can give you the clockstopper mod with the old rays built in if you want a super easy reference
I'm sure there's loads of people who would love the return of sunrays
yeah sure, that'd be great! mbincompiler is up-to-date again?
has been for weeks now
Updates are pretty chill at this point, and most files are fine after the minor updates anyway
I've really been out of it. Course now the announced update will break it again, lol
I'm still literally using my grass color mod from last year
Globals break a lot, palettes break almost never
Yeah I did notice that about the palettes. They don't touch those often
and shaders break four times per update ๐
haha
at least before they broke forever
Know if we've had any progress on those? Anyone able to recompile working ones yet?
i think some leads have been recognized but there arent really enough motivated fella with the know-how actually going for it, really
Ahh, too bad. I was just getting into modding those when they broke 'em.
haha, yeah! After going back and playing Pathfinder again, I was like WTF?! Why did they ever decide BLUE was better
lazy corner-cutting bastards. HG needs to cycle a few of these people lol
IDK what happened.... somewhere between PF or AR, and NEXT, half the team just lost the will to do anything right
We got a single ocean color, four skies, four grass colors (with next)
the palettes are literally not different except for the addition of a more informative descriptor in each one
The overall variety reduction is still painful to me. I really lost almost all desire to explore since Next ๐ฆ
Even after they have buffed them several times over, its still very lacking
its why Im getting into these complex palette mods now tho ๐
yup, that's exactly what got me experimenting with them too
Its becoming obvious to me HG has no interest in buffing variety except in cheap half-assed ways, so fuck it, its one of the things I can do myself, right?
probably a healthier POV at this point
I do hope they fix night though.... even just re-assign a proper multipalette file to it so we can mod it
give us two sets, IDC Ill make the rest
just dont hardlock it to a global ffs kill me
OHH at this point, rays were moved to enviro globals
so they are back, relocated
but there's not enough here to account for all of the ray function at all...
No graphics globasl where theyve always been
i confused myself into a big circle ๐
I am still pretty sure they were axed from a recent version temporarily so mods made at that time might persist the lack of rays
Now you sound like me. mbincompiler hasn't worked for a hanger file I use, and it made the space station have a missing room (one that I never go in). So, I hexed it and got it working, but then updated it with the broken compiler which put the missing room back in LOL. Didn't even notice at first, because I don't go into that room. Now I go into that room just out of fear to make sure it's still there because I can't trust myself apparently.
my attempt at making random colors on rings has failed
Ring colors seem to be pulled referentially from rock colors n stuff
I found something in solargenerationglobals, but yeah it did nothing
whatcha trying to do? I see crazy ring colors all the time with certain mods that didnt explicitly target the rings
Just trying to randomize colors into infinite possibilities lol
gamer already did it ๐
supposedly
although I gotta say with 10,000 colors I feel like I see a lot of repeats
That moment when Im going around looking for a star with a Nebula and find a Blue Giant (which is exceptionally rare in Expanse mod)
@hushed bronze True, but how to apply filter to just night?
Any good supported(Beyond) black space mod?
@high rampart Exosolar's Expanse https://www.nexusmods.com/nomanssky/mods/1200
Thanks man
are mods not working correctly anymore?
No man sky but with Star Wars ships and NPCs (planets will be too much to ask for) will be awesome
Well it already has knock off star destroyers and tie fighters, WHAT MORE DO YOU WANT, GOL
How do I put on mods?
besides editing files, is there another way to actually write mods? Is there a programing language or something?
yeah the Mod station just seems limited
Its because we really only have access to and ability to mod parameters files for the most part
you have been to the modding discord i hope?
Seems youre really getting into it and theres a committed discord for it@cinder valley
yeah i'm in that one
can we get a mod so that the hud follows you in VR? thats the only thing that is stopping me from playing it. i hate having to keep pressing the turn button
Alright... alright..... I don't have VR so I really cant ๐ฆ
HOWEVER if theres a modder out there who does, you can probably get the desired effect by using the Anchoring function set to true per each ui element you want locked
Non ideal but probably an improvement
hello all. Was wondering if there is a working pc mod to have a two-way teleporter in freighter? Didn't find one on my own...
nope. The freighter is not able to be a teleportation target because it moves and the HG code folks are not quite motivated enough to deal with that mess
also, issues with other things that would have to be accounted for when teleporting too like ship placement
tyvm :)
We need a team of modders to do all the shit HG wont
does anyone have a mod or know how to make a mod that removes the annoying pussball hazard plants on every planet? I know there was one a while ago but it broke and the author didn't really fix it
Ofc tell me if I didnt hit my mark ๐
@alpine oasis working as intended?
Now, keep in mind that you wont be able to do the "Kill evil plants" missions with a mod like this, lol
yes, it's working. I no longer have to kill the stupid pussballs on sight
and i don't mind that I can't do those missions cuz i never do them anyway
cool
@alpine oasis Are you sure? doesnt seem to be working for me...
@hushed bronze i had to move it to the absolute top of my mod list to get it to work.
interesting. I think its a folder-sharing thing, and may invalidate whatever mod its contradicting
Hey, does anyone if there is a mod to skip the smalltalk, welcome dialoue? Im going crazy having to click through that 1000 times a day
or if its possible to make something in that direction?`
what you mean the stuff NPCs say on the way to their menus?
@hushed bronze yeah pretty much
freighter landing pads are boring. so I turned them into the landing pads from trading posts.
Can their panels summon ships to the pad?
no, not at the moment, and idk if thatโs possible.
@rain cradle what's the mod called? I'd love to have some standing lights in my freighter's landing area
no kidding lol BUT the mod would probably involve physically adding lights to the hangar scene
๐ค yeah that's what I was getting at, letting me place lights there just like he was able to place landing pads
Oh
I just
Literally
Told it to use a different scene
BUT
I believe thereโs a variation of the landing pad that has standing lights
@left sentinel Every single one of those is totally different from anything I've encountered in my last 20 planets ๐
the low atmosphere look is so amazing
you're only changing the skies?
THis is a skies mod tho lol
ok because it felt like it also affected planet colours
Ambient light is part of the sky palette and its quite powerful
@left sentinel Holy cow this particular sun is going nuts
I still cannot believe how well this mod is turning out... well, goodnight, friends ๐
goodnight and great work!
@left sentinel My shower is concluded! Find any more cool stuff?
@left sentinel what's the mod?
Thaanks
you guys think i can still use the palette changing stuff with Synthesis tomorrow? I imagine since that part wasn't changed it should be ok
@mighty egret @left sentinel Rebuilt Stratos with working/updated globals but the FrozenSky limiter still doesn't seem to be having an effect
I'll try it out in a few days
are there any jetpack/stamina mods that work without killing the character?
Creative
???
Very few mods will be working. The file change list is massive. Most people don't hex edit, so the compiler will have to be updated for them to update their mod.
NEW Stratos Alpha with Frozen skies no longer set backward! ๐
nice
It lacks the Graphics Global which is the one I used to customize the sunrays down to reason
I'll add it when the compiler catches up
can someone try a mod similar to this, but dont give the player any of the tech? https://www.nexusmods.com/nomanssky/mods/1339
That sounds like a dangerous idea, starter tech is like half of the problems HG had to fix constantly in the early days
Yeah... They've made the base NPCs optional and stuff, but the initial tutorial stuff still gives you a load of essential stuff that as far as I know you can't get otherwise.
@hushed bronze I asked because its technically playable now
if the game had 0 tutorial/story gated tech, then your new game would be like:
- repair your scanner and find the ship
- repair ship, find some nanites and go to the anomaly to buy some critical tech like terrain manipulator
- find buried technology and use them to start buying blueprints for refiner etc
- head to space station to buy charts for manufacturing facilities, and buy blueprints for warp cells, dihydrogen jelly etc
@heavy merlin all of the essential stuff is now available from the anomaly/manufacturing facilities except for antimatter
Stuff like terrain manipulator, hyperdrive blueprint?
anomaly
You don't get anomaly access until you've warped several times though?
ya except if you see that mod I linked, it unlocks the anomaly for you already
Ah
"The story directly jump to the start from chapter 2, you then gain access to Anomaly when you reach space."
hi all. Can u help me? I am using either sae-maxtech or tech overloader from vortex to accumulate upgrades, and since this morning both don't work. I tried removing and reinstalling them, close/open game, even rebooting computer, nothing I can think of works....
Most mods are broken @indigo parrot. You have to wait for updates.
you know when there is an update when you check nexus and there is a billion mods in one day lol
!!! Just a reminder that Synthesis restored DISABLEMODS again
I suspect that my Glass Fix mod is still working but cannot verify, can anyone else test?
Thanks for the tips @lime mesa , ๐ But I need to know about glass. It doesnt crash me but I have no glass to test with, lol
Ill test later on when i get back
sure np
Most tiny mods i made still work
very minor stuff
@hushed bronze Biome bomb works fine
Yup! ๐
Most biome things were completely untouched
I have a list jason gave me with all the affected files and I only saw one biome file affected
with a search command ofc, it has 50,000 things on the list, lol
Also they never seemed to have messed with sky colour and water color
I made some tweaks to the sky/water color and they work fine out of the box
Three of my most popular mods are all color mods that all still work in Synthesis ๐
Does your grass fix still work?
I cannot believe Expanse is now the weak link in variation among those mods, lol
YEah GF still works fine
https://www.nexusmods.com/nomanssky/mods/1107 This glitches out
Looking at a wire completly glitches the game
Yes, thats why Ive changed the name to note versions 2.0-2.16
Without a new MBINCompiler or Hex edit skills, thats the best I can do for any mod that breaks atm
I guess we'l wait for mbin to update
yup
https://www.nexusmods.com/nomanssky/mods/1086 Isn't this mod kinda pointless with biome bomb?
till then I've Been meaning to get more exact with version compatibility notes for a long time now (going forward, I plan to leave any mod that was once working, uploaded and availabe for anyone running older variations of NMS)
but ofc you gotta be more vigilant in tracking which version was whichh along the way for that
Maybe put legacy in the title then?
That would be a lot more "instantly recognizable" wouldnt it
I think (Legacy) would do ๐
Yeah
or with versions like (Legacy 2.0-2.16)
crashing you when you look at it is not what I would call "working" lol
I meant lush gush
oh Lush Gush should be deleted hehe
why is that still up its just a piece of Biome Bomb now
Lush Biome Bomb is literally that mod
But with more options
I should incorporate the NEXT era Grass Fixes into the GF 4 page too tbh
Cant do naff all untill mbin is updated
Oh hey super teleporter isnt on the kill ist, does that one work?
Hi. Been away for a while. Has anyone fixed water in nms yet?
The sparkly blurry crap that makes mee not want to play*
what you mean the edge foam or what?@floral shoal
@hushed bronze no. We've had this comversation. The long distance unbearable sparkling puke
@hushed bronze are most of your mods working with the update?
Seems about half and half
Ive been trying to get them labelled but im busy with schoolwork, too
@cinder valley Im working on labelling them all up now but Nexus doesnt update that stuff instantly
@cinder valley Here's a "Kill List" of files that will almost certainly not be moddable right now without hex editing
Oh
@cinder valley
Finished marking up all my existing posted mods as being Synth-compatible or not
https://www.nexusmods.com/nomanssky/users/58018181
Cools
Mistakenly left a clock-freezing factor in the new mod Sratos, updated a new version with normal time cycles
is beyond reshade compatible
Nope
any nanite and salvage mods?
hey guys I'm having difficulty creating a Nexus mod account, it says my password is worthy and my username is unique, and I've agreed to the terms and conditions and verified by email so what's missing here?
uhh.. what is the problem? You getting an error message, or what?
no the button on the webpage that says "create account" doesn't turn orange/clickable after entering my info
the button at the bottom
clear your browser and try again
I figured it out lol it's working now. thanks tho
alright now that I've downloaded mods they're showing up as .rar files I guess and my computer says they're corrupted?
re-download
so far you're just running into regular computer issues, nothing unique to NMS modding
If someone wants to test how the new mech looks ingame
HG did
Those cheeky bastards
@hushed bronze Been testing and "trying" to hex crap and well......for the love of all that is holy, please please find a way to get rid of those evil clouds! My eyes can't take it much more ๐ฆ
Also, f--k hex editing
IKR fuck those clouds so hard
Why would they put them back its such a cruel thing to do
Dude, I'm trying to update my shite, but if you don't find it first, it will be my first plan of attack. Such a POS. They MUST die!
Indeed
Lokk at this. LOOK AT IT!!
NO POOPSTAIN CLOUODS
and then the garbocloud nation attacked
You haven't found any clues or ideas yet right? LOL yeah god it's bad. I choose to laugh instead of cry. Some of the nights are easily twice as bad. I will get a pic on next test run.
Im not pursuing it hard at the moment, with schoolwork to do and MBINC not ready yet
I still believe there is an image somewhere that could be blanked for the ideal solution, just dont have the image / correct blank for it
Only blank I have right now is a little zero-alpha blank.
works on filter-blanking n stuff but theres lots it doesnt work with like warp visuals
Gotcha. Okay dude, I'll let ya know if I find something. Off to test more....
You could always just take it easy while you're sick, lol ๐
I've heard about a mod that allows you to snap harvesters and silos.. what mod is that and is it synthesis compatable?
Not sure which it is, but its definitely not compatible right now. Synth made some major changes to building and parts so those files are all out of order for modders until the new compiler is ready@warm valve
Alright so I'll just hold off on making my massive farms until that happens
okay I need some help here
I've downloaded 31 mod files and moved all the pak files to the mods folder, and deleted the text file for 'disable mods' but when I try to run nms the game sits there and loads with a black screen for a moment, then it shuts down and the game disappears like it just.. closes
Thats because the new update broke tons of them
damn. it.
hey there peeps. I checked your nexus mods profile Exo but couldn't find a Synthesis equivalent for Beyond Base Building. I only need to be able to place more than 10 buttons per base.
@hushed bronze heres the old video I showed you months ago. This is the water issue I'm waiting for to be fixed. I won't install the game again until I can build a base near water without this lol https://www.youtube.com/watch?v=Xs-7ij-IilM
Watching it again, that definitely isn't water given the temp lol, but you know what I mean.
the water mechanics in this game suck. The waves look like crap, and the water doesn't even look like "Water"
looks like my curry
is exosolar's deadzone II mod comaptilble with exosolar's dead wreckoning mod or should i choose 1 of them only
@hushed bronze ^
Already got it when he DMed me lol
since Beyond i was using Exosolar's Expanse and Redmas Fantasy
@hushed bronze heya ! Is beyond basebuilding gonna be updated or has it been too boken by latest update ? :/
It's out of the options until a new MBINCompiler is put together by monkeyman, but he has personally said he should have it ready tonight, so..... with any luck it will be a short wait!
@livid turret
ah nice ๐ thanks ๐
@floral shoal
@hushed bronze Well, maybe this plague I've got will finally stop me from smoking LOL. Might have to go lay down again, just wondering if the high clouds thing is actually working right?
@steel crypt Yes, it appears to be working and entirely without side-effects
updoot?
Just took a few extra tries to push out silly mistakes in the globals part of it. I'm pretty confident the current "Beta5" is without dumb globals mistakes now :)
@left sentinel
I'm on the current experimental right now where they re-enabled disablemods file
let's see if it works
well you can still just delete it like always lol
yea ik but I was thinking something might have changed that may break your mod again
only one way to find out
it will be easy to find out ๐
it works
neeto
What, you think its working just because your sky looks amazing? How contrived
no because my sky doesnt exist
it does, just at 30% opacity
neeto
cheeto
this really should be a part of the game
oof relatable
I like making colors
He's the one who knows how to automate vast numbers of palettes really fast but they're never good and I'm just like ??????
All that skill, doesn't dial in good ranges before running the script, just feels wasted
meanwhile my non-code-savvy ass sits here and figures out how to cleverly round-robin things together after testing the basic parts like crazy
80% of the development of Stratos was spent testing palettes with a single sky in them to learn all about what values can do what
the last 1 day was spent actually assembling the larger array
out of about a week
Who's He?
The guy who makes project Atlas
You got a thang for that planet??? ๐
lmao I'll take more dw
My fully-redone biomes mod is next. Got trees rendering so far you can see the forests from fuckin space
meanwhile my rendering distance
this, or those weird glitched out trees
I also modded stratos to render shadows way way farther out so they aren't too flat-looking
I hate whenever I find one of those trees with a bunch of small leaves
wait on second look wtf is wrong with your trees lol
yeah lmao the leaves arent appearing until I go close
because the leaves are complex
nah that set of leaves is a flat sheet, but its "archaic" from old nms
HG brought back some classic assets and they arent all 100% all the time, lol
maybe its just my planet quality setting then, its at standard
CRANK THAT SHIT UP BRU
What you got?
whoo you slummin man ๐
TBH though the chip is modern and fast so if you got a GPU at some point your CPU should be alright
Alright, back to cham for a while, just about got the hard part wrapped up
yeah once I get a decent gpu I can max out a bunch of stuff aside from render distance and animations
ok seeya
I got a GTX 1050ti and an Intel i5 4400 or something and it chugs on enhanced. any other game can crank up to ultra lmao
the game is better on AMD GPUs because of vulkan
@hushed bronze just saw your screenshot. I cant tell if you are just close enough to the water or if they fixed it. Did they finally fix it?
Water sparkle puke
also no
:c
same
@hushed bronze did you still want the code to generate palettes?
I think this is the code I gave to a few people a few years back (from the look at the date of the file!)
It may no longer work for the current version, if it doesn't generate a compatible file, let me know and I'll fix it
when you run it it should prompt you and it should be pretty self-explanatory as to what to enter so that you generate what you need
also, for anyone who cares, MBINCompiler is updated for Synthesis ๐ https://github.com/monkeyman192/MBINCompiler/releases
everyone has but monkey has real-world concerns and we're all willing to wait as much as needed ๐
OH real code. lost
Hi, I'm new to the game
Hi
Are there any mods that are must have or that you should really have?
Grass fix, Jasondudes colours, stratos, no space lines, no space dust, no space plasma
NoFadesFPSBooster
If the game is multilayer won't the mods fuck up with that?
Like I saw that are trainers
If the game is multilayer
Isn't it considered cheating?
i'm trying to merge mods with amumss with the latest mbincompiler, but keep getting 'file not recognized' for GCUIGLOBALS.GLOBAL.MBIN. what am i missing here?
nevermind i see in the mbincompiler git there are still issues with globals
so annoying that older mods are always not compatiable with the latest update
Specifically Globals are the most common offenders there.
@median kiln Its very possible youve done nothing wrong. Big new updates screw with things. Come back to it in a week with the newest MBINCompipler availabe then ๐
DUD'S SKY - Updated all mods for NMS v2.22
https://www.nexusmods.com/nomanssky/mods/507/?
DUD'S SKY-COLORS - Updated all mods for NMS v2.22
https://www.nexusmods.com/nomanssky/mods/968
@hushed bronze yeah, i just misread the notes on the github. no worries. also, thanks for your work in keeping your mods updated.
will it cause issues with the colors if i use both Duds sky colors and exosolars mods?
oh and for exosolars oceans is only one of the mod used at any one time or are all three used at the same time?
if not used at the same time which one is best for the most color difference
Using both Duds and Exosolars together will knock one out completely and use the other. The same is true of the multiple versions of the oceans mod @stuck inlet
ok
do you know anything about sensitivty and using a gamepad
my game
gamepad sensitivity is weird now for some reason
also for your oceans mod which one is the best to use for the most colors?
NMS always gives controllers a hard time. You're probably gonna have to fight with it for a while
it was working no problem yesterday tho
Personally I like the result though, once you get it all working the way you like its nice
the only problem is sensitivity and NMS does not have a default gamepad sensitivity controller
i figured out the issue with the sensitivity of the controller
had to edit the look sensitivity of the controller manually and it was a mod causing the issue with the flying
My ocean colors mod, 32 endorses in the first month. Stratos, 16 in 2 days
I like that positive response ๐
@hushed bronze lmk if you have any issues with that script I sent... Not sure if it actually works ๐
I have a question that I think you people in the mod community might know more about. As some base parts have a "local area" limit like save points and Med/Large refiners, does anyone know how big this area actually is? I'm guessing it's the 50u that we presume each part has around it when you put one outside the base range.
anyone tried to load this?
https://nomansskymods.com/mods/no-mans-sky-revolution-modpack-final-version-updated/
keeps erroring out when i choose my save file - crashes with a warning about mod conflicts.
Just didn't know if anyone had found the specific mod/mods that were causing it before i test it one by one
ah, alright. thank you!
wait for them to be updated, so will the pack too
or you could do it manually if you have the time
I don't have that level of knowledge
me neither lmao I sort mods by last updated and see the date
if its after the latest update then it has to be compatible
@obsidian tree I don't think it does, actually. The whole prompt disappeared after the first selection
2 of those endorsements are me kek
What graphics mods would you guys recommend?
Shaders haven't worked in almost a year...
I installed Jasondude and Exosolar's Hybrid Expanse for 2.2x (Synthesis), is it normal for asteroids to turn purple? as they get farther away from you?
Figured it out, turns out Exosolar's Stratos caused the issue
Is the star system purple?
from what I've noticed with that mod, the tint objects have from the space fog is still the original color of the system
No, it was yellow
omg the mod station always wants to explode my pc when it unpacks
Is it really that heavy? I never noticed
well i have an hdd soooo
Anyone ever tried modding it so you can build in space? Or is that hard coded
probably impossible since there would be no base reference in space and also as soon as you hit that barrier outside a freighter you count as being in space no matter what is around you
but HG could do it.
You know they probally wont lol
TBH it seems a lot more likely than a bunch of the other things people ask for ๐
(and get)
like milk
๐ค
haha
Why dont you start a campaign of people submitting the suggestion, maybe in the form of buying out the local station and unlocking construction rights within it IDK
Just add another door like in the freighter
that acts like an airlock to the build space
Has the benefit of probably re-using a lot of already tempered code
Me: "pretty please real sun and rotation/orbit." Them:"milk"
well you ask them to completely trash and rebuild the planetary system, lol
That's complex
Ummm slightly, but hahah
It's actually much easier than people think. First of all, the Sun thing is stupid easy (basically a planet body like they already have...in the right place). Done. (Actually has been mod tested)
Second, the orbit/roatation jazz was fairly accurately done in the orginal elite. On like .00003% CPU. This game (which is similar, but an open source project) uses slightly more accurate simulation and it did years before NMS.
https://pioneerspacesim.net/#slide0
The processing power for it and animations etc. is minimal.
It makes some things like finding crap trickier (gameplay stuff) but it can be compensated for the "arcade" player with things like "point and fly to" mechanics like we already have when a space station is behind a planet and you pulse to it.
Both of those games have almost full on orbital mechanics. It is plenty for NMS.
I think the planets can be exactly the same. The orbit/rotation is simply an illusion like most everything else. I'm pretty sure there wouldn't be a reason the planet gen would have to change.
I really don't ever expect HG to do it. Theirs is working as-is. I just think having played around with the pioneer code so much, it wouldn't be hard for a real coder to do (of course would need to bring back injecting the exe with a dll or something, which we had for a brief time)
Yeah they dont want no injecting probably
do we know where the icons for every item, eg. food are in the game files?
pretty much
lol so where are they?
in the game bro eks dee
๐ ๐ ๐
nvm found it
HG would have to do a bit of an overhaul of how they handle things to make landing on moving objects possible. If you mod the game to have a landing pad (I added it to a planetary ring which I made to rotate) and it straight up freaked out lol.
Hey, anyone here know how to change the speed of the pulse engine, or if it is possible to do so?
Been trying some things recently but any attempt seems to slow down the pulse engine to a much slower speed than it should be.
Yo, everytime I start my game with mods it crashes
The Mods are probally incompatible with synthesis
@flint spire check the date when the mod was last updated, if its anytime before nov 27th then its very likely going to be incompatible
@exotic root I have dis
I had to ask for it explicitly so I could continue testing other mods ๐ (I mod a ton, but Hex-edit is out of my league, lul)
I rleeased my first mod today woo https://www.nexusmods.com/nomanssky/mods/1345
Welcome
hehe "Spaced out" huhuehe

exo, did you ever try the night skies thing? I'm just curious how it turned out if you did.
not sure what you mean?
sunset for night trade
Oh yeah its built into Stratos right now
only apparent bug is that the lack of technically-true night also fails to trip the torch lol
IMO better
fortunately we can flip it on ourselves at anytime now anyway so that comes up as minor imo
I personally hate the auto torch...but that's me.
I dont hate auto- on as much as auto -off
I walk through my base and it flickers on and off dependant on how close to a building I am.
esp since it used to be way dark when it auto switched off before
yeah the auto on/off with base parts is true bullshit. another untested idea implemented without checking its validity lol
Yeah I'm not a fan of the auto torch either but it's a minor annoyance
Im gonna see if basebuilding table works now, mm192 says it should
One more question ...what do ya think of the wasd steering in the 1st person exocraft? The sub has mouse steering. I wonder if it can be toggled in the vehicle global. Hard to see that HEX editing. Waiting for the compiler to see if there might be one.
๐
My explorer has some insane mileage on it lol
I wish the game tracked a little more sometimes like ship age, acquisition date, mileage (or LY really), condition, stuff that makes it feel like its an actual vehicle
low on my desires list tbh tho
ooh, it would be nice if we could calculate "total distance traveled"
hmmm yeah, well the exe does keep track of "walking distance", but afaik it only trips milestones with it.
Yeah, that would be nice though.
Upgraded Beyond Basebuilding to Synthesis. Please tell me if I've made any significant mistakes, or if placing particular parts crashes you out or anything like that https://www.nexusmods.com/nomanssky/mods/1096?tab=description
Some nms mods are made in lua programming I heard
Sorta. There is a lua based tool that basically rewrites mbins. Similar to editing a mbin, just using a script to do that.
@hushed bronze thanks for the update ๐ question, do you knwo if it's possible to extend the range of the teleporter cable ?
i dont know but I could look into it
@livid turret Hey wanna see if you like my new ocean colors mod? its a true-thousand colors
you know your mod makes it so you can build "base parts" without putting down a base computer?
@cinder valley Tell me if this does the opposite
oops. my Z key don't even work now.
Wdym?
the menu wont even show
Actually that would be the "opposite" lok
oh haha
Made all of the things not planet-build
yeah but i couldn't open the meny to even place my portable refiner
That's be wise I called everything for the test
Anyway, gonna fix it correctly now
@cinder valley BTW can you think of anything that should be freely buildable away from a base that normally isn't?
i mean not really, just the portable stuff
@small valve You rang?
contaminated
INDEED but blake was bringing up water translucency yesterday
lime jello
yes it was quite limey
@steel crypt I made a thousand-color mod just today to replace previous ocean colors. Old ocean colors had maybe 30-40 colors with brightness variations
this one a true-thousand
Not random either, its a "round" batch within my tested ranges and relationships that I like
I mean...why not?
1000? why not do 10,000? ๐
Well cus 10000 is hard to manage and like... totally unnecessary too
I did make the thousand pretty quick though, figured out a sort of round-robin technique that works well when you know what ranges and increments you want and then want the whole rainbow stuffed in
basically i picked ten increments of RGB values I decided on, based on al past testing, used 0.4 as the max,
0.40
0.35
0.30
0.275
0.25
0.225
0.20
0.15
0.10
0.05
You might notice a bit of extra steps in the middle
After trialling a little i decided to swap 0.40 for 0.175
40 was starting to be too bright for water
so then I made R .40, G .40 and B .40
then R .40, G .40 and B .35 going down the list until I reached R 40 G 40 B 05. Then I could copy ten at a time, and change the g for the next ten values, then for red I could copy the first hundred and change the R value
Which literally generates a cubic pattern theat meant I only had to manually make 30 changes for the thousand palettes ๐
that would take me a sec to sink my head into, but starting to follow.
I didnt get as verbose as it probably needed to be understood easily
its not that complicated but explaining it is LOL
and for "clearer" water, what are you doing? I played with that, but couldn't get it as clear as I think people want like the old water.
The most important thing for me here was that Ive already worked with and tested water colors a ton so I could have a good sense of what makes a good water palette, rather than just blasting the rainbow out of a shotgun
yeah I remember spending a good deal of time on water.
CLEARNESS basically translates to this:
<Property name="WaterColourBase" value="Colour.xml">
<Property name="R" value="0.0" />
<Property name="G" value="0.0" />
<Property name="B" value="0.0" />
<Property name="A" value="1" />
</Property>
Basically, WaterColourBase is horseshit and needs to be deleted ๐
no, Nothing
I apha'd things but never did anything like that.
This is one of those palettes where are the alphas are irrelevant, and the values are treated like they're their own alpha channels
okay, weird
So R=0 isn't black, its just invisible
Sky was weird to test through because it has a mix
so is water base the color you see when outside the water...like the top sheet?
I forgot most of this over time LOL
Yes, its like literally exactly that
Yeah I think that's the one I was messing with aplha on....LOLl
its the top sheet only, and is naturally semitransparent but high RGB values will make it essentially opaque
but ofc 0, and it dies outright ๐
Now you make me want to mess with that....damn I gotta stop talking to you. You always make me work more
Yeah my color tests currently include both full alpha range checks and full RGB value range checks including Excess values like R = 3.0
Im gonna revamp Expanse next. I'm thinking Im gonna push close to 10,000 in that one
Im also going to do a new more indepth set of testing beforehand
I want a huge range of custom stars which includes a max RGB of 5 or so for Giants
Then from there, custom nebulas, and custom cloud sets, all of which shall be "Cubed" into a massive thing.
I tried rgb 10.0 for space sun then blanked the planet sun ....and damn the planet was bright
OFC I can use One of the two palettes for stars-only with black space and it will make half of all systems black space regardless of the disparity in total palettes ๐
oh yes you go near 10 and its just like you're staring at an active supernova
(I did something similar)
I'm definently not a huge fan of the xml structure
Try hex editing the damn things
X.X
Im dead
You killed me jason
there would be no 10,000 item palettes in hex-edit world lol
that would take a stooopid amount of time....for me ......something like.....14-18 hours straight at max speed
Imma mess with that water then crash. See ya later dude!
Seeya!
So Iโm curious. What language are mods for this game typically made in?
IDK
Lol thatโs fine
Hehe l iterally dont know
BTW I updated my thousand-color oceans to the nexus, under the same ocean colors mod as the previous ones
Hi
WHADDUP HOMIE G
@steel crypt BTW I figured out that you can re-organize the multipart palettes however you want
can add convenience when working in bulk
@hoary drum exml, roughly speaking, which is what comes about from decompiling mbins retrieved by unpacking the .pak files.
If you use the automodbuilder a mix of lua and exml
Yeah, no language, code isn't being changed, only data.
That doesnโt sound so bad
gameplay and player globals now decompile: https://github.com/monkeyman192/MBINCompiler/releases/tag/v2.22.0-pre3
@hushed bronze what did you use to get your RGB color codes?
thinking, testing, and technique
I found a website that gives out rgb color codes for nms anyway ๐
Party hard ๐
I occasionally use google to get me in the right area with a weird color like light brown or something. But a lot of the time the game doesnt show a color like a picker does anyway
Its most useful for something like BASECOLOURPALETTES, if you're looking to make 64 new colors for ship paint or something thats represented accurately in game, and is of a limited set of colors
new colors are added by copying this and making anotheer one , right?
<Property name="Colour10" value="Colour.xml"> <Property name="R" value="0" /> <Property name="G" value="184" /> <Property name="B" value="3" /> <Property name="A" value="0" /> </Property>
oh lol im a n00b
Might actually be getting some different ring patterns. It's hard to tell lol
yeah rings do lots of patterns
Has anyone heard from Winder at all?
@hearty wasp We're wondering if you still exist?
Still fighting commies
Ayyyy
Handed work over to Ash Kibbles and Graslama
If they've done much is not my major concern
We like you anyway ๐
Nah, we don't care about that dude. Just happy to see you responding.
Me too hex me too
I hope the situation isn't too crazy.
Gotta actually tell Kibbles and gang to do some updating one of these days
Or the update's never coming out
Does anyone here know anything about dealing with console saves? Shoot me an @
Specifically ps4 to pc conversion and/or vice versa. Or perhaps directly editing ps4 save data
Really glad to hear you're okay Winder!
Didn't really know the right place to post this. Okay I have a user complaining of a bug. I'm not positive what the user is saying because of language barrier. This is what the user said:
A lot of mods modify "some file" that should not be modified this way anymore. It results in kinda 20x zoom or very tight FOV. The informations about this are cluttered all over the place. I can't provide you with technical details.
I can't recreate anything like this in my game. Does anyone know of a common issue, or what this user might be trying to describe? I was thinking maybe something like camera global that got changed, but I hexed everything when I updated and can't recreate any issue.
@hushed bronze Heya, I have an issue with one of your mods its the Grass Fix specifically the carpet bomber one it crashes my game on load
OH great choice for an early mod! ๐
@flint spire That's super lame, lol (Which version is it?) It's a 4.2 version, I hope?
@cinder valley Would you like to learn a biome-shuffling technique I learned (and tested) from WoodyMontana's mods?
ohyah
@cinder valley ok so heres what a section of the biomefilenames usually looks like:
<Property value="GcExternalObjectListOptions.xml">
<Property name="Name" value="CRYSTALSCAVE" />
<Property name="ResourceHint" value="" />
<Property name="ResourceHintIcon" value="" />
<Property name="Probability" value="1" />
<Property name="TileType" value="GcTerrainTileType.xml">
<Property name="TileType" value="Cave" />
</Property>
<Property name="AllowLimiting" value="False" />
<Property name="ChooseUsingLifeLevel" value="False" />
<Property name="Options">
<Property value="NMSString0x80.xml">
<Property name="Value" value="METADATA/SIMULATION/SOLARSYSTEM/BIOMES/OBJECTS/CRYSTALS/CAVEFULL.MBIN" />
</Property>
</Property>
</Property>
The key thing to notice is the Probability line
Yea its the 4.2 version
(Even though changing it is not required for this concept to work, its the main reason you would do this):
@flint spire I guess I'll have to rebuild the thing then
I have quite a few mods of you ๐
Now you can make more than one of a Category like so:
<Property value="GcExternalObjectListOptions.xml">
<Property name="Name" value="MOUNTAIN" />
<Property name="ResourceHint" value="" />
<Property name="ResourceHintIcon" value="" />
<Property name="Probability" value="0.25" />
<Property name="TileType" value="GcTerrainTileType.xml">
<Property name="TileType" value="Mountain" />
</Property>
<Property name="AllowLimiting" value="True" />
<Property name="ChooseUsingLifeLevel" value="False" />
<Property name="Options">
<Property value="NMSString0x80.xml">
<Property name="Value" value="METADATA/SIMULATION/SOLARSYSTEM/BIOMES/EXOBJECTS/SECONDARY/PLANT/LUSHWILD.MBIN" />
</Property>
</Property>
</Property>
<Property value="GcExternalObjectListOptions.xml">
<Property name="Name" value="MOUNTAIN" />
<Property name="ResourceHint" value="" />
<Property name="ResourceHintIcon" value="" />
<Property name="Probability" value="0.25" />
<Property name="TileType" value="GcTerrainTileType.xml">
<Property name="TileType" value="Mountain" />
</Property>
<Property name="AllowLimiting" value="True" />
<Property name="ChooseUsingLifeLevel" value="False" />
<Property name="Options">
<Property value="NMSString0x80.xml">
<Property name="Value" value="METADATA/SIMULATION/SOLARSYSTEM/BIOMES/EXOBJECTS/SECONDARY/PLANT/LUSHWILD.MBIN" />
</Property>
</Property>
</Property>
installed them through vortex
Oh there might be a problem, any mod with multiple options in the zip has the potential to do odd things, @flint spire
oh damn, I see how that works. I noticed that earlier
@cinder valley Yeah notice two copies or the "MOUNTAIN" profile
blazing skies too ๐
the identical trick works for pointers in the -BIOME files
@cinder valley IDK where Woody learned that or if he just tried it and guessed right or what but it works
@flint spire Have you seen Stratos?
Its a little weak on sky brightness compared to Blazing tho
@cinder valley Anyway I havent done anything too intricate with that trick yet, last time I just mostly tested that it was functioning as advertised, (confirmed)
Also Woody only used it in BIOMES files and then made those files quite traditionally so to speak. I thought on my own to apply it to biomes setup by the filenames file, and it worked there too which was pretty cool ๐
what would be the point? To make 2 different possibilities....each with their own attributes?
Huh?
No, the point is if I take trees, rocks, grass, flowers and make them all their own files, I can scramble them independently
I can make them rare or comon independently
๐ LOL Okay, I need to look at that better
In the code above I only have one filename listed and for that it would be kinda pointless
it doesnt take very many to start generating obscene variation that way
Why wont my fucking internet work properly!
Maybe.... seems like other stuff is doing things right
Anyway, yeah the possibilities behind smart usage of that probability and multiple profiles method are insane
later
@hushed bronze I like blazing tbh
idk what the issue is with the gras fix though
looked through lots
I had plenty of mods installed and just disabled them 1 by 1
and sadly the grass (which was one of the ones I really wanted) didn't work ๐ฆ
Its odd though because I know tons of people are using GF 4.2 vwithout trouble, (Including myself)
So Im thinking, it might be the specific one you're using @flint spire
Maybe the individual copy got corrupted, or maybe you're using the one version that crashes, or maybe 2.23 broke it and this is new ๐
@flint spire Wait, was it working recently? like yesterday, the day before?
Have you tried other forms of the grass fix?
Sorry about the interrogation, just interested in the nature of the problem
Here's the one I'm personally using Right Now, should be working. Would be interesting if it didn't ๐
OH wait I bet its because carpetbomber uses the TerrainGlobal to work
@flint spire
I'll try it ๐
Just updated both Space Battles (changes frequency of Freighter battle encounters) and Quick Scan (And their hybrids)
https://www.nexusmods.com/nomanssky/mods/1197
@flint spire You should always install manually like that. Its super easy and vortex will install everything in a .zip even if theyre a bunch of conflicting alternate versions of the same mod
Mod party
Nah just five updates in a row
Pretty
@cinder valley I am interested in this discovery ๐
it's my mod lol
You can also make things use proc gen colors if they currently use static color.
dfdfh
https://www.youtube.com/watch?v=URMLblGLRck @hushed bronze
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
i keep on finding awesome underwater caves.
Welcome to the rabbit hole of modding, @cinder valley
seriously why couldn't HG do this
I ask these questions daily
^
Lmao wtf
when i say i've probably poked and prodded a little of everything in NMS, i'm not kidding
@supple wadi I genuinely wanna know how you made that particular form of lined trees, lol
The tree things looks interesting and so does this weird terrain
@hushed bronze if memory serves, I was experimenting with the SPAWNDENSITYLIST file found here: METADATA\SIMULATION\SOLARSYSTEM\BIOMES\PLACEMENTVALUES
I don't have any old mods with the value settings though, as I think I was using CheatEngine for on the fly tweaks with that
I could have sworn I wrote some notes for myself about it, but can't find them atm if I did. Basically I toyed around with different patchsizes & regionscales
What I was finding at the time, and for all I know it may still hold true, is that if you change the region scale you can space out the patches of stuff better, so you can get dense forests that are scattered about rather than entire fucking planets riddled with trees like you see in some mods
Because if I remember right the patch size is what tends to influence how clustered together the objects are, albeit this is somewhat modified by the coverage type, and other object settings in the biome objects files
Yep I had noticed some of that stuff too
Recently the thing I learned from Woody's mod has my attention ๐
(Scroll up to the huge code blocks and thats where I talked about it if you care)
Currently trying to "professionalize" my mods. Clearer, sectionalized descrips, noted MBINCompilers used and dates, etc
I'll even re-upload any Legacy mods I still have hanging around if I spot them
(Feel like a dip for deleting a bunch before I remembered people play legacy versions, lol)
oof
yeah i just leave the old versions available
btw for code stuff here on discord, specifically xml chunks, you can do cleaner formatting via:
```xml
<Property value="GcSpawnDensity.xml">
<Property name="Name" value="CAVEROCKCLUMP" />
<Property name="Active" value="False" />
<Property name="CoverageType" value="SmoothPatch" />
<Property name="PatchSize" value="6" />
<Property name="RegionScale" value="5" />
</Property>```
E.g.
<Property value="GcSpawnDensity.xml">
<Property name="Name" value="CAVEROCKCLUMP" />
<Property name="Active" value="False" />
<Property name="CoverageType" value="SmoothPatch" />
<Property name="PatchSize" value="6" />
<Property name="RegionScale" value="5" />
</Property>```
Any way to make the planets in the discoveries UI NOT faded out when undiscovered ? it's a naet feature but I use that view to get a glance at the colors of a world and this .. interferes with that :/
Foundations
Anyone else having issues where MBIN won't compile?
yeah it was doing it before the last mbin release tho
which mbin?
pre3
thats not an .MBIN
no i mean MBINCompiler wont recomiple my scripts anymore lol
Did it hang on another one before?
nope this is new
When it fucks up you have to completely reboot your PC, it memory leaks that error permanentlyinto ram somewhere and wont work right again even you Tree-kill the program