#nms-modding
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yes, i know, I was specifically referring to the plants, distribution, etc
OTOH, digging the grass mod of yours.
And that is why i use Back to Foundations terrain mod
also very happy with what you did stars colours and starmap planet orbital placement in nada starmap, after I butchered the changes to intro and slowed down the planets in it
...and absolutely loving the savage sentinels, in fact, I think my favorite mod of yours
(loving it even more since got the .lua version of it for tweaking the settings even more)
Speaking of weird sentinels, anyone have a mod that makes those corrupted sentinels actually creepy and dangerous?
@lime mesa terrain editing mods are nice, but kind of make multiplayer with random people from internet close to impossible. Not happening often, but I had some memorable playthroughs this way, wouldn't want to lose the possibility.
Hm, with savage sentinels, the corrupted ones are doing what regular ones are doing (shooting you like hell), just with much more HP on their side, as compared to regular ones
Kewl
possible to tweak them even more via .lua version, albeit you won't do much more without improvements to AI which we can't really have (also, in permadeath with the mentioned savage sentinels, they are not pushovers, either, in early or mid game)
the improved space battles mod I just linked - if/when finished, as in, the bugs fixed - will be really revolutionary, I was jaw-dropped what flying stuff is capable of when allowed to use their weapons to the real range and firing patterns with less "start dodge maneuvers as soon as hit for 1% hp") + made to fly in formations more
definitely not going to fight much with pirates in non-upgraded starting ship, and even in ugpraded stuff, bounties or pirate ambushes are no pushover, and flying sentinels at higher threat levels are lotta hell deadly against any player ship at full upgrades.
In fact, playing with it was first time when I had to remind myself all the dodging manuevers from other multiplayer space sims ("boxing", for example) to even run away properly, and bless the fact that I am doing NMS space with an actual joystick + throotle.
Darn radioactive and Toxic planets have filters that regularly fuck up clouds, but I am on the fence about whether or not I should give a shit ๐
Aw cool rock pattern
Storm DoF
Phear the First Spawns, the Destroyers of Worlds:
https://steamuserimages-a.akamaihd.net/ugc/1038589924057278729/0CF831E18E3F1E13B2D8787BD9DDD1F4B2FD6F50/
(sorry for screenshot menu)
@hidden shell What are the bugs you mentioned in that mod?
@hushed bronze Love that muted blue shade
@vale iron U mean the grass or the sky?
The grass. I think the less saturated shades look more realistic
I feel like it may be finished, maybe you could play with it a while and tell me how you feel?
NOTE: THIS IS GRASS COLORS, NOT SKY COLORS
Sure! What all does it change, so I know what to pay attention to?
there are some brighter occurrences. Thru the generator I made a 3phase darkness cycle, the blue above is almost certainly from the the darkest
@vale iron Flora colors, rock colors
I will probably take on wood colors too, since they also suck
I turned sand to rock colors because beaches in NMS are obviously rock. Maybe its a bad idea, IDK
I'll pay attention to those. I know I've loved all the screenshots
The generators I have set up can alter the saturation and brightness of whole 64-color palettes almost instantly ๐
They really seem like what I wish the game went for, though I know their view is more retro scifi comicy
I mostly understood that sentence ๐
Im only going more in the "realism" direction because their graphics are so ingrained with that style now
retro sci fi just doesnt work well anymore
Good point, they've strayed from that a lot
I try to go too bright and the screen just blow out
Exo does ur mod still make it so that the atmosphere is far higher than vanilla?
aah so the link u gave there is a brand new one?
thats a grass color mod
aah ๐
well its bedtime, more funsies tomorrow
Night
@vale iron HOORAY, the vehicle lights enabler works like a charm
including mixing it with jasondude's changes (like cockpit view headlights for colossus)
Here's the LUA, just in case. It's short
Yea, I got the .lua from the pak and used it to merge with jason's, wanted to test it all in one go
BTW, I was having some thoughts about possible logic approach to bypassing the problem with rendering the bases above limit. Given the following:
-
Bases above limit doesn't render for owner upon reloading save, sans (would suggest they are not saved past the limit)
...BUT base itself is somehow saved and icon for base stays + non-existing base counts towards limit, uploaded or not. -
They are not visible for others when owner is not present even if uploaded (would suggest can't be uploaded. BUT base icon of "other player's base" is visible, so they are somehow uploaded just like point 1)
-
(Most important) BUT they are visible to other people that join into owner's group, even after owner reloaded and can't see the base anymore. They can be visited by others indefinitely if in same group
------> would suggest the base is somehow saved in the save file, after all, and properly send to other people's on group, including proper rendering of stuff, logic, electricity, etc.
Summing it all up - maybe we could bypass the limit, by hijacking the base data that is "injected" into other people's in group, as they can see the base - then save-edit paste content into the owner's save, so owner can see it again rendering properly?
How even people in group get the bases, including non-uploaded ones? Is my assumption that those are sent from owner's save correct? Do we have any chance of being able to "get" the base config as send to the visiting in-team guests, and then insert it into owner's save, fixing the non-render? If yes, it would allow to bases both above limit, and (if using the coordinates fix in save file) in space. In any arbitrary point in system, in fact.
The base is saved in the save file just like normal base parts; they just don't render. You can force it to render if you can somehow interact with it, which I've done by putting one end of a teleporter above the limit; when you jump up to that pad, it suddenly renders and stays that way until reload
My best guess, given the data above, would be that joining someone's group triggers the game to go get the other player's base and render it at that point, after it's decided what all to render based on altitude
I spent hours trying to change ship weapons colors in the past, months ago. It took me 5 minutes this time. I guess I've learned a few things since then. Oh, and rainbow lasers don't look very good.
https://steamcommunity.com/sharedfiles/filedetails/?id=2118567648
Those look great
do older mods work with current version?
Is there any mod which implements only unused objects and mechanics?
Euclea or Ultra Base Building maybe? The latter is out of date I think
hmmm, cant post screenshots
Indeed. No post for you!
dang
hooray for non-boring terrain
@hushed bronze Woah, did you get variable alpha working on the clouds in your screens?! Or is that just some distance-fade already in the game?
Yeah it already distance fades.
If anything I would want to kill that
half faded clouds looks terrible
Ahh. Thought ya cracked some secret code ๐
nah its just that the fading is hard to see in the six vanilla skies that are all basically monotone
My best guess, given the data above, would be that joining someone's group triggers the game to go get the other player's base and render it at that point, after it's decided what all to render based on altitude
@vale iron
I wonder what would happen if we would insert the base into guest bases via save edit, without sending it - this way, the owner of base, joining guests game, should see the own, uploaded base rendering, due to guest sending it to him now, right?
so player A is owner, does base, upload, reloads - base doesn't render. Player B is a guest, for whom the base renders. Player B gets the base inserted into save, see it, but doesn't upload. Player A joins player B game, suddenly (maybe) sees own base rendering again
๐
Hm, does anyone remember where to search for stuff like the fuel acceptance of certain engines? In this particular case, freighter's engine hyperdrive?
I want to increase freighters jump range, akin to Lo2Ks "Long Range Freighters" mod, but unlike it, not for free - instead, making freighter accept only hyperdrive core (the one that is made from hyperdrive and storm crystals) as a fuel (if possible, also make it charge 1/5 of the fuel reserve, too). It is ridiculous that those freighters accept regular fuel AND have it charged fully for it, while small ship needs 5 of them to fuel completely, anyway.
@hidden shell That should be in the tech table
@hidden shell I just did a test with a base that has part of it above the height limit for rendering. The part above that does not render for the owner, contains of a Short Range Teleporter to get up there, some wooden glass floor panels and a landing pad. For the owner of the base none of that renders. If I teleport up, it forces the SRT to render, but nothing else. Mind you, this base is not uploaded.
I then went into Save Editor, changed the owner to my other account, and made it an 'ExternalPlanetBase'. This basically turns this base into a base I am visiting, minus the fact it has not been uploaded, so no 'RID' has been created. The upper part of the base, is still invisible, when teleporting up, only the SRT renders, nothing else. So basically exactly the same as what the owner experiences.
I doubt uploading it will actually make any difference. Also note that the base will only exist as long as I am in the system. As soon as I leave, it will be removed from the save again, as per usual. If it would have been uploaded, it would of course load in again on re-entry of this system.
I am not able to test this in a party, as I have the game only on one computer and would somehow need to run a separate instance for each account to be able to test. Would be interesting to test a party member to leave the system to then return, as this may have a diff result, considering the base will actually unload and be loaded back in (if uploaded).
Either way, being a different user to visit a base above height limit, appears to have the same result with everything vanishing.
y'know how you always wanna build on one of these little pillars but being grassless rockiness disqualifies them?
I just tested something else, by teleporting to the core of a planet with other things built. The same thing appears to happen, only rendering the RTS. The game also likes to teleport you right back to the surface, but that aside. The mechanic to not render anything appears to work both ways.
u guys are losing months trying to make bases work where they dont, lol ๐
Just having fun doing some research @hushed bronze ;-)
Now I tried to see how high I can actually go. I have a base at about 350u from planet surface. From there I teleport myself up, just to find that going too high teleports me straight back down again. I do not end up on planet surface but on my base, so kinda straight down until it finds a spot to put me.... lol
I need to find a way to test if the limit is 1000 exactly or maybe something like 1024, which is a setting in the atmosphere/gravity globals
From bedrock, it very well could be 1024, so I need to look for different values
@vale iron You have any values for size of planets and at what distance from core of planet, surface starts to render, or anything alike?
The base I have circumferences the full planet at 65000u from the planet core using teleporters, which is at some height from the surface (about 350u). From my base computer I can teleport up 8693u max, without being teleported back. So basically I can get into space at a max distance from planet core of 73693u. If I jump I get teleported back
So if I add 350 to 8693, that would make 9043u from the surface or there about. Although the planet has hills and whatnot, I can't really be sure what height it actually is. Maybe I can mess with a beacon and fly up with ship?
Ship shows 9180u and funny enough the wire to my SRT is actually visible.
@hushed bronze my issue with those pillars is that they are ALWAYS kinda angled
@fallow meadow I don't have those numbers but I'm sure we can get them. I'll look when I get home.
Found something in GCGALAXYGLOBALS
<Property name="PlanetRadii">
<Property name="Large" value="14" />
<Property name="Medium" value="10" />
<Property name="Small" value="6" />
<Property name="Moon" value="3" />
</Property>
Although not sure if this is an actual planet size factor, or just to do with how they appear in the Discoveries.
My planet is close to 65000 radius and should be considered a 'small' planet, looking at the Discoveries
As a factor, it would be an awkward decimal value to multiply with. Likely fits better in hex when multiplied with 2A00 * 6 = 64,512 (no clue yet though)
Could of course also just be size as seen in Galaxy Map, which is most likely to be honest
I know one of the older members on the modding Discord messed around with planet sizes, but I can't remember who :(
Should be easy to test though, just increase moon size to 10 and see how big it is
@fallow meadow thats for the galaxy map. those numbers are in pixels
I thought as much, but thanks for confirming
Can you get an accurate reading of how far from surface to when objects stop rendering?
One last thing I noticed when changing 'PersistentBaseTypes' in the save editor to from 'HomePlanetBase' to 'SpaceBase'. Base did not load at all, so obviously that was wrong. When I changed it to 'HomeSpaceBase', my base loaded fine for some reason. Not that I noticed something different though, but still interesting.
I'm going to leave it at this for tonight ...
GCENVIRONMENTGLOBALS has some promising stuff
Yes, I found that one most promising too
Yeah, I did that exact sequence of tests ๐
'PlanetFlipDistance'?
Or PlanetObjectSwitch, PlanetLODSwitch, lots of possibilities, but nothing matches up with 1000u
Except SkyHeight, but I tried that once before, it's just for what the sky looks like
Yeah, I am finding it hard to match anything up with my measurement findings in-game
Some interesting search results for value="2000" that I will check a next time.
<Property name="DOFFarFadeDistanceSpace" value="1000" />
It doesn't help that some people did their numbers in u and others like to make everything a ratio of 1
I will check what the actual height at which objects disappear a next time. We know where space starts when ship starts to show height at 2000u. So just need to place something there and calculate backwards to where objects vanish
You have an example, because I am not quite sure I understand?
To me 1u = 1m, at least in Blender.
Yeah, but some programmers liked to do their things like atmosphere = 1.08
Yeah, a value can mean many different things, depending on how it is used
We are looking for something close to 1000, but might as well be 10 if used as a factor for an internal value of 100
exactly. Oh, did you have what distance toward the planet center stopped rendering? Then we can compare to find out if it's bedrock or terrain level
I considered doing that test, but not yet done it
Ok, I'll look into testing the atmosphere limit. I already have a base right there
Will be interesting to find the same value compared with height?
Yeah. I'm betting it's bedrock
You mean where atmosphere ends and space starts?
I think it's a separate value, where the base items stop rendering on a reload
As for bedrock, I did notice some inner circle of terrain when I was messing with the camera
For as far as I know, space starts at 2000u. Objects start vanishing at somewhere above or at 1000. When I tested this back in NEXT it was actually at 1200u for the base I used.
Not tested myself since, but have seen 1000u mentioned.
Yeah 1000u was my estimate, but I want to get a better test
Not even sure if this changes with planet size
I can link you a video of those tests in NEXT, but it may have changed, so best to do the research again
Back then height would show in ship, which now only shows at 2000u
Ok, I'm within 2 u of the render limit. Now to find a way to get an accurate distance reading straight down
If the save game base locations are in U, which I'm sure they are, I measured the limit at 1100 +/- 10u. That's a fairly uncommon value
And that's above terrain. I need to figure out how deep the bedrock is
@lime mesa How did you test this value?
Was fkying around a bunch, and noticed that the coords in the cockpit show up when you get to that height relative to the planet
I am getting 2000u exactly. If I teleport up, a minor jump causes my oxygen to drain immediately. This is right at the 2000u height.
Ah, i miss typed
1100 seems like a strange number; I don't remember seeing that anywhere. I wonder if it's a combination of values, like 400+700
That crossed my mind as well (especially when I saw both those values)
Might not be a factor, but a distance relative to something else
We are looking for a needle in a haystack, if it even exists. Now to find the haystack first ;-)
Anyways, now I got my 2000u marked, I might as well drop to the vanishing point and calculate from there
I dropped my landing pad 800u, so that should be around 1200u and it is visible. Can not land however, even though showing green, it won't allow me
Now let's see how much higher I can go for it to disappear
Still showing at 1200u after a reload? Is that above terrain or something else?
You saw the image of the SRT at 2000u, right. I placed it there in Blender, then dropped 800u
I don't have any accurate planet surface measurement, so that seemed my best bet
It's -153 where I am testing
If it's +100 where you are, that would make up the difference
Well, that's why I am not using terrain as a starting point. The 2000u my ship shows seems best, but no clue what it references either
Or maybe something not terrain or bedrock related at all. Too many options! I'm using terrain because one time I turned off elevation, which dropped terrain, and this whole base disappeared
So I figure it's related to terrain height
Other thing I can accurately measure is distance to planet core if you want = 65709u
How do I calculate that? I guess add the height to the distance from core to base, which I need to calculate?
Still moving up a bit though, so not quite at vanishing point yet
You know how a base is located by Galactic Address, right. Then if you set that position at 0,0,0 and Base Computer at 0,0,0 (which is always the case), then you are at planet core
{
"BaseVersion":4,
"OriginalBaseVersion":4,
"GalacticAddress":4594859191527742,
"Position":[
0.0,
65000.0,
0.0
],
That last Position above is where the Base computer (0,0,0) is relative to the core
I just calculated the distance from core to base computer, added the Y value of the boundary, and I'm at 65,888, so pretty similar
Small size planet too?
no clue on that, didn't look
There are apparently at least 4 sizes (3 for planets, and even smaller for a moon)
Given the nearly identical values, I would guess it's the same size planet
Not sure if those sizes have a random range though
I don't believe so
My actual base computer is at 65000, which is about 350u above my planet surface
I have 32 teleporters going around the planet. All at a radius of 65000 around the core
Cursor is at core of planet. The blue lines are powerlines going to my SRTs. Not really visible due to the insane large scale
What I did is place a save beacon on the surface and another at the edge of the render barrier, then measured the distance between them
In the image above, my actual base computer is at the top of that circle
Yes, at least you have a distance between them which is fairly accurate. It is just that you can't really tell what the height is, unless you know the height at which the surface beacon is
I know the height of the surface relative to the base computer, and the height of the base computer, so I can get there. Let me double-check that now
Yes, but do you know where surface height 0 is?
Because I don't
I mean, I can place something there now, based on what my spaceship showed as 2000u
just dropping down 2000u should then be surface height 0
64,767 for distance from core to terrain
Sounds about right.
Mountainous terrain?
If I drop down from the 2000u, I think it will go below my terrain surface
occasional steep mountains about 50u across at the top, this is about halfway up one of them
Yeah, that explains the 100u or so diff with my terrain
Ok, I think I found the spot within 1u of vanishing. So height for vanishing, calculated using the 2000u beacon, I get 1226u for the landing pad to be visible. If I move it up 1u, it is gone.
Of course the calculation is approximated by a few units. I assume it uses camera height or something
That's 1226 above what?
So I guess it hasn't changed much since NEXT, at least for this planet compared to my previous results in NEXT
Above what the space ship height display considers to be 0u
Quack.
It's a duck!
woof
let me check ship elevation
I don't think it's based on a static calculation like sea level, due to what I said about the elevation making my base disappear
I don't know how the ship calculates height, but it is good as it gets for now I guess
But I'll see if it's around 1226
Do you know an 1100?
one of the globals, environment, iirc
And how tf did they come up with 1276? I think I saw that in environment, yeah
only other suggestion I have for measuring is to go from sea level with an item that has an exact size, like i think the cuboids are 3 or smthn
you would have to verify through some fiddling which ithings have clean sizes
<Property name="AtmosphereEndHeight" value="1276" /> yes ENV
Pretty close at least, but can the ship display somehow make up for about 50u?
Where do you get altitude?
But sea level can differ from what I have seen @hushed bronze
sup all
Hello
we need explosives
We always need explosives
But you can check planet type (biome), then check the generation for it and get the actual sea level value
so i have a list of mods that im considering installing but im wondering if anyone knows if they are compatible with each other and the latest versoon of the game, if i post the list would anyone be able to tell me?
@fallow meadow If you want to reproduce what I saw, change UseElevation and UseTerrain to False in DEBUGOPTIONS. The render border will change to become lower as the terrain flattens out
@cosmic jasper How many mods? If it's short we can tell you if there's a potential problem
also how do you change debug options? and 6 mods
I could have a look at that @vale iron Does that flatten the terrain to supposedly 0u?
Oh, that's easy. DEBUGOPTIONS you have to change with a mod or directly change it with something like modding station and recompile it back into the game. At least those are the ways I know
Oh, I know how, no worries
Yeah, it lowers. There's one other setting to make it completely flat. One sec
@fallow meadow That was for Siningami
Oh, my bad
see ive not messed with nms mods yet, just been playing vanilla
@fallow meadow In TerrainGlobals DebugFlattenAllTerrain to True
Ok
I think all three of those are required to get completely flat
well, unless you count goats save editer seed fidling as modding
Shinig, what's your list of mods?
Now would that be height 0 ?
@fallow meadow I can't promise that ๐ It is significantly lower everywhere I've tried it
At least it would tell us something.
It's fun for testing mech running too
Yeah, I know. Nice for base building tests too
I should give it a try, because I always end up having trouble finding a suitable location once I am done building.
of course animuss is the mod tool, and i honestly cant remember what the death to rng is [i think all s class max slots everything found everywhere, and damnit its not letting me upload the screenshot
Put it in the screenshot channel
The tech number increase and max stats for upgrades probably conflict, and maybe the fuel one, depending on how it's implemented
Wait, no, the tech number and max stats won't conflict
Those are tech table and proc tech table
hmm, would animuss maybe be able to merge them , and oh, okie
I don't think you need AMUMSS at this point, unless you have LUA files. If you have LUA, it becomes much easier
If you have a conflict with the tech number somewhere, lookup GTech and it might be another way to get what you want. The death to rng, let me look that up
i cant remember the exact mod name for that one, it was one of the sub files
Yeah, I found it, long name. I think you're probably good with all of those together
As for if they are updated, I'm less sure. The 'for exomech' one is updated for sure
best bet is just to try and see what happens pretty much?
Looks like the death to rng is updated. Tech slot changes should be ok. Yeah, just try them and see if they do anything
alrighty, ty
np, good luck
next question, can animuss help with the debug modifications? and i think the everything free mod edits the debug options so think it would be ok if i just edit it through that mod since i have no plans to reup anything?
AMUMSS is good for merging mods, decompiling mods, or building new mods with LUA scripts. If you don't need those three things, not much to use it for. If you want to edit DEBUGOPTIONS, I can give you a LUA script and you can play with it and AMUMSS to get what you want
Then you can expand out from there to other files
okie, i would appreciate it, also why isnt animumss showing the mod pak files, it looks like its only showing vanilla
What do you mean, showing? It's just a command line type interface. It doesn't really show anything on its own
am i poking in the wrong thing? look in ss, also dumb question, where do i put that file?
AMUMSS will have several folders. All you really need to care about are Builds, Modscript, and BuildMod.bat in the root directory. To use it, put a LUA file in the Modscript folder and run BuildMod.bat; it will output a .PAK file in the Builds folder
So that LUA I posted you edit to whatever you want, put in Modscript, and run Buildmod. That will give you a mod for DEBUGOPTIONS
for some reason i thought there would be more debug options than that, lol
There are some more, but those are the major ones. I didn't want to recreate the whole file ๐
There are probably 5x that list, but you would never want most of them
ah
what file would i need to edit to increase the speed of expeditions and rewards?
EXPEDITIONEVENTTABLE and EXPEDITIONREWARDTABLE , I'm guessing. I've never messed with any frigate stuff
In METADATA\REALITY\TABLES
okie, and to edit the galactic trading network store thingies so i could buy anything i want in the game without hunting/grinding for it?
@vale iron Do you have a base or single object placed on a moon?
@fallow meadow I don't think I have anything on a moon
I think I don't either. Was checking planet sizes from coords in bases and objects
I want to try confirm a moon, as I do have one value, but seems small, although possible
I can make one really quickly
I have the following radii:
Moon: 15k
Small: 65k
Medium: 98k
Large: 130k
That sounds right. I remember the moon being much smaller
approximately of course. Basically squaring every single coord, then add them all and take the root
Anyone datamined this experimental?
prob
but if its experimental you will probably have the full update in a week or so
Yea but....
I'm too hyped man
so i unpacked the mbin files with animumuss but i cant edit them?
AMUMSS doesn't do that directly. You need to use a LUA script or get Modding Station
modding station?
That's a separate program
Sorry, 'Mod Station'
You can browse through the unpacked files and find what you want, double-click, and it turns it into EXML so you can edit it directly, then recompile it
I don't do it that way, though, so you'll need someone else to help you with that
i take it you do everything via lua?
my brain is derping hard and i cant remember how to dl from github
Yeah, I do all LUA
@fallow meadow, @vale iron and others - awesome research with the around-space bases!
I will add to your findings that - for the base to render for visiting guest above the limit - the owner must be in the system, too. Just checked.
it definitely renders then, even when put above space limit - inside atmosphere, but above vanishing limits, it can be interacted with too, for sure (checked that in details logging from two accounts on two computers)
Can you get a measurement of the render limit? We had either 1226 absolute or 1100 above terrain.
Mod especially geared for VR players, will change your life ๐ https://www.nexusmods.com/nomanssky/mods/1563
Is it possible to create a mod that would allow spawning of creatures? Tired of missing one bastard on every planet
I'm running into trouble when packaging a mod. The mod only edits GCSKYGLOBALS.GLOBAL.MBIN and GCWATERGLOBALS.GLOBAL.MBIN, so they are placed directly in the root folder of my mod. Whenever I package them with Modding Station or PSArc, the .pak created contains a file tree that wasn't in the original folder that matches the file tree for the mod folder on the hard drive. Can someone help me with this problem?
Haven't had this problem when packaging anything containing a folder tree like "MODELS/COMMON/..."
All of these confirmed working
Quick Scan is broken, just a heads up
testing my terrain mods
that tree is about 40% larger than normal.
Thatโs pretty cool
They can blink then the texturing becomes ruined lol
Ugly
That texturing thing only looks good sometimes. They literally could have just given the game a chance to do that instead of globals
But that would involve more than 45 seconds of Photoshop work that I can tell my boss took me the whole dayyyy
This is why I don't believ Sean is responsible for the worst of what I find. These are all work-and-boss evasion stuff. Sean is the boss, how is he gonna go and lie to himself
Someone asked the guy responsible for texture work to do something about the splotchiness, probably and he was like "Fuck it, Ill paste slope 1 over slope 2 and 3 and call it a night and pretend it was sooooo hard and took ages
the way it should be
hey im just making things have different "procedural" sizes
NOW THIS IS DEATH BY DONG
Yeah there is no way Sean could be making these kind of choices
It has to be the people who are working on that part
โOh Iโll just put it in globals it should be fineโ
Hopefully it gets better
Not a chance. Its only been getting worse imo
I hope they have a QA in charge
A what?
Or hire a new person to do the job
Doesnโt seem like thatโs the case
Quack Alarm
I think they mean a tester or something
qa = quality assurance
Apparently not though
because lol none of them even play the game at all
obviously. Some of this stuff.... that glitch that cut a graphics slab through your face while landing in the freighter, thats a bug that happens 100% of the time to 100% of players... you can't possibly miss that if you tested your game
One of the reasons why Sony's studios are successful in their games is because their big bosses play them.
Help the helpless?
FYI Eucli-ea will be updated when
1 - Public release is out
2 - We have the tools updated to do our job
In the meantime I'll be hanging out not in experimental lol
It loads but will gray your screen for about 15 seconds - no guarantees either so use at own risk!
Updated my mods page: https://www.nexusmods.com/nomanssky/mods/1541
Only things that broke are GFlight, GGame, and GPower
@fallow meadow I meant to tell you this before but forgot and noticed it again last night. If you weren't aware, the Paragon device is on a different power network from the extractors and doesn't power them. I haven't tried modding them to change the network.
I know the Paragon doesn't power everything, as that would cause issues, so you'd still have to wire them up. Same thing with the ByteBeat and some other objects
Yeah, doors and switches also, but that's necessary. Extractors is just annoying ๐
You just don't require much, as long as it's hooked up properly
Yeah, I didn't want to wire every single extractor, so I was hoping Paragon would wirelessly power them
Then you just need one pipe in the middle of a group and no wires
Yeah, it's not THAT powerful
It might have something to do with working while you are offline?
That's part of it, yes
So modding the network might break that, which would be far worse
For those who like to include logic would also be screwed over if it powers regardless
Hmm, or mod the Paragon to work on the offline network. I can't imagine a situation where someone wants to build a logic circuit for mineral extractors
Depends how you use it, I can think of some creative implemntations
Maybe create several varieties with several ranges? That way you can place one as you seem fit?
I know that would be more work though
I thought about that, but I don't like adding extra items. I already wired the one place I was working on, so it's not exactly a priority
It is already a great benefit having one outside of creative
Going through previously-unknown variables once they are ready, that's a priority ๐
I saw Monkeyman with some great news about unknowns ... sure that will solve a lot of questions that remained. Can't wait to see unknowns popup that we have been searching for
Yeah, like MechVariableForTurnRadius
or the vanishing point or ... or ..
yeah, looking forward to seeing some mysteries unfold
AltitudeAboveWhichWeDontWantYouBuilding = 1100
I think the Mech might remain an issue, as it's likely all in the animations
Could mess with the animation paths though, if you feel like it.
Nope, I'm sure there should be a typo in there @vale iron
Hahah, so true
Within 5 planets of testing I found treeless and Jungle hell, lol
It was too stormy to see clearly but it lagged me nicely lol
I could see the heavy wall of trees in front of me tho
laughs in massive gaming pc
Yeah mee too but put afew thousand trees in short range and u die anyway lol
Oop I think I know what happened
That sounds like my nightmare planet
silly error
I left four profiles in the giant tree file instead of one
so when i rolled it, WHAM
4x as many as you should have had, then?
ys
Good times
On top of four other separate profiles, may have been as many as eight sets of trees
Kinda want to play on that now
Dont worry this mod will be jungle capable. Im just gonna make sure its not broken jungles
Oooo, when is it gonna be available?
INTERIORPROPS\CREATURECHAMBER = Save a creature in your base?
@vale iron Isn't that just a wall monitor? What is the exact location?
Oh, the little research thing on the walls? TEXTURES\PLANETS\BIOMES\COMMON\BUILDINGS\PROPS\INTERIORPROPS\
that has like a baby creature inside?
Let's see if I can give myself the xbox helmet. I don't think they added the texture yet, did they?
Let me check the texture, but I thought it was this
XO_HELMET has been there ever since Xbox, right?
I have tried it before without issue
Oh really? That's boring then.
Ah, the textures more likely reference this Creature Chamber
What about the hero ship trail, backpack, and egg? They only added icons
Will someone help me with a beginner mod question?
Sure
They have been around for a while. Both HERO and SPECIAL reference to images used for display in the QS Shop
I'm having difficulty packing a mod that only modifies GCGAMEPLAYGLOBALS.GLOBAL.MBIN
The ship trails are coming, the backpack we already have, the egg has yet to be seen.
That egg anyway, but images have been there since LS
Hero egg? I thought it was called something different. And what icon was it using before?
@pliant gyro What's happening?
Are you using Modding Station @pliant gyro ?
I'm using modding station, yes
Using the experimental build?
I meant the experimental that was just released on Steam
oh, no
Ok, then all should be fine for the current default version of the game
I don't really know how to explain what the problem is
I have the .mbin in my mod folder. I package it in a .pak.
Basically once you have the files unpacked, you select the file you want to edit, which drops it in a project folder of your choice. You can then decompile the mbin to become an exml to edit. Make edits to it, save, right-click to recompile. Then right-click to pak as mod
.pak doesn't work. Unpackage the .pak, and what I get is a folder tree that is identical to all the folders between my hard drive and the original mod folder
Yeah, I've edited the .exml and recompiled it into an .mbin
it's just like this "Mod/GCGAMEPLAYGLOBALS.GLOBAL.MBIN"
Well, then select to pak it and it should create the .pak file with some other files. Only the .pak file is needed to put in mods folder
but it's not packaging correctly is my point
Can you put up an image of your project folder, as well as an image of your main settings?
You may not have corectly configured it for use
okay, bbs
Now that I think about it, sounds like you are using a .pak that already exists in your mods folder instead of a fresh new creation of a mod? I could be wrong though
So what happens is that it maintains the path to include the MODS folder
I am not too sure how to properly go about this. You could put it into the main PCBANKS folder, so it will resolve the path issue, but not quite sure that will work correctly.
Alternatively, knowing this will work, you can actually unpack all the game files instead, then add the actual source files to your project folder and decompile to exml. You then copy paste the exml from your mod(s) over the ones from the source, and make the edits as you please. Then recompile and turn back into a .pak again
If you decompiled the source files to your project instead of the .pak from your mods folder, then it should all work fine
tried putting my mod folder into pcbanks to resolve the path issue, but it didn't work
Yeah, that was what I said first, and not sure that actually works
So basically check your main settings. Set the path where you want everything unpacked from the source. Set your PCBANKS path to the PCBANKS folder of the game files. Of course correct path to MBINCompiler. Then hit ok and then selecting ' Unpack game files' should unpack it all to the ' unpacked folder you have set.
Then all you need to do is select the .MBIN files you wish to alter to be moved to your project folder. Don't select files from the MODS folder if even present. You want the actual source files.
Everything that ends up in the project folder will be compiled into a pak. So keep your project clean without adding anything from MODS, just the source files you wish changed
For screenshots you need to use the #nms-photomode-gallery channel until you get more status on the server
I see
Of course you likely used the Modding Station to get the mod unpacked, which is needed to make your edits, but make sure they do not end up in the pak or the project folder for your new mod
I'
I'm using a combination of tools
AMUMSS, MBIN compiler, NMS Mod Station
But for the packaging I'm using Mod Station
I can't help you with AMUMSS as I have never used it, but I am sure others are willing to chime in
put the pictures up on #nms-photomode-gallery
It's not AMUMSS that's the issue. it's Mod Station
If AMUMSS comes into it, I can help there. But I can't help much on Mod Station, so we complement each other ๐
How would I go about packing a mod with AMUMSS if I just had GCGAMEPLAYGLOBALS.GLOBAL.MBIN to package?
Is D:\Games\No Man's Sky\ the actual game files lcoation?
You need LUA files and/or PAK files. Put those into Modscript folder, then run BuildMod.bat and it will combine them
Then I would suggest to not create a folder there for your ' unpacked' files, nor put MBINCompiler in there
but I'd have to build a LUA script to make AMUMSS package properly?
PCBANKS should point to the game folder, everything else should be outside the game location in a working directory
Correct. Here you go.
Or does AMUMSS require to put it in the actual game folder?
No, I keep it in a root directory, c:\AMUMSS
Actually C:\NMS\AMUMSS, forgot I moved it
Lol, Gumsk, I just read that .Lua you sent me
Im new to modding so how do you install a mod
thanks for doing the work for me
@lime mesa You wish, really, really hard

Thanks
np
very helpful Exo
๐
@fallow meadow It's still not packaging my .mbins properly
Some new pictures, so I get a better idea of the new changes you made?
I just moved everything to it's own directory.
why would it build a directory in the first place?
a directory that isn't present within the mod folder
To compile/decompile and whatever, it needs to include reference paths and whatnot. So setting up your Modding Station and references correctly is important
I'm sure those paths are all set up correctly
I'm sure because I packaged other mods successfully with the paths as the were
but those all had other folders within them, like "MODELS"
this is my first attempt to package a file that doesn't have a sub folder below "PCBANKS"
So should I be nesting "gcgamplayglobals.global.mbin" in a subfolder?
Look at all these trees! Im getting 90 FPS with all these trees
I have to say though that I came across a similar issue recently in the NMS Modding Discord where for some reason it was generating the wrong path structure. In that case it was most likely due to use of square brackets in some of their directory names. No clue that person ever got it sorted though.
All I can suggest is to keep everything out of the actual game location, besides the created mods you add to the mods folder. With your main settings then being correct we can try figure out what is going wrong
speaking of which, what file holds render distance for objects like flora?
You might have to unpack the game files again once setup correctly.
actually, that does give me an idea @fallow meadow. I'll try putting my project folder in a root directory before packaging
@fallow meadow Do you know how to apply the entitlement x-box multitool skins manually? I just have names for them, not seed values
Xbox multitool skins? What magic is that?
lol
I swear, something is wrong with this application
@fallow meadow what version of Mod Station are you using? maybe I downloaded a bad version by accident.
By the way, the Modding Station also has a config file hidden away in %AppData%\Local\ Might be worth checking
1.3.0
I'll dig into that config
@fallow meadow There are two different 'guns' for preorder; one might be for the upcoming launch. The entitlement files reference them. Oh, and manually changing my helmet didn't work, ended up with standard Gek head. I used ENT_XOHELMET
I had no idea about new preorder entitlements. I could have a look if you'd fill me in on location of said files.
Let me check the XO_HELMET again and I'll get back at you
METADATA\ENTITLEMENTS
okdk
There are a few different files in there, but they all seem to reference the same things
more like "Freeorder"
That config is pretty bare bones
@fallow meadow Thanks for the help, btw
^SPEC_XOHELMET @vale iron
I think I need to learn LUA instead
I think that's the cleaner option ๐
@fallow meadow Hmm, no dice, still the default Gek head
but you know what they say, practice practice practice
Yeah, and to be fair, mine is a bit more complicated than needed. You don't need to split the variables out to the top like I do; I just do that so the real script isn't touched when changing values
@fallow meadow I think the problem is with the PSArcTool itself, since that is what Mod Station uses to package files anyway
I tried packing the files directly with PSArcTool and it did the exact same thing
PSArc is built-in and has not caused me the issue you are having
packaged them up and created a directory
until now, I guess
HA, I figured out a work around!
I put my .MBINs in the hard drive root, then dragged them to PSArcTool
the .pak that it produced had no sub folders when unpackaged again.
gonna take it for a test drive now
Give me a moment @vale iron as I am trying to figure out what I did with that XOHELMET. Have to check my other account and load a save where I have it (if I can find it)
No worries, I'm just wasting time anyway
You're welcome, although it would have been nice to actually see your problem solved instead of a workaround
that's fair
What mod are you running for that, @hushed bronze
Meantime ... maybe either of these mods will help you figure it out @vale iron
https://www.nexusmods.com/nomanssky/mods/698
https://nomansskymods.com/mods/getting-head-the-beheading-unlock-special-helmets-for-all-races/
@pliant gyro Mostly three mods I am working on now
any that you have posted on Nexus?
One for base colours, one for flora placement, and one for space and skies
@pliant gyro Older version of the sky one is up
the flora placement interests me most
"Exosolar's Stratos"
Flora is the one I am working on now
New one is Stratos and Expanse fused, with a whole lot of other upgrades in it too, like the sunrays at low angles and with an extremely boosted range
You can see that in the pic
beams coming off of trees two miles away
Thanks @fallow meadow I'll look into those
would like to get Stratos to work with Darker Nights
Expanse is the oldest of my color mods, stands to gain the most
Stratos is darker nights
Some of the stratos nights are practically black
maybe I have a conflict somewhere then
Are your nights different colors per planet?
No conflict then, just bad luck
lol, yeah
but like I said, trying to modify it myself
great mod, just want to tweak it a bit
as one does
@fallow meadow you have mods posted on Nexus?
I don't make mods
oh really....
Well, I mess around with modding at times, but nothing public ;-)
I see
Oh hah, monkeyman made one of those @fallow meadow . It looks like there are three ways to do this: edit the save to change your character, edit the save to add access to the items, or mod to make the items available
Yeah, I thought I had it added on at least one save, just to have a look long time ago. Can't seem to find it though. Been checking Character Customiser, but not showing up
Stormy supertree planet
@pliant gyro If you want black nights, go to the duskskycolours
@pliant gyro Delete all but one of those sets, and replace every RGB that isnt 0 with something like 0.12
At least for stratos. In vanilla or any other mod except GnomeAnn, you would go through nightsky in a global
@hushed bronze that's good to know. I wasn't touching Dusk settings because I didn't think they were what I was looking for
was messing around with NightSkyColours
so this flora mod affects size as well?
@hushed bronze you planning on putting a release of that up soon?
yes
awesome
oof its already past 1 am lol
Paraphrasing Sean's own words, we should be impressed just stepping off the ship
Looking good, as always
Didnt even have to mess with sun placement this time ๐
I remember when I learned I could do that, seemed so cool
It is cool
kinda like that vanilla look
hell the new shading vanilla definitely looks better
@hushed bronze, speaking of proper QA - is this showing proper values you changed in savage sentinels vs the originals in game?:
http://files.serosis.net/CatLady/ROBOTGLOBALS_Savage Sentinels by Exosolar.lua
If yes, why on earth you've reduced HP of sentinels in a mod that was supposed to make them harder, and most importantly, why is it not mentioned in the details of changes in mod description?
Don't get me wrong - it is your mod and you can put whatever you want in it. But(t). those random insert changes are making it really hard to debug when something doesn't work as it should, and especially undocumented counter-purpose changes are PITA. This is just a minor example of the need to dissect which mod was causing a de-synced sentinels when playing with someone (his version was having different HP), also the increased (!) spawn time between waves and 4x increase in the amount of resources gathered before sentinels feel offended was causing problems (again, why such counter-productive and counter-intuitive changes in a mod making sentijnels harder? Looks like a big self-insert of preffered playstyle, rather than fpllowing what mod is having on the description tin.
It becomes worse with even more detached self-insert changes - like the "legendary" one in "Dead Wreckoning", that out of blue flattens huge area around naturally spawned mobile computers on ALL planets, resulting in people seeing you as walking underground/floating (to the credit, this one is at least documented, while still totally unnecessary). In case someone forgets that mod not related to bases and base computers at all was doing such random things, finding the issue causer is a royal PITA of binary mod removal dissecting, too.
Doing just one thing with one package, but doing it right (The Way of thePOSIX/Liunux, BTW ๐ ) - and leaving other changes for separate mods - is making it really easier, both for maintaining, and for ensuring conflict-free experience without desyncs and suspicious crashes in multiplayer.
@hidden shell A mod with chaingunning drones would be impossible for anyone without 6x shields if they also couldn't be killed...
(at least that was the reasoning at the time, the mod is over a year old)
But also, a tiny minority of mod users have any capacity to fuse anything. So a single-file mod has to do whatever it can because the vast majority of users only have the option of use the mod or don't.
I did not know about drones desynchronizing under certain conditions, though., thats good to know
@hushed bronze Is GCGAMEPLAYGLOBALS.GLOBAL.MBIN in the core files or is it a modder created file? I can't seem to find it in my unpacked game files.
thats a legit file
Weird. and it's located in PCBANKS, not a subfolder?
same as other globals, yes
@hushed bronze for some reason, drone's firerate synchronizes in a way "if it is managed by client A who have them firing fast, it shoots fast, if by client B who have vanilla, it shoots slowly". But, changing their spawn time and alarm time definitely causes problems
as for the fusing mod, I think it is long changed - every random person I've been meeting on Nexus and playing with lately was well aware of the AMUMSS and merging stuff with it
I sincerely hope all mods past some point will be made in .lua manner, much less headache with the updates (usually, if file structure hasn't changed dramatically, you just recompile via amumms and it "just works"), and well - the syntax used for scripts isn't really hard
(and tons of examples in the amumss itself, too)
And Wberto apparently has a couple of tools in the works that will make it even more attractive
indeed, the tool is a godatlassend
@vale iron looking at that .lua you shared yesterday. Noticing the SentinelsHigh & SentinelsLow properties. What do those values affect?
You know how Different planets havce higher and lower sentinel activity? @pliant gyro
yes, but the values seem counter intuitive. The low value is set at 30 and the high is set at 10.
not that I see.
Theres a per-star color version of that, so you may be looking at a deprecated instance
same in the untouched gameplayglobal
SOLARGENERATIONGOBALS
this is editing the gameplayglobals
thats the file that holds mostly-not deprecated stuff, indcluding aggression levels per star type iirc
I see.
So these sentinelshigh and sentinelslow properties in GAMEPLAYGLOBALS would be overrided by the ones from SOLARGENERATIONGLOBALS?
More like the one in GAMEPLAY is not referenced at all
OFC you can always test stuff but there is a LOT of deprecated bits in NMS files, if you change something that should have an obvious huge effect and nothing happens, it may be a dead var
I'm not seeing anything referencing sentinel or robot probabilities in SOLARGENERATIONGLOBALS
Yeah, all the stuff he just said :) it's hard to know what's deprecated without testing, as there's not much documentation on it, by HG or modders
I seem to have remembered the wrong file for you thou, sry
I can look it up. In savage sentinels, right?
Nope
What he is looking for, i believe is the control for deciding which planets are classified as aggressive and passive overall
So I am thinking about getting some QOF mods, any suggestions?
Bet there are plenty available
I noticed the properties in that .lua you sent me that edits GAMEPLAYGLOBALS. Sentinelshigh and Sentinelslow
There's also vicious probability in there
The way I understand it working is that high and low determines how many sentinels there are, while vicious determines if they are attack on sight
that's what Exosolar suggested
They very well may be deprecated, but I think that's how they worked at one point
actually, because the values are inverted, e.g. sentinelshigh is set to 10 and sentinelslow is set to 30, it seems unlikely to determine the number of sentinels there are.
exo suggested that it might have been a probability value
Right, so there's a 60% chance of normal, 30% chance of low, 10% chance of high
For quantity
right, makes sense why you would have adjusted them the way you did in your .lua then. High is 7, low is 40.
softening things up a bit.
well, I'll test it to see if it's depreciated.
Yeah, just depends what effect you are going for. I don't know that I ever tested that, though
Just go to a calm planet, crank high to 100, and see if the planet stats change
๐
Can anyone make a mod that makes it possible to turn in missions faster?
Takes so long to turn in
@pliant gyro The GLOBAL files should get extracted from NMSARC.59B126E2.pak
Thanks. for some reason it didn't unpack with Mod Station.
Is there a reference for the core game .pak contents?
@pliant gyro You used the standard "unpack All" right?
yes
and waited 25 minutes or so for it to finish?
And steam wasnt in the middle of fuckin with the source folder?
I don't use steam
HERESY
VPN>steam
VP what now?
lol
how does VPN get you a game?
there are ways
I dont think anyone here bites over mentions of piracy, btw.
In any case, I assume your game copy runs?
it does
and if it runs it means you should have all of the source files inplace ofc
I mean, it's a legit copy
so IDk
No idea why you would be missing files after a seemingly-normal unpack of all files
no, the file was there, but for some reason it didn't join the other files when unpacking
Did you try to do stuff before it was done unpacking?
I'm not missing it after all, I had to manually unpack NMSARC.59B126E2.pak though
but when I unpacked the game with Mod Station, that one didn't unpack
yeah, don't know how. I'm sure I followed the instructions properly.
because, like I said, all the other files were there
Only trouble ive had in that way is that for some reason google drive doesnt like to upload one specific pak unless you drop it in as its own job
๐คทโโ๏ธ
you do have that source pak though?
how do you install mods?
@pliant gyro You know you can use AMUMSS new tool: NMS PCBANKS Explorer-Unpacker.exe to unpack one or more files, one or more NMS paks or, for example, all files in PCBANKS that have 'clam' in the name.... and then send them to the folder of your choice
see third item here:
[*]IMPROVED: Handling of PAK decompiling and REPORTING
[*]REMOVED: The need for the user to 'Press Any Key...' when some older MBINCompilers are run to decompile a PAK
[*]ADDED: 'NMS PCBANKS Explorer / Unpacker', a tool to UNPACK any files in any pak of NMS PCBANKS to your chosen UNPACK folder```
I did not know that
Tell your friends ๐
lol
it's amazing haha
where is this NMS PCBANKS Explorer-Unpacker.exe?
In the AMUMSS package I believe
Anybody got some "must have mods available"?
Thinking of installing a few, but there doesn't seem to be much
Check Exosolar and Lo2k. Their stuff is all great.
Changes too much imo
Try my cave mod lol
Link?
also dis is decent for dying alot https://www.nexusmods.com/nomanssky/mods/1377
The flying snakes used to have tails that moved/whipped like fish. I think they still โmoveโ but rigid. I wondered that myself. Iโm thinking it might enable the more moving tail?
@timid badge how you can say that Lo2K mods "change too much"? He have, on list of his creations, many essential mods that change one thing, do it right, and are not touching anything else. Mix all you want.
The "must have" mod is the modpack that YOU create for yourself and yours
ah nice
@cinder valley What is encompassed in your overhaul?
Have you decided to keep the new terrain textures in? (havent tested, but it seems to me that swapping out for the previous version's terrain textures should work without trouble)
@tepid kettle No, not at all. The guy who posted that obviously has no idea what the fuck he is doing, tbh
Never thought about that. Im dping everything. Adding new textures, terrain changes etc. Also messing with sky heights
Oh, why you say that? @hushed bronze
Sorry I dont know a lot about the topic
Because I am all over those files all the time and this douche just went around pointing out files that have been around since launch because he's clueless and has never seen them before
whos the douche lol
The guy who posted the video that spread around everywhere and hes just pointing out various deprecated files and ramping insane hype with stupid rumours
Honestly whoever does something like that is a jackass
LOOK! "RAAAINFOREEESSTS!!!!"
DROPSHIP
LEGACYBASECOLOURS! OMG GUYS ITS HAPPENEING
....douche
Now we got all these po' bastards asking if rainforests are confirmed or dropships or some shit
Yeah thats bs
Hey boys which mods would you guys recommend?
Just some basic modding, nothing too crazy
QoL stuff, and performance stuff would be nice, but any mods you guys really like
You can try DUDโS SKY on Nexus and DUDโS SKY - COLORS. @bronze flicker
There's a sorting option on NexusMods for Last Updated. That's how I always browse it.
Tyvm
@hushed bronze they thing is they updated those files for some reason
No, they didn't
They didn't update those files. The novice data digging douche just doesn't know what files were there already or not
Ooh I understand
well thanks a lot for clearing that for me!
and sorry for asking too much, I dont know a lot about that too
@tepid kettle Just to be completely clear... Some of the files referenced in THTDI's video, mostly textures, were technically updated. However, no noticeable changes in them have been reported. It's likely they've just been rebuilt with minor format/compression tweaks, which has happened before.
Does anyone know if Slots Overhaul is going to be updated for the Living Ship update?
MBINCompiler has been updated: https://github.com/monkeyman192/MBINCompiler/releases/tag/v2.43.0-pre1
I have named all the unknowns so have fun!
dang those colors
There may be soon
I intend to also put out the excel calculators I use when I put out the color mods I'm sitting on.
My plan is to build instructions into the excels with their commenting options, and put them out there. Because I have very little steam left for mod creation at this point.
Color ones generally dont
If you haven't looked at freshly decompiled globals with monkeyman's new MBINC, you really should. I already found the mech turning radius and mech jetpack thrust force. Looking for some building things now.
I only listen to globals. Looking is heresy
Avert thine eyes!
indubitably.
๐ง
No. You modded another word. That fits the modding channel
Oh nice,! I am a modder
Mods, we need a new modder tag over here
@hushed bronze, when you decide "that is it" for modding NMS, do you plan to keep your existing mods in maintenance mode - as in, keep them updated for working with future versions of NMS, but without adding new features, etc - or you think about abandoning the stuff alltogether?
Despite some criticism here and there, I'm a big fan of some of your mods, and some of them are still not lua'ified (stratos, expanses, abyss), so I'm wondering if I should start to get used to playing without them (or lua'ify when possible for easier update in future), or the future usage is as safe as humanly possible to predict ๐
IDK yet, but in the worst case, I would hand them over to anyone who wants to maintain them. Only two have lua's. I don't have anything against lua, just never was a part of my process. In the case that I don't plan on coming back, I am thinking of adding a headliner to each mod declaring that I don't intend to return and that anyone may update/alter/re-upload however they want.
That said though, Abyss and Expanse as they are now are practically immune to updates ๐
๐
No really, I only make the "pure black" version because I kept getting people asking me if it worked since it was ancient. Practically any other mod as old as Expanse, is dead, but Expanse itself is fine
I wonder if the recent possibilities of decoding properly the spirv shaders into their opengl equivalents and back again will have effect of resurrecting some shader mods
Lo2K would know better, probably
I'm posting this in this channel just because I think its probably to do with mods or reshade, but I've been having the game do this recently and. I'm not quite sure what kind of mod could be causing it or if its a mod issue at all. It might have something to do with lighting due to the fact that I've had this occur at the very start of a new game when the loading screen lights turn into the press E screen; in space stations when just turning around; on planets. I thought it could be an issue with reshade thats fixed by putting the game in borderless instead of fullscreen, but its still happening.
If anyone has any info I'd appreciate it. I thought I'd ask before I comb through all the mods to see whats up.
This file shows list all the current vs pre-update 'Property Name' that have changed (meaning removed, added or name changed) in GLOBALS with MBINCompiler 2.43.0.2:
Those should go well with the more natural grass colors. Looks good
Was confusing to find, bark color was in the LUSH palette instead of base like most other lush colors
Good morning all!! I was wondering if anyone has any recommendations for stack size mods that go above 9999
I was using AidenCharming's but sadly an update broke that one and nothing I've made myself worked, lmao
Unless they changed it again, they hardcoded the stack limit a few months ago
9999 not big enough? Would 99999 be it? Or 999999? What is the point, I wonder?
:p theres never enougth storage
I made my Inventory 100 x 100 squares (just kidding)
@hushed bronze I was having a slightly irritating issue with abandoning buildings failing to spawn from time to time (empty flat area where they should be, for example, during mission to kill horrors, but also, sometimes during campaign mission to get antimatter recipe). I traced it down with 100% confidence to "Dead Wreckoning" of yours - to the point that removing this single mod and reloading results in the lost structure popping into existence upon reload.
Any idea which change there might result in something like that?
I went through the file, but can't get any idea what of the stuff you changed there might be pissing off abandoned structures spawns. Nothing suspicious caught my eye ๐ฆ
How easy is it to use the save editor and do I need to download anything to use Save Editor, besides the save editor stuff
Pls @ or dm me with either steps or link or answer that would be helpful.
This file shows list all the current vs pre-update 'Property Name' that have changed (meaning removed, added or name changed) in GLOBALS with MBINCompiler 2.43.0.3 (added information for GcSolarGenerationGlobals):
@weary ruin The one I used to have was I think 99999
and it was....... perfect. ๐ญ
@cinder valley probably a better convo here actually
lel
Anyway Ive been working with very similar stuff and I wanted to share if youre interested
Yeah I don't mind. I'm basically just changing a bunch of values and playing around.
You might be able to understand what I tell you much faster with the stuff just on hand
Being named grass fix is a little disorienting I know, but it arose from changes to grass fix so
Anyway, it is easy to see how I took (so far just LUSH), and split it into its many parts, rock, shrubs, trees, they all get their own folder because the BIOME File is totally compatible with this approach.
And you can look into the LUSH or LUSHHQ BIOME files and see how its strung together
DAmn, i didn't know you could do that lol
@cinder valley ALSO, in both the trees files and the biomes files, you can see LOADS of garbage code missing because I found that it is absolutely dead and doesnt even slow down the compiler or cause changes when deleted
In BIOMES, just about everything up to the object portions
and In the objects themselves, basically anything to do with colors
all deprecated nonsense thats connected to exactly nothing
Im sure that's not all the deprecated stuff, but its the bulky stuff that was in the way
Is there any way to make a mod that increases the likelihood of creatures spawning, but not the overall quantity?
There is no mod like that on the nexus
Yesh I might play around and move things around. I hate HG's organization skills
@cinder valley Be very careful about how the properties open and close though, if you make a custom mini OBJECTS file like these you will probably have different categorical configs than the source file
You can see in the "BLANK" files.
one of the reasons I keep them around in duplicate
Basically like if you have a file with Landmarks in it and remove them, you would also need to make sure it closes properly, the " /> bit
VERY easy to miss many times before getting used to paying attention to that
@timid badge i dont think theres one posted like that but it maty be possible
I made one 2 years ago for my own use, but it also increased the amount, and I can't recall if that was intentional or not
I just want to get rid of the "creatures that never want to show" issue that this game is plagued with
well if you basically already know how to do it....
2 years ago yeah
animal systems have not really changed
Is the modding station still up-to-date? I believe that is what I used
But the one I have downloaded is outdated
theres a new one that is basically the same with some simple upgrades
but the old one works fine anyway, justr need to jack in a new mbincompiler
https://github.com/monkeyman192/MBINCompiler/releases
Got a link to the new one?
and ofc unpack the current files
yeah just go to modstations nexus page, the newest is there
This one then https://www.nexusmods.com/nomanssky/mods/320
Sweet
He didnt go out of his way to re-dress up the page, just dropped the updated one and moved on, lol
Well at least he updated it, not every modder sticks with their creation for ~4 years
Update didn't screw it?
since its not itself a mod it doesnt have the same weakness vs updates
MBINCompiler is what has to change and MStation just plugs in whatever MBC u give it
if you got the current one, you're golden
(and ofc current game files unpacked too
NMSMS itself is practically immune to the NMS updates
So I just hit a wall, how in the world do you download from github again
Click this one
Assumed the libMBIN was necessary too
assuming you mean to mess with the experimental's files. If not go for the 2.42. but that would seem sill rn with the update scheduled officially for tomorrow
no I never DL libMin
it may be needed for advanced features or something but MS dont need it
Beginning unpacking, let's see what happens
So, what to do if the compiler doesn't wanna open the Mbin?
Well I ended up finding a mod that does exactly what I want
And it works amazingly well
Never found it cause of the stupid name lol
When modding always makesurr that you have saved to the half min before crashing game
Also can we get a mod that skips time in game?
Wow DebugOptions got all sorts of mixed up
Hey guys ik we have mods for practically everything but one we need is for skipping SOLs
@torpid helm Contrasts does NOT appear to cap at 1. Interesting that one would be 0-1 and the other would not
well, it's easier for brightness get full white or full black, I guess?
Contrast could be normalized as well
it's a slightly more complicated math, though
yep I can see that
still odd ๐
Going for contrast 5 now
Didn't even get to try the negatives yet
I believe these correlate to the actual tile types, not the terrain types
IE Sand, Dirt, rock, like that
and not categorically like "Beach", "Mountain", as I suggested before
@torpid helm I havent tested yet but I suspect I can use the negative contrast to constrict each tiletype's variation filter to a small range, and then using brightness I can organize them hierachcally, where the highest of one texture's variance cannot or can only barely intersect the lowest of the next
like a default noisemap might have from black 0 to white 1, but with contrast negative, it could actually range from 0.45 grey to 0.55 grey
then, with brightness, I could take the next one, and if I want it to dominate always, set it a bit brighter with a simila r negative contrast, so that its range is say, 0.57 gray to 0.67 gray
This is my hope anyway
yeah, I think it works!
so, maybe you can make the transitions less aparent
with all that I have seen so far and all I understood about texture blending already
I could make the transitions practically nonexistent
but before I can do that even if I am right I will have to ID these other 8 or 9 tiletypes
yeah, but it needs tweaking, some overlapping texture might look odd
It looks very odd, thats why Im tryna kill it ๐
Some intersect makes sense between say, Dirt (gentle slope) and rock Steep slope
its awful between dirt and grass Those need to NOT TOUCH
at ALL
Anyway ill have my contrast test gif up in a sec based on 0.25 bright
@torpid helm Here we go
Anyway I forgot to mention that it appears to me that all tiletypes independently run an instance of their own macrovariation, with the modifiers in the file editing the instances' different characteristics
@lime mesa Yes I agree, but this test series is all about understanding the mechanism to manipulate it to my whim ๐
Ah
Here I can see that the underlying filter maps are intersecting, grass and sand, where the higher the contrast, the sharper the merge
Just that would look awful but I am hoping I can use these mechanisms to isolate certain terrain types from each other
If they both have low contrast but their bright is different, and say sand is much brighter here, then grass should vanish completely and no purple remain on beaches
Im very hopeful
I feel like I can get this to do what I want
Holy. Shit. I suspect Ive instantly IDed them all
<Property name="TileTypesFile" value="METADATA/SIMULATION/SOLARSYSTEM/BIOMES/LUSH/LUSHTILETYPES.MBIN" />
(not confirmed)
@torpid helm
Two sets of things exactly the same size, bottom one already a confirmed parallel
you are probably correct
Compare wasnt really necessary, just needed to get them side bys side
This would also map every other biome's copy, if its true
Theyre often a bit different
Grass is second..... I have a test in mind....
@hushed bronze it looks like there is an enum that may fit this pattern What are you looing at in particular? It may be that I can add an enum to the array and make everyone's life easier....
I dunno what u just said, lol
The best brightness could do alone @torpid helm
Altering the macrovariation DDS itself (in addition to brightness)
And of course the trash that is deafult for reference ๐
man, the default looks really bad.
there's no reason to have the sand texture and use it like this.
Well Im workin throu... Contrast is a bit different than I thought it was, photoshop's contrast proves I just didn't have a correct idea of what it was
unrelated, grass spawns too low elevation in this dynamic
should be correctable tho, simple it has min max spawn heights in object files
How does one mod NMS?
@fickle frost here try the "prototype" (will totally remix your trees, just a warning)
!!!!
Oh here, the color pack too
Do I need to remove the Extra Biomes one first?
also thanks for throwing a wrench in my quicksilver farming ๐
I was bored anyway
Extra biomes would interfere with the lush planets, but if you put the grass fix with an extra _ in the front of the name it should dominate in cases of matching files (not very many and not including the blending upgrade which will work either way
Also Grass Fix's Lush portion is actually part of Extra's replacement anyway
Cool
Anyway Im headed to sleep n stuff
YW ๐
@hushed bronze basically talking about this
omg @ Exo you turned my home base purple ๐
Yeah gotta figure how how tf to move the sun
lol
.....might need to recolor my whole base now tho. ๐
@fickle frost Fresh outta shower, did a quick tuneup I had in mind,
... and feel free to spam my DM with pix if you wanna ๐
It's like a Samuel L. Jackson suit
Will do!!! Possibly. Once I finish wrangling these other files lmao
we're having creative differences.
Has anyone decompiled crossplay?
anyone online who mods textures because i'm about to tear my hair out.
what are you trying to do?
So I used to have this mod that removed the weather warning overlay
It was GREAT
But it broke back in December or so, and I'm trying to recreate it.
was that a texture mod?
I thought so.
It edited the files in TEXTURES\EFFECTS\FULLSCREEN\HAZARDS
So hypothetically, I should just be able to create a mod replacing those textures with a transparent .DDS? or.... no.
idk I don't do texture stuff ๐