#nms-modding
1 messages · Page 177 of 1
New Maglock mod, which includes minor (locking angle) buffs to weapons that already maglock, a mild maglock added to lasers, and the removal of that Overheat-weapon switch alert that comes up at every. single. overheat.
https://www.nexusmods.com/nomanssky/mods/1175
Also I have added two links to every one of my mod pages, One links directly to my full Mods collection, the other is a shortcut to the official Mod Install instructions. 🙂
Could someone tell me where to find jasondude's mod that fixes the NPCs not landing?
@naive moth Gumsk's NPC Flight - GFlight NPC
https://www.nexusmods.com/nomanssky/mods/1430?tab=posts
Any ps mods?
@naive moth
This one will make AI ships not go to your base. They will not use your landing pads as a destination. (Rename it or whatever, it is a personal mod that I haven't named yet.)
This one will let AI ships land on your base pads.
@naive moth
If trying to get ships to land at your base there are some things to consider.
AI ships spawn in groups.
All ships in a group of AI ships will choose the same pad to land at. It will be the closest pad to where they are when they choose a pad. The first from the group will land while the rest circle, then after the first takes off the next one will land.
When you are not in your ship, the game treats it as an AI ship in many respects. Because of this, if your ship is on a pad and the AI chooses that pad to land at, the group will circle forever waiting for the "AI" ship that is there (your ship) to leave. You must move your ship off that pad for them to start landing.
Without the mod, AI ships will never land in most cases because the available pads are effectively at zero.
The way I have found to get them to land every time without having to move your ship is to do one of 2 things: Either move your ship off of the pads entirely (summon it to ground/regular terrain), or make a set of 5 pads like this:
AI
AI P AI
AI
Where you have your ship always parked on the "P" pad and the others surrounding it are always open for AI ships. This will basically surround your ships pad with other pads and not let the AI ships ever choose the pad your ship is on. (They always choose the pad closest to them on approach) Your pad at that point will never be closest to them, therefore it will never be chosen.
Holy fuckin wall lol
Yeah, and I posted this here before. Is there a way to point someone or link to an earlier post?
just put it up on the modding site
I don't want to do that out of respect for others that are hosting that type mod. Also, I already host enough mods. Updating, keeping track of info, etc. for those mods is enough work for me. I have probably 20 mods that are not hosted for those reasons.
@steel crypt Thanks a lot for the explanation. For me, ships simply never land at all. Even if I put my ship on solid ground and place down 10 landing pads, they won't land on any of them. That's why I was looking for a mod to fix this, because it's been a bug for quite some time now and HG seems not to be bothered fixing it anytime soon
@naive mothdid you get in your ship and take off from the pad or did you resummon with the q menu?
The q menu doesn't trigger the landing pad to switch into being "open" it just stays "occupied" because the q menu doesn't cause any internal takeoff trigger that the pad can recognize
And iirc the oldest pad is the only one ai look for normally so the game would just see an "occupied" pad and 10 irrelevant pads. @naive moth
No I didn't do anything with the pads at all. Even just landed my ship and started constructing an entire new base with several landing pads without ever using them. NPCs simply won't land
Also of traders don't spawn at all in uncharted or abandoned sustems
Ye that much I know. But they're spawning just fine for me. They just won't land, that's all. The not landing part isn't the worst of it. It's just the annoying sounds of the constant circling around
@naive moth without the mod, you will never get NPCs to land in 999/1000 cases. In vanilla, the NPC ships will effectively never land. With the mod, you will get them to land like they have since the beginning of the game. It's just that there are rules even with the mod that they follow.
And yeah, the way HG has it set up right now for spawning and landing with groups etc. is BAD. There are a couple simple rule changes with the code they already have that would fix it. I have sent bug reports with suggestions etc. to HG several times.
@steel crypt Ye that makes sense. I hope it'll be fine for the base I'm making. You can check a screenshot of that in #nms-photomode-gallery 🙂 I think it'll be fine in most of the times
I've occasionally seen multiple NPCs landing at the same time recently. I'm guessing it only happens if two different NPC groups spawn in different locations.
That’s what I’ve seen Gumsk. If you get 2 groups spawning that happens. It really depends on the location of your base. And the spawn timers and how long a group has been at your base. You made it so they stay longer right, so it increases the chances of that.
Thats interesting, like you mean the ship spawn zones are dispersed and I could build a base that baits more than one AI to land at a time?@steel crypt
Build under a couple of trade routes. I'm pretty sure they spawn on those and do scans for possible destinations from there. At least, that's what the variables sound like
Yes, mine stay maybe 50% longer. It used to be more, but I turned it down.
hmm. Last time I personally tried to check if trade routes did anything they did not, but several have seen other results so maybe I need to test again
I'm just going off the variable names, so it could easily be wrong :)
Any chance either of you know my main-channel question?
I’m not really sure how the spawn locations are picked. There are timers for the spawns though. I know I have put pads in a lot of different locations on a planet to try to see if they are different. A particular location will have certain spawn locations a certain distance from the pad. Build high enough and you can see them spawn. It might spawn randomly in a radius from the pad and be limited by terrain? Not sure.
Gumsk I know what you’re saying about the variables and the trade routes. I have seen evidence that a “trade route” is how they describe it also when they fly ships randomly overhead in groups. It might be saying that as it spawns a group that fly overhead, they are always looking X distance for a pad. Not sure.
I don’t think NPC ships are spawned to land at your pad, but rather they are spawned for randomly flying around and then they get sucked into your pad by the game rules. When they spawn, they always fly that random ship way until they go to an exact distance from the pad and then choose to turn around and land. Or continue forward to land.
Yeah, exactly that. They have a scan range that seems really high. I tried cranking that up much much higher, but it didn't get me more NPCs
@vale iron I’ve been trying to understand why NPCs go to trade posts a lot more than the outpost or player pads. Might be exe but I was looking for anything. Haven’t found anything yet.
@steel crypt the overhead flybys are handled by the experience spawn table
this is how I originally got freighters to spawn in many years ago before freighters were able to close to a planet or anything
Does anyone know of a mod that allows more formulas to be pinned? And maybe also one to bulk craft if you have the materials(skip steps)?
For some reasons on my current build(latest release I think) I can pin just one at a time and must do all steps
Press the right button when in the crafting menu to craft more in one go
Ohh I didn't mean stack crafting, I meant like if something need Plates and Jellysphere, if i have Ferrite and Dy Hydrogen to let me insta craft it
Thank you
@hushed bronze I got a mod for you to do LOL
I think it is possible after looking at a few things. The landing pad you can build can be made to not "attract" NPC ships. So, we'll then call that the personal landing pad. Then another pad can be created that has settings so that you can't auto-land on it, it can be set to "attract" AI ships. This new pad then has to be made available as a blueprint from the vendor, and made to be available in the build menu. All looks possible. Effectively in the end you would have 2 pads available to build, 1 for NPC 1 for player. I don't want to do it, too much work. So there ya go, no problem, now you can make it and I can enjoy. Thanks.
I've actually imagined something basically identical to that and you're right, seems possible, bit it's a LOT of stepps... I'll look into it after my exams :)
I am trying to decode the save game file. So far its moving along pretty nicely. I have gotten it to go through its tree structure and name each "branch", although that name is actually the name if its first property.
I know it has been done several times before, but not sure what the best way would be to get in contact with the ones that have been decoding the save file and making it possible to edit, like the ones who made No Mans Connect
Anyone know of places or people that can help me maybe?
Uh, what do you mean by decode?
Reading it. I am writing a tool that reads it and makes it into objects and such that can be analyzed
Its pretty much a JSON file, that they compressed slightly
It's json, so just reading that with a..
So turning the 3-letter key names into something more readable?
Also that, but first since its not just json, but cleaned a bit to take up less space, I cannot use some regular json parser... especially also since I do not have class names for the stuff in the file yet.
well, classes overall. To hold all the data and make it usable
There was made a decrypter tool for a command line save editing tool years ago, and it still seems to be what they use for the No Mans Connect tool
I am hoping to remake that decrypter to start with and then share how I did it so that others wont need to rely on his tool, and then I want to see how to further dig into the data
The save was actually encrypted a long time ago, that stuff won't be needed now.
Ahh
That explains things, I was wondering why it kept being claimed it was encrypted... so No Mans Connect just keeps it around for legacy save files?
I guess so
And other than the extra byte on the end of the file, it's normal json as far as I can see, and python's json library can load it fine without any changes.
I can load it fine as well, but its not enough to load it. I also need to create data files to store the data in. Also I am using C#
I'd just parse the parts you're interested in, rather than trying to represent the whole (mostly-useless) lot.
First I need to figure out how to ignore the useless parts, which for now is the inventory, ships and such, I want the discovery stuff and locations
But I figured I might as well store that stuff somehow for later, and then focus on the stuff I want to analyze
Right now I am trying to make it all into dynamic collections of stuff, to figure out how structure and create the different classes for storing the save file data
I first just tried using the JSON.net plugin and the ability to make it all into dynamic objects, but... that does not make much sense to work with. So I am making a custom parser
I have parsed it into the big tree structure, but without taking properties and collections into account, so it did not tell me much. I think the 3 character names used to be much longer? So figuring out what they are a code for would be nice. In some cases it can be deduced from looking through the file... but mainly it would be nice to try to save some time doing this. Converting galaxy addresses will probably also be a problem without some help. But one of my goals is to try to calculate distance between galaxy addresses, and I do not think I have to convert them to do that.
Hmmm, I think the NMC source code got what need to deserialize it all better
@steel crypt I was thinking exactly what @hushed bronze was; it would be nice, but take a lot of work and not work for multiplayer would it? Also, would that let us get multiples landing and more frequently than with the autofill flag we can flip now?
I'm wondering if maybe we could make multiple new versions, if one NPC would land at each type, but I'm guessing from what we think about how they choose destination, it would leave us with them all trying to use one pad and circling like now
Ahh, even better. I just found that the NMSCoordinates tool is made in C# and he managed to use QuickType to extract the classes from JSON
@vale iron I would have to think about that for a minute. I'm not sure what would happen in multiplayer. I wouldn't know how to or if it's even possible to make multiple versions. The only thing that having a "player" pad and a "NPC" pad does is make it where the NPCs will never choose a pad you're on. I think if you want to increase (not sure about this) the amount of ship spawns that might land at your base, you will have to increase the "flyby"s. Which would mean you would get a lot of them randomly overhead as you are anywhere on the planet. I wonder how that works....like is it taking the ruleset from the player that placed (owner) the pad in multiplayer? That's an interesting question.
That's also why I was trying to look for anything that determines how they land at a trade post because there they don't wait, they all land on open pads.
It should work in MP but its one of those things that would create upload-incompat parts, so only freinds with the same mod have a real shot at being able to see things right
its the core reason that BBB never attempted to change the parts list
hmmmm........hey @steel crypt have you ever seen where the walking path might be stored in NPC's exiting a starship?
theyall tend to walk just a bit
maybe its a position-seeking system idk
They only thing I have seen related to that is the scene or whatever that gets called from a landing pad....hold on
that sounds like a good tip lol
I'm trying to find an example
also if thats part of the pad its the best case scenario! 😄
Okay I'm looking...I had to dance to Curtis Mayfield for a sec...
<Property value="GcNPCPlacementComponentData.xml"> <Property name="SearchPlacementFromMaster" value="False" /> <Property name="PlaceInAbandonedSystems" value="False" /> <Property name="PlacementInfosToApply"> <Property value="NMSString0x10.xml"> <Property name="Value" value="NPC_PILOT" /> </Property> </Property> <Property name="WaitToPlace" value="False" /> </Property>
This is in the entity file for the buildable landing pad. I assume it's in the other landing pad entities. I would have to look. I'm not sure what this is doing.
Okay I looked at it, it's obvious what it's doing.
i dont think they move for the buildable one, might be the only pad with no help available in its code lol
I'm pretty sure they do move around their ship.
I would have to test real quick to make sure.
@hushed bronze
<Property value="GcNPCPlacementInfo.xml"> <Property name="PlacementRuleId" value="NPC_PILOT" /> <Property name="SpawnUnderNodeName" value="_Interior" /> <Property name="PlacementNodeName" value="NPCPILOT_" /> <Property name="MustPlace" value="True" /> <Property name="SpawnChance" value="1" /> <Property name="FractionOfNodesActive" value="1" /> <Property name="MaxNodesActivated" value="1" /> <Property name="SpawnSpecific" value="" /> <Property name="Race" value="GcAlienRace.xml"> <Property name="AlienRace" value="None" /> </Property> <Property name="InteractionOverride" value="GcInteractionType.xml"> <Property name="InteractionType" value="ShipPilot" /> </Property> <Property name="TechShopCategory" value="GcTechnologyCategory.xml"> <Property name="TechnologyCategory" value="All" /> </Property> <Property name="ForceInteraction" value="" /> <Property name="PuzzleMissionOverrideTable" /> <Property name="DisableInteraction" value="False" /> <Property name="UseFreighterNPC" value="False" /> <Property name="PlaceAtLeastOne" value="False" /> <Property name="SpawnMoving" value="True" /> <Property name="SpawnInAbandoned" value="False" /> </Property>
Here is the metadata for that NPC that gets called from the pad.
that's in NPCSPAWNTABLE
NEAT
Im not sure I can ID walking pattern tho,... I was hoping for something that would let us retarget their walk to a different place
I would have to check the other pads/trade post etc entities to see if they spawn the same thing but my guess is yes.
yeah only seeing "SpawnMoving"
I looked in several files to see if the animation is defined somewhere. No dice. I'm not sure how that works, I've never messed with NPCs (other than ships) or animations, sorry.
I think one of us (you LOL) needs to learn how to use that grep command line so we can search all the mbins for text.
Well the idea behind EXML-ing everything was to get notepad to do it but I can learn the grep option at some point 🙂
They definitely walk around their ship some on the buildable one. One interesting thing is that sometimes at trading posts they walk away from their ship...I think
Thats why I was suspecting that the path is connected to the pad used
Maybe the pad just names the pattern but its defined elsewhere idk
Maybe this will help you?
MODELS\SPACE\SPACESTATION\MODULARPARTS\DOCK\BACK_SECTION\ENTITIES\POIWATCHSHIP.ENTITY
hehehe, now I feel like replacing the spacestation pilots with something like a walker model
Has a bunch of similar things for planetary NPCs, but none look similar to the station pilot.
MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\ENTITIES
Stupid question, is it possible to mod or save edit or whatever to change the like. Main race of a system?
Even if only locally.
is there any mod that makes the lines to a waypoint longer in the galactic map?
or some setting
cuz all of my ships can fly over 2k ly, yet i can only see 500ly worth of path trace
So I see in the save editor, that you can drastically increase your storage container size from 20 to 48.
Has anyone done that recently, and is it safe to do so? The reason why I'm asking is there's a video explaining how to do it 6 months ago, and quite a few people were saying the containers became unstable and stuff.
Wanna know if that risk is still a possibility.
it's safe. the storages reused the code from the base salvage capsule, so they just locked some slots to balance it.
Ah. Thank you. 🙂
Can you recommend some mods for beginners? I dont want to ruin the experience but I guess some things are more comfortable this way
depends on what you want / what kind of mods you actually want
I havent played in a while and even then I was just a noob. Is the game a bit more forgiving now? I like to take my time with things
could do creative mode or just stock up on stuff to like. make sure ur always at full health n shit so u dont gotta worry
@bleak geode the chill experience IS the experience intended with NMS. Don't let neurotic farm addicts convince you otherwise
@hushed bronze did you see the station entity I mentioned above? That sounds like right on point for what you want.
Hey DM it so I don't lose it :)
@bleak geode Never let someone convince you of things. Question everything - Especially this.
Definitely trust my current nickname tho
Is there any way to get rid of the 2 large refiner limit without any mods?
Not without risking part deletions
Are there mods that work in multiplayer that remove those restrictions?
@zinc snow https://www.nexusmods.com/nomanssky/mods/1096
"Thats a mod"
Yes, yes, I know. install it.
Also this one is MP upload compatible
I really should make that more obvi, hold on
So, I just make a mods folder, stick that in there and done. No more base problems?
Yep, install directions are posted via link in all of my mod pages now 🙂
thanks
A bit near the bottom but still
Its literally the second most popular mod I have up, barely behind Grass Fix, which tells you how much people wanna wave a big middle finger at all the nonsensical, pointless limitations of vanilla basebuilding
Yeah it's weird, my base has like 8 refiners since before the update, so why limit it now?
Medium or large?
But yeah they limit all kinds of shit they had no business limiting. The main attraction in BBB is actually "Fuck you, "Invalid Position!" die in a fire lol"
We're limited to 3 large refineries but we can have 400 silos
They are Large refiners, I didn't even bother with mediums
Its insane. I made it all be not insane 😄
It's kinda familiar, like all those mods for Fallout 4 that gets rid of building limits
I only just last week solved a weird little problem that was making some parts still invalid position even without leaving the build zone
There was a basic "Checkcollisions" type var that I switched off from the start, many months ago, but what I didnt catch was a secondary limiter that would override if a part intersected a set number of ghosts.
Killed all of that business off too and party hard
I meain really, all that "feature" ever seems to do is tell me I cant build a stairwell in my corridor. jeez, fuck off already, right?
This was the test
Oh yeah there's also the fact that Im building basics on a freighter ❤️
I feel like that should've been a thing from the start
Imma be making racetracks inside my freighter now
nvm that just puts me outside my freighter
Was gonna say lol I dont think thats wise 😄
Yeah I had to reload a save. At least I know that now. Plus, I used a biofuel generator to power my Bytebeat, now I have a radio in my freighter
I dont think I need a landing pad in my freighter
IKR I totally wanted to build a fancy showcase area for my ships lol
Are freighter teleporters Safe?
Yes.
You cant go back to a freighter teleporter tho (It simply doesnt save a target, still safe tho)
But teleporting off of the freighter, you can do that all night lawng
Is the Biofuel Reactor the only way to power it?
The freighter produces power. You just gotta get a part down like a cube room that has both power through snap points and actual cable mounts
ALSO if you put down one cube room that deletes a freighter wall and makes a shitty "door", you can then put another on either side (mount them to the middle cube and not the freighter), and they will form walls that seal up most of the "door" and look actually preyy good
Do you mean the Cuboid rooms?
From there a lil careful positioning and you can seal up the floor space too (and yes I do mean the cuboid rooms)
It says Base out of Range whenever I try to place it down
But there are likely a good number of ways to get the same thing, just need a connector to get a wire out of the ship
Are you anywhere near a planetary base?
That base out of range typically is an issue near planets and especially near ground bases
I dont see any bases, im gonna try by doing it in a different system
get far away from planets then
it can be a finicky bitch about that i honestly dunno why
also seems to be by far the most severe right around the Bridge area but not so much everywhere else in my experience
New system, same thing. Ill head deep into space and try it there
I suspect specific freighter designs might be related but this particular issue does seem to be mod-induced. One of these days Ill find a way to sniff it out and kill it 🙂
If its an issue with the design, this is mine
hold on
Ok so since I cant post it here, I posted it in screenshots
Its a short sentinel ship I think
I had this same problem before, it was with the plants but I had no mods installed
HG fixed it in one of their patches
lol, I got power by using one of the Square rooms
Works with the circular one too
I just use a planter. Anything that snaps to the existing floor will relay power.
exoooo!!!!!
@hushed bronze EXOOO have you got a new update coming for the basebuildin mod
i ask because those posts up a ways got me shaking bruh
Does it need one?
is that in latest?
The anticlipp ng for stairs is already in
And like 50 other parts that were pulling that shot too lol
👀 excellent
But the base out of range thing I s not solved yet
is that for plus corridors on freighters?
because fuck that thing's annoying on the first floor
Freighters are sometimes a bastard about parts near the bridge , yeah
Seems to be caused by the mod so I figure it's probably fixable with mod too.
it's really mean about those 4-way corridors on freighters though, just on the first floor yanno
any guesses as to what that might be?
Not really, no
Seems to be transient somewhat. Curious what your freighter design is? O erall ship not the internal
i unforunately dont have much past little screenies of it in the background
it's one of those uhhh. kinda sentinel freighter ones yknow
That's fine, I just suspect maybe Sentinel freighter design is related
with the arched nose and the long tall sorta form factor
ive had it across several designs actually
I had a non sentinel design with no issues so I wonder
Maybe large classes in general
its just on that first floor with that plus
i can hop in and send you my save if you want
it's a biggun, bout 120hrs
It will have to be later. I would not need your save tho
arite, if you ever need to test tho and you need a save ill Hand It Over
Cool :) Appreciate it
kinda sucks that there's so few basebuilding mods honestly
do wish there were more vanilla-compat parts but like, i can understand if that's not possible
just dont know why yet
Part-adding mods are both enormously difficult to maintain and also tend to DQ bases from uploading and MP
i can imagine since you're modifying the basebuilding table its incredibly difficult to keep compat with other mods too
And mine is popular and potent enough that nobody really bothers trying to eclipse it as nob part-adding mods go
It's actually easy as hell in terms of compat, it's one file. Simply incompat with others of the same file, and that's fine :)
Mods that conflict are generally other very powerful mods like ULTRA or Eucliea
so why do part-adding mods disqualify mp uploads? is it just something HG had to implement or like, something that just happens due to invalid data or somethin
like, how would you go about implementing a buildable part exactly
what's the process, if youve the time to explain lol
Because save files contain part names, uploading causes your save data to check against the vanilla part list on server side
Ofc if it fails you just get rejected lol
failsafe, understandable
If you made a custom object name, who knows, it could crash a visitor
If they had no code for that name
so like, im just gonna guess that bases are saved as tables of parts of a certain angle and position relative to the base module
There's weird trig in the mix but basically, yes, exactly
and whenever you get close to a base it loads in by building up, using those part names as a place to pull from
if one of the names is invalid it'll throw an error and start yelling at you
ysee in my mind for the longest time it was like, "surely vanilla models in modded bases would work right?" and no, not really, it's a lot more complicated it seems
From what I've heard of others, I think the game just skips invalids outright so really it wouldn't crash if that's tru
Easy to see how HG didn't want the featured filled with bases that just load as blanks for most people
Yeah they're at least trying to be professional lol
but yeah i think i get it a lil more now
The client is pretty good at ignoring weird stuff
like i understood custom models but not parts, and now its like, ohhh that makes sense
because parts are saved under their names/index and mods add parts to that index, if they dont exist then... yknow, not great
Anyway, all that nonsense is why I decided to keep BBB focused on being an amplifier to build freedom with zero added parts for MP compat :D
yuh! i get that now lol
I'm thinking about very consciously developing versions of my mod that work flawlessly with multiplayer and those that might not
Well it's a pretty short list, mods that risk MP compat at all
I thought that, too, but it seems to be more insidious than I believed
Part-adding base mods, terrain mods, Biome altering mods if you do Nexus missions,
nightmare!
Hotspots
Dooooooom
But I need to dig into my mods to see what all they do
i know that the friendly hostile mod tends to make those bad critters you see when you break those eggs passive
which also transfers to multiplayer when critters spawn near me
speaking of mods but on another subject: rayrod what the fuck does this mean
"You see, I don't like being identified as a 'modder'. I don't like identifying this as a mod. Even though I am, and it essentially is."
this is part of their multiverse description..?
That means they either don't understand what they are saying or they haven't provided enough information for us to understand what they are saying
feel free to read this, i'm getting overstimmed by how much nothing is being said here
I honestly dunno what's up with Ray
are they okay
He put something out way way back but we haven't seen much of consequence since
"Although the Multi-Verse is partially handcrafted by choice (where I look at the conceptual imagery and re-create what I am seeing live in-game, through the executable's memory code), my source code loads those unique templates and re-creates them in a rule-based unique fashion, based off of complex algorithms. You will never know what to expect in your travels. This is a self-creating Multi-Verse consisting of infinite universes with infinite worlds (Irrelevant to the maximum number of a 64-bit value)."
I won't say anything positive or negative about the existing or prospective content, but that statement you listed is freshman philosophy course essay material.
I don't think he's ever been "okay", he's kinda nuts. A fairly intense Asperger's from what I can tell
me, having taken a course in software development, reading this
i mean i got aspergers and it seem slike mayber they like,, need to talk to someone,, or something
Has zero correlation to Asperger's
yeah, probby
I talked to him for time, he's alright, but he has some personality flaws that bait direct hostility, which ofc puts him on edge and makes him paranoid, amplifying those personality flaws, loop
yeah im saying like maybe he should see about therapy, it took me ages to break out of those loops myself and i only did it with professional help
Maybe you should get to know him. Maybe guide him toward some help :)
i dunno, i just stand clear of a lotta things
He is a pretty nice guy
I think this is getting into a space that shouldn't be discussed in public. I'm not criticizing anyone involved, but this kind of stuff is extremely personal
He's not a bad guy at all but there does seem to be a positive-feedback hostility cycle on top of him
High five
Yeah Gumsk is right. We shouldn't talk about someone's personal issues here
But grammar...someone's 😉
Sure. He's reachable in person if you feel like doing anything about it. For now back to regular topics :)
regardless that is a wild wall of text and i'm not sure what half of it means
It's a spray painting canvas
Now please, let's all get back to watching an android's offspring kill an alien race. I want to avoid spoilers
by the by gumsk, are you aware of the weirdness of ships w ur mod
Probably not 🙂
when i used it i used it with Galactic Highbeams i believe? and ships would just sorta wibble a lot
Wobble wibble
not sure if that's an issue with highbeams or some sort of incompatibility or somethin
They're dancing, duh
ships taking off from a trade outpost thing loved to go to the centre or like, when i traded them they kinda floated off
like id punt my empty traded ship and it just went off into the landscape very slowly
it was funny but took me out a lil
I also think it's unreleased. Exo, you have that PAK? That keeps me from being bad for spreading it all over the place
ill have to do some experimentation
If not, I'll post it here for testing
whats unreleased?
Mjjstral's update/replacement for galactic highbeams
ahhh
is the one on nexus not up to date
Jason has a new one
it is based on the work he was doing on VR
that explains a lot honestly esp regarding the uhhh
the giant cones in front of ships that pushes you into the back of space stations
oh delicious
I'll just upload what I have, but it might be out of date and might delete your entire harddrive. Cool?
whats the most up to date one, im looking for the up to date with like 70% because Holy Shit That Glare
sure!
wait
it's out of date?
okay that was a joke but im not sure about the delete my entire hard drive sitch
No, the new one he compiled for me in 2.3.0 I think
My mods are color based and therefore immortal :P
excellent
Why don't I have a + sign?!? I'll try to start a private convesation I guess
What Plus sign?
Sorry, for attaching a file. I did it through DM.
Why has undefined not released a neural net that predicts everything in the game?!?!!?!
Ikr what a slow useless bastard
unbelievable
@vocal zodiac Galactic headlights is old and not compatible/updated, and there are issues with it. There is a current one from Mjjstral that works but only has lights for the player ship, not NPCs. (There were some small issues with it last time I looked, don't know if it has been updated since) I have one in DUD'S SKY. It works for player and NPC ships.
https://www.nexusmods.com/nomanssky/mods/507/?
Yeah Jason's headlights work fine :)
@hushed bronze , I have GOG and a very hard time testing things in multiplayer. Do you understand what happens when you say add a custom part or add a custom part to a model? Does it simply not render for the other person (person without mod)? Or are there some known other issues?
TBH o don't know exactly but I Know enough computer science stuff from my bff
Question 2: What happens if you mod something like creature behavior....and there is a person with the mod and a person without the mod in the same place. What happens with the creature or NPC or whatever's behavior?
A totally custom model name could be a serious issue in some places. This would be crash or non loading
A diff model with vanilla name (model swap) would probably be benign, showing whatever model each different player has tied to that name
Afaik creatures are managed all clientaide too? I don't know if that's tru bit if it is, each game would again just manage the creatures however it is instructed to
And each player sees a different indepemdent animal behavior decided by their own client
"client" being the game and code that runs on your own PC and not anything that runs over a network connection in case you didn't know.
My ship headlight mod adds a light node to an existing model, not sure what happens in multiplayer. I played with someone one time with it and it was fine for me but I wonder what they saw.
I wonder what happens if you had NPC ships set to land more frequent at your base pad in multiplayer. If I go to someone else's base, the pad that is there has my code and the other player's code....? How would the NPC ships behave then?
It depends if ships are synced or not
If they are you would share flight patterns with the host probably
But it would not affect the headlights. Only mod users would get that
right, I didn't think about them not being synced. I also didn't think about a host deciding it. Now that you say that I feel really stupid. I know that shit. I'm walking away now to bite myself on the arm for punishment LOL.
If you do happen to play multiplayer and use the headlights mod, I would appreciate you letting me know if there is something funny happening. Got an odd bug report that I can't understand....but you know how that goes sometimes.
It's totally possible that it's just a dummy but who knows :)
Well I tend to understand erroneous reports but got a little paranoid because the compiler wasn’t working on a file one time and my tractor beam mod erased a back room in the space station. Someone told me about it, but I shrugged it off. After 2 reports about “the soul sucking darkness” of that mod, I went in that back room and shot into space at 10 times pulse speed.
LOL GET REKT
if I delete the mdos folder I will get rid of all my mods?
or some mods are installed outside that folder?
Depends on where you installed them but they “should” all be in that MODS folder.
also theres no mod that changes the robot ish voice that sounds?
XD
I completetly hate it
There have been before. I don’t know what is current. I have always thought about doing one, but it looks really time consuming. I might try though.
Look on Nexus mods filter by recent activity.
There is a lot of really cool ones
but updated?
The most recently updated one is ISAAC Voice Pack which was updated October of last year. The newer voice lines are going to end up staying at default because the voice packs haven't been updated for that. Other than that they should still work just fine
so it should work?
Ye. Just give it a try and if it's not what your looking for then uninstall it
ISAAC is a rly good one I recommend it.
It's the one I use and I've had 0 issues with it.
I've recommended that one to some of my friends who have a hard time understanding the base game one
i dont remember what it was called but earlier last year i tried a mod or program that made it so i could control ship by voice/talk to my ship like cortana/jarvis
if i can find it on my youtube history ill post the name of it
Trying to find the mod that disables hostile animals from attacking the player, but having trouble looking for it.
Could someone please help me? It's almost as if the mod got removed.
found it the name of the voice ship control modulator mod/voice pack was called Anubis, that i had used early last year
I think this is the 3rd time someone made a mod to allow shrinking of storage containers, lol
What? Being able to resize everything with one of several existing mods isn't good enough? They want to be able to resize one thing and only one thing?
Lulz
Is there a wiki on how to create mods? I wanted to make a mod so that enemies get more health, maybe someone could help me with that?
oh huh, i didnt get a ping for that @steel crypt
is that pack compat with other mods?
Its compatible with any mod that isn't incompatible
@vocal zodiac
@vocal zodiac LOL but srsly though, thats the actual accurate answer to that quaestion for every mod
Many modders post which internal files are editied, usually mods will be compatible if they dont fight over the same files
USUALLY you can count on mods with extremely different effects to play nice
And often mods with very similar effects will not
I'm guessing you can't just have the mod add a new class file instead of editing out an existing one to avoid conflicts
It depends on the mod
Usually u are stuck modding an exact file with its exact filename, but some mods get the @willow hearth opportunity to cheat that a bit
Hey. I am a newbie at making mods, I'm trying lo learn but it seems I failed. I unpack the pak file to mbin, I unpack mbin, I edit exml and pack and pack to get a pak file again. It seems, I do something wrong.
For example. I am tired of asteroids flying into my face, so I went to play with GCSOLARGENERATIONGLOBALS.GLOBAL. I switched all Spacing, FadeRangeMins and FadeRangeMaxs' numbers to greater, I packed and packed and got my pak file. I failed miserably, the game didn't react!
So, I started again. I just turned the asteroids off, sort off, switching AsteroidsEnabled from True to False and failed once again, those frikking things still fly into my face.
I failed again with my try to remove camera shake... That's harder, I suppose, but what's wrong with my asteroid tries? Maybe I forgot to do something in the game? Or with several game files?
@vocal zodiac look at the readme on the download page, it has all the files it mods listed. You will have to check with your other mods to see what they change.
@lyric ravine there are 2 asteroid mods in DUD’S SKY on nexus. They probably do what you’re trying to do.
@lyric ravine Lo2k and I each also posted an asteroids mod. You got options 🙂
I dont think there is an updated camera shake blocker. Should I make one? (Already know exactly how)
Hm. I've seen only one, but by someone else. But thank you guys, I will check your packs, I've heard a lot of cool and positive reviews on them.
@lyric ravine But also when it comes to making your first mod, many modders including myself go through several hours or even a day-ish of just trying to figure out how to make a complete final product that functions at all
I assume you have no DISABLEMODS.txt blocking you?
Any missed step can create a nothing / broken mod and its hard to figure out where something is busted if its just "no response" no matter whats broken
and yes, if someone do a shake blocker it would be awesome, because my fave no mans drunk is killed by the latest release.
DISABLEMODS.txt is deleted
No Mans Drunk ? whats that
it was the mod on nexus which blocked camera shake before the release :)
latest update*
This recent one seems to be in working order
It only affects pulse drive and extractors and beast stomping tho
I can make one thats just "all" if you like @lyric ravine
No mans drunk sounds like it kills that slight drifting effect tho which is a lil diff
@lyric ravine Heres one with No camera shake and no slow drifty drunky-wobble either 🙂
NMS trippin on geknip mod when
Gimme a bit
bonus point for procedurally shuffling textures too
@willow hearth wORKS IN FIRST PERSON. PARKINSONS ACTIVATED
perfect
what does that mod do.. im curious but im hitting the hay and im a coward
it simulates what it feels like to be high
bruh if you it doesnt give you the ability to write a four page story about a pizza lawyer im not using it
it does after you play with the mod for 4 hours
why would i need to simulate that thats my everyday, can we get screenshot of that mod in action 🙂 i want to compare the attempted simulation to the real thing
Make one. It would be entertaining to see
what mods do you guys recoommend to enchance ?
nothing like giving adventage
just looks and so
instant action mod is a must get
no longer holding E for 10 seconds for interaction
so am i reading this correct? there is a NipNip high mod now?
wondering how hard it would be to take a redacted portal looking device and make it a functioning ship portal.. or am i not making any sense?
Not making sense. You've had too much nip
lol
u mean like going throght it and the teleporting?
yas
well that going to be like a black hole instead of a teleport
ten points to whoever can convert the frieghters into drivable ship models.
Been done by redmas, has catastrophic, unfixable faults due to limited set of "flight parameter" profiles available
(A rough, possibly not all that accurate explanation, sry)
Is there a mod that allows me to summon exocrafts anywhere?
Just for shits and giggles, is there a way to use a save editor and push a ships jumprange up to something like 10 billion ly?
I wanna see how far I can go before the game breaks :3
@vagrant bone You could alter the Base Stat for the Hyperdrive, but that's about it. I doubt it will get you to billions of light years though. Not even sure if it will stick when changed to some insane value. You'd have to find a mod or mod it yourself to possibly come close to what you want.
the save editor will only let u go up to 1000ly on the stats
but if u make or download a hyperdrive distance increaser mod you can make it so u have like 1million+ ly distance
i made my own hyperdrive distance increaser mod but since i didnt know how the stat in the files worked (since none of them are clear on what they do) i set mine to 100K in the mod which made it ingame 1,114,000 roughly for my starships, and 1,117,000 roughly for my freighter
which was much higher than i intended
any new/recent/relevant mod for current version for power gens? cant seem to find one for the recent update
What are you wanting then to do?
was using a mod pre synthesis to increase the amount of power output, i havent played for months, just had to remove it since it kept crashing my game
Without mods, setting hyperdrive to 1000 and adding all type A upgrades for all but two spots, I got 998,000 ly. I was about to break 1 million, but I had to give up the indium drive. You could easily mod to increase the bonus provided and get it to whatever value you want, but the Galaxy is 2.4 mly from one end to the other, I think. Oh, and moving through the map that far is a pain in the butt.
@rigid obsidian increased hotspot output?
something like that yeah
You want just power or all resources?
they have that? lol
I do :)
Let me know what you want and I'll just recompile it
I don't think I ever updated GHot for 2.3
i guess i can give it a try and see how it goes
I can do just a flat multiplier across the board and adjust all the type frequencies. Like I normally make power more common
But it gets confusing in multiplayer
i dont really play online anyways, usually keep to myself xD
2x should be good, dont want it to be too cheaty ya know lol
Sent you a DM with the files. If you want it adjusted, let me know. You won't get much more on C, but you'll get a lot more on A and S
hello! is there any mod that allows you to put teleporters in your freighter?
You can and you can teleport out, but not in
@vale iron are u the mod god?
@shell furnace Merely a minor mod hero deity ;)
My Quckscan mod includes a range buff for being able to see hotspots, which can be helpful for that same issue 🙂
Exo, have you been able to get it over about 600 reliably? I see 600 a lot, maybe 90%, and 800u maybe 70%, but above that it drops quickly
I think the game just isn't loading in the poles that far out
I think mine is set to a thousand? Seems to work fine... Anyway 600 is probably just chosen a pot for being exactly 2x the default number
But yeah, somewhere along those numbers, you probably exceed the distance that the game bothers tracking a HS
@vale iron
I've got mine set at 2k. I don't think I've ever seen anything over 1200, usually not over 800
Probably spawned in a regional config BUT also, its gonna ping the closest one, so maybe it can easily hit a 2k spot but there's always one closer?
You would have to additionally mod the spacing of the hotspots themselves to be very sparse to test that I would guess, @vale iron
No, I tested areas with nothing close by to get around that
I tried tweaking the poles, spacing, min, max, etc, but they all caused crashes
even so, I would say 1200 u is sufficient, especially considering its probably locked up by an exe-based region limitation
Just like grass and every other spawned object
I actually wanted to spread them out a lot more with long-range scanning and wide base ranges, but I don't think it's possible currently
And I wanted more variability. Right now it's fairly consistent about how many you're going to find in a given area
any suggestions for colour pallet mods?
Jasondude has some pretty good color mods
you can also check out Exosolar's stratos if you're looking for sky variation
@olive verge What you mean?
The windows on the freighter?
Its just the new headliner photo for https://www.nexusmods.com/nomanssky/mods/1096
@olive verge The mod includes allowing all parts to build on freighters, which ofc includes glass cuboids
Separate from that, Glass Fix is also in that pic: https://www.nexusmods.com/nomanssky/mods/1274
Exo, you bored? I want to try for space bases again 😛
Space Bases? You mean the freighters thing? @vale iron
Finding a way to build in abandoned stations or open space
Oh my thats outside my pay-grade lol, I think you were remembering someone else if someone was working on that
No, just figured you'd be good for brainstorming 🙂 I honestly don't know what else to try
I figured out some really interesting effects, but haven't been able to put it into action. Like how freighter bases don't exist until you get out in the hangar and there are some entity calls for turning the base off and on that I think is tied to that. But that would just get me to more open freighter bases, not proper space bases
sadly it is 4 30 am and Im gonna eat something an then sleep 🙂
Fine, I'll go work on garage doors. Boooooring
@vale iron I would herald you as the ultimate Hero of Forever if you could figure out why my basebuilding model causes the first floor of freighters to be "base out of range" bullshit 😛
That's not your mod
We couldn't figure out what it was or fix it, but it's not something you messed up
NOT
I don't think its an error in the usual capacity.
Its been happening since suddenly after one particular update some months back
https://www.nexusmods.com/nomanssky/mods/1096
Before that, no such issue
Same methods of making the mod, etc
Mine does it, as does another one. You can't even change base for building to get around it. They somehow limited the area around the base flag to just the freighter pieces, and some of those you can't do properly either
Yeah
but I know that the problem goes away when the mod is pulled :/
That's becasue they can't build those items at all anywhere then 😛
Anyway I suspect maybe the default freighter layout file...
anyway I got a long, school-y day tomorrow, cya later 🙂
Night
@vale iron So despite saying I would sleep, I instead believe I figured out what space base is
its the Freighter-specific parts from the NEXT expansion
and I believe "Buildable on SPacebase" refers to things outside that set, allowed to attach to that set
There was definitely some confusion internally about what they were calling things and what they meant to accomplish. Your idea has merit. I'll see if I can find anything. One other difference, though, is that you can label a base a SpaceBase and it behaves differently than FreighterBase
...what if that's why we can't build in that area right around the base flag on freighters?
That's part of the 'FreighterBase' area, not 'SpaceBase', and they added some weird exclusion area to the FreighterBase
Im getting this from all the freighter parts being literally in a folder called SPACEBASE
MODELS/PLANETS/BIOMES/COMMON/BUILDINGS/PARTS/BUILDABLEPARTS/SPACEBASE/MESHES/CUBEROOMA_LOD.SCENE.MBIN" />
they're all like that
Also all of the BuildableOnSpaceBase parts are glass parts and corridor parts as well
That is a really good idea
yeh dude idk why when im building my build gets like no colisions and i fall through
That's from really minor misalignments, like when you go into your freighter and there's an invisible wall, or you move in quickly and the item hasn't loaded yet. There's a load order, so sometimes you can go through some things but not others
Yes, that's exactly what I meant, too
and @hushed bronze you make a garage door mod coz i have like this huge industrial hanger for exocrafts and all it needs is a large like hanger door or something
The existing garage door scales up to 300%, which is just enough to fit the Colossus. It needs to be bigger, but it does work. I have a row of summoning stations with garage doors right in front of them
Sweeeeet, proximity garage doors worked on the first go
I had my base doors to go off, but I still expected a fight
ah wdym
Check GDoor mod. I have a proximity sensor built in to the automatic door. I just added it to garage doors as well, so you don't have to wire up power, proximity sensors, or inverters
ah ok
wait, gumsk you have a garage door available? also i would be seriously interested in being able to modify my abandoned base. btw i may have mentioned this a while ago lol
being able to convert the abandoned base into a working station would be fantastic.
@fossil gate I made one tonight to mimic my normal automatic door mod. My problem right now is that the automatic no-power opening animation is conflicting with the proximity code. I'll be working on that tomorrow.
nice! ill keep an eye out then 🙂
Something should be posted within 24 hours. I just don't know if I'll get rid of those weird open/close issues. It will be under my GDoor page
can anyone please instruct me on how to use the ShutUp mod, I know that there's a txt file explaining how to use it but it isn't clear enough for me
No
I read that as "to pilates". I was thinking holy shit, that's the weirdest freakin mod request I have ever heard.
@hushed bronze hey exo, i'd like to ask you if clock stopper could be possibly updated in the future
@echo oxide You want it regular or rolled into Stratos?
Because to be perfectly honest the Stratos I use is already clockstopper-form lol
i'd like a regular version!
thanks for telling me - i thought it was permanently broken alongside the countless shader mods haha
Nah its part of SKYGLOBALS though so it will overrule stratos if you try to use them together unmerged (SKYGLOBAL also contains the index that tells the game how many sky profiles to use)
thanks! this will be real handy right now
🙂
I think the only things permanently broken are things that used the shaders. Most other things can be updated
I think he meant that he believe it to be a shader mod, controlling sun scroll speed
Just for the fun of it, made this via Amum
Edit: Seems to work quite good, performance takes a impact, but stuff looks cool. Lua files should be in the mod.
- FineLod
- LodDistanceScale
Fun times had by all 🙂
@hushed bronze what brought this Mods are bad thing on? 😄
Oh wow, yeah, those are much better
Only 10 more sets to go!
So we've entered the screw curation, DO ALL THE GRASSES phase? :}
You now what would be cool. A Star Wars mod.
I’m pretty big on Star Wars so yeah. Just swing tie fighters and X wings flying around.
It would be probably hard tho I’ve never tried to mod anything
i want a sentinal dog pet. walks away
@vale iron just wanted to let you know holo white smoke 2 is solid color, no animation. GDoor 227a
starting to think it might be a mod conflict im having
ok
do not collect $200
wanders off to jail
honestly its the only reason i can think of why it wouldn't animate. plus some wonky stuff with building going on
still want a pet
No pets for you!
no pets?
but i like pets
my cat pets me all the time!
ok looks like i have 3 mods editing the same mbin
sorry exosolar.. your off the list ;P
actually im too lazy to toss them in asmuss to compile. so ...
still dont know whats causing the non animations for the doors..unless.. they dont animate
@fossil gate thanks. That usually means an improper texture reference, so I'll take a look
i used nexus to install wonder if that makes a difference. all be it im sure it doesn't
i say that because none of the doors animate for me.
Uh...@fossil gate Vortex?
You may have installed 40 conflicting copies of the same thing, then.
no i went into the dir and took out the extra's of the options i didn't want. so its not loading the 20 versions of the visor colors 😉
i mean come on! just because it took me a year to realise there where dupe's in the dir before finally removing them doesn't mean it had ANYTHING to do with the stuttering or conflicts lmao
i really need to mod pets into the game
You can always buy a real cat and it will walk on the keyboard and make stuff happen
lol
why cant you scale garage doors :/
You can, if you flip the switch with a mod
HG's decisions of what should be scalable are weird
Any of the base building mods do it for you, Beyond, GBase, Ultra I think
I have beyond building mod by exo but still can’t scale it
pops in pets pops out
Now this is an interesting mod
https://www.nexusmods.com/nomanssky/mods/1486?tab=description
Yeah I saw that. Looks like a good idea. I haven't looked at it yet though. Is it a recolor of the textures used?
That's part of it. The mod also apparently makes changes to the entrance and landing pads. There are also different banner and flooring variations so it won't always be the same
How come space stations aren't procedurally generated like 99% of the game?
DUD'S SKY updated to v2.32.2
https://www.nexusmods.com/nomanssky/mods/507
DUD'S SKY - COLORS updated to v2.32.2
https://www.nexusmods.com/nomanssky/mods/968
This one adjusts cloud speed across sky, speed of deformation, size of deformation, and cloud layer heights (So that moon clouds are less stretched tall and planet clouds are closer to Earth-like)
This one does what it says. Removes the 2D high cloud layer.
oooohhh might try dud's sky. also the space station mod is really friggin good! except, the ship modification station is on the nexus.
@edgy ivy They are, but there are so few low-detail unimaginative options the game has to work with that you couldn't really notice.
@heavy oar MOD_DUD_Clouds_v2271.pak is a cloud modifier (description above it.). MOD_DUD_NoHighClouds_v2221.pak is to remove the high 2D clouds only. Keeps the newer 3d clouds.
DUD'S SKY and DUD'S SKY - COLORS are many mods. They can all be used together or independently. Choose what you wish.
because i was searching for a mod that remove both clouds
@heavy oar Jason here made two different cloud erasers that I have posted in the mod page called "Cloud Erasers"
One type of eraser for each type of cloud
@fossil gate What ship mod station is on the nexus?
sorry, if you use the space station mod they placed the modification station for the ships on the nexus instead of at the station
no idea where though i haven't been able to check.
It looks like it's near where all of those travelers are
Apparently they said they're moving it back to the space station due to multiple requests
Or just do both
?? I could swear I saw mine in the station just yesterday?
@hoary drum Also where would you have heard something like that?\
The post section of the mod page
what does that mean?
They're talking about the new station overhaul mod and where it puts things, not vanilla stations
@vale iron I was asking where Starnomaly would have heard "they're moving it back to the space station due to multiple requests"
Also, why not both? Just have the thing in both stations
He said he heard it in the comments section for the mod
That was my thought, just do both
Exactly. I would say something in the posts but I don't really want to set up an account just to point it out to them
OH you guys are saying the machine was only moved in the station rework mod?
I was here like "where did you get insider news on what HG intends to change?"
So, how does mod and version compatibility generally work in this game? Do small patches tend to break things like biome/visual mods?
Pretty much. Updates tend to change certain files and it breaks the functionality of mods relating to those files. Some mods last longer than others because the files that the mod corresponds to doesn't end up getting changed
if the mod author uses AMUMSS then the mods are generally more resistant to game updates as they can be updated quickly and easily (generally time just depends on me updating MBINCompiler...)
In general it's hard to know what update will break what, but rule of thumb, big updates => everything breaks lol
We're in version 2.3.3. As an example, minor updates like from 2.3.2 to 2.3.3 don't usually break much. Moderate upgrades, like from 2.2.x to 2.3.x break a lot, probably most. Major upgrades like the single one we've had from 1.x to 2.x break practically everything.
I see.
Also, more general question, but how do I downgrade my game?
Seems that a lot of major mods are only up to Synthesis at best and I got (though I don't really want) Living Ships.
And apparently, something in Living Ships has broken Project Atlas.
nvm, found the relevant tutorial
and the relevant tool, because apparently you can't download things using Steam's own console any more.
Yeah that just changed about a month ago I think. I don't remember what is in project Atlas or if they were using AMUMSS
welp, it didn't even work with an old version so
meh
It'd be nice if the game gave you actual logs of what went wrong
which part of proj atlas is busted?
Well, until gamer repacks, you can use mine or jasondude's color mods 🙂
I have this experimental grass colors thing you might like:
My other color mods are all on Nexus
well thats most of what project Atlas does tho
It also would appear to add a large pile of custom assets incl. new crystals, and "improvements to creature ecosystems and visuals" which was a large part of what interested me about that mod
Well, for that stuff, Redmas has good mods too while you wait, expecially "Fantastic Beasts"
He keeps the bulk of his mods on the same page in the Fantasy mods
Is there an updated mod that adds more options for the crystals and resource plants?
having them the same on every single planet gets a bit jarring heh
im not sure tbh
Also, do you happen to know where the mod compatibility checker will throw its .xml by default? I accidentally set it up wrong once and now it won't boot because it tries to read a bad (and immense) .xml and I have no idea where it put it
in the "GCAISPACESHIPGLOBALS.GLOBAL.EXML" is the line "FreightersAlwaysAttackPlayer". If i set this to true, does that mean that really every freighter attacks the player? And if so, is it then somehow possible to get a new freighter anymore?
Maybe, its possibly deprecated or only usable with dev debugs or something. In any case Its not a feature I would want so Ive never tried it. Try it.
I mean, in the last six minutes you could have easily finished testing what that does already
I'm not on my gaming pc currently 🙂 I have no NMS installed here thats why i asked - also i was just curious 😉
did you already managed to stop that free-freighter thing?
yeah, couple days ago
theres plenty of testing in that and numerous other features in mind for the challenge mod overall
is there something i could already test? i have free this weekend, so i have some time 🙂
I've wondered that for a while, but never thought it was something anyone would want, so I didn't pursue it
@vale iron You mean the Freighrters always attack thing?
someone knows what file i need to edit to change the sell / buy prices of traders?
Metadata/reality/tables/ Costtable
Yes with freighters always attack player set to true, you cant even enter your own freighter.
@hushed bronze @vale iron It makes the freighters always attack back if shot including the players freighter. So basically it makes the players freighter attack the player if shot.
thanks!
is it also possible to change how many of those burried technology things you need to unlock things in the nexus?
@odd stag Just about everything youve mentioned is in the METADATA/REALITY/TABLES folder
@hushed bronze could you tell me what values i need to edit if i just want to increase the sell price for items by all traders?
Also i would have one more question: If you warp jump, sometimes technologies get damaged. But the ones in the technology-inventory tab will never get damaged. do you know which file i need to edit to change that?
I DK exactly, just that virtually all "prices of things" and the like are in the tables folder
Damaged parts are probably a global AND im pretty sure a mod exists for that one
okay thanks
@hushed bronze do you have an idea in what global file that might be? Sorry that i ask so much, just started with modding NMS today 🙂
do you have an idea what i should search for?
k thanks!
@hushed bronze i opened all files from METADATA/REALITY/TABLES and searched for "Salvaged" cause i wanted to edit the Salvaged Data costs. But i cant find anything. Do you know how they are named in those files?
salvage, not salvaged
ah now i found some more, thanks! 🙂 - just have to find the one where i can edit the costs now
i think i found it "FragmentCost"
what was the original cost?
of what?
increasing the "FragmentCost" unfortunately does not increase the amount of Salvage Data you need 😦
a previous mod just increased the drop quantities of buried tech
Fragment cost doesnt sound right anyway, what was it set to
that depends. There were 247 entries
ffs did they range from 1-10 or were they way higher or were they mostly zero?
both, some from 1 - 10, some from 120 - 300/400?
yeah i changed all 247 at once. for testing reasons i just added a 1 in the beginning of every number, so 8 -> 18
Definitely recompiled correctly?
i think so. i have a look again
everything looks fine
i decompiled it again and got the changed numbers
It's Pickle Rick!
Yeah, they all do an offset from 1, either above or below
so .9 is a 10% penalty. I'll set them all to .5 on something and see what happens
Where is the setting for how many broken parts a ship has? Wait, I have it already
I dont really wanna mess with that, but we know that in a hauler, busted slots could go as high as 40 ish
but arent there several different profiles for broken slots?
@vale iron And what file are you working in?
This convenient example of a 48 slot wrecked ship I found 2 years ago has 30
not counting installed slots which would bring it to 37
Ugh, I can't upload files here. I'll put it in the modding server
Damnit, I had that file just recently, where it had minimum and maximum damaged slots per type
I guess I can start a new game, since your ship starts damaged
ahh, but those are core systems, not the damaged slots. Damnit
Anyone an idea in which file to change lamps? Like light source intensity? Thought I'd have a go at it myself, but I can't rly seem to find any relates values for those
Never mind, found them 🙂
I'm still searching for trader values, i mean where can i change the prices for traders? I want to make everything more expensive 🙂
@naive moth Also Falloff = Linear makes the light reach farther, too 🙂
@odd stag You're looking for the prices on the items themselves, I think
@hushed bronze Thx for the tip. That caused my base to light up like a christmas tree xD
I did a light mod before but it ended up in cometition with a better made one so I dropped it :D
It probably still works, given the files it mods@naive moth
But even if it doesn't, maybe you can make yours totally next-level n stuff
find the emitter material for the cuberooms, soften its whiteness and amp its power too 😄
is a mod still needed for multiplayer freighters in the same system?
or is that in game now?
No, its still not in game and they made it so mods can't do it either
bummer, thanks
Right? "What should we do today, HG buddies?"
""OH! OH! Lets put in astronomical amounts of work developing MP systems and then cripple people's ability to effectively play MP with asinine decisions like one-player-freighter-per-star-system!"
"BRILLIANT! get to work on that ASAP!"
But let's leave in the flag to turn it on, just to taunt them
@vale iron Sure why naut
What about adjusting the size limit for animals
sorry need help again
what file do i need to edit to change the ressources on planets?
so that there is not always cobalt underground
or something like that
Thought I'd try rotating the lamp itself to match the direction of the light. That did not go as planned..😅
@odd stag I highly recommend getting the psarctool. It'll let you unpack individual pak files. That way you can download existing mods and unpack them. Makes it a lot easier to see how other modders did things. I know it's not an answer to your question, but it'll speed up the process of learning where to find things and what to modify
@naive moth Looks fine to me. Upload
😂
@naive moth i already use psarctool, unfortunately i didn't found any mod that changes the ressources that appear on planets, yet. However, thanks for your recomendation
Recommendation. And as always- thanks for watching
@odd stag Objects resources are part of the objects. Terrain resources are in the middle-ish of Terrain Globals
But not the OBJECTS files in biomes, I forget exactly where
I should get into this to be honest
Lol
You will constantly see new faults that can never be unseen, gradually ruining it for yourself lol
Like now I want to know where the ship stat calculations are stored and how they get displayed in the inventory and if it can be fixed.
what you mean the bar size or what?
I never wanted any of this, but can't stop
Because yes, they can. I think the thing you want is actually just one of the globals
The stats are not right. They are right in mechanics but not in display
theres literally a setting for hyperdive bar's max amount and its set to 2000 because 3x was supposed to be the tech max
That might be because some bonuses are proportions of one and others are direct numbers
Because fuck logic n consistency
But it's still not calculations correctly for the display numbers, but works as intended.
Does your ship have a base stat multiplier? they pretty much all do unless you edit it to 0
I'm not explaining well I think. Assume I have a cheese value that is used to determine how happy I am, which starts at 100. There's a screen that displays that cheese value. I double the cheese value to 200 and am twice as happy, as expected, but the screen says that my cheese value is now negative 41765.
I know you understand the parts involved, just making sure I'm saying it clearly
Ive seen some of that, probably rollover or some other dum shit like that
unfortunately most if not all of the actual calculation stuff for text is handled by the exe. We can't really do too much tbh about changing the text that appears somewhere other than size, placement etc (essentially just what can be modified in the UI files...)
Yeah, thats kinda why I was saying its probably just obnoxious rollover behavior
Even a good portion of UI is not defined in moddable files
I discovered that when I took ALL known ui files and modded them in a way that was painfully obviusly visible and a good portion of the game's UI was unafflicted
It’s pretty strange imo
yea it is
It’s hard to deal with especially if you’re new to the subject
True
NUH UH FALSE AF
the nomansskymods website seems kinda dead rn, any reason why?
Personally, I only use nexusmods. It felt a little more convenient and I'm too lazy to keep two sites up to date
On either site, there doesn't seem to be a whole lot of updates for living ship. Any reason why?
How many is not many? I count about 100 updated since Living Ships came out on Nexus
updated or published
I think most of us that were going to update, did so within the first week and a half or so. After that, a lot of people have been working on big projects.
There's also the fact that many mods dont need updates after every NMS update
Really? Huh
Has anyone tried multiplying every number in the cuboid geometry by 10 to see if that works?
Or maybe 4 to be more realistic
why, to scale it?
Yeah, I want a huge cuboid so I can build the Burj Khalifa. Scaling them up manually screws up snap points
might be better to start learning how to make custom parts
Nah, a huge cuboid would show up for other people
nah not if the scaling was mod side
then it would just look like a reggo cube to most ppl
Oh, right, it would need to have the scale recorded as higher, not the size recorded as higher
damnit, how do I get big pieces and proper snap points that show for other people?
Magic n stuff
oh, I found the mal part of my script. Just have to fix that part now
Fix it then, GOL
Woohoo time to test some lights
Lights are working. Made a script with all the buildable light scenes and variables at the top for changing all the bits
Now I need to find the non-obvious scenes
@hushed bronze is it possible to change the behaviour of drones so that they will attack you each time they scan you?
@naive moth This is my folder for my last version.
_MOD_DUD_StandLightBright_v2221
-Stand type lights are brighter and have more range.
-Includes buildable lights and lights at trade stations and other buildings that use a stand type light.
Don't know if this might help you with anything, but here ya go.
@steel crypt Thanks a lot m8! I'm sure that'll help a LOT in the work I'm doing. If you don't mind me using it ofc 😄
I don't care if you use anything of mine. You can use anything in DUD'S SKY and DUD'S SKY - COLORS on Nexus if you want also. (Also I don't need all that credit jazz, just use it as you wish)
Alright. Still it wouldn't be nice not to ask, haha
If you do anything with colors or stuff like my mods, I might have other resources I have made like color palette .png s and other junk that I used/made while doing the mods. I can give you any of that you want.
Your idea of the nested linear and quadratic lights sounded really interesting. I need to look at that tomorrow
Oh I assume you saw the screenshot of the anomaly with the lights off. Did you notice the slight white haze? Any idea what that is?
It might have a performance impact on a mass scale? (the nested lights) so I didn't make the buildable ones have that. I just did it for the trade stations and outposts. But I don't know if they will even have a real performance impact or not.
Perhaps if I end up working with that. But I'm mostly just looking at what you did to get myself familliar with the values, that's all 🙂 I'm a full stack software engineer in life so I'm sure I can handle most of it myself. Just need to understand the system, that's all😅
Yeah sure. what pic?
I'm even thinking about making a little tool in C# that'll automate all the decompiling / compiling so I dont have to drag those files around all the time
there is a "modding station" that I use. Are you familiar with it?
Ye I use that one as well, but the modding station doesn't seem to decompile / compile the mbin files automaticly. Though I might simply not have taken a look at all its options yet
and you're saying there is a general really light white haze in the nexus right?
I mean you right click to compile and double click to decompile
Ah.. that might've been useful to know earlier.. lol
you have to choose the compiler you want to use currently in the settings first.
brbr
Ye I did set all the settings
Okay, the white (and I think we are talking about the same thing...like a subtle general haze) is caused by the LUT or "post process" filter (similar to a planet filter or storm filter or screenshot menu filter). The Nexus has it's own filter. That filter brings out orange hues, blue hues, and has a subtle white on top for like a desaturation. That filter can be changed to another if you wish.
Ahh ok, so I'm not imagining it. That sounds exactly like what I'm seeing. I guess it's just not as noticable with the lights turned on
Thanks!
You can change that to the default one very easily (or any other filter in NMS) You can also make a custom LUT and replace it. It took me a long time to figure out how the hell to do that. (I made custom biome filters to add to the game) If you really want to make a custom one, I can show tell you how, but be ready to sit and learn for a bit. It's not super easy lol.
I really appreciate the offer, but maybe another time. 1am here :)
Hey all, checking to see if there is a up to date mod for the Roamer that works with the current game version to speed up the roamer.
anyone know?
Possibly, ask IceCub
ok
He's generally pretty experienced in the subject- as well as Gumsk
@naive moth do you know of any up to date working current version roamer performance mods that exist?
I've tried them all that i know of but I keep getting the floaty-roamer
Yeah, I've seen that a lot
It sucks because the last time i remember playing this I had it working and it was awesome! HUGE jumps and speed
but now the roamer sucks by default
with my WeMod also I can just jetpack much much faster than any current vehicle not including my ship
I'm not entirely sure what you mean with "roamer"?
I mean, I barily actually played the game. Just spending most of my time building or modding lately 😛
You mean one of the exocrafts?
Yeah
What kind of mod are you looking for with that? As in, what should it do?
The one I used before increased boost and drive speed and jump power making it easy to get about 30-40 seconds of airtime per jump and making it a lot more practical for long distance travel across planet
Alright, DM me the mod you used. I'll probably be able to figure out what it did and update it
That sounds like my GGame Orbital :)
Well if it's yours, I'll kick you in the ass for not updating it, ghehe xD
Mine are all updated! Maybe just not optional files
I didn't make it
I get lazy in those
Haha I'm just messing with ya 😛
Ye that one hasn't been updated over 2 years lol
OMG that one changes raomer performance? Tracked that mod!
I'll have a look at it. See if it's reasonably easy to update. Don't want to spend too much time on other stuff while I'm working on the lights mod
If you want something, just let me know (with details) and I'll make it in the morning and put it in the optional files.
Mine are constantly up to date, no worries there
I actually turned them down a little today for balance, but test it and let me know what you want different
I will do fo sure I just want my roamer to be practical like to be able to cover long distances with speed
Anyone else here currently use the up to date WeMod for NMS? Very very handy tool
Do not unfortunately
I don't like to do too much, just the jetpack mods but I don't like stuff like lots of units or materials I like to just play the normal game half the fun is working hard to get stuff
I like to run fast and jetpack fast, and stack mods
nice! I thought about the stack mods.
Is it possible to add ship models to the ship-rooster? So for ex. a ship has the chance to spawn with for ex. a sentinel ship skin?
@dull isle Seems there are a ton of changes made by that mod. So many that I don't know which ones are done by the mod and which ones are actually game updates. I can try updating it, but the results might end up being way off
Is there a way to get just the roamer changes?
and no worries
If I can't at least update roamer performance i probably won't use it in-game it's too impractically slow from vanilla
I'll have to figure out what the roamer is called inside the code, but once I do, I'll probably be able to just try changing that one
roamer is buggy
That would be amazing thanks! I can't really thank you enough it's a needed change
"Buggy"
Oh you mean "MED_BUGGY"?
...yes that ssection
Alright cool
I wish I could learn to make mods and do mods. How do you guys learn this stuff?
I have a HUGE attention span so I could make really really good mods
Seems like there is a LOT of learning to cover
You might be able to use this and see what variables I changed. It makes the exos more realistic to me ...several changes per exo. It doesn't speed anything up, but the variables to do all what you're trying to do will be changed, so you can know what ones to maybe mod for that.
Its not rly. It took me about 30 mins to go through that guide and every other guide linked to it
I just want to be able to fully customize my ship as a main one like in and out. New seats,, new colors, new paint, new body
I will try that thanks Jasondude
Like I wish there was an RGB factor for ship paint and for all custom colors in game tbh
there is
not a mod?
I haven't explored all the updated features yet but I intend to
since last I played
none that i know of. Some modders including me try to not do that because people use the seeds for a ship to share ship designs and modding that will make those "not work".
I do have a seed applied, but it would be nice for a truly custom design
What I'm saying is you can change the colors in the palette that the game uses to choose colors for a ship. Not a in-game "customizer"
no, that would be in the game mbins
there are color palettes for everything pretty much
I have never changed ship palettes, but they are there.
I thinking something like NoMan'sSky meets Forza Horizon 3 paint shop
for user designs that's be cool!
Many people would like that. You're not going to make a mod like that unless somehow you could use the logic and models etc from the suit customizer to do it. If possible, it would be stupid to figure out.
lol too true for me and you
@dull isle There you go, that should mod the Roamer the same way as that mod did. Haven't tested it though so lemme know
Sweet! Thank you like this much: 100000000000000000 I will try it out!
I added them to my DB I will test tonight as I'm still at work 😛 Thanks so much!
Honestly I didn't expect this much assistance from here so I am very pleasantly surprised!
NMS is known for having a nice community 🙂 We obviously try to keep it that way
Insanely rare to find which makes me love this game even more\
seems like these days internet is more toxic than ever, but not completely 🙂
True. The only other game where I've seen it is Warframe. But that's because they're heavily moderated. Anyone being toxic there will be dealt with very fast
There, name update lolol
i'm still having problems to change the trader prices. I cant figure out what file i need to edit? i tried different ones yet, but no increase in sell or buy prices.
I do have ideas for improved ship assembly. My reason for not doing it is simply because it's a time-sucking whore
Same for terrain gen mods and biome gen mods
How long do those typically take?
There is no typical with those three
We'll see
Are you gonna make one nA?
That’s the right attitude to take down the ungodly rabbit hole you’re going into.
disabling the smooth of terrain leads already to more interesting terrains, in my opinion.
Nothing is that simple tho
would it be possible to mod the pre-next monster noises back into the game?
@olive shoal SHould be, but sounds hard
finding the files, for one.
Nothings ever as simple as it should be
Audio swaps is probably about a medium
def not impossible like some ideas tho
i'd imagine files are still in the game, no?
granted
you'd still have to find them
THose files may be overwritten but if they're accessible at all, then old versions of the game will have old versions of the files
just a reminder for anyone wanting to do audio mods, you can only do replacement of sounds, not adding new ones.
oh that's a shame
I think thats what he wanted anyway
yeah, but I wish you could add music 😢 Not without some kind of exe modifications....
*audio, not just music
Are all the proc music parameters in the exe?
some is handled by the audio globals iirc
and there are some other files in the audio folder I think which handles it too
Oh i see, waaay at the bottom of WINDOWS
Anyone know what the Nexus mission terminal model is? It's one of the few I can't find in that area
Alright, time for the first Light fixes release. This part fixes the standing lights, lab light, light table, small light and the colored wall lights 🙂 With fixes I mean: They'll properly light up areas. If you gonna test it, please do leave some feedback for improvements
What files do i need to edit to increase the buy price? So that everything you can buy costs more at the traders?