#nms-modding
1 messages · Page 188 of 1
Honestly I don’t really want everyone to know which is why I’m looking for people with experience
I’ve already done some pretty weird stuff on here
dm me, if it's easy maybe i can point you in the right direction
i believe Gumsk has experience with save editor as well.
so, i use Nvidia Geforce NOW because my computer is a potato. does anyone happen to know if mods work with Geforce NOW?
do you have access to the install folder inside geforce now?
no
then no
I’m looking for someone who specifically has experience editing the JSON or batch files associated with the game
Not just using the generic stuff
i know how to use a save editor and i know my way around the raw json pretty well. im no expert but i know what im doing.
Can I PM you so every lurker in here doesn’t see it?
Someone knows the current shopNumber for the JSON Files?
A lot of tech have recharge values because HG. You can refill them if you want to, but you dont need to, and it wont have an effect on the game
hey guys q about sky palettes: it's duskskycolours.exml and gcskyglobals.globals.exml that determines the night sky, correct?
i am doing some sort of monster merge of some of the palettes and i was like why on earth are my nights bright
i think i found the culprit: alien skies went all in and made the day and dusk palettes the same, essentially
but there was nothing else was there 
hmmm i think that did it i think at least right now i'm not having any hiccups with the nights
@neat aspen I think I could safely call myself an expert on save editing if you need help
@hard kettle
^T_SHIP_GOLD is the gold ship trail
^T_BOBBLE_P... is the polo bobblehead
^T_SHIP_RED is the read starship train
^T_BOBBLE_A... should be the Atlas bobblehead but im not sure how you have two
im not sure what ^T_BOBBLE_AP... is since there is no bobblehead that starts with "AP"
im not sure what ^T_SHIP_GRE... is either
if you right-click on the other items and then click the "more info" button it will show the full name and in-game description
refilling the trails and bobbleheadss "power" doesnt do anything as far as i can tell
hello rain in space
time to build a teleporter between 2 planets now
@waxen cedar "Short" range teleporter
Well, i guess between planets they are "short" 🙂
successfully reached another planet
@vale iron where is the teleport cable length value located?
or anyone who knows
@vale iron your infinite cable lenght thing seems to conflict with limitless build cam
It's finally time for me to release the first alpha version of NMS Advanced Modding Station! 🥳 Keep in mind that this is an ALPHA version though! Expect bugs to be present! Most functions only have gone through some basic testing. As long as you don't do anything crazy, it should work fine.
Source code: https://github.com/bjorno43/NMS-Advanced-Modding-Station
Release: https://github.com/bjorno43/NMS-Advanced-Modding-Station/releases
License: MIT (basically this means: Do whatever you want with the program as long as you leave the copyright in place, use at your own risk!)
@lime mesa The Ap bobblehead would be Apollo. The other two As are Atlas and Artemis. The last one is the green ship trail.
aaa gotcha thanks
@waxen cedar I'm not at my computer, but you can look at the LUA file to see where the change is made
@naive moth good job, I'll take a look this weekend
@vale iron Sure m8! Looking forward to your feedback 😄
@waxen cedar They should be in building globals, though, if memory serves
I checked the building globals and tried to increase all of the line and cable max lengths but it didn't really seem to do the trick for me. Disabled your mod so it wasn't about that then
apparently you can't build a base that expands to other planets
objects placed on other planets will just disappear when taking away the build cam
even if the game shows you are editing "basename"
I did a little infinite photo mode/build cam thing.
The cam is quite speedy so you can reach distant spots like other planets, hotspots etc
how would i go about downloading mods for the windows store version of the game
pinned messages 
Also I managed to get a short range teleport link between 2 planets
just waiting for it to turn to day so I can tp there
There we go. 2 separate planets are impossible to link as the game unloads the teleporter for good
BUT you can link a planet and its moon
@wet valley Despite what the pinned message says, there's a guide on how to install mods on the Windows Store version here: https://www.reddit.com/r/NoMansSkyTheGame/comments/h9z1bd/how_to_mod_xbox_game_pass_nms/ Haven't tested it, but untill HG enabled Mod support on the store version, it might help you out 🙂
also I'm not sure but someone more dedicated than me could probably figure out a way to not have the teleporter unload
You're a madman, @waxen cedar!
there it is
infinite speedy camera + infinite cable length
so you can now do stuff like... build teleporters between planets I guess 🤷♂️
@waxen cedar How many mods have you made now?
like
only that one
I made some little tweaks for myself
and this is something I wanted to share because I found it quite useful
@naive moth
I've always wanted to spread my base across the system and have no load times between different hotspots
Ah alright, cool 🙂 Looking forward to see what else you'll come up with
Anything that I find fun or interesting or that my skills are sufficient for
This is very basic really
Oh and forgot to mention it gives you infinite base build radius
what does the fuel storage mean on the frigates on the save editor
for frigates which one controls the color? is it model or home
I think I... may have gone a bit too far with the editing
so that block right there is the area I removed with one terrain edit
erm.... I think that blast may have deleted the entire voxel terrain above bedrock...
That's how you create wastelands
Next you'll be driving around in a Roamer like it's Mad Max
Artemis: Well, ain't we a pair, raggedy man?
is it confirmed that like the save editor shouldnt be used once u start placing bases?
like i heard the editor sometimes just deletes ur discoveries
and like that combined with the bases it just causes the game to crash i heard
I've never experienced or heard that and I use the save editor constantly
well does the save editor lose ur discoveries?
like i has happened to me a couple times
or do u just keep loading a back up until it doesnt do that?
I haven't had that happen either. Id' be curious how that was happening
Exactly which discoveries are you referencing, to be clear?
planets
plants and animals, recipes, technology?
like when u scan them
idk about plants and animals but just planets
so far i only noticed planets
Ok, all that is on the same tab in the editor called 'Discoveries', so I wanted to be clear
I haven't noticed that happening, but I could have easily missed it at some point and brushed it off as a bug
its weird though idk like i load in and the planet i scanned before isnt scanned
Do you run any mods?
nope
I'd honestly be more apt to blame some sort of bug in the Hello Games discovery service connection than to blame the save editor
I'm just not sure how that could randomly happen with the editor
i never uploaded my discoveries
have u heard about the guy that had the issue of his save getting messed up ?
like something about crashing when he was too far from his bases and like discoveries going missing
I've heard of people a long time ago having those problems, but I haven't seen any verified reports of it recently
hmm good i hope i dont have these issues
so like what do u do like just make alot of backups?
It automatically backs up every time you change something
like the save file its says backup. something?
You'll see tons of backups after you use it for a while
I'm not sure where exactly it saves it, probably the NMSSE folder, but you can access them all easily in the save editor
Nope, it will take care of it for you
like i remember first asking about it and people telling me repeatedly to manual backyp it up
If it was a long time ago, that would have been a really good idea, but it's auto-backed up for a while now
Some people are a little paranoid, too 🙂
Only once, and I was doing some pretty weird stuff in the raw save file editing, which I wouldn't suggest until you know your way around and/or are following detailed instructions
If you stay in the GUI, I don't know that it would even let you do things that could cause a crash
wait ait backs up after u change stuff? what if its during the change its the thing that messes it up?
so i would need to do a manual backup if i did alot of stuff between save editing
It has all the stages, so you can backup to wherever you want, the original save, 10 edits in, most recent, whatever
its the backup.something files right? that have the stages?
oh messing with the json files?
The different backups are the backup#.#############
And yeah, I mean the JSON when I saw raw
stay out of there until you know what you're doing
yeah its little reassuring that the editor would probably stop my from doing stupid stuff
Oh btw
Since I increased all the cable and line lengths you should theoretically be able to also pull a pipe from planet A to B just like you can with teleport cables. Idk if it will work but you could now possibly have a resource hotspot delivering stuff through a space pipe xD
I'll have to check if it does. Was too tired last night to even realize this
we're testing out le big edits and they seem to sync in multi
both will need to have the mod tho
Yea. I'm fully aware this is totally useless but it's mostly for messing around and having fun
So i tried making a mostly black paint colour palette but this looks like the darkest it goes for some reason 😦
ah thanks so much
With this you can edit terrain with such scale it will be visible from space
like the river I made
They should persist for a while after saving and closing/opening the game
anyone know some terrain gen mods ofr extreme terrain
looking for some solid recommendations for QoL mods.. nothing crazy and no major overhauls.. just mostly looking for common sense tweaks and UI assist stuff
all i have so far is low flight and instant actions
not new to modding at all, but new to it for NMS and not really familiar with what works and what doesnt in 2020
probably most mods that have been updated after desolation should be compatible
check nexusmods and sort by last updated might be a good way to start
hey i mean you can do it without the mod, gonna take months tho lol
what does the stealth starship trail look like? people who have done the json thing to get the trail
@vale iron
was the picture for the chromatic starship trail at full acceleration?
Metallic Long Nose 👍 Will be experimenting with different materials on ships for a while 🙂
are u changing the json file?
nah the exml
using the model viewer to find the part names
and then i find the associated material to the part
then i find a part thats metal and find what that material is called and then just replace the names in the exml
Really love the way these prerelease crystals look
each one gradients between two procedurally selected colours
and when I'm done setting them up will drop procedurally selected resources
Gonna have to test bigger terrain edit to cover a portal with a custom cavern haha
Anyone got the updated ReShade? DM me a link if you can thanks
no
oof
It only works in AR because version changes messed around with the game files so it wouldn't be compatible now
oof
@lime mesa It's an unreleased mod I've been working on. Basically restoring all the prerelease biomes.
Hows that going btw?
sign me up
would like to see some shots of how it looks with present day visuals
@cobalt condor if u get it working id love to cop
@cobalt condor sign me up for when that releases
here are a few more screenshots of my prerelease biomes mod since some here are interested
also featured here is Back to Foundations colours and terrain
that looks sick!
I love the crystals
for some reason the updated BTF Terain breaks for me still
its wack
like when I go to a new planet it breaks
I like those trees a lot
that's beautiful
just spread the fleet a bit as it seemed to be in such a small clump
Would love to find a way to get more frigates tho. Having a fleet of 500 ships or something would look dope
@cobalt condor
Hmm. So are you also combining all of the biomes and terrain types from each build along with recreating pre-release biomes?
@waxen cedar nothing that ambitious. I'm just remaking all the prerelease biomes as they where shown in trailers/interviews/demos etc (they only showed 13 distinct ones, most being lush variations) and getting them to generate alongside the modern ones
there are a few other tweaks that apply to all biomes, like a few extra buildings and the prerelease crystals, but otherwise those other biomes are all the same as normal.
I'm using parts of Back to Foundations alongside my changes as I'm developing, but I won't be including any of the stuff from that mod.
like when I go to a new planet it breaks
@lime mesa breaks...how?
as in, how is it breaking, like not appearing or...?
Would love to find a way to get more frigates tho. Having a fleet of 500 ships or something would look dope
@waxen cedar beware that even if you were able to, there's a good chance it would kill performance or simply crash the game
previous attempts at expanding ambient freighter fleet sizes resulted in this
does anyone know why the crew race of my freighter keeps on changing back to the original race?
i have been using the save editor and idk whats causing it to revert back
@waxen cedar beware that even if you were able to, there's a good chance it would kill performance or simply crash the game
previous attempts at expanding ambient freighter fleet sizes resulted in this
@supple wadi There's too many tris count per object, scale it up and it will definitely take toll in performance. Before making this happening we need lower tris/polygon models mod for the game
Exosolar has a mod that replaces the silo with a low poly version. Or you can mod to increase production and storage
The frigates all have several LODs, it probably wouldn't be too difficult to force them to use lower poly ones more often
Sorry, I was misreading. You could probably look at his silo mod and adapt it to frigates
EXO
Any working ship trail mods like overhaul or more colors for current latest version?
I could probably mod existing ones to be different colors, if you have a request
@odd rover It would take a lot more effort to add new ones rather than replacing existing colors, if it worked at all. And neither will work in multiplayer.
If you have a color request, let me know and I'll look at making one
@vale iron thank you for making such a great offer, couldn't ask for more.
Is it possible to have a trail with gradient, like one REDMAS created?
It started with blazing yellow fire color from exhaust to some extent and then turned into neon blue.
Here's the link to it's showcase on YouTube
It's definitely possible but might be outside my already known skillset. He likely created a new texture to apply, while I always find existing textures and change the pointer. What are you looking for, though, and I'll see if I can find something appropriate
Okay, you don't need to do some hard work, but I want to try and try several colors with all of my ships, I know how to code. Would it be possible that you tell me how I can myself edit those? Or is it too big of a task?
It's possible. I'll make one and share the LUA, then you should be able to see where to look for other textures and make your own with AMUMSS
Great thank you very much.
No problem at all
Wait, is there a pink trail released? I just found a texture for a pink trail
Never.
I see 8 different contrail glows now. Didn't think there were that many
Blue, Cyan, Gold, Green, Orange, Pink, Dark, Rainbow. I think Cyan is the default, so that leaves Blue, Orange, and Pink
You said you can change pointers to textures. Is it also possible for ship textures?
Orange sounds pretty good.
Yes, but a little less clear with the procgen. I think @clever jewel was working on that yesterday
I wonder if there's a mod that replaces the music on pillar planets (the ones covered in floating monoliths) with the monolith music from 2001: A Space Odyssey?
If you scroll up, you can see a needle nose fighter he was toying with
Cool, I always wanted to change colors of one of my ships. @vale iron
Changing colors can be done by changing the seed or save editing or mods. Save editing and mods don't get passed over multiplayer, fyi
At least, currently, save editing ship colors by palette doesn't get passed, but probably will be in the future. It's the same way freighters are done, and most of us think the freighter recoloring is a test for ships later
I know about seeds but I couldn't colors that I wanted for my ship
That's why.
Hope this works soon.
Check the treatise above. You can get pretty much exactly what you want, on your end at least. I made a rainbow living ship once for testing
About to test changing rainbow to orange
Partial success
Need to get rid of the rainbow sparks
@odd rover Here is a LUA file that replaces gold with orange. You can look in the LUA to see where the source and target files are and change either. I'll experiment with some other files that aren't quite the same size but might still work.
Whatever happened to freighter trails. Would love to see them back. I saw some files for freightertrail and freightertrailscene
Yeah, they are there, too. We could change those.
Thank you@vale iron
Sooooo, this test didn't work.
Cool, I always wanted to change colors of one of my ships. @vale iron
@odd rover So there are two ways of doing this. One of them is to change the paint pallet for the ships, which is quite a tedious mission but if you know what colour you want to change then it's quite simple. It's literally changing RGB values where 0 is black and 1 is white. The other way is to apply a new material to a ship part. I have had limited success with this. The downside is if you change a material, that part of the ship will always be that way (no colour variations) (like the metal parts on the viper ship nose for example). So I recently applied the black material from the crashed freighter to the nose of the long nose fighter ship and it actually looks quite cool 🙂 So far Ive tried applying the living ship material to the nose and that didnt work. The atlas interface red orb didnt work either. Stick to regular mats I guess.. sorry for long post lol
@clever jewel Did you try using the new palette/sub name in the save editor to put a color on top of the new material?
this is the nose that I only changed the paint pallet colour
have not @vale iron I havent actually looked into the save editor yet 😐
I posted a text file above that explains how it works so you could adapt it to your changes
This is the nose with the crashed freighter material on it
Sweet ill have a look for sure
This is the original ship
I guess I'll figure out how to include custom files in a mod PAK. Then I could make whatever colors I wanted. I just always found other ways around a problem than trying to figure that out
@clever jewel
Looks cool. One question I have is that changing color (rgb values) is only visible to me, what about applying new material? Is
Definitely only visible to you
yeah thats the thing hehe
Later, changing the RGBA values might be visible to others, but isn't right now
Understood, thanks again
So I think if youre going to change palett colours, maybe stick closer to what the original colour is. ie if its red, maybe change it to something close to red, instead ofsay blue or green. Then the new ship won't be too far off to the original. Just a thought
what i want to experiment with is proc gen materials on the ships, instead of only proc gen colours
@vale iron Any idea why modded terrain edits are only visible to others with the mod? How are the edits shared between people
All I know is that they stop syncing as soon as you change the edit values
@waxen cedar My guess is that it's only passing the point of origin and size class of the edit, relying on the other client to figure out how big that size edit is. One good test would be to see if a person without a mod made a large size edit, how big does it appear to a person with the mod that makes a large size edit much bigger
I shall test it this weekend when I have time. Didn't realize to try the other way around
@vale iron Any idea why modded terrain edits are only visible to others with the mod? How are the edits shared between people
@waxen cedar I think it pretty much because of altered view of the same number. For example if you install a mod that forces weather to be clear, it still have the same weather values, just the mod forces it to read otherwise.
I think same for generation and terrain edits
@lime mesa Hey man! Does the BTF terrain crash on planets of specific types for you or all of them?
@hearty crypt i havent tested it much but when I fly to a new planet the game freezes and gives me the “potential mod incombatabilites” error message
ill try it out a bit later
anyone know why there isnt icarus engine in the save editor
The author missed some of the upgrades, like the ship trails. Icarus is one of the newer upgrades, right?
It might show up in a future update
Oh yeah, Icarus is the minotaur upgrade I think?
icarus is the upgrade on all exocraft
each do different things on different exocraft
I only have an exocraft on my first save. Got it while on a community mission.
Are there like third party mods that are must haves or is modding just a fun side thing for now
i guess that depends on what youre after..
Most are just for fun but depending on what you like, there are a couple quality of life mods that some may consider essential
I would also like to know what people consider their essential qol mods.. 🙂
For example, the sound of the hyperdrive when you warp drove me nuts (not to mention the blinding visuals), enough to make me start looking into modding. So i made a warp sound and texture overhaul, which for me, is essential.. Im not finished with it though but should be done soon
in the meantime id have a look at this: https://www.nexusmods.com/nomanssky/mods/1487
By Lo2K
i've really come to appreciate stuff like gumsk's gcam, faster clicks/faster dialogs, relight, no trade lines, exo's asteroid ribbons
@tardy rain Fine LOD is a must-have for me. I regularly use a few of Lo2k's visual & gameplay tweaks. Exosolar's Beyond Base Building & WinderTP's Tesseraction are my must-haves for construction. I also occasionally like to play with Exosolar's & JasonDude7116's palette mods.
@tardy rain I forgot about one I recently made for my explorer ship. If you like 3rd person ship view and have an explorer with the high tail then this will fix the cam: https://www.nexusmods.com/nomanssky/mods/1671
https://discordapp.com/channels/146101654981312513/377229206351773696/753573055057625159
@waxen cedar
So you give someone a powerful terrain edit mod and the first thing your buddy does is make a giant dick n balls 😄
Indeed. What else would a self respecting artist create
No
hi guys is there a mods for the camera shakes in game? its getting very nauseous for me long term
BTF time!!
@bleak latch This one might be worth checking out https://www.nexusmods.com/nomanssky/mods/1617
@bleak latch This one might be worth checking out https://www.nexusmods.com/nomanssky/mods/1617
@hoary drum i tried to add this though. my NMS didnt detect any mods
You made sure to get rid of DISABLEMODS.txt right?
Hmm. Not sure then
its working for u guys?
i cant get the Visions mods(Megaliths+Constructs) to load up in my client... they always crash the game at the starfield load screen
tried reading everything on the page and the txt files but i cant see what im doin wrong
theyre the only mods out of like 20 i use that crash the game every time
do they have to only be used on a new savegame?
anyone know any good mods to increase the player speed a lot?
the actual PC avatar, on foot?
@lime mesa this what youre looking for?
dunno if it works, havent tried it myself...i just saw it as i was browsing
well it says visions
@hoary drum @bleak latch that No Camera Shake mod is detected on my NMS
idk if it would work now
What would happen if I were to join someone using those kind of mods?
Nothing really
Is there any mod atm that lets you hover? All the ones ive come across are outdated
nvm found one in this chat
@hoary drum @bleak latch that No Camera Shake mod is detected on my NMS
@weary ruin thanks for the help i figured waht went wrong
Mods that are confirmed working for me, and together w no compatibility problems so far
Mods that either crashed my NMS client or caused an eternal load screen, regardless of order or troubleshooting methods
took me like 30+ times of starting up NMS and loading game to weed those out lol
also could not get Monoliths or Constructs mods to work for me...they both caused client to crash repeatedly
ive noticed that any mods that edit the gameworld's number of "actors" or objects tend to cause crashing problems...maybe a compatibility problem with latest client due to recent changes
the only way constructs was usable due to not being updated was using it through Redmas Fantasy which is no longer available
object and LOD issues are actually tied to the way the game is made; design decisions were made to make it playable on a wide range of machines. Redmas' Next Big Adventure pushed those limits back in NEXT and also caused crashes and stuff
im not an expert but i watched a few videos on it yesterday and that's the gist of what i got
im sure it'll be updated eventually
can they be raised manually in a txt settings file?
to load faster or in a more persistent, cached manner?
that's beyond me
sucks to turn a 180 and see blurry textures on a rig that can run this game at 200 FPS lol
but it's a trivial issue
not gamebreaking by any means hah
probably steam articles on it if i look tbh
am lazygek
but anyway... i just wanted to share what i found that worked/didnt for me through my own troubleshooting efforts thus far
since it's pretty hit or miss out there in the NMS mod world
seems like NMS updates are good at completely nullifying a lot of mods
which is a shame, but ah well
that's how any game works that's still updating
its part of why I won't mind if the game is complete
yeah its not unique to NMS... just stating the obvious i guess
lol
nor do i fault the devs for that, specifically...shit happens when you are continually changing your game, hopefully for the better
collateral damage and all that
im sure if they could avoid making people's mods mortally obsolete, they would...but they have bigger fish to fry
Made a handful of alternate fighter fins based off some of Beau Lamb's old concept art
haven't got the procedural generation of them perfect yet, but this ship looks nice
Great job, man, looks super nice!
Interesting to see the other fins in game as well!
Its always bothered me how they only ever made one type
What do you use for modelling, blender?
Yeah
thats awesome. The vanilla fin looks more like an afterthought imo. Might be because I can only run the game on low though lol
Hi everyone! I have updated Back to Foundations mod today. Combined all modules into 1 archive, added sky colors from the old versions, added a module to disable clouds (adds more immersion), tweaked grass colors (was a bit too bright and messy before). https://www.nexusmods.com/nomanssky/mods/980?tab=description
@halcyon drum this is my full, current modlist if you were interested at all
no clue...you'd think HD clouds would be a no brainer too
and that means the clouds you see from space, not the surface clouds
makes the planets look a lot more realistic
So much untapped potential
lol the game is a framework... just needs more mod authors and explorative testers to map out the game's innards
im gonna see if i can get into modding for it, but im still struggling to wrap my head around how the game itself works, entirely
i made mods for Fallout 4, so it cant be way harder...but from the little i read, it is a different beast altogether
because of the seeds
and the multiplay, to a certain extent
It's beyond me
I often say that SM and the crew must have had very talented math tutors
it's definitely a game made by dudes that were good at math and computer science
neither of which i am
LMAO
I'm not too shabby at math, but it's not my strongest suit either
but if im anything, it's stubborn and determined
like Rocky Balboa
ill just poke around and study at my own pace til i grasp whatever it is
started reading the intro stuff on the nms modders wiki
i sorta get how it works, but a lot of the software and terminology is alien to me still lol
@small valve The BTF mod is multiple components, you can pick and choose what you want and what you don't want
hmm
There's a separate component that governs terrain
I assume BTF broke with Beyond and had to be updated. Desolation?
it broke with desolation specifically
It works fine with Desolation https://www.nexusmods.com/nomanssky/mods/980
Back to Foundations mod or BTF, exists to bring back the old-school vibes and warm atmosphere of pre-NEXT No Man's Sky updates.Mostly featuring settings and visuals of Foundation update.
@hearty crypt got it back up to date
I play Foundation 1.1 on the side, as you may know. It always felt "wrong" to play the main game modified from HG's presentation, as something notable and rare I might find (however unlikely since NEXT...) I would not see. Dunno.
Impressive shots tho and seems folks are having fun with it.
To turn the mod off, once installed, you move it out of the mod directory?
Does the mod have zero effect on your save file format?
it will regen your planet terrain so some of your bases might get wonky or buried
It will only regen your planet if you decide to use the component that alters terrain
Which is _BTF_TERRAIN_2020.pak
One could start a new game (which is a new part added to the existing batch of save files) and only play and save progress in THAT game, not the others, even with terrain mod on, when using the BTF mod and other saves would be left completely alone, yes?
Yes other saves will remain unaffected
I might try that route out.
The changes are not permanent
So even if you remove the mod, the old vanilla rules will apply
My plan would be to remove the mod when I play my existing saves, replace it when I play the new save.
Just moving files to a hold dir right?
and back
Yup
or just moving DISABLEMODS.txt
Or renaming it to anything other than DISABLEMODS.txt
Regardless of how many mods are in the dir, if DISABLEMODS.txt exists in there also, all mods are disabled?
I have a pretty beefy system, but with all features on, incl terrain regen, is overall performance much impacted?
Maybe the fog helps performance...
I guess ideally I'd start a new game and get a save in before enabling the mod, as opposed to starting a new game with the mod in place?
That shouldn't be an issue, as it changes things on the fly
It’s better to enable mod and start a save
The voice of god speaks
To get you started on the updated terrain
Ah, Jenga
True, I hadn't thought of that
Thanks.
No probs
And my plan of enabling mod, starting a new save/game, playing in that save with mod on whenever I want to, and then disabling the mod when I go to other existing saves seems sound to you?
Seems all other save data will be left alone for those other games, I hear.
yeah it'll be fine
The changes aren't permanent right Jenga?
if you don't save anything in any other save there's nothing it can do to them
Well if terrain mod portion is active and it notably modifies terrain, it would have to be saving different positions, right?
i've had an issue before where a terrain editing mod exploded giant cube gaps in the landscape and after removing the terrain just reset to what it was previously
(In whatever save you're playing - as far as loading THAT save with the mod then later disabled.)
is there a mod that makes the biofuel reactor actually worth it? like so it doesnt eat up fuel like a hog?
Yes, all changes reverted when deleting the mod or adding disablemods.txt
I will try it with all features turned on, this evening.
Ok, super! Hope you like it blakespot!
Well, I have not-vague feelings about Foundation vs. current...
Thanks for the mod!
I'll have to do a post about it on the blog soon
fuck I guess its time to learn how to mod just so I can make the biofuel reactor not shit
@sinful anvil Wait? So how quickly did the edits revert back?
i didnt wait for them to revert i uninstalled the mod and the terrain returned
the huge cutouts appeared wherever my bases were
@hearty crypt I am using the mod in a new game! But I can't find my starship. Scanner shows no indication where it is. Is that norma;?
Oh there it is
I had not constructed an analysis visor
@lime mesa I had a look through some of the files but my searches came up with nothing. So I was prob looking in the wrong files or they call the biofuel reactor something else. I'll keep looking around and if I find anything I'll let you know..
Another BTF update here, further terrain color tweaks, didnt like how sometimes you could get a mess of really bright colors on stones/rocks. https://www.nexusmods.com/nomanssky/mods/980
I promise, thats all for a while 🙂
I'm now satisfied with the look
Awesome stuff Jenga ^^
@clever jewel ok, thanks
Updated NMS Advanced Modding Station Alpha release. Most notable change: Added the option to import existing mods as projects to work on. This can be your own mods, but also any mod you've downloaded. Just select the package file and everything else is done automatically 🙂
https://github.com/bjorno43/NMS-Advanced-Modding-Station/releases/
can the nighttime starmap be modded to be higher detail/resolution and/or more stars in general?
@naive moth thats super cool, as a budding NMS modder, i need stuff like this to help me understand how this oddball game works on the insides
its nothing like any game ive ever made mods for
i cant even really call myself a mod author or anything, but i have been reading the modder's wiki to get learned on the basics before i take a crack at it
also thinking about what i would even want to make a mod for
hence the star/sky mod question lol
@lime mesa NMSAMS should help you out quite a bit. It's not a guide or anything, but it's an "all in one" program. You don't need anything else to start modding NMS. I did however include a basic "getting started" guide into it. It just makes sure you can't do anything before you've followed every step through 🙂
thats cool ill def check it out
right now im trying to get a better grasp on how all the core mechanics work together, what software i need, and what the limitations are right now, as far as what can and cannot be done
the modder wiki touches on some of that, but it's kinda vague too
but when you're trying to basically reverse engineer black-boxed mechanics, it's understandable
my other question is, should we still be using NMSE...i mean it hasnt even been updated on Nexus since 2016 and i wasnt really able to get it to work standalone or thru Vortex
Mods are basically just changing values inside XML structured files. There are more advanced mods that add new 3D models to the game etc, but you shouldn't worry about that before you understand the basics. If you were to fire up NMSAMS and setup the configuration (just selecting a few folders), it will automatically unpack all your game files. After that, you create a new Project. Browse through the unpacked game files and copy the files you wish to modify to your project. Open them up, change some values, save it. Pak your mod and put it into NMS. That's all there is to it 🙂
and no one seems to require it for their mods
at least none of the mods i use or have seen anyway
oh thats a relief actually...i already understand basic XML editing and scripting
i had to learn it to make custom menus in Fallout 4 lol
No you don't need NMSE. That's a bit different from normal mods. It attaches itself to the game directly modifying RAM so you can mod stuff that you cannot mod through normal mods. It's a lot more advanced stuff where you actually need to understand programming, ram editing etc
You'll see that modding is pretty easy. The only tricky part is actually finding which files you need to mod to get your desired result 😛
well im a master of trial and error and im extremely persistent
so i should do alright
do you collect seeds? i was thinking of starting a server for trading and sharing them
trying to get a feel for if that would even be something people would want
You might also want to join the No Man's Sky Modding Discord server if you're serious about learning it 🙂 There's a lot more modders over there and it'll be a great resource to help you get started / finding things you need 🙂
not to replace nmseeds.club but as a complement to it
im already on it, but it seems kinda slow over there
but im sure theres a lot of good info if i look for it
No I do not collect seeds. I barily even play the game. When I'm not working on NMSAMS or some mods, I spend my time modeling bases in Blender, lol
lol
i get it though...either you play the game or you make stuff for it...not enough time to do both, really
I mean, if it wasn't for a couple of thousend people about to kill me if I didn't keep my lightFix mod updated, I'd probably already forgotten about NMS xD
im fairly new to NMS, so im stuck in that weird place where everything is new and cool and exciting and everyone else is worn and grizzled and doesnt wanna hear my cutenoob bullshit hahaha
The community in NMS is pretty great. They usually don't mind newbies
yeah definitely a more open community than some i've encountered for other games
seems like a more mature crowd than the average...probably has something to do w it
lol
do you know anything about the sky textures, or if the stars can be modded to be a "4k" res?
Ye. That's because NMS isn't really a "game". The storyline is pretty great, but it isn't represented to you in an "awesome" way. There are no cutscenes, voice actors etc. It's all just reading text clouds. And after you've been through it, it's just about exploration. That sort of game doesn't really excite a lot of younger players
all these beautiful landscapes and the stars are like the black sheep of the scenery
very basic, lo res
can almost see the square pixels
hahaha
It's possible to change them, but don't ask me how. I've never messed around with textures or models within the game. I'm a dev, not a designer or modeler. It's not my kind of thing 😛
its even more obvious to me because i play on a 32 inch viewsonic UHD 4k monitor on the highest settings
so everything else looks amazing except the night sky
no brightness variation or galaxy glow
textures are my thing, since im a trained graphic artist and photographer, career-wise
so looking to use my professional skillset to my benefit here
You should probably ask @hushed bronze 🙂 He's done a lot of modding and if I'm not mistaken, he also done quite a bit with sky stuff in NMS
i use a lot of his mods, actually lol
but i dont know that he has one for stars, at least that i saw on Nexus anyway
but maybe i missed that one, i'll have to check again
anyway, thanks for the info - dont wanna take up more of your time here
We don't release everything we do on Nexus 😛 I've made quite a few mods requested by users here and only gave it to them. Simply because those are usually very "personal preference" and doesn't really help anyone else. Like one user needed a mod that disables downloading bases made by other users so they could enjoy the weekend missions without someone spoiling it for them with their builds
i figured maybe that was a thing, but i wasnt sure
i originally got into game modding to just do stuff for myself, but eventually started publishing too
but im a perfectionist when it comes to anything i create, so publishing is a big step for me
i always like to make sure i'm at least 99% satisfied with it before i go live
okay 95%
lol
Expanse affects suns, but I have none for distant stars
i have expanse
and hello lol - thanks for your work
i use like 4 of your mods in my load
abyss, expanse, ground fix, and stratos
You're missing my lightFix mod xD
does it work with ReLight?
i do like me some lighting mods
lighting is everything if you're a screenshot whore like me
Already got it
Ye that one works together with lightFix 🙂
No that one actually fixes existing build lights. The one I made fixes lamps you can use in your builds
ohh yeah i almost got that one but i havent done a ton of heavy base building yet, so i just bookmarked it for later
When you build a lamp in your base, they usually do not actually light up any areas. Or just very minor. lightFix solves that problem
i like to run a lean ship when it comes to mod loads
so i only run what i know ill be using a lot
but i will be getting into building more here soon as im starting to wrap up the quest stuff
and will definitely grab that lighting mod
Haha well up to you ofc 😄
gonna need good lights for bases like this
are there underwater lights, even? haha
iunno
No idea either. I haven't done any underwater buildings
its kinda fun actually...i like challenging build projects and water isnt as annoying as it seems at first
jetpack helps a lot
and build cam
build camera is a must for tougher projects lol
I haven't done any building lately. This was the last project I was working on
nice, i havent done anything even remotely close to that yet... but i am working on something big rn
got sidetracked by the freighter for a while
but im back to basebuilding again lol
Made five new nose variants to go with the fins I made the other day. These are also based off some of Beau Lamb's unused concept art
Nice work! Kudos!
What program is that?
I suppose blender
that would be Blender, yes
@cobalt condor if you didn't know yet we made a huge collection: https://nomansseeds.com/
The largest collection of ship seeds and NPC seeds for No Man's Sky
Your stuff could be used for 3d printing, cool !
gonna release three mods before Origins breaks them probably
- glass cockpit - see-through cockpits
- Warp Flare - replace the blinding flash with a flare effect
- Trails - Atlas Rises-era starship trails
Whoops wrong channel.
@rain cradle That's a very nice trail you have there, the way the heat tapers off 👍 . plus Flare and clear cockpit also look nice
🙂
are you releasing on nexusmods, if so, what mod name/uploader should we look for ?
I like that 3rd one
World with no mods:
Same world, same spot, looking same direction with BTF mod - all parts active:
Top one looks too normal
the dichotemy
no hivemind
@left sentinel
"Convergence"
Spectacular, Ayy! I had briefly considered doing something like this but decided it would be a lot of work 😄
Nice work!
@cobalt condor Are those custom models or some unused ones?
Custom
although many are derivative of the existing parts, with a few things changed/added, so I cant take credit for modelling them entirely
Good job! did you manage to add them as new ship parts or replace existing ones?
I managed to add them as new ones
all vanilla ship combinations should still be possible
Awesome!
I might upgrade my sound mod after origins drops
The one that replaces the photon cannon sounds + name
"Subatomic Machine Gun", then uses the super old robocraft laser sounds
oh nice! i'd be down for that
Last time I updated it was like ... just before synthesis iirc
Maybe I should do one that replaces the cyclotron sound with the plasma launcher
I wanted to do one to replace the phase beam with the sound of the nanotech disruptors since that has a really good sound, but the special effects applied to it ruined it
Oh that might be a smidge loud, also. A bit late on that. Not purposely loud, it's just the raw sound for the item so it's designed with the game changing its volume in mind
Nice parts! Thats the type of stuff I want to see from HG!!
They wouldn't do that (I don't think it would be received too well if all the Origins update was, was a mod size update :)). And if they did I hope there's a legacy option. How hard could it be to have a colour pallet option in the games actual options menu. I personally really don't like that oversaturated style from the BTF mod but each to their own.
That is why...
It would just be best to combine the palettes from both. Some planets have a bright and colorful style while others have a duller color style
Which is how it should be done tbh because that just keeps variety increased. As much as I get bored seeing the same color palettes over and over I wouldn't want to get rid of them
well put. i agree with @hoary drum .
some of the screenshots i've seen taken with BTF looked good, but others (both with BTF, and from older versions) look a bit.. "unbalanced", i'm going to say? perhaps it's the wrong word to use
Agreed. A combination of both would make for more unique planets etc 👍
Here is a small mod to add a bit more of orange to the game 🙂
Added a new piece to my ship generation mod
1/4 of all fighters have this new part in between the engines and cockpit
it makes them longer
what does that orange mod do
it changes all grass and skies on all planets to orange.
I can zip up a group of mods that turns all the lights in the game orange, if someone wants
okay guys I have something big
No.
Ok
Lol
anybody mind lending me some starship AI valves or some units?
@cobalt condor could you add freighter pieces to ship gen?
Then have a ship that looks like a freighter
You mean like (small) pilotable freighters?
could be done, but the normal ship animations and maneuverability wouldn't translate well to freighters IMO
are there any mods that can make leyline portals universal?
such as if i activate one, and both me and a friend have a mod installed, we could both use the portal?
is there a way to edit my "Visited Systems" list?
like removing systems that i dont go to anymore, to clean up the list a bit
im asking in here because i dont think there's a way to do it in the vanilla game
I don't think so. I think that's in the Discovery Services
yeah i just tried to edit my savegame discoveries and it didnt even do anything
(i backed up my files first of course)
it probably pulls from the server or has them stored in multiple places to sync up
ah well
Anyone know how to mod the Microsoft Store version on NMS? Can't access the files, tells me I need permission
can you show me what its saying, exactly?
maybe you need to log in as administrator or run it as one
i cant believe they would literally deny you access to your files
theyre on your drive, they can't block you from accessing data on your drive
there's ways around it if they try
modding on gamepass version isn't possible, afaik/iirc
Just a heads up for all modders and mod lovers. As you are all aware, Origins is upon us. Update is not out at time of writing, but it will be soon. I am going away this weekend (lucky me, but unlucky you??), so I will only have maybe 1 day before then to get work done on MBINCompiler before I am away. Thanks in advance for everyone's patience! Hope everyone enjoys the new update!
Also, I have recently (like, literally 10 mins before the trailer dropped) got the MBINCompiler site up and running! It is very much a v1.0 and I will improve it over time, but if you are interested check it out: https://monkeyman192.github.io/MBINCompiler/
None
Are all mods broken or just some? 
Are all mods broken or just some? :peek:
@severe sandal well at least almost all outdated and need recompiled, not all though, "most".
Ohhhh shit, do new versions of mbincompiler read old pak files? Just wondering if there's something simple I can do to chuck my old merge pak I created through the new mbincompiler and get it working for the update.
please i hope the save editor is still being worked on
Hard day for modders, surely
@hushed bronze It looks like they undid the make-all-rock-surfaces-the-color-of-the-tops thing that landed a while back, so far.
Well if people made their mods with amumss lua scripts, its not a hard day. When mbincompiler is updated its a 90% one click = mod updated process 😉
@small valve If they did I still have to fix it but have more options (the method I created the day before that update lol)
Well the mbin compiler works with the stacking item mbins so at least the game is still playable 😂
No speedy scanning yet tho but the most important thing works haha
oh DANG and apparently we can stack past 9999 with mods now!!
oh stacking items still works?
I didn't try the original mod, but with stuff like that that I really really need to play, I've just started opening the mods and updating them myself haha
And then I decided to try to update the one I've been using to see if I could make it go to 99999 and it does!!
mind tossing me your PAK for that?
I already ruined my save by playing on it but I didn't have anything important lost and it really makes the game unplayable when certain things are unstackable or only stack to inane tiny numbers <_<
yep!!
mostly I've just done like tiny modding stuff out of necessity for some stuff but my GOD some of these filters are absolutely hideous so i guess I'm gonna need to learn how to fix that too :'D
Do i even need visual mods after this update? Like does the terrain still look like playdough at a distance
And can i see grass much farther now?
God I need a NoClouds mod that works for this version
can you still use the save editor on the origins update
For information Modders: you can have a look here to find out about which internal MBINCompiler/libMBIN files need to be updated to bring it to the NMS 3.0 level. Most likely some partial updates will be released...
https://github.com/monkeyman192/MBINCompiler/issues/269
how to remove dof
are there any mods that make it like... harder to break things when driving exocraft into them?
or at least make them slow you down more or something
Abyss Is still working perfectly without update
https://www.nexusmods.com/nomanssky/mods/1326
I have heard about 1.2 modded, whats it like
What Pathfinder?
InExCor? @cerulean vault thanks for core to core jumping!
(i hear you guys found it)
@round sinew that wasnt my job, it was peacebombs doing
(completely off topic, but i just had to)
well, please thank everyone involved, for sharing it in the end!
@hushed bronze what is the best update to mod on
🙂 
@round sinew yeah its very helpful
Anyone know of or working on a mod thay makes planets shine at night? I don’t like how at night other planets don’t show their actual color, its just dark blue
In actuality they would be lit up from the sun like our moon and other planets
Their used to be a mod that did this but I think it was for pre next
hRNNN ok i have found the texture for that blue overlay on the visor that I don't like but I can't figure out how in the world to adjust it so that it's not there anymore??? Any tweaks I make to the DDS file just make everything black. Anyone work with these at all?
i've been avoiding joining the modding server because i'm so woefully lacking in knowledge but i might have to give in after this 😂
@lethal pewter Do you have a link to that old mod?
@fickle frost there is a massive amount of stuff to learn about textures. You are probably not saving in the right format. Your result is a common example of that. Try other formats of DDS until it works. Get paint.net and the DDs expansion plugin for it. Save using one of the expansion formats until it works. That’s the easy way unless you want to learn everything.
......formats? :'D oh god I should've just stuck to coding
And here I thought it would be as simple as just saving changes, rip 😂 should've known better
I'll give it a try, ty!!
@fickle frost https://www.nexusmods.com/nomanssky/mods/892
It contains Night Light Fix that showed planet colors at night, but its hidden atm
- Night Light Fix (very dark nights, sky light instead of blue light at night, real planet colors instead of blue ones during night)
this one?
Yeah
Oh beans if it's hidden......
I think Beyond added vulcan and changed shaders and I think it made it difficult to do
Yeah I haven't been around that long!! But I've had a surprising amount of luck updating outdated mods when I just Can't Wait for them to be updated by their modders so I figured I'd go digging if I could. Sadly without the pak... :'D
let me know!
I'm totally modding these volcanoes. They kinda suck
...hmmm, that's super weird; I replaced it with a totally transparent .DDS texture I know works with another mod but still got the black opaqueness.
eh i've worked too much overtime this month to bother for now lmao
big news guys... Looks like HG might be allowing mod support soon... They have added some classes relating to mods in the exe!
😱
Does that mean conflicts might go away and mods can just write to the values they want to tweak and not have to merge 50 conflicting files they touch? XD
Cause that'd be fucking baller
I am not entirely sure
they have only added 3 new classes.
One which is a list of a class that looks like this:
public class GcModSettingsInfo : NMSTemplate
{
[NMS(Size = 0x80)]
/* 0x80 */ public string Name;
/* 0x80 */ public ulong ID;
/* 0x88 */ public ushort LoadOrder;
/* 0x8C */ public bool Enabled;
/* 0x8C */ public bool EnabledVR;
}
And the final one is relating to modded base building parts
@fickle frost is it possible to dig into space dream to retrieve the night fix? It contains it inside
which I am still working on right now...
space dreams was a shader mod IIRC
which means no reviving it
Well, I pray to sean murray now
the modded base building thing looks interesting. I don't know how it will be implemented yet, but it looks like we'll be able to just probably add this as an object and the game will load it. We'd be able to avoid conflicts between mods which add new things to the base building table because they wouldn't add to that table
so that'
s nice
Also, with all these changes to terrain and such, there has been quite a few changes under the hood
hemisphere dependency, things like that
more biomes were added
OH, by the way!! I made a stack size increasing mod that goes up to 99999 but have heard from the other person I sent it to that it kept them from crafting items but haven't had that problem myself! Is anyone interested in giving it a test run and seeing if they have the same (or any other) issue(s)?
@fickle frost The LUT filter textures are format: 8.8.8.8 ARGB, Volume Texture, No MIP maps. They represent RGB cubes which take the unfiltered RGB pixel colors and translate them to new values.
An easy way to get rid of the scanner colors in the past was to just replace their filters with the default.dds filter. I haven't checked, but that's probably still the case.
Oh!! I understood some of that I think haha. I don't have photoshop up right now but I should save it in that format? After making the DDS transparent?
Oh neat I'll check that
I technically got it working by removing the ENTIRE ui, but I really like the border they added!! It's super cute.
I just don't like the full screen color overlay haha
So I wanted to keep the border but make the middle transparent
Transparency doesn't matter. It's not an actual texture, it's really a 3d-dimensional table that's used to change the pre-filtered color to something else.
If it's like it was before Origins, you can just replace BINOCULARS.DDS & SURVEYING1.DDS with DEFAULT.DDS
Or IDENTITY.DSS, which is bascially no filter at all (default.dds has slightly increased contrast)
I imagine it will be? I was poking around with other LUT formats just to see if I could find a color I liked better and it was changing those
I just didn't use default or identity apparently 🤣
Those drive me nuts too, so I always make a mod for myself to disable them. :}
...huh, reading about them now and ok that does seem cool actually
...omg do you also have a mod that disables the uhh
Shoot what's it called
Hazard overlay!
I have one that works like 95% but for some reason it makes me see double sometimes haha
Still better than frost over the screen tho
They're even worse now it seems, they look even stronger. Bugs me, it's harder to scan things when the scanner itself makes everything look different! 🙃
😂 Sorry to jump on with another question but HEY YOU SEEM KNOWLEDGEABLE SO
Yeah I agree!! And like, idk, I play this game for the vibrancy you know?
No, I haven't done anything with the hazard overlays. Sorry, dunno anything about those.
I'm gonna have to move my base because there's this HEINOUS filter over my planet now that makes everything look all dreary
All good!
It doesn't bug me that much but it is a little weird is all lol
Yeah, lotta heavy filters now it seems. I'm not terribly crazy about those, might eventually see what I can do about 'em.
:D
Like, I appreciate a selfie filter as much as the next person but stuff that makes things so much more muted just
It doesn't work for extended viewings
And I think the developers missed that very important distinction :'D
(a lot of the update is baller don't get me wrong but my poor base!!! I finally had it lush and perfect and beautiful and now it's a whispering egg infested planet lmao)
Agreed. But I've noticed it's very popular across a lot of media. Movies have gone very heavy on the "color correction" lately. A little is fine, but it seems to be excessive these days.
haven't seen it in movies lately but drives me nuts in games
(I haven't watched any movies in ages, to clarify)
Hah, yeah my desert home used to have a lot of animals (including some awesome giant striders) and trees. Now it's almost all rocks and has a grand total of 3 animals, all birds :/
At least getting into NMS nodding was easy so I could fix some of the stuff haha
Man and I believed them when they said no existing planet changes
I was naive......
I was gonna build a new base on this GORGEOUS planet with the bi colors too but I'm afraid to go back and look now lmao
I am eager to explore a lot of the really cool new stuff out there, which is something I haven't felt about NMS in a long time. But I do wish they could have preserved the state of old discovered planets better, and focused most of the changes on all the undiscovered systems.
I totally agree, yeah.
On the bright side, it'll give me a chance to set up a base in a system WITHOUT a shitty economy haha
(a lot of the update is baller don't get me wrong but my poor base!!! I finally had it lush and perfect and beautiful and now it's a whispering egg infested planet lmao)
@fickle frost There is a patch in experimental that fixes some old planets getting new generation
Though they say it only affects some weird and dead planets in non-yellow systems in certain galaxies
(which is an interesting tell about the the new terrain generation possibilities)
@vale iron I heard that was for the ones that got really bugged though, like unintentional terrain gen changes, and maybe biome type changes
That might qualify
I'd be patient. Even if it's not in this current experimental, they definitely didn't intend that kind of change
What, you mean DON'T dismantle and/or burn everything you've built over the years in the 12 hours after the update? 😂
Sounds too reasonable to me
Wellllll, maybe
But yeah if they're looking at fixing things!! That's good.
I still haven't even loaded the game up 😛 It came out as I was going to sleep, then had to teach this morning, and been reading modding discord since I got home
I'm actually curious to see if the save file has any interesting changes, particularly galaxies
Ahahaha I poked my nose in there finally. Was gonna try to ask for help but then Argh! came in clutch
I've finally started to make my own stuff instead of just Frankensteining old ONES (YAY STACK MOD) just because I can't wait for them to update anymore hahahaha
I mayyyyyy have loaded up the game during work
ok, guys. i'm doing it. after six weeks of rapid progress, i'm tired from 3 corrupted save files on pc (bought from xbox games) and i just bought a steam license. i'm starting over.
i will enjoy the clean slate. i will do SOME of the missions over. I do want to skip some; I'll need a save editor. it was previously impossible because of the xbox games encryption, so this is entirely new.
-Looking for recommendations for a save editor - non-java, if possible, i don't want to install that malware engine on my computer if i can help it.
-Looking for what you'd call 'essential' mods. i heard of one that made space actually black, i'll consider that. i heard of another that will let your starship hover. serious consideration there, too. what else?
Daz's makes your ship hover but hasn't updated yet
and run the save editor there because the mainstream working nice to work with one is java
@severe sandal for what? installing java? that's excessive.
Less so than making your own save editor, I imagine? 😂
AFAIK the only one around is Java but I could be wrong!
@twilit smelt You'll need to wait on mods. I run stuff from myself, Exosolar, Jasondude, and Lo2k, primarily, but Origins has killed most mods and it will take a while to update. For the save editor, google goatfungus github save editor. I doubt it's updated for Origins, so I'm not sure how functional it is right now
shrug That's the main save editor, so take it or leave it 🙂
well, my job involves enterprise security, and that crap ain't touching my network. 😏
jk I am never wrong!!! 💃
i will muck with it at home if have to, just trying to avoid it.
A sandbox does sound like your solution though haha
If your job involves enterprise security you're either not working at a place worth calling an enterprise, i.e. a startup so small that everything you run is SaaS/cloud and so you can ratchet down security on the 20 total workstations you have, or your IT department is blind to countless instances of java on things you're not monitoring.
another vm for java feels gross. i'd rather install java.
...java is not a big thing in the enterprise space now. might have it running on some cloud platforms for apps or on some dev pcs, but nobody's starting java projects now.
react, .net, rust. ruby... no java. kinda dead. pretty happy about it; the engine has years of security cruft. but that's neither here nor there; don't want to turn this into a java thread. 😆 just was asking for non-java save editors. if that's not a thing, that's fine.
You forget one very important thing!!!!
Large corporations are always stupidly behind in their corporate tools :'D
the bad ones, yeah, and there's a lot.
I can do more in Microsoft excel than I can with the system we use to pay half a million employees lmao
but seriously, it's NOT hard to get java off the internal networks. desktop tooling has gone web for the most part, and native apps where not.
To be fair I'm basically the excel goddess of the department but STILL
excel rocks. i can probably edit my save files with it.
There were some other save editor projects going on, but I don't know how far they got
And I forget who was working on them
i saw some a few weeks ago before i learned xbox game pass for pc was "different". sigh.
well, save editor aside - and assumign mods get updated - what are "important" ones?
Oh, bout to pop off to bed but
I think the pieces that decrypt or unpack the saves
Are documented and not part of the save editor
Stack mod = #1 most important thing
wassat?
I can't play the game without onev
So you could hypothetically edit your saves in plain text and rebuild them or whatever
idk offhand you could probably figure it out from his github or something
Lets you stack items past the limits so like 99999 of everything or whatever
Scanner speed mod, but right now the current MBIN is not decompileable and probably won't be until after this weekend so that's on hold for now
Ummmm
faster scans would be nice - considering predators are fond of munching my head JUST in the few seconds it takes to do one
The ship hover mod you mentioned also super good, but also still waiting on that MBIN too hahaha
Yeah I'm a lazy fuck so just put it to like half a second
i might do that, nobody got time for that noise
ADHD brain wants those shots of dopamine RIGHT into that...... whatever cortex dopamine goes into
If it does indeed go into a cortex
I should look up what that word means before I use it next time
depends if you're korvax or not
aNYWAY
Exosolar makes what are just a bunch of neat mods for appearance and color and stuff
Abyss is working rn
i might try to reconstruct my freighter with the save editor. might be the only thing i fudge in there besides skipping some of the mission stuff.
Other than that I thiiiink the only ones I use are some custom overlay removal things
Hahahahahaha fudging freighters............
oh, like the messages that appear when you get to a new system?
because i'd pay a few bucks for that, lol
I'd say Lo2k is my favorite author, then Exosolar and Jasondude, and of course I like my own stuff since I mainly mod for myself
Own it!!! Say that YOU'RE your favorite author!!!
Lo2k already updated some stuff
having direct access to the author of a mod is... kind of nice, lol
Nope, the others are better than I am 🙂
if you wanna wanna test my stack mod btw I need Guinea pigs >>
Other person I gave it to said they couldn't craft but it works fine for me
Shit is anyone on desktop and if you are can you type /shrug for me
¯_(ツ)_/¯
i'll keep stacks where there are for now.. don't want to kill ALL the challenge yet.
god bless u happy rosh hashanah etc etc etc
or 🤷♀️
Yeah but that one has a face that I always think the mouth is a mole and it's weird.
alrighty, steam just finished. i'll give it a couple days and i'll be back. gonna try to run the two instance side by side to trade. should be...interesting.
Sadly old phone went kaput so I lost my shortcut 😭
I see 😂
I........ meant to be asleep an hour and a half ago rip
i'd rather lose my shrug shortcut than my entire exosuit inventory with two almost-ready void eggs. stupid save file.
Oh well, get that server exp so I can post pictures 😔
Save editor is the way to go!!!!
I'd be more upset about losing my pretty planets tbh
Oh wait the update did that already 🙃
yeah. so crappy.
Oh well at least the rest of it is super cool 😂
OKAY I AM GOING TO SLEEP SO I CAN GO TO WORK AND THEN START MY SIX DAY VACATION TO BINGE THIS GAME
i spent tens of hours on bases on a pretty fuchsia-grass nice-weather planet that's now effectively a halloween-themed shithole. i'm pretty pissed.
night
night
I'm free until Monday afternoon, then just a two-day week next week before Korean Thanksgiving, so I'm in good shape
ok i have a pretty big question
im interested in testing a stack mod
nope sorry
I haven't had time to even fix up importing of the creature anims into blender, let alone be able to export them
it's something I'd love in the future, but it's hard haha
DAMN IT
QnQ
and i ment making it all myself
like from scratch
then you know making it work in game...plus is it true you can make your own biomes and planets
cuz i read that on some thing called the nms modding wiki
any idea of when if they decide to add it will be?
how much blender do you know? Because the model import (NMSDK) uses blender...
you can add static objects and maybe simply animated things (ie. no skinned meshes), but nothing more complex than that
I don't think this update will break NMSDK, but I haven't had time to sit down and look yet...
ok i see
maybe it will still work..
and I have a PR or two to merge to improve some functionality
and more docs to write so I can do another proper release haha
soo your saying i cant do rigged mesh ?
like for the actual animal meshes
cuz i know enough blender to rig and animate/ uv map
yeah, sorry
the data format that HG uses it just too complex and I haven't had much help in getting it working, so progress is very slow
and HG likes regular updates now which makes things harder again...
hello games?? haha
@vale iron yeah, goatfungus' save editor doesn't appear to work yet, big surprise, hm?
I've been able to use it some, but there are a lot of changes that won't be incorporated yet
Don't know, but I'm willing to try it if you have a link

