#nms-modding
1 messages · Page 179 of 1
Also that would be reusable code if you plan to make little apps like this for other mods
oof wow I'll bet you're tired lol
The app itself wasn't that difficult, but traversing the exml correctly with almost no values in there being unique.. THAT was a freaking huge challenge! xD
Ye I'm definitely tired. Gonna relax for an hour or so to get my head to stop spinning around code and then off to bed
@hushed bronze which of your mods are updated?
i have stratos and i want to get abyss but i dont know if it will work
and expanse
Most or all of them should work. I've updated or hidden anything anyone mentioned not working
Updated stratos a few hours ago
Expanse may never need an update since it only mods a color sheet
ok cool i have installed expanse, stratos and abyss
i thought there was meant to be a mods warning?
Delete DISABLEMODS if you dont see a warning screen
Significant updates often re-install it
i moved it to my desktop will that work?
Yes.
ok i might delete and restart
i didnt put them in the mods folder i put them directly in PCBANKS
it actually looks awesome thanks
Anyone got any good mods that are purely visual like starship painting?
Looking to make a little companion app to help with black hole cataloging. Is there any known way to scrape system data, either current thru log files or within the save data structure?
you mean information about the current system you are in?
Yes, that'd do. Mostly interested in coordinates, in any format, but I'd happily take system name, sector name, race, economy data, etc. if available.
where do i find values such as units?
Or if there's a way to walk back thru the save file or a log file, I'd happily parse them.
The best way to get solar system data is via CE (cheat engine) while running the game live.
You can get all the data in this struct from memory while the game is running: https://github.com/monkeyman192/MBINCompiler/blob/development/libMBIN/Source/NMS/GameComponents/GcSolarSystemData.cs
doesn't look like there is info about its coordinate in the galaxy...
/* 0x0538 */ public List<GcSolarSystemLocator> Locators; perhaps
But that may very well be an ID
nah, that's for stuff in the system I think
well I dunno, have a look at the struct inside lol
How do i edit .pak files?
Welcome to the No Man's Sky Modding wiki! This is a community effort to document the technical aspects of No Man's Sky's internal workings as well as acquaint aspiring modders with all of the...
There's a 'systems visited' section of the save file. If you can get the portal code symbols, you can calculate the other 2 or 3 types of galactic addresses, and the symbols are on screenshots, so I'm sure there's got to be a way to get that data.
I cant see a .exe in my MBINCompiler does anyone know why?
Unless its the visual studio one
Unless it has been fixed recently, that "systems visited" isn't much use, as the galaxy isn't properly set in it.
Wow, that's a bit of an oversight. If @west saddle is looking to back trace a route through black holes, though, it might work if you just assume they are in the same galaxy?
Well, sorta not backtrace. Essentially, I'm cataloging black hole chains.
I specify entry coords of a random black hole, jump thru. Find the next black hole in the same sector, address always ending :0079, then jump to it and go thru. Repeat once the chain runs dry, presumably somewhere near the center.
Converting addresses from the camera system and manually typing out the system/sector names is a bit time consuming, so I'm considering investing some time into a more automated solution.
Galaxy not set is fine for me. I have to convert results to a csv for bulk upload anyhow.
That's interesting that they always end in 0079. That's in the 4 quartet system or 5 quartet?
To clarify, I'm not convinced yet that all black hole addresses end in 0079. But I am convinced that every black hole exit in a chain will have a black hole in the same sector, address the same except ending in 0079
If you're wanting to predict if systems have BHs, I'm not sure you could scrape that anywhere, but deconstructing the address system could work if the 0079 holds
Gotcha
Nope, not wanting to predict anything tbh. Just cut down the time I'm spending converting exit addresses, transcribing system names, etc.
Ideally, I'd love to "just fly"
And have either a real-time logging or be able to dig it back out from the save files.
I'm not at my computer, but there's a page with all the math and processes for converting the address systems with a couple of shifts and decimal hex conversion to get voxels and system index. I'm curious where the 0079 would end up in that formula
I'm not at my computer to look though :(
So far I've found my way to DiscoveryManagerData > DiscoveryData-v1
I see something about systems, but nothing looks like any of the address formats I'm familiar with.
You could da a small sample of the visited systems section of the save to make sure they are in order. If you're just flying, you could then grab the last X of those systems
Yeah there are literally, I think, 5 ways of addressing systems
"TSrec":1586442636,
"DD":{
"UA":40686206417848,
"DT":"SolarSystem",
"VP":[ "0x1978538A63AF37CE" ]
}
There's more data in Store vs Available, but mostly the same issues interpreting what I'm seeing.
But I am convinced that every black hole exit in a chain will have a black hole in the same sector yeah, every region has one black hole, in 0079.
PlayerStateData VisitedSystems
So far I've determined DT is Data Type, and UA might be unit address, but it's dec(10) x 15 chars.
Right.
Ahh, up to 15? So they are just dropping 0s
I'm wondering it's a varint and trimming leading 0's
Yeah
VisitedSystems seems to be 10-14 digits. I'm thinking that's an ID, not a coord.
I found one at 9
IDs are coords.
Moo, are there other address clues like 0079, or any clue why that is a BH?
Who says that one is a BH?
You did?
When?
But I am convinced that every black hole exit in a chain will have a black hole in the same sectoryeah, every region has one black hole, in 0079.
@heavy merlin
Oh, I did say every 0079 is a black hole, I thought you meant I said that UA was a BH, which it isn't... That's 03B7:007D:0616:0025
Dokudal? Do you have that in your discovery list?
Oh I didn't see the UA :)
Uhhh, likely.
Yes, last station I docked at, I think.
Which would make sense since I started looking from bottom-up assuming it's appending.
How did you work the system name backwards?
Uh.. magic 

@west saddle If using save data to create a log, you'd have to make sure that the data is actually present (saved) at the time. Does the game auto-save when jumping a BH?
Pretty sure it doesn't, but playing for a long time without saving is risky anyway, so saving at a station or something after each BH may be a good idea anyway.
If you save after each BH, then you can simply log the UniverseAddress, which can easily be converted as well and includes galaxy
Assuming no BH system exists that is abandoned, or saving needs to be done on freighter or planet
Not sure about the decimal format of VisitedSystems. Any idea?
Trying to make sense of it, but no luck so far.
I have one as follows:
RI = 9, VX = 1777, VY = -6, VZ = -78, SSI = 161
converts to 0EF0:0079:07B3:00A1
and has decimal VisitedSystem = 695706035953
No clue how to convert between the 2, although I suspect that RI is included in the decimal version
What is that system called?
Wutussu-ledam II (Eissentam)
Updated for latest update. https://www.nexusmods.com/nomanssky/mods/1345?tab=description
Portal address for that 00A1FAFB46F1 X=6F1 Y=FA Z=FB4 S=0A1
And as I said before,
Unless it has been fixed recently, that "systems visited" isn't much use, as the galaxy isn't properly set in it.
But if you know you're only ever going to be looking at systems in one galaxy that shouldn't be a problem
Ah, so it is a hex representation of the portal address?
@cinder valley Something tells me any astroid hitting my face would be the end of me xD Anyway, gg m8!
Well, no, they're all different representations of the same thing
I never looked into the conversion from coords to portal (hex)
The UA in discoveries and stuff is the real address, VisitedSystems is kind of messed up.
Well yes, it doesn't include galaxy. So basically you could end up with identical decimal in VisitedSystems, but being from a diff galaxy?
Well, some do include galaxy, but it's some random-seeming number, and not the actual galaxy.
Yes... And if you go to the same position in one galaxy you've already been to in another galaxy, the map will show the systems near you as having already been visited...
Ok, so my example decimal value can be resolved, but others may not?
You just need to know which galaxy it is beforehand.
Well, you can check the galaxy in Save data as you start, if you have saved. You then know the galaxy and could potentially just log the decimals if they can all be resolved. Just have to make sure to save again when you switch galaxy
Yeah
I am not familiar with the tracking app/mod or whatever it is, but if it has a start/stop function for the logging, you just need to ensure you save as well. At least it would then not require to save each jump, just on a galaxy switch. Logging can only be done after a save though, so basically as you end your BH jumping with a save.
Now why did I not check the portal code hex ??? I knew it looked familiar somehow.
Learned something new again
The straight up hex is slightly diff compared to the Portal Decoder though.
695706035953 (dec)
A1FB4FA6F1 (hex)
00A1FAFB46F1 (hex PD)
Yeah, just a different order
Coord swapping, oh well
ZYX rather than YZX
ahuh
So save data can be used. You make sure to have saved, start logging (checks Galaxy, RI in UniverseAddress), start jumping (less than 512, which is max Visited Systems logged). Once done, you save and then stop logging, which can then get all addresses collected from VisitedSystems and create your log.
Might have to do some work on tracking the changes in VisitedSystems to know where it started, as you likely do not start with an empty list
I think these entries get added to the end of the list, removing from the beginning as you go at 512 entries. I also believe it adds the system you came from when you start, as well as the system you went to. I got 3 entries when I loaded game, warped to new system and back.
(useful to log correctly I guess)
Tons of good info here. Recapping mostly for my own understanding once I get home from work.
VisitedSystems is a running log then with duplicates. I'm assuming it trims and equal amount of lines from the top when saving if longer than 512 then.
Discoveries only logs first contact from that player, but for more than just systems.
PlayerData has more info yet, but only for the most recent save spot.
Hmmm, makes sense. Shame the Discoveries doesn't have system or sector name. Maybe docking on the freighter each system and hopping out/in is the fastest way to get data then without having the decoder ring for system and sector names.
@cinder valley Wow, you flashy-fast 😄
i literally just had to edit one line lol
IK but the compiler wasnt packing that one until a few hours ago, right?
got a question: when i run nms with mods enabled i get no mouse movement when flying in the living ship. any idea's what mods could be doing this?
im trying to narrow down which mod i have thats causing it.
@fossil gate Dated playerglobals mods
@fallow meadow @heavy merlin @west saddle The address conversion is really complicated, and I don't know why, unless they were purposefully obfuscating things so we couldn't figure it out. Anyway, there's a page from way back that goes into the process. I'll find it a bit later and share. The nutshell is that you have to drop one set of numbers completely, shift some from the end to the beginning, drop zeros, then convert; after all that, you know the voxel xyz and system index
think i found it, jetpacks enhanced. thanks @hushed bronze
NP
just had a thought how would you change a freighter model to a station model?
The same way you DEAR GOD dont do that
why not? it would be so cool to fly around in a space station lmao
it would be like a personal death star
At best it would be a space station clone without also putting in an absolutely absurd amount of work
Good luck. You are trying to mix proc and non-proc models. I might be able to be done, I'm not sure, but yeah you are in for a lot of learning.
Im betting it could be done, but it would be a monster project with a lousy payoff
that much work justifies making new models for stationlike freighters from scratch.
@vale iron I found the NMS coordinates masterclass video on YouTube, which seems to step thru all the re-shuffling, shift, and bit dropping. All good, just too many beers tonight to knacker thru the Python implementation. I'll give it a whirl again tomorrow.
haha, I completely understand that! I still have a hard time getting through one by hand
@west saddle Why are you trying to make a portal adress decoder? isn't this already done?
I'm not. I'm making a black hole logger for Black Hole Suns. They don't know it yet. Manual entry is soooo slow.
Only reason I need to reinvent the coder is because the save file stores them in none of the common formats we see. E.g., the 16-char colon-separated hex format, nor the 12-char hex format, nor the voxel format.
damn.... well, have fun with that 😨
Except for PlayerData, and I'd rather not dock in every single system along a pilgrimage to the core
But ... If everything else is automatic, dockin ain't so bad, is it?
It's not, but it is prone to human error.
Also, maybe calling your freighter would be even quicker
It would. Docking gets the station name (I think, don't quote me, haven't dug very far into that) but I don't think there's much difference otherwise.
DUD'S SKY updated to v2.41.1
https://www.nexusmods.com/nomanssky/mods/507
DUD'S SKY - COLORS updated to v2.41.1
https://www.nexusmods.com/nomanssky/mods/968
@hushed bronze is there a mod to change the stars? Not just the color of space or nebulas
Be more specific?
the stars in the sky are huge and unnatural
I'm looking for a toned down version if it exists
Screenshot: 1st screenshot is taken inside NMS looking at the stars (VR)
2nd screenshot is within the Virtual Desktop app which is the style I'm looking for
(disregarding the clouds)
Any mod in use?
You know in real life when you see Venus in the sky? Well, all stars in NMS look like Venus in the sky in VR. All huge and uniform white dots.
I just changed from your Expanse to Pure black.
Stratos?
But I think that only changes colors?
Its a powerful mod with some effects on space, too
In that screenshot I have stratos disabled
specifically, <Property name="StarVisibility" value="0.82" />
so in the first screenshot that's vanilla clouds
specifically, <Property name="StarVisibility" value="0.82" />
@hushed bronze is this transparency of the stars or size?
Try that?
alright. brb.
@gray veldt Well?
windows chose a bad time to update itself
- dies * lol
still waiting for pc to boot up 😫
does it conflict with pure black?
I'll just disable it to be sure
Pure black is actually helpful in this test lol it makes sure there's no nebula and space clouds
doesn't seem to change the stars, or probably just not noticable
the clouds are another issue lol. I can't make them look nice in vr
Here's a side-by-side screenshot from VD vs NMS sky zoomed-in by 300%. I seems like they're similar in size but NMS is too bright and lacks brightness variety
virtual desktop. It got a space environment which looks very nice. It's just a hi-res 360 deg image.
😋
odd... ive verified the effect of this factor in the past... I'll have to get into it some other time, then
@gray veldt Youre not using integrated planets are you?
So those stars we see in NMS is not a texture, right? since they sort of shine
No, all sky mods are disabled right now
uhh let me double, triple check
I have these
I don't think the others alter anything in the sky though
i dont think so either
definitely no DISABLEMODS ofc?
that would have blocked Pure black tho
oh hey its the thing that happens when someone takes their space art seriously 😛
Not sure if the stars are visible in the video though lol
yeah hahaha
Is it possible to use a hi res 360 image of space instead of the one we see in the game?
Shot in the dark here
I mean, skyrim has a lot of those sky texture mods
And if it doesnt mess with stars, put default space colors back and see if it screws with nebulae at all 😄
there are three actual nebula patterns and four Nebula scales. Being a sky factor maybe they called the stars nebulae because they are stoners or something IDK
(You would be amazeed at the tricks I have found this way)
Im pretty sure the stars in NMS even in the regular sky, are derived from the actual mapped starsin the Galaxy map. Dont hold me to that
point is, if thats true, there is no texture for it, and as far as I know, nobody has found a starfield texture in the files
I think I disabled all mods that disables clouds/space clouds/nebula for now. Will try your new file
Not sure if nebulas changed, but the stars definitely didn't. (Sorry for the trouble I'm causing 😳 )
Different question: can we stop the sky/stars from spinning while in space?
I know there's a day and night cycle while on the planets that's why the sky is moving, but the "sky" should definitely not move while you're stationary in space. (I should probably send this to Hello Games haha)
The sun and stars should make the same movements
It kind of sucks that the screenshots actually look very nice on the monitor, even if it looks wrong in VR lol.
Since its an emulation of a planet spinning, the sun and stars relative to each other should be basically stationary
Since they went with the stars and sun orbiting stationary planets, thats the best they can do without making moving planets
which is impossible at this stage
Ohhh so that's why
yep
I'm just nitpicking now lol. I should just jump in the game now and actually play and enjoy 🤣
Suspend my disbelief for things like suns orbiting the planets and not the other way around. That that is how nms universe works 😅
yup its all a fantasy game anyway 😄
are there any mods on Fleet Expidition? was looking for something to fix the issue if having to wait 24 hours before we get a new Expiditions.
Where are the models located in game? I want to do some editing
@loud girder Yea, just look at Nexus by last updated
and what file format they're in
thank you
@hushed bronze u mean the "Fleet Expedition Time Reduction" right?
sadly was looking for the expidition reset not the expidition lenght
Or if someone could just point me to the minotaur model
ur planning on turning it into a Gundam?
possibly
@sudden heron Im just gonna say that messing with models in NMS is a monster nightmare bitch from hell
nothing ventured nothing gained
See you in 3 months, then
Ive done model replacement in other games, like Kerbal. NMS is not like other games.
(They did everything wrong / the hard way)
@sudden heron But also, regardless of mod intention, you should be here: https://discord.gg/22ZAU9H
Also, as far as I know, nobody has ever successfully imported something with a rig.
Assuming you have the game files unpacked?
MODELS\COMMON\VEHICLES\MECH_SUIT
thanks mate
do join that server tho
haha my intentions are not pure
ppl there know 1000x what I do about NMS models and their nuances
seriously i would be crucified if you knew
rule 4 lol, goes against talking about it
ouch
well if i had the power to unpack and use rigged models..
i'd have a lot more freedom in making anime recreations than now
Thats what Im tryna tell him
im not sure whatcha mean in relation to my....idea
Im tryna tell ya, doing anything to that mech suit will be hell on a unicycle
We do what we must, because, we have feelings
Doing what Im sure you have in mind is flat out impossible
it depends on if opening up the model in blender or whatever works without a headache of converting file types
That would be hard on a normal day, making organic models with rigs that animate well, inserting that into NMS with the current state of model import is.... not happening
though exo, is it possible to extract models as of now? i think i could have a go at rigging them
specifically if the monkeyman importer's working
if it is you let me know
sure i'll pop in, dont know if my intention will be allowed there either tohugh haha
alright, i'll ask you in the modding discord
As for intention, mentioning what you want to do I wouldnt even get you in trouble here. Posting pix of your prototypes would
Quality control on some/many mods just doesn’t exist.
Whoever it is doing this stuff, I’m talking to you. Please DO NOT put zip files with paks in them inside of paks, inside your mods paks with 12 different files in it that are not used with the mod. For the love of god man, what kind of crippling malfunction do you have that tells you that is a good idea?
Hey guys, quick question. I'd really like to make it possible to allow the nomad to strafe left and right with the 'a' and 'd' keys. Is that something that is possible to change? I know you can change some movement and camera properties, but I couldn't determine if adding movement modes was a thing.
Anyone have any recommendations for mods that help coop be a bit smoother? My buddy and I just got screwed over on the second planet trying to get the missions done to leave and go to the space station. Like a mod that lets you have missions synced up so if one friend gets it done we both have it done?
Uhh isnt that already in the normal game?
Me and my friend had to get some material for a mission and if he got some i also got it and then he finished it and it finished for me to
some of them did
but for some reason the power up the transporter thing just wouldn't get done till we unknowingly destroyed his whole base and put mine up. We were trying to build together and such
oh ok. cheers for trying. 😉
There won't be mods for that. 99% of the network stuff is in the exe.
does somebody know ho nms handles those huge asteroid fields networking (positioning, movement, mining) in multiplayer? (hobby developer curiosity)
No, but the field itself being proc gen, it is created locally the same for all players. I’m not sure exactly how it networks the mining and stuff.
Im sadly mostly interested in that networking side of mining but thx for response anyway ... im huge fan of space games and im always trying to learn what is and how possible these days and reproducing it to some degree ... hopefully one day i will patch together all my tech demos and it will result in my own game 🙂
Runs on solar power. Mineral Extractor. For use in no man's sky save editor, raw Json and Blender.
@brazen badger My asteroid Ribbons mod is pretty detailed, maybe using it to understand somewhat how the asteroids are placed might help? IDK if it would, thats a long shot
Made a small mod which is supposed to make bigger mountains. Haven't had enough time to test. Feel free to check out.
Is there a mod to disable chromatic aberation?
What chromatic aberration are you talking about
Like the planet colors or a graphics effect
Both
Off-center:
Dead center:
Same for lights, planet markers, and anything else UI-relate as well.
@west saddle there was, but idk if this still works (its from 2018).. https://www.nexusmods.com/nomanssky/mods/619
All this was meant to be an artistic little reminder that we're in a super simulator lol
But the silver lining is, that now I know what the chromatic aberration is, since my peripheral blindness had prevented me from ever seeing it before 😄
@odd stag Thanks, I'll give it a go.
@hushed bronze Yeah, it's pretty annoying to normies. It's an artifact of refraction thru glass, not eyeballs. Like lens flares all over movies.
I normally see like that because of astigmatism. It gets bad at night with lights.
you delete it the same way you installed it...
@hushed bronze thanks for the thought, it probably is ... tho its interesting to see what is in nms possible 🙂 ... i think i have my answer after some more asking around Star Citizen devlog gave me idea to generate asteroids based on some seed (so every client will have same result from that seed), making them static so position does not need to be synced and have ammounts and types of resources minable from them dependant on same seed so i will know maximum and if player mine one i will just store to db its position and how much is missing and if other clients asks i will just check if there is some record that asteroid is not supposed to be "full" and i will just substract it from known maximum ... this way it allows me to have huge ammounts of rocks and save only little ammount of data about them (i hope i describe it in understandable way)
Well, if their initial trajectories are also seed derived, that should sync them for movement too? @brazen badger
I have definitely put some thought into game dev, too 😄
I suppose ... i thought even about saving player caused movement changes too but it would be hell to keep track of + as i know my luck it would result sooner or later in weird glitches and asteroids being in places i dont want them and not being in places they should be 😄 ... most asteroids in space are relatively static anways so there is luckily no need to simulate movement much 🙂
@brazen badger @hushed bronze I think the bigger asteroids are treated as a mineral deposit and smaller asteroids are treated like the very large destructible rocks on planets. I'm just that's obvious to you guys, but just wanted to say that that's how they acted the few times I've been on one on foot or in an exocraft.
@vale iron He appears to be talking of a design for his own game
And not an NMS mod
Ahh, my mistake
Thanks
BTW, did you see my comment that when a mech hits space it disappears?
It's like an invisible placeholder for a third model
That just means it counts as furniture
But also I am confused I saw a reddit vid of someone jumping off a freighter with it, the thing didnt vanish
You can bounce back and forth on the upper atmo line and it appears, disappears, appears, etc.
Maybe they started with it in space somehow. I forgot to do that
Give me 5 minutes
So he's visible while on my freighter. About to jump off
So exciting.....don't leave me hanging here, WTF happened? Don't leave me with this kind of cliffhanger dude.
hahah
He's visible away from freighter still in space. Dropping to planet now
maybe it's a toggle at the atmo
Still visible. Must be only when you go from the planet to space
Yep, only going from inside atmo to outside atmo
All the other combinations seem to work
hmm that's odd.
So only if you're already mech ...then it loads "space"
That's when they kill it. Weird.
It still moves, kind of, but it switches to first person, the model disappears, and I think it's slower
Does anyone know when the Steam Workshop will be back if it does come back
I was really looking forward to maybe having some modded weapons
Afaik, there's no plan to ever use it again
Those tech slots, save editor @cosmic grail ?
Not that I mind, use the app myself on occasion, just wonder if you got them like that on default.
any way of converting permadeath save into normal mode?
There was, renaming and changing some of the data inside the save
Is there an addon to add additional markers or ways to find where I've been again?
I found an exosuit space upgrade on a planet but need to go collect resources for it; so just a way to mark it so I can return is all I need, really.
Found this. https://www.nexusmods.com/nomanssky/mods/363?tab=files Seems entirely overkill for what I needed, but I see no simple "add customer markers" addon yet.
Save beacons, use different colors to mark different types of points of interest
Since you can't label them, you have to be smart about how many you place in a system
I...did not even realize there was a way to color code! That is bloody brilliant! Thank you so much!
wait you can change the colors of the save beacons?
also just downloaded this that came out this morning: https://www.nexusmods.com/nomanssky/mods/1510?tab=description
each color is its own mod
wait you can change the colors of the save beacons?
@fossil gate Just like you can change the color of any buildable item
Whelp, my little save file coordinates reader seems to be passing testing so far. 🤞
@leaden laurel of course save editor. Increased slots then used the same 800 LY tech over and over again
That matches what I get for that UA too
Ugh, visited is rearranged order and without the useless padding on y-axis. Why'd they have to encode it two different ways. 😐
At least the offsets are consistent I guess.
Oh look code n stuff
Oh man they patched the console glitch for duping?
no... it just doesn't work sometimes
i just duped minotaur lasers like yesterday
unless u r talking today?
<Property name="Temperature">
<Property value="GcHazardValues.xml">
<Property name="Min" value="-20" />
<Property name="Max" value="30" />
</Property>
<Property value="GcHazardValues.xml">
<Property name="Min" value="-10" />
<Property name="Max" value="20" />
</Property>
<Property value="GcHazardValues.xml">
<Property name="Min" value="0" />
<Property name="Max" value="30" />
</Property>
<Property value="GcHazardValues.xml">
<Property name="Min" value="-20" />
<Property name="Max" value="20" />
</Property>
<Property value="GcHazardValues.xml">
<Property name="Min" value="-30" />
<Property name="Max" value="10" />
</Property>
</Property>
Is this what I need to edit to make temperatures go higher? These are in the weather files
Is it normal for Mod Station to chill at 0% for several minutes during unpack? Nevermind, jumped to 20% after a bit.
is this where to ask what are people's top like 5 mods?
slams head against desk
Ok, I grabbed a UI mod that's been abandoned since 1.78.0.
• Got the old MBINCompiler, decompiled the PAK to MBINs
• Converted the MBINs to EXML
• Repeated for current version
• Diff'd the two, re-made all of the changes by hand
• Converted new EXMLs back to MBINs
• Duplicated the folder structure
• Created the new PAK and put in my mods folder for testing
• Restarted game. It no longer crashes on load!
But I see zero difference in the UI segments I'm pretty sure I just edited. I've done it 3x to make sure I'm not losing my mind. Tips?
what files are you editing?
Yeh they completely reorganized UI files in Beyond
Not at the PC at the moment, but I know they were in UI/ and had Galaxy at the start of the name. That's not super helpful and I'm sorry but I have to shovel snow at work real early so heading to bed.
The files still exist in 2.41 assets and have changes since 1.71 to add gradients, so I assumed they're still used and not just deprecated. But I can't be 100% sure.
If it helps any, for context I'm trying to change the balloon in the galaxy map showing selected system details (name, sector, buy/sell, economy, etc) to be solid white background with no transparency and all text/icons to solid black stroke with no transparency.
Basically this. I can reattack after work if this isn't enough data to go off.
@west saddle I could probably help if you already ID's the file
Yeah uhh sec lemme drag my ass outta bed ☺️
lol no rush
Im the one behind this atrocity, BTW https://www.nexusmods.com/nomanssky/mods/1093
Clean. I like it.
@west saddle Anyway I have another hour of video-based HW assignments due within two hours SO if you're still good to go in 2 hours, that would work out nicely 🙂
IN any case, if you wanna do your own digging, finding the wide-area panels in those edits with the 000 rgb and the weird 3 digit alpha (for the black ones) will probably show you what you wanna know 🙂
UI\GALAXY_SYSTEMINFO.MBIN
UI\GALAXY_SYSTEMINFO_ENTRY.MBIN
Here's the files from my 2.41 unpacking and my attempt at a pak.
Yeah, no rush, I'm not in a hurry. Just trying to chip away.
I suppose my biggest question is did I pack this properly?
Dunno, but the above white version of the graphic, was that your doing?
If so, looks like you aren't too far off as it is
Taking a poll: What do you guys think about a Living Ships color mod? I have it ready to go but not sure if it is a good idea for a mod. Any ideas would be appreciated.
MAKE THEM TRANSLUCENT
like those neato fish you can buy at pet stores
@steel crypt I think if you want to, you should. Anybody who doesnt want alt ship colors won't have to dl the mod 🙂
And people may think we show off ships and that color consistency across clients matters, but I dont think it really does
Screenshots are by far the most used way of showing something off, and that woulkd not see problems with color incorrectness
@steel crypt I would love it
@hushed bronze The issue I'm really kinda dealing with is that it mods the basecolorpalette. It would be included in my base color mod. So, unless I do 2 versions of that mod (I don't want to get into multiple versions of my mods 😫 ) then they would have to use it if they wanted the grass,plant,rock etc. color mod. On the other hand, I like the LS colors I made and I always tell myself (like the music I make) to make it for myself and if other people like it then they can use it. I feel like I'm in the middle of a pandemic and going crazy sheltering in place or something.....wait....
Could always go the LUA route ?
IDK Anyway, up to you, one version, two versions, complex options or no....
Thanks for the input, I don't mean to bug you with it LOL
who made the hud color mod?
The new one for ships?
the modder is named there
i mean if he is here
@hushed bronze Negative, the screenshot is from a user during 1.78. My port seems to have zero effect. That's why I think either they deprecated those files or I packed it incorrectly somehow.
Yes, dont use 1.78 files, the UI file structure was completely redone in beyond while being revisited for VR adaptation
@west saddle
referencing them could work, using them will not
Aw shucks. The files still existed in my 2.41 dump so I was holding out hope. Is UI/ still used at least?
Yeah its not deprecated or anything, just the files all changed a little
even files that are mostly the same had some VR-based stuff laced throughout so they wont cross-compile
@hushed bronze Ah, yeah I didn't try to directly compile the 1.78 stuff. I opened the 1.78 modded and 2.41 EXMLs side-by-side, copied the notable changes over to the 2.41s (noting the addition of some VR stuff, gradient boilerplates which were disabled anyway, etc) and made the changes by hand.
All of the changes I made were stuff like alphas and RGB values.
Anyone know how to make the frigate skin not blue and white. Freighter is black and orange and exo suit is black and red. All frigates are blue and white
I don't believe you can change colors rn
I can sometimes change it briefly via changing the seed via NMS editor, but doesn’t stick for to long, reverts to blue and white
There's a flag in the globals for the frigates to match the freighter
So you change the home system seed of the freighter to what you want, then change the globals flag
probably fleet globals, maybe debug or ai ships, I'd have to look
FreightersSamePalette in GCAISPACESHIPGLOBALS.GLOBAL.MBIN
That would not help him if he doesnt know how to build a mod, lol.
Thats for AI ships. its already set to True...
@vale iron Maybe one of the Unknown True/Falses in SPACESHIPGLOBALS?
Oh right, duh. Yeah. We could look for similar values around it, since they probably put chunks in at the same time
it might be in Fleet though
Can't look now, though, reskinning mech 😛
It's not in Fleet, not as a true/false at least
There are three unknown false values in Spaceship, and they are the first three variables, so I doubt it's those
A much older mod already accomplished this once before. We could dig that up and reference...
For that matter,
https://www.nexusmods.com/nomanssky/mods/1154
the files it mods look like it may even still work
@vale iron @tiny sentinel
wow
Just that is impressive, that it would still work
I remember it now that you reminded me
@hushed bronze yeah unfortunately that mod had zero effect on my end
Definitely deleted DISABLEMODS and all that? Do you have other mods working?
Yes, other mods are working as intended, well all but one other. DISABLEMODS has already been deleted 😘
Just checking 🙂
If you dont want to make it yourself or wait for it, there is always the option of buying ships of the right color, even though I know thats a HUGE drag lol
but also, frigates should have two seeds if Im not mistaken. Are you changing the right one?
Yeah I think I have, I just pull em and imput then from NMS seeds. Funny thing is all my ships have the same color scheme. Maybe it’s because I swapped the seeds of my original freighter
Are there any good Star Wars mods?
I previously hated every time someone asked for a star wars mod but this time was different
this time, I realized that the corny/flashy laser effects would actually lend themselves to the star wars style really well lol
Sounds like the beginning of a book
@gray mural Aynway, no, and it would take a LONG time to make one, and afaik none of the modders I am aware of are working on one, either
That said, occasionally a few star wars ships get into ship model mods but I dont think any of those are currently viable either
That was Winder's territory, but well god knows what literal hell he is in the middle of right now.
MAN, if this game had launched a handful of years sooner you could have addicted me before I went back to college 😛
Modding itself is addictive. I had to stop modding SH5 because it got stupid. It was so open and sandbox that there was an immense amount of stuff I could do. Then along came NMS. I told my wife when I got it that I'm afraid I won't be able to put it down. There is a whole universe to mod.
Easy as hell. Make a purple only LUT, make said LUT be the only one used in-game. Done.
Success, MechJets reskinned. Since I like you all the best, any requests for jet colors/patterns?
There's a core, three layers around it, and streamers/sparks
Plus a bunch of the lights I found as well and can change
I hate you. Anyone other than exo have requests? 😉
The rainbow pack is fairly ugly and flowery
Make "$" for the sparks LOL with green and gold jets.
I'm never talking to any of you ever again! I'm going to my room!
@vale iron Its practically guaranteed that HG means to release the custom trails for exo in an upcoming minor update
very minor
So as neato as that is, maybe just let HG do what they almost inevitably will do?
That would be boring and months away
I assume the only reason they didnt do it already is because its such an easy thing to drop in another update, could be next week
Could be an easy filler to make up for quarantine-related work slump?
This is too pretty @hushed bronze
EEEEEW highclouds 😛
This is too pretty
Holy crap, that is gorgeous! Exosolar does insanely great work. Love his asteroid mod, too. But he has a point:
https://www.nexusmods.com/nomanssky/mods/1427 🤣 Do yourself the favor, sir!
So, I am relatively noobish, and just want to confirm:
[CONFLICT]: "GCGALAXYGLOBALS.GLOBAL.MBIN" (NMSARC.59B126E2.pak)
[INFO]: is MOD-ified by:
[INFO]: "Better Galactic Map Lines 2.0.lua" (==> ModScript folder)
[INFO]: + "Better Galatic Map Lines 2.0.pak" (==> NMS MODS folder)
[CONFLICT]: "METADATA\REALITY\TABLES\NMS_REALITY_GCPRODUCTTABLE.MBIN" (NMSARC.515F1D3.pak)```
I don't need to be worried about this kind of conflict, right? It's just the file in the lua and the file in the pak is all? I could "fix" it by removing the lua from my scripts folder, I guess?
😢 *doesn't even link to the cloud mod I've posted myself, lol
I didnt label it EXO because its literally actually jason's work 🙂
lol, that's Lo2k, who definitely had his original cloud cutter out ages before mine, but mine has three options instead of one 😄
https://www.nexusmods.com/nomanssky/mods/1350 - I'm leaving my mistake above because 🤣 - but yeah, here.
Same thing happens with the clear scanner mod, mine clears the surveyor and regular scanner both and was released first, then there was a later mod uploaded right after, only clears regular and NOT the surveyor, has like 6x the attention !
😢 its not fair lol
Alas... 😦 That's miserable. I wonder what causes that. I blame Nexus, somehow.
Yeah probably the sort-order / trending clamp lol
That same mod page has one of my favorites on it, too
https://www.nexusmods.com/nomanssky/mods/1093
LOL! I did have one of them. Can't remember which one it was, but yeh. I just wanted to see the clouds for a while lmfao.
The visor graphics mod is one of my favorites.
Yea I remember you mentioned u used the pink one which surprised me 😄
I have exosolar's cloud eraser still in my downloads files. downloaded on day of upload lmfao
It matches with NMS theme perfectly!
PROOF lol
ROFL
I haven't had coffee yet ok?
You're not an idiot; don't say mean things about yourself. 😦
^-^
OMG UR ASIAN
You're a goober
Hi Asian I'm Dad(Asian)
Get out.
Night, peachy
there wasnt a invisible wires mod?
does the wire cloak unit in the game not work?
It works @uncut thunder
Wires will still be visible in editing mode, for obvious reasons.
@lethal cape Mod hidden because it has been rendered pointless.
@hushed bronze btw you use the lua stuff for your stuff?
No, but the day I learn how is coming 😄
i keep meaning to take time to learn it since it would make updating stuff easier but i can't wrap my head around how to make it work for more heavily customized .exmls
Oi, be there some kind of mod to speed along the learning dialogue options from aliens? I used to read them, but at this point I just click through as quickly as possible because I want to finish up learning the lanaguages. 😕 I have Speedy Dialogue, at least.
Native game does it now tho, dialog accelerates like 10x on a click per panel.
Still so many clicks, you know? Run up to alien, click click, click, click, click, re-talk to alien to practice (if I want), click click, click, click.
click btw
clack?
🦆
🍑
indeed
hello guys, i never modded NMS, in fact, im new to the game, but i would love to install some QOL mods, do mods disable achievments or corrupt my save in any way? and if no, can you guys reccomend some mods that improve the vanilla experience of the game?
https://www.nexusmods.com/nomanssky/mods/507/?
https://www.nexusmods.com/nomanssky/mods/968
I make those, I also would recommend anything by Exosolar and Lo2k. They always have good quality control. Past that, there are some good mods. You want to go to Nexus Mods to get them. I just don't know enough about the other mods to recommend anything.
And they will not disable achievements or corrupt save. Well a really bad mod could jack your save but I don't think I have seen one like that yet.
ohh
nice, thanks
i remember seeing right after the release of the game something of an mod that removed the wait times when interacting with stuff, does it still exist something like it?
If you mean quick interactions, where pressing 'E' to interact and having to hold it down, there are a couple of mods; I think lo2k has one. But it's also not as important anymore, since they sped that up @hazy cape
I also highly recommend Jasondude, Exosolar, Lo2k, and Redmas. Spiritz666 has some good, narrowly tailored stuff. And I have several mods over on Nexus you can find by searching for 'brittfrey'.
i am browsing on nexus mods for hours, i found a lot of good stuff
i downloaded most of exosolar mods
some of lo2k mods
i hope that my game don't get too heavy, as my computer is basically an potato
also, im using the nexus mod manager, i don't know how much of the installing it does automatically for me, so im hoping i don't have to go searching for which mods install where
@hazy cape In the last day, someone mentioned the predator suppressor as non working. I dont know if that is true yet
ohh, ok
@hazy cape Vortex will do anything that isn't multiple varieties in one download and things like that
but is "the predators attack me" not working or is it "my game literally crashes" not working?
because that was one of the first mods that i downloaded @hushed bronze
And the mods will only make your game slower if it increases the number of entities on the screen or changes video quality. QoL mods won't affect it
It would be 'doesn't work', not crashes
But I'm betting it works and it's a bad report
Some broken mods crash but some just cause strange behaviors, but yeah, im betting on a mistaken bad report too
but if something wierd happens esp with movement it could actually be busted
Isn't it just using the debug predator flag?
Predator is in gameply iirc
Someone claimed scan was dead too but I just verified that one just now (very easy to check that one 😄 )
I would probably be content checking Lo2k's CRC report for the file having been changed, and if not assume he crossed it with a jetpack mod or something and overrode it
anyway back 2 studies 😄
just installed 25 mods, ans my game is working just fine, thanks for all the help guys, i even got a slight fps boost
but i just noticed that my starship are only turning left- down for some reason
That comes from a faulty global, used in a mod by misrtake probably. HG has since fixed, and IDK which mod would cause that, BUT alt tab out of the game and go back in, and that bug should resolve on its own, hopefully@hazy cape
Gonna try it
Didn't work
Its Very weird
When i dont move the mouse, the ship dont turni, as It should, but when i do, it sometimes Go down left, sometimes It hora for the direction that i moves the mouse and It doesn't stop
Gonna disable every mod tô try tô see which one did this
@hazy cape You know the logic behind testing "half at a time?"
i know, basically a binary search
im pretty sure it was one of your mods exosolar
i disabled every other mod
and i still had this issue
Its not too suprising, but do you know which one?
...predator suppressor, maybe? @hazy cape
oh cool thats just about the easiest mod in the arsenal
it took me a long time to figure it out
i didn't think that a mod about animals would influence the controls of the spaceship
It influences controls for the mouse
the file is gaint, the prey factor really doesnt belong there at all lol
Definitely sure you have the current-est vers?
Im running the same one with no such issue
Exosolar's Predator Suppressor version 2.41
i don't know if this influences it, but im using locked normal controls on the ship
when i use thetered normal the ship doesn't even move
Try this one
@hazy cape
BTW I call it the half at a time search solely because anyone not familiar with it, does not know it by its name, "binary search" 😄
seem like this pak that you sent is working fine
but i kinda chenged from the save that i tried before
so im trying to do exactly as i did when it glitched
im doing computer engineering on college
It should not matter which save you used if the same control options are working which were not before
i had some hard time learning how to code a binary search when i first started programming
so i really know this name
This is a glitch that affected everyone when Exo Mech was first launched, so ... HG DID IT lol
well, i don't have that problem with the controls anymore, so i guess its fixed
Anyhow, hope its all working for you now. OFC tell me whenever you find that one of my mods is faulty :)
And now back to some more studies
Thank you 🙂
also, i installed exosolars expanse hibrid, and im really not used to all that pitch black, 3SPOOKY5ME
THE HORRORS
Anyone use the NMS Fantasy Synthesis mod? https://www.nexusmods.com/nomanssky/mods/1382 It almost scares me with the level to which it overhauls, so I've never even tried it.
It comes pre-cut into a bunch of optional parts so you can pick and choose what you like freely
This might be the best modding community of all the games I play, perhaps only second to what ONI used to be when I played. o7
Agreed, Exo has great mods, and Redmas's Fantasy is really good. I don't use it, but I appreciate it!
Speaking of Redmas, I've learned some sweet new moves from his water mod ideas
@vale iron
Wait, what the hell is that?!!?
I've done something very similar, but I just had a landing pad just under the surface of the water. I get the feeling you did something more impressive
The ship is flying normally, I'm just showing how the water is sparkly and clear
@vale iron
oh, I thought you had landed there! Yeah, I noticed it was clear, but I'm in bed with my laptop on night mode, so can't see well. I'll check it again in the mmorning
suddenly wants water-landing ships
Can suddenly get water landing ships with sumberged landing pad 😛
How about just allow ships to submerge themselves. I know I’ve seen that happen a few times in movies
Hey all, does anyone know the best way to merge mods that edit the same file?
By hand
while seated
so I downloaded 4 mods to get into modding. All cosmetic. But only one of them working and the ones doesnt work has _MOD. stuff at start of their name. I believe they are for older versions of the game?
No, it's just a naming convention.
What could be the reason they are not working? They are all affecting different stuff.
what mods are they?
Not working:
Dark Space
Pulse Drive Sound Remaster
Thicker Traderoute Lines
Working:
Exotics Flat Wings
Is it Dark Space 2.0?
Because the other one has been dead for years, but people kept downloading and upvoting because they saw it on an uninformed article somewhere
THe other two I have never heard of. Are they ancient as well?
oh no that one is old darkspace yes...
I just used most popular last 30 days assuming they'd work...
Nope. Retards are dumb and keep upvoting non-functional mods
Eh, I get bored sometimes.
Drives me crazy, making mods tryna compete with mods that dont even work lol
(And havent for two years, lol)
@lime mesa IT WAS YOU
and I like How Top Gek outranks admin
cool
I had the role when I was admin. Admin is definitely above TOP GEK.
oh yeah the other 2 from 2016, ancient as well
dang
they should definitely make a button for mod makers so they can say "its working in new update" and people can filter according to that...
or some sort of filtering option
Most modders from 2016 have moved on and forgotten about NMS entirely
Couldnt care less if their 2016 mod still works or not
@hearty walrus You can at least get close with a Last Updated sort
yeah true
Yeah I was looking yesterday and really the only reliable sort of last updated. Last published leaves out old mods that are still functional and don't need updates. Tending has the same problem Exo mentioned.
@visual matrix it depends how they were made. If you can learn how to use AMUMSS, you might be able to pull LUA files out of one of them then use that to combine them.
Or tell us what you want combined and we might know of one already :)
If anyone wants to keep track of mods that actually work with the current game I've found the NMS modding Discord to be invaluable
Is there a list of what game PAK files store which mbin files?
If I'm doing a UI mod, mostly just recoloring, is there a faster way than changing the RGBA values, packing, copying to mods, and loading the game? Noting which values change what... then repeating? Perhaps somebody has already mapped these properties out?
@earnest fern there is but I'll need to find it. Since we stopped using it in AMUMSS, I don't need it anymore
@west saddle I don't understand the questions
Hmm yeah, that makes sense.
I would say just get NMS modding station
So I'm trying to re-color some UI panels. My main problem at the moment is I don't know which values in the EXML files relate to which UI segments specifically. Is there already a definition file of sorts that says which lines affect what?
Ok then.
The chances that someone else figured that out already, then thought to record it, then made it public... Slim
Right, understandable.
Best bet is to find a mod that affects those, decompile it, see if it had a LUA, and they might have put comments in there
Or ask and we might be able to help. For that particular topic though, you'll want to go to the textures channel of the modding Discord
So my current process is update the lines with the basic 8 colors, save, convert to mbin, create pak, copy to mods folder, load game, see what changed to what... if anything. Is there a way to shorten this workflow?
You don't use AMUMSS I guess?
I do, what portions of it I can figure out
I would go ahead and unpack the full game, no guess and checking the individual base game paks
Did unpack the full game.
Ok I'll give you a faster workflow
Yeah, it's diffed on my second monitor
Night exo
Looked thru it 10x, still can't make heads or tails of what values do what, so figure a hands-on approach would be beneficial
Ok, in the modscript folder, put shortcuts to NMS.exe, Buildmod.bat, and reports.txt
Well, I did change like.... everything
I mean, I get what fills are and strokes and how to read RGBA. It's just I don't know what a Style > Default > IconColour is supposed to represent.
but remember I said the custom colored panels are the ones with the strange alphas
0.363, 0.543, 0.723
Put your LUA file in there, as well, of course
I do see those. They caught me as odd, as I had assumed B-72 was supposed to be 72% opacity, for example. But then I see an alpha of .457 and it's not clicking.
thats probably not it then
Whenever you edit you LUA, alt tab to modscript, double click the buildmod shortcut, answer ynnnn, then double click NMS in the same folder. Done with one round of tests
but thats odd, I wonder what the off color was
anyway those are opacity numbers like you guessed and they all relate to alphas ot the opacity + 0.003
Why +0.003?
Identifier for mass replace
I c
Smart
I use prime numbers when I'm testing unknowns, so I can figure then out more easily
anyway, if you are referencing a file with no instances of 0.363, 0.543 or 0.723, try a different one
Nah, I found 0.723's
Makes sense. Appreciate it.
Is there perhaps an np++ that displays these EXMLs more like a tree, perhaps reducing the <Property value=""> redundancy?
Clicking onto one thing shows a red line at the left that can help you track open and close
Anyway.... gnite for real this time 😄
oh also that far left edge has collapsibles
Yeah, I've been using em a lot.
Oh I think I know what you mean. Hmm would need to look for a plug-in
But could potentially drastically reduce formatting errors
Less worried about formatting errors, moreso ability to quickly drill down. I suppose ignoring the tags hasn't become second-nature yet.
I'll look through that later to see what I can find
You can collapse already, based on the {} I believe
I sometimes just fold all and then go in
Can collapse, yes. Looking for something akin to JSONViewer
Ahh yeah
If it's not at the tip of the tongue, no worries
That would be plug-in. I live in those files, so if there's a plug-in, I want to find it too :)
What a shitty website. I'm not trying to find names of plugins so I can name my child after them! I want to know what they do!
Sooooo, you said you were looking for property?
Yo dawg, I heard you like property
But how do you like property... In your property?!
Is that treeview open source?
We could probably add the name entry
I thought all np++ plugins were opensource
Probably, I have no clue
So that would be easy enough to format I would think. I'll look at it later
Yeah I'd think it'd allow for a prefix of sorts.
Could even try to format it to match what AMUMSS wants
Looking to see if anybody's been down this path before
Almost convinced I'm editing the right files and right lines, but still seeing zero change. Gotta be how I'm packing these. I'll dig more into it tomorrow, probably just need to watch a video or smth.
Night folks
@west saddle you might ask in the amumss section here also.
Is there a mod that gives a better compass?
@visual matrix it depends how they were made. If you can learn how to use AMUMSS, you might be able to pull LUA files out of one of them then use that to combine them.
@vale iron. Sorry for my late reply, I've looked at AMUMSS but can't make heads or tails of it atm and I don't think these mods have an lua script
Is there a mod that gives a better compass?
@earnest fern second this. I request it every update via the zendesk
@visual matrix What are you calling "better?
Just an East and west marker would keep me happy haha
Also did nearby structures and deposits show on the compass or am I imaging that?
Or does it still do that and I've forgotten about it?
Has anyone also noticed that the thin metal wall costs 10 carbon instead of 10 ferrite dust like its counterparts?
lots of base parts have stupidity built into their costs
That's my motivation to learn modding tbh haha
Where'd Savage Sentinels go?
It was a diversion. They're raiding your grandma's house now
Mistakenly hidded. I unhid it. Your cirrent version didn't break, did it?
@unkempt locust
Mistakenly hidded. I unhid it. Your cirrent version didn't break, did it?
@hushed bronze No, sir! I just check for updates first thing before booting up and noticed it was gone so was worried. Thank you so much!!! 🙇
ok good. Cuz if you were looking for the update because it was broken then I would need to re-hide it lol
Well, it is broken. Sentinels still not hard enough. 😉 😉 😉
Nothing to be reasonably done about that though. 😦
Yeah but that's the same issue as that hardcore space combat mod.
Sure there is, I just havent done it yet 😛
Just turning up numbers can sometimes be unfun.
thats why I spent so much time altering the firing behavior lol
Took the better part of a day to figure out how to make the bastard unload while adjusting aim at the same time
It's possible to make them move around you so fast that you will cry and run...about 2ft then dead.
Yeah, them aggroing sooner coupled with targeting faster = 👌 💯
What I essentially did was throw out burst fire entirely, switching to min and max bursts of 1
Oooh, yeah, drones should be quicker, honestly... That'd almost be nightmare fuel, lol.
then I set them up to "decide to fire or not" in about a 6th of a second
Ooooh, interesting. So, they won't always necessarily "burst" the same amount?
Which means every shot is an independent cycle of aim, "should I fire?" "Yes/No"
Can you do that for doggos/walkers too?
I feel as if their spool-up or time taken to fire is quite slow
Sadly no, they have whole different systems though there are other things that can be changed
Ah, bollocks
I have to figure out entity stuff though probably to do anything particularly interesting to them
I imagined it was almost-untouchable given the complexity
like make the rage grenades do actual damage when the walker sprays them upward in his little fit
👌 Yes, that!
I tried to get them to hit me, never actually got hurt by them
Its just a big harmless flashy show
A much more complex take on Savage Sentinels is basically required for my gradually tinkered challenge mod 😄
👀 Your what now
My "thing that wont be done for months"
😭
lol
Lol, well, I appreciate it, know that
BLAME ME and my irrational decision to go to college
IKR
You can change the range that they see and hear. Also, you can change the attack range and chase range independently. I got interesting results when making them spawn a further distance out from player when wanted level increased. So, you kill one or run but running, they will chase you a good distance, then if you kill, the next wave spawns further out from you which means you are kinda surrounded.
Its tricky to balance combat effectiveness of sentinels against the player's inability to perform anything that qualifies as a combat maneuver
It was hard to get the dog to chase you though at that time but I think they fixed some of that.
That's true. I wish, and I don't think there is a way to do this.. that you could set the "toughness" of them for each wave.
There's ways, its just a big pain
Specific ideas would have to modified replaced and abandoned frequently
Doggos may not have moddable characteristics related to pursuing effectively, but maybe they can fire three part bursts of the heavy head laser
I also liked setting the hearing to more than the sight so that you could be still and let them pass but if you scanned near them or open a crate etc., they would come after you.
That what hearing does? detects interactions n stuff?
You can mod some dog stuff including sight range and hearing but at the time I did it they would just kinda stay and fire at you. So, I made the fire range of them further than player fire range. At the time they didn't have an attack range or something like that and so they wouldn't try to get to you before attacking.
Yes, that is what hearing does. I can't remember the exact things that trigger it, but I do remember scanning and opening crates did trigger hearing but there was some other stuff too.
When you run over a rock LOL in the exocraft it triggers hearing.
I think that would actually be a cool walker feature
Mind you these things are from several versions ago.
I know they improved the dog since then so there might be better controls for them now.
oh btw I found a file that lets me enable the sentinels to damage things you hide behind (which is hilariously hypocritical of them, LEL)
mining variable?
Like rocks and other things capable of taking damage obv
No theres literally a damage table (I forget the exact file but could find again really fast)
most things are outright set to damage other categories at 0 percent
I can't remember how I did it, but I made the walker like mine the hell outta everything so it's laser just destroyed the environment.
I tested it by making ship guns do huge damage to environmental props. It was quite op for harvesting lol
I like that, destroyer beam
yeah I was just going to find the files I was modding. Just for the names.
i'm down for that, just cant be expected to play with them at the moment
Yeah, I understand. It was the robot global and the drone entity which you probably already messed with...I'm just saying I did all those things with those 2 files.
i didnt get to the drone entity actually
are the walker and doggo entities there also?
in that same folder i mean
I'm looking, but I have to unzip first 😉
Oh you have to deal with your wife, ok
Yes, all the entity files for all robots are in individual folders inside MODELS/COMMON/ROBOTS.
One question then I leave you alone LOL. Why does that settings file thing mess up FPS/performance? Is it setting something to a higher setting or?
I think it may have been a line shift fuckup having to do with the incorrectly omitted vignette option
What is the preferred tool for editing the dds textures?
I found the compass. Now to edit it.
You mean the little black curve? @earnest fern
the tools vary, they differ from image to image which ones fuck it up and which ones work out
GIMP and Paint Net and PSP+plugins have all seen success in some places
Hah wonderful.
The little black curve, yeah. Also I wonder if I can add markers for E and W.
Before daring E and W definitely find N and S's parameters, its very likely you cannot hope to add an E or W
DUD'S SKY updated to v2.42.1
https://www.nexusmods.com/nomanssky/mods/507/
DUD'S SKY - COLORS updated to v2.42.1
https://www.nexusmods.com/nomanssky/mods/968
How do I get another living ship
Hatch another egg
Yeah, I am looking at what I can do with the N and S markers before I do anything else. It looks like the game itself may "place" the N and S markers rather than having them be part of the texture. But I wonder if I can at least enhance the little black loop to add hash marks to it. Hmm.
Is there a mod that removes the mod warning screen? Im at like the final boss, i got all the other mods unconflicting and everything but i just really wanna get rid of that
There was one, a little old but it may still work
Oh shit Its exosolar and jason, I was actually havin a question about your stratos mod. I use DUDs colors and your stratos which both do around the same thing but theres no conflict? I mean im not complaining but even if theres no conflict will it either cause problems or will one of the mods just be negated? And do you happen to remember the name of that mod?
Well unless you specifically use the sky colors part of jasons mods, there would be no conflict. If you do though, the game is just going to run one of them and drop the other
Ahh aight i think thats whats been happening
If you could recommend one mod what one would it be @ me
@earnest finch Well, the Stratos mod discussed above is my personal favorite. Im about to update it again pretty soon though to correct some sunray screwiness exomech update caused
Sunray / Godray fix update
https://www.nexusmods.com/nomanssky/mods/1342
@earnest finch
Anyone willing to help a fellow Traveller out with busted ship handling?
NO 😄
Oh, jeez, this guy again?
@low moth There are a few mods out there already that try to work with that
Hey, man, how are you?
good enough n stuff
I haven't been here in awhile, so you haven't been able to kick me around. You stayin safe?
Yeah, well, BL3 hit Steam, so that's what I've been doing for a bit. But NMS draws me back...
BL3?
Borderlands 3
It's great, but the universe beckons... so I came back, and now my ship won't handle for shit after the Exomech update.
Epic has it for 1/2 price, or they did yesterday
lol, btw
Its just a joke on how drastic the sales can be on borderlands games sometimes, lol
I knew what you meant. It is a running joke.
Anyway its time for me to acquire edible stuff
When you get it, I'll play it with you
cool 🙂
gotcha. I'm gonna try to find some help somehow.
Am I reading it correctly that if "StrokeGradient" value="False", then StrokeGradientOffset, StrokeGradientFeather, and StrokeGradientColour are ignored?
A question for the mod makers out there: can any mod just screw with anything? I have a bunch of mods, and my ship won't handle properly now. Could a mod COMPLETELY unrelated to ships or flight cause a problem?
Yes, i had a problem handling my ship and the mod that caused It was one about making predators not attack the player
oh that ones, mine and is updated if its the same for you @low moth
Whelp. I unpacked exosolar's visor mod all the way and decompiled, deleted the source files, re-compiled and packed... and it works
So I know it's not my packing technique that's resulting in zero changes. Disappointing, means everything I've tried has been wrong then.
Back to the drawing board.
What is the point of unpacking and "deploying" mods?
"deploying"?
decompiled?
The vortex modmanager says deploy mods
And i always here people talkin about how they "unpack mods" I was wondering if there was like a advantage to that
ooh, I don't use the mod manager. I just stick em where they need to go
you mostly just unpack if you want to see what's in it
I don't think you need to unpack the mods even if you are running unpacked?
Running unpacked?
I don't know though, I don't run my game like that and I'm not sure if any others do any more either...
you can unpack all the game files and remove the paks and the game runs
Why?
umm, I think maybe it runs faster or something? I don't remember the reason now
and if i unpack the game files i dont need to unpack mods? also is it tsmart to complie all mods into one pak file just to keeps things organized? I did and it worked
No reason it wouldn't work but it seems unnecessary
yeah, it will work, but then if you want to remove one then you're a bit stuff. Better to keep them separate
hey guys, i just recently started using some mods. there's this one called Exosolar's Stratos (Beta11B)-1342-2-42-1587072144, first time i ran the game with it, and basically the time won't move forward - it's always 2h30am.
it's a problem because this base is solar powered only; another thing i noticed:i have a lot of batteries, and in previous sessions they stored enough power for the base to keep running over night - when i loaded the game with the mod i had no power at all
can i use the save editor with exomech update?
.......oops
thats a debug thing I do.... will fix now
@round sinew
<Property name="DayLength" value="1800" /> in SKYGLOBALS btw
@odd stag yes
might be lacking mech specific stuff tho
@hushed bronze thanks for the tip 🙂
@round sinew I also already uploaded 11C if you dont feel like personally editing
@hushed bronze much appreciate all the work you do, thanks again
NP 🙂
Is there a good Jet pack mod
Anyone else having issues with Duds sky mod it seems in starbases there seems to be a invisible wall that appears after a bit
https://imgur.com/OG68Ys8 - I added Better Generation, which is awesome, and need to destroy my old bases (because most of them are floating as such). Any easy way to do this?
@unkempt locust i think your best bet at conserving would involve dropping a new base computer and then using save editor to transplant the old base data to the new com
base capsules do a mass regathering thing but it often flops in some way\
I am 100% OK with just deleting the base. Is there a quick an easy to do that? Otherwise, I can look into save editors, which is fine.
Oh, base salvage capsule, let's see here...
if you dont need mats back they are just outright deletable at the computer
I cannot interact w/ the computer because it's so high up. 😦
you cant teleport to that base and then catch yourself with jetpack?
I can try again, but I kept falling when I interacted with it the first time and panicked.
Maybe I can be quick.
reminds me of that futurama episode
Also, as always, thank you, sir. ❤️
@heavy merlin Can you teach me how to make the save directory edit / do it for me sometime this weekend?
Uhh I think the instructions in the other channel should be enough?
They worked just fine for me 🙂
Is there a list of what game PAK files store which mbin files?
@earnest fern Hi, maybe a bit late but AMUMSS creates the fileNMS_pak_list.txtPretty.luathat list them all by NMS pak. Example:... Listing NMSARC.59B126E2.pak = { "GCAISPACESHIPGLOBALS.GLOBAL.MBIN", "GCATLASGLOBALS.GLOBAL.MBIN", "GCAUDIOGLOBALS.GLOBAL.MBIN", "GCBUILDINGGLOBALS.GLOBAL.MBIN", "GCCAMERAGLOBALS.GLOBAL.MBIN", "GCCHARACTERGLOBALS.GLOBAL.MBIN", "GCCREATUREGLOBALS.MBIN", "GCDEBUGOPTIONS.GLOBAL.MBIN", "GCENVIRONMENTGLOBALS.GLOBAL.MBIN", "GCFLEETGLOBALS.GLOBAL.MBIN", "GCGALAXYGLOBALS.GLOBAL.MBIN", "GCGAMEPLAYGLOBALS.GLOBAL.MBIN", ...
if viewed as a .lua file, you can collapse/expand paks (in most modern text editor, except notepad.exe)
Anyone know the mod that gives the "target lead" or "pip" on the reticle like this guy has in this demo? It's not the mod being demonstrated in the video itself, sadly.
@unkempt locust The line from the center? Its just a graphics clue offered for the sad folks who have to fly with mouse-dragging in this game
What is mouse-dragging? I thought it was showing where bullets were going, or something.
If you mean the little ring near ships, thats not missing, and IDK what to tell you if yours are. The line and dot from center is showing where his mouse has been dragged since clicking it down to move the ship
Its horrible. You dont want it lol
Yeah, I did mean the latter, the line. I misunderstood its purpose and now am confused as to why it is a thing. Huh. Interesting. I'll take your word for it. 🤣
Apparently there were some game developers who never tested their own game enough to discover that flying a ship with a mouse pointer is absolutely a horrifyingly sickeningly disgustingly frustratingly awful way to fly a space ship (especially in combat)
Same guys who though that having to reload resources every 30 seconds without a quick menu wasn't gonna be a problem
🤐
Ever seen angry joes review or w/e?
A review from the week after launch: https://www.youtube.com/watch?v=uTTPlqK8AnY
And I gotta say, you can't really disagree...
@obtuse sequoia What mods seem broken? What is happening?
@hushed bronze i just need the save editor for those Raw Json edits (quicksilver trader & enable daily quests). Those are okay even with exomech, right?
@odd stag You do not have to worry about editing those. Internally the editor will normally work fine with an update. It will just be using internal naming and such for any new things added, often not showing images. Besides, the editor has already been updated to 2.41 (Exo Mech).
@obtuse sequoia What mods seem broken? What is happening?
@steel crypt I didn't want to interrupt, but I am running both of your mods, sans FiltersTextures and Asteroids and everything seems 100%.
is there a mod that increases the strength of Roamer's headlights? if yes, do you remember what is the name? thanks in advance
@fallow meadow where can i get the new update? I got mine from https://nomansskymods.com/mods/no-mans-sky-save-editor/ but there its still says last updated 22 february
https://www.nexusmods.com/nomanssky/mods/1526/ I made this today. Feel free to download. It's early beta, I'm basically looking for feedback while I develop a new terrain-gen system. This early version only does mountains.
@cinder valley Cool, have you brought Cheat Engine into your testing?
Nah, I always forget about it lol
@cinder valley Alternatively, I have noticed that one-planet systems can drastically cut load times if you go the hard-reset way
Is that even for the latest update? I thought it was only for next
What? Cheat engine?
yah
Cheat engine dont Give AF what version you run its a hardcore bit-scanning overruling motherf-cker
@cinder valley Whatever way you go Ive been finding that load time cuts are a good way to reduce the pain of continuous test rebooting(obvi)
Yeah, I might try this cheat engine thing.
another one recently posted and deleted, an old intro screen skipper
It only saves about 4 seconds, but hey, its four seconds
"Say that 5000 times, we just saved you 5000 seconds. Nine hours..."
lol Southpark
is this it? Not seeing anything that alters terrain https://nomansskymods.com/mods/cheat-no-mans-sky-next-cheat-engine/
All credit goes to Squall8 of fearlessrevolution . com - the table was created by him. I am just reposting it here since i have not seen it posted. Will take the post down if instructed by creator. Link to thread below: Working Table for No Man's Sky (Next Update) Features I...
Cheat Engine is not a No Man's Sky mod, it is a baller bitch that rips open the code running behind any application
@fallow meadow where can i download it there? If click "latest version" i always get the one i already have?!
Hey @supple wadi can you link him your tutorial for Cheat Engine - Terrain?