#nms-modding
1 messages · Page 190 of 1
Not really
what if you just toggleed a button and had some setting make the player fall down less with foward propulsion
i dont know how code works srry
ill give up
Nah it's alright. It's a fair question
i guess the way the player behaves or is paramaters are hard coded or soemthing
Pretty much
As much as modders would love to do stuff like that, there are certain things that can't be changed or added in
Then again I haven't really made a mod myself. Maybe doing something like the basic movement is possible but not something like the glider
We could give the jetpack more horizontal movement than vertical, but you might then have problems when you want to go vertical, and it moves pretty fast. We can't separate out a specific glide mode, though. We can change the falling speed to be something really slow, but I think that would be annoying most of the times when you don't want to glide. I actually turned up my falling speed.
@inner valley
Gumsk has experience with this kind of stuff
I just wish jetpack wasn't so sticky to the ground. If I'm still holding down the button, lemmie glide along it.
What if you were to tie the horizontal movement thing to punch boosting?
That wouldn’t be possible
Because it’s technically a result of a bug there’s no way to manipulate that part of the game
Good point. Worth a shot asking
Most of the mods for this game are simply editing a value in a file, so it’s very limited on things you can and can’t do. It’s very much a on/off thing.
could you make a button toggle the horizontal to vertical movement of the jetpack. that would be fun to fly up high then maintain height and fly along straight
or just more horizontal than it is is fine too
idk
i plan on going to mostly hot planets when i find them so i wanna jet pack alot
i mean i like jet packing
i guess it might not be possible to have a toggle. well 45 degree or 30 degree if possible would still give you enough vertical lift i think, and lots of foward momentum i hope. then if you turn down falling speed, that should work right
i guess running into things might hurt you perhaps
like the side of a mountain or tree or rock
Unfortunately can't toggle like that. We do have a little control over the punch boost, as they actually put variables into the game to control it some, surprisingly. But it's mostly just the timing of it and how strong it is.
I think it's just because they kind of just made it into more of an official feature without saying anything
Is there a multiplayer mod floating around that makes your base discoverable to everyone?
Ive seen in my bases tab there's an extra base that isnt mine , and when I joined there were like 50 people in the same lobby system
sounds like you went to one of the featured bases from the Nexus
i thought all mods were client-side
They are. There's no mod that can force someone someone's client to do something different than it normally would. There might be some save editing hacks that could put bases in your list, though
is it possible to have jetpack recharge while airborne when its not being used. i wanna fly to space and recharge while floating without landing.
i'm 99% sure there is an in game upgrade for that
i think your thinking of the air recharging, which harldly recharges, only when falling thru atmosphere i believe
not floating
ohh, i never used it
does anyone know if the unlimited jetpack mod still drains oxygen(i want it to still) and is updated for origins
You can check GTech. I don't remember if it drains life support with use
I think it does
thnk u
I copied my survival file to normal but all the known things i had are gone (tech/general/specialist/industry etc etc) any way to fix this?
i heard that storage containers aren't shared. dont know what that means for copying save from one mode to another tho.
_LightFix has been updated for Origins. One of the standing lights was accidentally turned into a directional light during an old update. This problem has been fixed as well 🙂 https://www.nexusmods.com/nomanssky/mods/1496
Anyone know where I can track down the screen shake removal mod?
those are certainly attempts at words
anyone making a draw distance mod?
sorry i typo alot, i meant i found a mod that completly removes wait times for missions.
How to remove the crafting requirements? Is there any mods out there?
creative mode 
I dont think its possible to eliminate them, closest one I saw was giving all base parts 1 carbon to build
@tribal pawn I have also been on the lookout for this and found this mod: https://nomansskymods.com/mods/dont-shake-the-cam/
Hopefully it works and is good
https://www.nexusmods.com/nomanssky/mods/1617 @tribal pawn Apparently this one is up to date too. It's by @dull pawn
Sweet, thanks
Gcam now has noshake versions if you want more changes. It needs a little tweaking though.
By me, I mean. The camera freaks out a little at certain angles in doorways
I've been told to come here for this question so...
Where can I find the games' music files (If there are any)?
They are packed in the files. You can use psarc or modding station to unpack them then see all the wem files
Anyone know why AMUMSS doesn't open anymore the GLOBALS pack with latest MBIN?
i get errors
Ok i think i've fixed it. NMS got updated from branch experimental and latest MBIN seems working now
GCUIGLOBALS can't be open
first time modding no mans sky. i followed this guide : Find your No Man's Sky mods directory:
In Steam, right click No Man's Sky in your library, and click Manage->Browse Local Files.
In the Explorer window that pops up, go to GAMEDATA->PCBANKS.
Delete DISABLEMODS.TXT if you haven't already.
Go to the MODS directory. If it doesn't exist, create it.
From the downloaded .zip file, extract InstaBin.pak to the MODS directory.
Launch your game; if you see a modded game warning, and can play your game, the installation has succeeded. but i want to know the specific folder to put the folder Mods, is it under gamedata or another folder
no one knows ?
You know where the disablemods file is
So in PCBANKS that's where you make the mods folder
The same one as disablemods.txt
i appreciate ya, thank you
No problem
@naive moth love your mod, but I had an issue with it. Turning on the basic first light you get ended up illuminating through my base walls, and shining on the land around the base itself. It was super super bright and couldn't be contained by barriers, not sure if that was my fault or an issue with the mod
@lime mesa It's actually an issue with the game itself. Walls do not block lights. This is why I also changed the colored wall lights to only emit light in front of them (they used to emit light straight through the backwall behind them). If the lights are too bright, you might want to try the Soft version instead 🙂
aaaa alright then thank you! i did install that soft version to see if it'd work, and noticed it was still shining through, so good to know it's the games issue ^^
thanks for the mod though! im glad the lights actually do something
You're welcome 🙂 I suggest you keep an eye out on the mod page. I'll soon release a new version of the customizer program where you can adjust the settings of the lamps yourself. That way you can experiment with the settings and create a LightFix mod that works just right for you
hey fellas, can I get some help? I get 6 errors when trying to merge 3 luas using amuss, it says MBINCompiler Error Invalid Path
I need a life. I just nodded my friends dog as my spaceship icon
Has anyone experienced getting two ships landing at same launch pad at trade posts?
was hoping to narrow down which mod would be able to cause that affect
i have had that and im playing unmodded
Interesting. It does seem to go away though if I disable mods.
currently seems to happen at every single trade post.
it doesnt happen often, but sometimes
I see. For me it is happening at every trade post on every launch pad.
so get crazy amounts of ships. And sometimes they fail to take off correctly and just fall through the planet.
nm i figured it out.
I've just realized.. redmas removed discord server for NMS Odyssey Origins mod and also the nexus page for it... damn, does anyone know?
https://www.nexusmods.com/nomanssky/mods/1679
I've just realized.. redmas removed discord server for NMS Odyssey Origins mod and also the nexus page for it... damn, does anyone know?
https://www.nexusmods.com/nomanssky/mods/1679
@umbral pumice I think the same reason just like his previous mod, too much bug report while he fix those.
@inland tulip do you think, he will return? why did he remove discord server for it?
@inland tulip do you think, he will return? why did he remove discord server for it?
@umbral pumice Idk, I'm not redmas, but I think he just probably tired and don't wanna modding became a full timer job, he still love modding regardless. Patience and you will see.
anyone got a download of NMS Odyssey Origins?
i didn't get a chance to download the latest version :/
it was out yesteday, i think
🥺
what was nms odyssey origins?
it's a huge overhaul mod led by redmas
@last fiber you have the latest copy?
Wanted to check out the exocraft changes and clouds
Got to love when people are using the experimental branch then report bugs to your mod...
Does any mods with this game make this game tremendously much more difficult?
I'd say this one is worth checking out https://www.nexusmods.com/nomanssky/mods/1626
GExos Epic Challenge makes it significantly more difficult in various ways, but I'm waiting to update it until later this week
I need to finish no mans sky first, But neat!
It has so many parts, I want to wait until at least this next experimental goes public. Maybe today
I only JUST realised that this game has mods
I'm looking for something specific
Is there a mod that will let me rotate my camera around my ship? I'm sick of it being locked behind my ship and only being able to slightly tilt the camera
Pleeeeease exist
@unique tendon NMS Odyssey Origin mod has a part of that feature and you can pick that mod file in the archive.. but, it's not longer available.. i had no idea what redmas doing..
is there a mod conflict detector that you use?
i found that one
is it the updated version?
@umbral pumice oh... how long has it not been available? I'll look into some mods soon that are minor tweaks to help boost my experience, a way to move my camera around my ship is a must, I dont know if it's because I'm so used to flight simulators but not being able to move my camera around my ship when in flight annoys the heck outta me
Well, today is the day that it's not longer available.. yesterday was there
@unique tendon
oh, okay, well hopefully it's back soon
Hi guys, quick question. Is there a way to add a ship or freighter or a second multitool via the SaveGameEditor?
I didn't found a way. Freighter and Frigates are greyed out for me.
Is there anyway to even use the save editor with the gamepass version on pc?
so my old base that i deleted is still saved for my brother so when we plays multiplayer, my old base is inside my new one, owned by nobody, and it doesnt have a base computer
would there be a way to delete it from his save with thte save editor?
nevermind we fixed it
does anyone use mods with xbox game pass for pc ?
i tried to install ScanNow mod but it doesnt work, and i wounder if the launcher prevent using mods
I have a question
where can i ask for the Modder role?
i'm already verified in the No Man's Sky Modding server here on Discord
are there any good QoL mods?
also, what are some good building mods
Aye modders i need ya help please
im looking for a file it contains the original key mapping.
<Property name="KeyMapping" />
Anyone know where i can find it ?
@lime mesa sorry for the ping iv been trying to work this out for the past hour and a half
That only shows me "KeyMapping2" custom keys i have set
TKGAMESETTINGS.MXML
im looking for the default values
<?xml version="1.0" encoding="utf-8"?>
<Data template="TkGameSettings">
<Property name="LanguageSetting" value="english"/>
<Property name="KeyMapping"/>
<Property name="KeyMapping2"/>
</Data>
mine shows this >&
:/
so dose mine. But thats not what im trying to ask
xD
Im looking for a property name so i can set my own key binding via config
right
cant do that if i dont know what the name of the property
GcInputActionMapping.xml
Where can we find that
under keymapping2 there is a value.
<Property name="KeyMapping2" value="GcInputActionMapping2.xml">
yeah man i got to tell you, i actually have no idea right now, maybe that's packed in a .PAK, because i really cant find it outside of it
thats what im thinking
i do now
over there you have certainly someone that'll help you find the right pack
.pak
i never needed that file that much, so i actually never memorized it. try in the #mod-help
👍 ty
np 👍
Is anyone here or does anyone know of anyone who’s making an upgrade seed list that’s updated?
I don't have the modder role on the Nexus mods discord despite having over 1000 unique downloads and my accounts being linked

You have to ask. @obsidian tree
@neat aspen https://docs.google.com/spreadsheets/d/1kcEtrAdkSd-eeOp4rxOX8XUCHUSBPt5T_FVy2AbI8tY/edit?usp=drivesdk
I found it earlier, haha, thank you 🙂
ill ask again, is there a mod conflict detector?
No
Kind of. I think vortex can detect possible conflicts. AMUMSS detects conflicts, but I doubt that's what you want. I think there used to be a standalone conflict detector, but no idea if it would still work
I just want to play a permadeath save after the tutorial. WHY does the tutorial have to be unskippable? It's the most garbage thing I've ever witnessed in a game, if you've already played through it. Tedious and unnecessary, and it always has to be on a planet that wants to obliterate every fiber of your body.
So. Is there a mod that supports Origins that enables skipping it?
your save
Yeah... that doesn't tell me too much.
there's probably a way to flag quests complete
you give yourself the blueprints
would this still work? I tried it but can't seem to point files for mbincomplier
Hi guys! anyone knows if you can use save editor with a microsoft nms?
You would not be able to
Microsoft locking saves so you can't buy the game on another store... hmhmhmhmh
I play game pass
shit
Yeah I believe people have tried or something but it's too much hassle to do it
Thanks man
@Axi#5653 i would highly suggest sending HG a request to add an option to skip the tutorial. I know it doesn't address your frustration right away, but it lets HG know there's an interest in the option:
https://hellogames.zendesk.com/hc/en-us/requests/new
...Oor nvm. But yeah, in the event anyone else is looking for that, same advice applies
is there a mod for origins to force vintage filter?
I haven't seen one yet. Origins has a lot more filter variation now, so it probably hasn't been a priority.
Returning player from Circa Abyss. I had built a nice little underwater base with a cubiod room section, only to find that a reintroduced bug causes them to leak invisible water again. Is there any sort of Flex Tape of a mod that will seal them up again?
@normal crescent that would be a super easy mod to make though.
Good evening everyone. I am trying to find the best places to find NMS mods. Most of the ones I have beent rying from NoMansSkyMods.com are not working any more. Mainly I am looking to increase the difficulty/number of pirates and Sentinals.
nexusmods
is AMUMSS a requirement for modding this game or will I be fine NMM?
NMM?
nexus mod manager
AMUMSS is a necessity to be, because I don't want to have to redo all my mods by hand every update.
Ahh, AMUMSS is for more for authoring mods
Or merging them
So if Im not making mods I dont need this then?
It's useful to know how to use, but not necessary
A lot of the authors include LUA files that would allow you to easily tweak the settings or merge mods with AMUMSS
oh I was under the assumption that it merged mods that altered the same file
Yes, that's one of its uses
thanks for the info
is there a mod for origins to force vintage filter?
@normal crescent I've been playing around with this this morning. It's working as intended. I've also unlocked all the older photofilters when in photomode.. I'll be uploading it to nexusmods soon.
For the record, you can edit Xbox app PC saves with this method: https://www.reddit.com/r/NoMansSkyMods/comments/j5m5r0/change_gamemode/
It only allows you change the difficulty for now but it could open future possibilities
There's also this that claims you can edit those saves too: https://github.com/cengelha/NomNom
roger that
Anyone know if Exosolar's glass fix will work with Origins.
Guess I'll try it and find out.
i'm 99% it won't work.
I'm about to find out. Loading now.
👍
I can't really tell. It doesn't look blue, though.
This is without the mod, so I guess it does work. Cool! 😁
is there a amod that lets us get more than 6 ships
cant even find a mod for it is it not possible? 😦
dont think thats possible unfortunately. that would be awesome. even a mod that lets you have a hangar of sorts like in your freighter, of inactive ships. You still could only have six active and then be able to choose from your collection.
@normal crescent https://www.nexusmods.com/nomanssky/mods/1716
dope
Also made this one today https://www.nexusmods.com/nomanssky/mods/1717
I wanna be able to add ships in from 3d files
Also what happened to the morships mod
Someone on here was adding ship parts, which is basically what you're wanting to do (at least the process should be the same)
@exotic yacht , It was @cobalt condor that was adding new ship parts.
K
Testing terrain work.
Adding full on custom ships as apposed to just custom ship parts is a little more complicated, it would also need all the necessary references and entities for the cockpit interaction stuff, which I haven't personally messed with yet.
but there is no reason for it to not be doable
Testing terrain work.
@steel crypt that looks so much like Astroneer terrain generation on the exotic planet
hey there
did anyone work out a no mans sky no dof while having a conversation or interacting with objects mod?
adding whole new ships isn't too hard tbh, you just need to put the info into the entity file... You can make pretty much anything in the game a ship if you feel like it (many years ago I made a building thing my ship haha)
@exotic yacht check out https://github.com/monkeyman192/NMSDK for adding custom models into the game
if you can get it in the game, it's pretty simple making it a custom ship (making it be added to the proc-gen pool involves more work however...)
not sure if this is the place to ask, but would it be possible to extract a model of my ship or multitool to 3d print?
no idea but if it is and you pull it off please share results, i think that would be awesome to see
i found a steam community thread so ill try my best
i wont be able to finish super soon because i dont even have the 3d printer yet...
its not even gonna be mine, its for my brother but he'll share it with me
too rich for my pocketbook for the forseeable future
oh nice
like a christmas/bday present?
well for some reason in my family whenever one of us gets a bad injury we get something expensive as condolences i guess lol
he tore a bunch of stuff in his knee during soccer
i think i might be on a start, i extracted some things but i think they might just be textures
yeah definitely just textures
dang
i started extracting all of the pak files and one of them was models
not sure which one but hey it worked
yay
eh, on second thought maybe i should work on this when i actually have any knowledge on 3d printing
the thread just looks like gibberish to me
lol
itd probably be the same to me tbh, but hey at least youre trying to be self taught eh?
@vale ermine Ive had some success extracting ship models.. you need the nms model viewer
i havent tried printing them but someone else has
@mint quail printed this (it still needs to be cleaned up)
So I just tried the Model Viewer and I guess Origins broke it. It just freezes when I try open a scene. Don't suppose anyone would know if there is an updated version anywhere?
you also need to make sure that MBINCompiler is updated
that's probably the problem
Origins won't have broken it
also, literally above the questions about loading the ship files I posted my repo which does exactly that haha
Hhahah, and I went off and searched through the other server! Oh well
Yeah, just like two pages up
So I've been looking around for hours, and maybe I'm dumb and can't see it, but is there a mod out there for not pausing NMS on loss of focus? I hate having to wait in-game all the time, and it's getting tiring not being able to tab while traveling.
@lime mesa No mod that I know of. I think there's a way around it by changing the window mode, but not sure
there was a CE file which allowed this, but it was years ago....
Sorry I forgot to post it lmao
But thx @clever jewel
It looks fairly similar now
I still had no free time to clean it completely
Thanks guys, dont know how i missed that
you also need to make sure that MBINCompiler is updated
@obsidian tree I have v3.3.0.1. Is the NMSDK not the blender plug in? I am trying to get the model viewer from gregkwaste to work, not the blender plugin
NMSDK is the blender plugin
the model viewer needs that latest MBINCompiler exe, yep
@clever jewel do you know which pak models are in?
i tried extracting all of them last night and it didnt end well
Is POI or waypoint data saved anywhere locally? Waypoints seem to know when I discovered them.
@vale ermine Ill have to check. Ill let u know when i find out
@clever jewel Don’t worry about it I got help in the modding server
Sweet 🙂
So i was wondering.. Why hasn't anyone done any quest mods? Is this not possible?
It's possible. Just gets very complex.
I heard there was a ship glitch or mod for the living ship storage to make in infinite.
save editor 🙂
oh dang ok I thought so I'm on xbox so that's out of the question for me I heard you could maybe get one on xbox from a pc player but not sure
I know it has to be asked around for soooooo much but are there any good mods that increase draw/render distance? Something bugs me so much about being unable to see grass that's 6 feet away
Fine LOD
Do I need to keep an eye on mods whenever the game updates? What is the procedure?
Remove mods then update or leave as is
The mods can't damage the game, so there's no need to delete them before every update. If the game crashes on load after an update - remove the mods and look for updates.
just create DISABLEMODS.TXT if the game update hasn't already, if you want to disable mods without removing them
blank text file?
I think New Updates will automatically create DISABLEMODS.txt, you can leave as is and remove them / update them later
ah neat
is there a recommended set of basic QOL mods I should look into?
alot of them seem interesting not sure where to start
Only major updates recreate the disablemods file. This one doesn't affect most most mods
I noticed alot of these mods say something like "GCSPACESHIPGLOBALS.GLOBAL.MBIN" permissions will conflict (or similar MBIN conflicts)
if so I can only pick 1 of these mods to use?
I see some nice qol mods for ships
Unless you learn how to merge mods, usually with AMUMSS. Or get someone to help you do it
what happens if you start to use mods that interact with the inventory, eg: bypass item stack limits, then remove the mod
can it soft lock inventories?
or I assume it just takes the highest valid number for that game mode (after mod removal)
I've been using wemod its a trainer with a number of functions that mimic mods like bypassing stack limits.
I believe it would just set the value to the highest valid amount
since the new update added more meteor shower, will this mod super charge them even more lol
wemod is a pain though sometimes
what is wemod? I dont see it on nexus mods
@cosmic jasper @upper igloo its a trainer from their website. Useful for many different games.
yeah
as i said though wemod is a pain sometimes
i think i use it for only one of my games, everything else i use cheathappens
You can also use cheat engine to change the amounts.
I am tempted to make one of the “substances” in terrain (the small triangle mountains, the squares, the arch rings etc) into giant male anatomy and upload my terrain mod that includes “A surprise planet that is very distinct and interesting!” They would be all over the planet. I believe I can make them bend or be straight too. Lol. I would need to make it NC-17 rating though. Oh so tempted.
Lol
good lordy
Anyone have exp modding in New decals?
Anyone have the living ship eggs?
is there any easy way to keep track of which mods could conflict with each other?
spread sheets/word document
DUD'S SKY - COLORS updated for NMS v3.03
https://www.nexusmods.com/nomanssky/mods/968
DUD'S SKY updated for NMS v3.03
https://www.nexusmods.com/nomanssky/mods/507
@upper igloo many authors list what files they are editing. For mine, it's all on my gmods page
is there a working mod to stop pauseing when not focused?
None that I know of
sad times
working on seeing if I can get build cam fixed in my mod for 3.03... hope this works
SUCESS
Wow someone ACTUALLY used the bug report feature
No Shake is Offcially fixed and working for 3.03
https://www.nexusmods.com/nomanssky/mods/1617
something about the build camera and photo mode crapping out
Probably some rando line shift between updates like it always is with globals
Did recompile fix it? I already did that, but they may not have updated their mod
the only thing I did to fix my mod was to take the newest camera globals file and edit that
Ok I think they didn't update then
i used the newest version of the tools and the newest game files and it just worked itself out
Yeah I mean the people complaining on my mod didn't bother updating to the latest version of my mod that I uploaded yesterday
They added a photo mode acceleration line (quite useful for long range photos)
in the discussions tab on my mod I got the old No Shake modder spouting off nonsense...

like bruh, you didn't update your mod, update or step aside
Sigh
@dull pawn Get used to it. Lol. I get people complaining that my color mods change the colors.
And one guy said my mod had "soul-consuming darkness".
A mod that has literally nothing to do with light or dark or anything at all.
Thanks all for the mod updates!
@dull pawn Get used to it. Lol. I get people complaining that my color mods change the colors.
Wait you mean the mod actually did what it was supposed to do? This is outrageous
@dull pawn are there any MBIN changes on that no shake mod? sounds great 
Question - there's probably no way to bring planet's gravitation factor and mass+speed of the ship into the flight? Yeah, we've got mad ships that can immediately hover after long nosedive, but it's a bit OP and boring.
I just take the most current version of the game files and the most current MBIN and then disabled every shake table in camera globals and repack it

if the gamefiles and MBIN don't break anything my mod should run smoothly
is it possible to increase the number of ships you can own?
@ripe hound please see https://discordapp.com/channels/146101654981312513/377229206351773696/763451322857947197
thanks
Bit of a long shot (I can go experimenting of course) but does anyone know off the top of their head which MBIN hotspot/visor scanner range file those variables are in, and possibly the variables in question?
(altho maybe not THAT much of a long shot..... i have a chunk of data from random files/mbins memorized just bc of how often i've poked at them 😂 )
so im not sure which of my 12 mods is causing it but.... im having a bug it seems
Anyone willing to help me look in to editing my save to reset a quest? As far as I can tell, I'm completely bugged. I've tried more since posting this, but if you're curious about the issue, see here:
isnt visor settings under GCGAMEPLAYGLOBALS.GLOBAL.MBIN? I think
or one of them
could be NMS_REALITY_GCTECHNOLOGYTABLE.MBIN
@fickle frost look at GGame. One of the varieties is hotspot range, so you can get the location from there.
thank you!
@autumn plume You need to go to edit raw JSON, find the correct mission ID, then set mission progress to 1
Can you add scanner tags like you get for Oxygen, Sodium, Carbon, etc, but for undiscovered fauna, flora and minerals?
can anyone help explain what each save file represents? I assume one is for auto save and one manual, but unsure
iirc, yes, save.hg and save2.hg are the autosave and manual save slots (not sure if that's the right order), and the mf_ ones are uh what are they called, at the risk of being wrong on this one, checksum files?
Any1 know why Odyssey Origins was deleted?
The author needs time. There may be some serious bugs or maybe he just needs time for real life. I've heard it might be coming back, but don't expect it to happen
according to reddit its:
mf_save.hg is a checksum generated from save.hg and the save will not work without it. So the two files are a single save.
save.hg is the autosave and save2.hg is the manual one. When starting a separate playthrough, it'll be saved to save3 and save4.
I think?
Me: Releases mod
everyone: make a version just for me.
No.
https://www.nexusmods.com/nomanssky/mods/1345 Updated for ORIGINS
how often does HG modify seeds?
is there a way to check current seeds? or a repository
seeds only change on resets pretty sure
That is a good point, how do you remove bloom in this game?
Its actually pretty bad in some areas, looking directly at my starbulb farm say or getting blinded by the sun in each solar system
Would not looking at the sun in you? Especially if you are in open space?
Blind, how tf did that auto to in
is there a way to check current seeds? or a repository
@upper igloo https://www.nmseeds.club
hey y'all, have any dataminers/modders found evidence of the Superformula in Origins? because these new flora look suspiciously to me like exactly the kind of geometric 3D shapes that the Superformula would produce
hey uh.. did that mod that made it so buildings only costed 1 carbon get removed from nexus?
@rugged hingeyou can ask thefisher on the nms modding discord. He dealt with it. There is a toggle somewhere and amumss has a script in it's collection that changes something related to it
It's in METADATA\SIMULATION\SOLARSYSTEM\VOXELGENERATORSETTINGS.MBIN
-> "NoiseGridType" has an option "SuperFormulaRandom"
interesting, thanks! I'll try to connect with him
fauna isn't controlled by the voxel gen settings, so it may just be that when HG made the models they used something like the superformula to generate the shapes.
hm, how does fauna end up being generated procedurally (i.e. trees whose branch shapes vary procedurally) if they are not built at runtime? or is it that there is a basic bone structure for fauna and the engine merely adjusts positioning of pre-baked models?
there is just a bank of models and they mix and match bits. There is probably less variety than you think haha
this is frustrating, i wanna use the filmfeel astra but it wont load
it wont detect any shaders, and it doesn't have any of the custom effects
and uninstalling reshade to fix keeps the home menu in so i have to clean install nms >~>
Also that cheap building mod is gone isn't it..the 1 carbon mod
also..what other files edit GCGAMEPLAYGLOBALS?
i want to use the better torch light but it wont work
@signal thorn #nms-questions or #nms-lfg-or-trades this channel is for mods of the game
whoops
does anyone know what mods could potentially be messing with GCGAMEPLAYGLOBALS?|
this is my mod list, i want better torch light to work, but it wont at all. is there a confliction here?
No DUD ones. Maybe passive sentinels, dig out, fast scan? Best way is remove half, see if it fixes problem. Divide culprit half again by half. Repeat until located. (Binary search) @lime mesa
or use a tool which detects conflicts? AMUMSS does that right?
i'll have to do that tomorrow. i'll probably run it with better torch on its own to see if it'll work anyways
How do you use amumss anyways? The instructions confuse me since some of the mods I have don't use a .lua
@lime mesa Torch & scanner properties are both in the same MBIN file - you need to merge those two.
Oh so merge fast scan.pak and the torch.pak?
anyone that uses No Shake for 3.03, have you experience any problems with photo mode? I really hope this guy messaging me is just on the wrong game version or something
cause I can't reproduce his problem
So what's been new on the data mining front? The wiki is outdated since visions but we've seen a lot of stuff mined come to light despite that.
But as far as I can tell there's not much origins data out there
@lime mesa That's right
So.. if better torch light came in a .lua, but fast scan didn't, what do I do in amumss?
put the pak (with no lua script) and the lua script in ModScript and a patch will be made that you need to use with the pak in MODS
ohh! okay.. so fastscan.pak, and better_torch_light.lua into the ModScript folder, run the .bat, and then place that .pak in mods?
So what's been new on the data mining front? The wiki is outdated since visions but we've seen a lot of stuff mined come to light despite that.
But as far as I can tell there's not much origins data out there
@timber lark look at last night in the spoilers channel. I posted some stuff there
nice i think i got it working!
@full niche is the knowledge tab on your editor bugged?
the glyph images are massive
can only see the first one and nothing else
also can't see every item on large lists as it just goes off screen
heya guys! does anyone know which are the best mods for planets, space and skies to make them look nicer?
theres a mod that changes cloud textures from space on planets to 2k or 4k reso that one is nice
no more blurry clouds 
is there a way to request a mod for the vr version that changes the control scheme so that left hand people can play
there is currently no way to change your primary hand in game and based on my research this has been an issue sense vr launched
@lime mesa It is. The next planned release (see roadmap on GitHub) will be an overhaul of the existing features, including fixes in code and UI, extending some existing features and adding some features that you already see in the UI but that are currently not implemented. So, with that release things like the knowledge tab will work just fine 🙂
does anyone here know any mods that change enemy behavior or combat in general?
@full niche alright. thanks for clearing that up
also you misspelled sanity in your debug mode tooltip
Whoops! Thanks for pointing it out. Texts and translation will be revised too and probably the multi-language support re-enabled
@vale iron where can I find this mod?
You may only want certain parts of it, in which case y ou can use the LUA files to compile exactly what you want
do you have experience with the mod? how jank is it?
I wrote parts of it and compiled all of it, so yeah, I'm pretty familiar with it 😉
@shadow moon What do you want to know specifically?
like how would I turn certain features on and off
Im not familiar with nexus mods
and for my second question...
how can I learn to program the enemy behavior?
@vale iron
Does anyone have access to the character models? Would love to get accurate measurements on the backpack especially for cosplay reasons
@shadow moon To customize, you need to use the LUA files that are included and then combine them with AMUMSS. It's not terribly complicated, but looks a little daunting at first. The Savage Sentinels component is the main thing that affects enemy behavior
ok ok
but first I need to download the files
next problem is actually installing them into the game
how do I do that
@vale iron
@shadow moon Check the very bottom of this page: https://www.nexusmods.com/nomanssky/mods/1541/
@lime mesa There are definitely people around here that use the model viewer and could get you pretty good dimensions. Unfortunately, that's not my forte.
Thanks I'll keep my eyes peeled
any recommendations for good visual/lighting/color mods? tried out dud's sky but i dont think i liked it
@lime mesa I was literally looking at the model in blender the other day. It is it's own scene. Want me to upload a blend file with it in it
@obsidian tree That would be amazing!
Is there any downside to using mods? Eg. not being able to play with others or upload content/etc. Does your game get marked as "modded" in a global repo?
I wasn't sure if this belonged in #nms-questions or here.
Thanks in advance for any responses 🙂
No to all of that. If you use mods that affect terrain generation, you will see different things than other people, but otherwise there is no problem
Very awesome!
Thank you for helping me with my question.
Cheers!
No worries 🙂
is there a mod that disables the audio+ pop up from inventory is full spam?
@obsidian tree you are a king among men!
Hey guys
where are the save files for gamepass located
the method i followed was similar to the halo UWP dump
if the staff would kindly update the pinned messages to show that it is possible now
AND i kept my save
Update: just ran the game with a few mods, works flawlessly
@vale iron I downloaded the LAU files with mod manager. now how do I combine them with AMUMSS?
anyone know which mod does this? https://gyazo.com/321c093b235b80c62ee53ac1b0c9f6d4
i created patch with AMUMSS for exact markers with fine lod but from what i see on the report fine lod is overwriting that patch and its supposed to be the opposite right ?
confirmation that this method on reddit works? i'll pin it in the meantime
i was just asking
ok
I had heard that worked. I'm glad for the confirmation
anyone know if the patch is supposed t get overwritten ? :(
I haven't done patches, unfortunately
Ahh exact markers has a LUA
Unpack exact markers, get the LUA file, then put the LUA and the fine LOD PAK in the mod script folder and they will combine
If you have trouble, I can help with that
Do the same mods used on PC work on the Gamepass or do they take different mods?
oh sry for late response
thats exactly what i did
and on that screenshot u have a patch created by amumss thats overwrited by fine lod
i just dont know if the patch is not uspposed to overwrite the fine lod not the opposite
@hushed bronze I would assume they are the same. The only thing I think might be done deferent is the exe. Just a guess.
@eager timber You used a LUA file? That says two PAK files
i put lua file from exact markers and pak file from fine lod, then created a patch
i just dont know if the fact that the patch is overwritten by the mod that patch was made for it might like just ignore it and patch wont work at all
if i make myself clear
I'll try it on my end to see
@eager timber Ok, so when I run it to make the patch, it finds the matching file in FineLOD and applies the one line from Exact Markers. The resulting patch /should/ have the changes from both mods to that one file, I believe. I'm going to check that next. If so, just make sure the patch file is named later in the load order than Fine LOD. Fine LOD by default has _ in front, so maybe put __ in front of the patch. That should do what you want
I just unpacked the patch and it does have all the changes, so it should work as long as the naming is in the correct load order
okay ty so much
No problem. Sorry it took me a while to figure out exactly how it worked
Has anyone managed to force S class stuff? The lua script in AMUMSS only changes the costs of ships, same goes for every mod out there (most outdated)
did they change something? Seems like that file (INVENTORYTABLE.EXML) is not doing anything for that matter anymore
I want to force S class freighters tbh, but can't find what controls that
One could say this bit should control that (right?):
<Property name="ClassProbabilityData">
<Property name="Poor" value="GcInventoryClassProbabilities.xml">
<Property name="ClassProbabilities">
<Property name="C" value="60" />
<Property name="B" value="30" />
<Property name="A" value="10" />
<Property name="S" value="0" />
</Property>
</Property>
<Property name="Average" value="GcInventoryClassProbabilities.xml">
<Property name="ClassProbabilities">
<Property name="C" value="49" />
<Property name="B" value="35" />
<Property name="A" value="15" />
<Property name="S" value="1" />
</Property>
</Property>
<Property name="Wealthy" value="GcInventoryClassProbabilities.xml">
<Property name="ClassProbabilities">
<Property name="C" value="30" />
<Property name="B" value="40" />
<Property name="A" value="28" />
<Property name="S" value="2" />
</Property>
</Property>
</Property>
but it doesn't
could we mod other weather hazards in for derelict freighters?
I have a 48 slot multitool
@real dirge Theres a lot of those class tables and you're probably just messing with the wrong one. IDK for sure tho
is there any database or any site where they have sort of "mapped" all files to see what they influence?
Let's say, have a site that you could select "ships" > "ship class" and would throw all the files involved in that matter... Would be awesome
hi all, anyone else not able to load mods? i downloaded some updated mods made for v3.xx or above" - i put the .pak files in the MODS folder, there is no DISABLEMODS.TXT file there - it doesn't give me the "modded" game warning so i know it is not doing it. Any suggestions?
mods are loading on my end, placed pak files under GAMEDATA/PCBANKS/MODS, and made sure there's no DISABLEMODS.TXT in GAMEDATA/PCBANKS
@wooden lava ^
@real dirge https://wiki.step-project.com/NMS:Index
That's the best we have. We're slowly building out the modding wiki
ty
ik its not NMS modding per say
but its the mods files
nvm fixed it
for anyone thats wondering
theres a view pane option in the view settings top left, apparently that was opening it as "system"
i use it for some of my np++ files lol
where are the bugs from amumms dumped?
bugs or report?
There's a log.txt and report.txt. I think that's it
Both in the main folder @solid wedge
ah sweet ty
im trying to find the mod conflicting with fast actions
since actions are, well not instant as per the option
A lot. It modifies UI
What other mods do you have?
...
a lot
i can send a txt list
im going through each one and gettingg the lua file so i can combine them
i think I narrowed it down to tiny inv changes
Hmm, not sure exactly what that one does, so couldn't say
it changes the models in inventory to be more static and clearer
Oh, then yeah that could be it
is there a way to see which mods alter which file?
Only by unpacking them or if the author says on their page
If you didn't know, to unpack, put the PAK in modscript by itself, then run buildmod
and some are named random stuff which i cant remember
unpack will allow me to read it the code or?
It will create a couple of folders, one will have the modified PAK files and one will have the modified EXML files. If they used a LUA, it will be included in one of the folders, too
If they didn't use a LUA, I usually open the modified EXML then use my own files to open the original EXML, and run a compare
Wbertro has a file that can make LUA files for some PAKs, but only if it was made with the current MBINC, I think
blank link
Ugh, it's in the modding discord server
theres a mod, deep space which removes the zoom zoom effect from warp/boost and I'd like to just remove that code out
i like the other aspects but i like to zoom zoom too
oh, the FOV change
if only they provided lua files for me to read D:
yes
FOV be like skrrrt bap bap
and i like that
@vale iron could something be done with derelict freighters?
Like what?
like, instead of extreme cold weather hazard, have extreme rad or tox
Could maybe do that. I don't know if I could make it random though. There's a setting for derelict temperature ranges, so that may be all I can do
i see
i've been farming one that's "got extreme cold storms" that's where the idea came from
I'll maybe take a look later. I'm working on three-color ship trails at the moment
Maybe make flag combinations for patriotic people
heh nice
ok, I can 100% confirm that Freighters spawned by the event (3 hours + 5 jumps) have nothing to do with whatever class/type/etc you have changed in either:
- GCSOLARGENERATIONGLOBALS.GLOBAL.EXML
or - INVENTORYTABLE.EXML
Changing these 2 files tho, I managed to make every non-event freighter S class, and also spawn mostly exotics and alien ships.
Gotta look somewhere else. If someone has a clue as to where should I look (I wanna change the class of the freighter spawned by the event), please lead me
Ok, so finally made it. The bit that's in charge of event freighters' classes is this:
<Property name="FreighterTechQualityWeightings">
<Property value="10" />
<Property value="10" />
<Property value="20" />
<Property value="60" />
<Property value="0" />
</Property>
(those are modified values, making them mostly S class with some A class and a few of B and C so it just "possible")
Located in GCGAMEPLAYGLOBALS
I might upload as a mod since there's no public working mod as of now, but I feel like it's too small. Hopefully someone else updates theirs before 😛
Seems to not match experience. Have you tried putting a percentage in the X class spot?
Seems to not match experience. Have you tried putting a percentage in the X class spot?
@vale iron I left that one blank as the original file
Still doing some testing tho
but I've gotten 4 S in a row (reloading save), then some A, B, then some S again
so it does make a difference
Oh, is the 60% S your change? I was thinking normal encounters don't seem like 60% S
If you get the chance, put some % in that X-Class spot and see what happens
Fair enough 🙂
Hi, I'm new to the game and have never modded before. Are there any mods that are just must-haves? Like optimization mods, performance boosters or stuff that fixes this weird effect where textures turn into playdough quality for 2s randomly?
for texture fix
Oh yeah and one more question
Does modding your game disable achievements or something like that?
no
@real dirge My friend, modding is all about breaking the matrix
🙂
You would be surprised to know what mods have done by trying shit that never should have worked
Hahaaa guess I'll have to try 😜
anyone play in VR? if so, is this the best mod currently to play on a quest 2? https://www.nexusmods.com/nomanssky/mods/1563
Hi! is there any mod for increasing FPS for origins?
Stronger GPU
jk There's not really, but some people have luck with certain things like Fine LOD or a mod that removes grass
i mean disabling shadows, particles, etc.
Lowering the internal resolution setting is the most potent thing you can do if your FPS is bad
any mods that allow you to filter by multiple things in the galaxy map? Like Vykeen, 3 star?
@stoic ruin Not the actual resolution setting. The percentage setting
The horrible bad one that nobody should use because grass is better than FPS
second mod made woop woop.
https://www.nexusmods.com/nomanssky/mods/1744/
Rebuilt Ground Fix
https://www.nexusmods.com/nomanssky/mods/1080
smack that downlaod button
Sweet
thanks @hushed bronze
Something ive been wondering: I get that there's new biome types, but is there more variation between different planets of the same sub type in terms of what assets spawn?
For example, two of the hot planets with the big trees
Anyway to get quicksilver instead of carbon from trees?
Do you have a RAZER keyboard and want a chroma setting for the game? Here ya go. https://www.nexusmods.com/nomanssky/mods/1748
Anyone added the SM boltcaster on pc?
The ps4 exclusive upgrade.
I'm not sure if it can break the game or save files in any way so i'd rather ask before jumping in blind.
it won't break the game haha
So i assume its worth adding? I heard it fits with every other blaster upgrade without an overload, so paper it sounds pretty strong.
I mean technically you could mod an upgrade which is 10x stronger than anything in the game if you wanted
make it so when you punch things they explode
stuff like that
it can be pretty funny haha
Anyone have a list of available ship textures and or character customisation template?
for textures ofc^
Can i get rid of storms by modding
Yes, it's in SkyGlobals
Just new stratos that Ill put up soon
nice nice
even the ship is getting a new paint job 😄
Origins version is up https://www.nexusmods.com/nomanssky/mods/1342
yay, rays at 90 angle clamp
i think I went with 95? It hardly matter after a point because the game dims out the rays before 90 anyway so the clamp really servers no purpose at all except to screw things up lol
oh, it might have been 95 actually yeah
Anyone know how i can extract GCGAMEPLAYGLOBALS.GLOBAL.MBIN" ?? Tthe MBINCompiler version check says it is not a MBIN file. Date stamp on MBIN file is 7/12/2020.
i tried several versions of MBINCompiler (2.51, 2.61, 2.61.1, 3.03)
Hi, does anyone know if there is a mod that displays your hotkey bindings on screen? Like a hotbar on the UI?
Yeah, thats vanilla
Go to the menu where the command is, it will display any hotkey youve assaigned to it
I meant a hotbar that's displayed on the HUD at all times and shows which actions are assigned to which number keys.
I just started assigning things like 3rd person view, freighter summon, ship summon, etc. to hotkeys, which is nice. But I forget which numbers I've assigned which thing to so I have to open the menu which kind of defeats the purpose of the hotkey.
get big brain 😛
@hushed bronze those lines on the ground "are back"
What’s even better is the planet seams from space.
here's a colored screenshot
this one didn't capture it as much as i thought though? :\
@round sinew from the mod u mean, right?
right
i remember we had the same thing the last time
can't remember what you did to fix it though 😦
yeah I ripped off a previous stratos for the global changes, I guess it was a tad dated. THought it was current...
@round sinew Do you know for sure if the most recent version before origins had no shadow lines problem?
i believe so, yes
i am 100% sure you fixed it
Exosolar's Stratos-1342-2-61-B-1595876576.zip
k ima just DL that and compare. Easy, no new braining required 😄
So it looks like i did the most recent stratos in the stratos folder and not the empyrean folder, so my reference actually was out of date and pre-shadowline fix
i do remember you playing around with both at the time yeah
They're essentially the same thing so its easy to get confused lol
anyway I packed a new version that passed the quickest imaginable test, here have a try
on it
Cool, ty
like
it's definitely not doing it on planets anymore
but
i hadn't noticed this before, it seems it's also doing it here
@hushed bronze
i don't really mind this, just letting you know
looks clean on the same planet i was in before
even though the ship screenshot and this one aren't in the same planet, i also noticed the band lines on the ship in the black and white planet, but they weren't as noticeable i think?
so i guess i'll keep testing
Ive always noticed some lines, which is why i originally assumed it wasnt amplified by the mods
Are you using a reshade for that boosted Bloom?
Oh I wasnt after the lines, I just like the bloom 😄
has anyone used the nms save ediotr mods. Wheb trying to follow the instructions i find online I get to the file destination exceot my save isnt in my files but shows up in game
How do I go about modding/browsing mods? Doesn't seem to be a workshop on steam. Is it all on Nexus?
okay Nexus
What mod loader do I use
None.

This goes against everything I know about modding
Nexus seems to be down rn
rip
or it was
I need to start a new game when using mods right
It's advisable but no.
Make a copy of your save if you're gunna play in the same save just to be sure.
👌
😕
once I've modded my game, can I switch between modded and non modded
Hi, is there a mod that shortens the transition animation to a new galaxy?
@honest vale yes but it is a hardware mod.
Ok, but I need free mod
Anyone interested in making a mod to increase exocraft speeds?
@honest vale Maybe this but attach computer?
@barren pine sry for mention.. but, is that a legit serial key to something? lmao
has anyone yet made a fix for the water level shifting up and down as you move?
@barren pine sry for mention.. but, is that a legit serial key to something? lmao
@umbral pumice friend code
ohh ok then
@barren pine Most people who want an easy mod toggle will just rename the DISABLEMODS to something like xDISABLEMODS and back
Is there a mod reducing the time of landing on space stations ?
Easy, just perceive time faster
Patch for Stratos fixes Shade lines and, thanks to a code upgrade by HG, no longer disrupts dusk to get custom nights, meaning the headlight problem is fixed as well.
https://www.nexusmods.com/nomanssky/mods/1342
Easy, just perceive time faster
@hushed bronze
@void bridge I have a mod that does the opposite. Do you mean how long an npc stays there or how fast player/npc travel as they land/take-off? You can mod my mods to do it if you want. Lemme know.
@hushed bronze that's great news hehe 😄
no more "forgot to turn on the torchlight, hop out/turn light on/hop in again" 😄
gentle reminder: don't forget to update nexusmods mod description 🙂
@steel crypt
Yes i want to land faster instead of wasting 15 seconds every time i enter the gate.
How would one increase speed and boost fuel on exocraft
@raw loom vehicle global
pls expand that statement so it makes sense
@void bridge understand some of that is loading time for the interior. If you download DUD’S SKY there is a “tractor beam” mod in there. Look at the changes in it. You will see the speed settings to change.
@raw loom you will have to modify a main file inside the game Paks. The main that you want to modify is called something like GCVEHICLEGLOBALS.Mbin
I don’t know if there is a mod that already exists for that.
edit mbin not main fing autocorrect
@steel crypt i will check that, thank you 👍
Any NMS save editor user here? I'd like to ask about specific usecase.
ask away
@fallow meadow you need to update your pinned message
save editing is 100% possible on the microsoft store version
and modding reportedly works although i haven't touched it
i mean the guide to microsoft store version modding is literally the pin right above yours lol
@gusty zenith Here's the thing.
**Background: **I play GOG version (big fan), pure offline. Not only I hate multiplayer in non-competetive (as in RTS or MOBA or FPS) games but also despise forcing people to go online in single-player games.
**Issue: **Offline does only get 2 pages of crap in Quicksilver Merchant and no ways to gather Quicksilver other than campaign bonus (I got 300, maybe there's more but not much more).
**Solution: **I'd like to use savegame editor to bulk-unlock every cosmetic in the game. No idea how though... Is it possible? Screenshots of:
https://nomansskymods.com/mods/no-mans-sky-save-editor/
...don't have the cosmetics tab.
i am sure you can
GOG is the same save file format as steam (i believe) so it should work with that editor
Yes, it's the same savegame system, just in different location on drive.
Sadly there are no NMS Save Editor tutorials...
lemme skim thru the JSON real quick to see if i find anything
So I'm flying blind.
i play on the microsoft store version
so i don't really have any idea as to what menu that would be in
Quite sure there's no difference 🙂
yes, there is
because i use an entirely different save editor
because only one save editor supports my version
o.O
it's a quite different save format
@red osprey have u been able to give urself quicksilver?
Didn't try yet, why?
Also what chung said - I've read there's plenty of event-unique-whatever stuff 🙂
only cosmetic that isn't unlocked by default nor can you buy from the synthesizer
well i found a value called "shop tier"
which might help unlock higher community tier items
i don't believe there is event-only cosmetics
and as far as i have looked
i can't find any mention of them either
so not sure where you read that
if you don't mess with the json file (something you shouldn't do without knowledge), then you can just edit your quicksilver and buy most of the cosmetics
then do this quest: https://nomanssky.gamepedia.com/Dreams_of_the_Deep
Some reddit and steam posts from 2018/2019... People talking about unique unlocks from events and shop unavailable right after.
i cant seem to find appearance customize info
😦
wait, i found something
theres a category called known specials
and all my quicksilver purchased items and the dive helmet r there
so all i can give u is the names of the stuff i have
Yes, please 🥰
I fully expected to be gathering those names from several people to unlock all 😄
in order those r the deep sea helmet, the new style backback, and the new style chest, and legs
i would save ur game in a place near an appearance modifier, back the save up, then maybe try adding just the backpack first, and see if it becomes an option in the appearance editor
Yeah, I'll do that.
Thanks a lot!!!
don't forget to put the ^ infront of the names
lol, nvm there is an easier way
go to the discovery tab
and on known products
u can just add stuff there via the GUI
i thought you could do that with the product menu
but it's not really a product, is it?
@red osprey the fastest way would be give urself an assload of QS and go online once to visit the merchatn
i guess it is one considered by the game
well
that's the item for the bathysphere
can you actually get the other cosmetics?
nevermind
just saw the sc
Customisation parts are products i guess
theres the "add product button"
i saw a bunch of QS stuff in the list u can pick from
Wow, that's awesome 🙂
list is huge tho, might take u a few minutes to find what u want
thats a good save editor btw, very easy to use
Be careful with bobbleheads and trails. There are multiple items you can add, but only one of them actually lets you build the items
@vale iron will adding the wrong one break anyhting?
Not in my experience
I'm only aiming at unlocking myself character customization options AKA skins. Didn't even know there are trails other than this rainbow atrocity (blah) I see in videos.
Check out gjetpack and gship on nexusmods @red osprey
Hi guys, I've been playing this game since day one (ps4) and bought it some time ago on pc, I wanted back my Iteration 1 title, is it possible to unlock it via goatfungus save editor? Thanks
I tried to add it via the known products tab but it isn't working, only the quicksilver titles are there
@gusty zenith Here's the thing.
**Background: **I play GOG version (big fan), pure offline. Not only I hate multiplayer in non-competetive (as in RTS or MOBA or FPS) games but also despise forcing people to go online in single-player games.
**Issue: **Offline does only get 2 pages of crap in Quicksilver Merchant and no ways to gather Quicksilver other than campaign bonus (I got 300, maybe there's more but not much more).
**Solution:
@red osprey this usually happens because your online discoveries service connection isn't online, and in what concerns the daily missions, isn't connecting at least once a day to refresh.
@tidal smelt Possibly. Let me look
I know it has to do with quest completion, so we could maybe add that quest entry in your save
@tidal smelt Possibly. Let me look
@vale iron Thanks for the help
So unless there's something that's not working properly on your end, or you have no online capability at all, you shouldn't have to save edit to fix something that's not even under your control @red osprey
I found something related to the title in PlayerStateData\BannerTitleId but It doesn't seem to have effect in game, if you modify it, it will unequip your title
That's the quest text from my game that should trigger the title
You'll need to add that to the JSON in your missions
I'll just add it, not in a specific order related to other missions right?
@red osprey this usually happens because your online discoveries service connection isn't online, and in what concerns the daily missions, isn't connecting at least once a day to refresh.
@round sinew Which part pf "offline" didn't You get?
Just watch your {} and , at the end
Unless it's the last mission in the file, then no comma
alright
@red osprey I believe people get around this by manually editing their save file to change the shop and tier number
i have to put it in MissionProgress right?
Yeah
Still, Not sure why though. You can turn off multiplayer, see absolutely no one, and still be able to get qs cosmetics/new daily as missions.
I believe shop and tier are 37 and 3 right now
I don't know why either, but that's what I've heard as a workaround
Can I dm you a screenshot of my file? so you can check If i made any mistakes @vale iron
Yeah
Still, Not sure why though. You can turn off multiplayer, see absolutely no one, and still be able to get as cosmetics/new daily as missions.
@round sinew Congratulations, You just described DRM, which is the biggest crime of the gaming industry.
I support GOG for a reason. No DRM, no online BS, no "game as service" and nobody getting tiniest bit of my personal data without paying me a hefty sum first. It's called principles.
I'm not sure that the team at GOG go to the extent of modify a game that normally relies on an online connection to do stuff, to suddenly not need it
They don't (well, sometimes they do, but not this time). NMS works perfectly fully offline, in fact it's an offline game first and foremost.
Only thing that's missing are customization unlocks. Which was the sole reason for having this discussion but the issue have been solved. I'll try this Save Editor "unlock as item" after work 🙂
You can do that as well. Either just give yourself the items in products known or edit the shop/tier number
@hushed bronze i think there's some more cases of shadow lines, but.. idk; i took a few screenshots, want me to post them somewhere? just walking around a small area, it seems that in some areas/angles i can see the shadow lines - wish screenshots would show it better though. at the same time, i feel i only really noticed it because i'm looking for it, and that i shouldn't bother you with this
Maybe. If the same place never makes lines without the mod though...
@round sinew So I tried a version of the mod that actually slightly reduces ray casting ranges (shadow lengths), and it think the result is looking very top-quality so far. In return for losing super long-range sunrays, they appear to be much nicer, and with the newer sun bloom and glare, exaggerated ray length is not needed like it was in the past imo
@round sinew I just read everything about this GCAM mod. Looks awesome and there is a "variant" with zero shake supposedly. I have one question though: what does the "turbo" variant mean? It's not described anywhere...
@red osprey were u able to find save file
cuz i used to play w GOG and was able to use save editor too

hey guys, new to NMS
i installed Better Planet Generation mod, do i need to make a new save file or new discovered planets will automatically be affected?
Planets will change instantly without a new save (BUT you will want to save on a space station or freighter and not on the ground before installing)
If you dont like the difference, uninstalling will perfectly revert those planets to their vanilla generation
@wary vale
perfect, i just happened to save on the first space station before installign the mods !
ty
@vale iron
Hey, I've got a question / bug report regarding Your (otherwise absolutely awesome) GCAM mod.
-
Thing is You most likely eliminated white flash while activating visor in FPP mode but there is now even bigger / headache inducing white flash when activating visor in TPP mode. I hope that's easy to replicate/check.
-
Other thing, minor and so far I'm unable to replicate... I had camera jump up and down when constantly shooting from minotaur fighting sentinels. It happened only once and was gone after jumping to a new position.
Other than that: awesome work, big thank You sir 🙂
@red osprey I didn't mess with any flash stuff but I've heard it mentioned before. Do you know of a mod that does that and I'll look at it?
@hushed bronze oooh, Empyrian! Nice!
@red osprey I didn't mess with any flash stuff but I've heard it mentioned before. Do you know of a mod that does that and I'll look at it?
@vale iron Sorry, I just read Your description on Nexus:
- "Removed white flash when enabling analysis visor".
I assumed it's incorporated in Your mod and hoped You can apply it to TPP Visor switching too...
I'll google if there is other mod that removes flashes.
Huh, I don't remember doing that :p I'll look today
Huh, I don't remember doing that :p I'll look today
@vale iron Maybe You didn't. If I understand the description correctly You assimilated Azzinoth's Improved Camera mod, which listed this as a feature. All from:
https://www.nexusmods.com/nomanssky/mods/1436
...description 🙂
In fact it would be awesome to remove all sorts of flashes. Internet seems filled with "remove this flash or another flash" requests. Flashes from mining, flashes from knowledge stones, flashes from visor activation. No wonder I'm getting headaches after playing for too long 😛
Thanks gods screen shakes are gone, it was worse before I realized there are mods for that 😛
I've been meaning to clean up that mod for a while. I should do grading today, but maybe I'll work on that instead
@red osprey I see what you're talking about, but not sure yet what causes it. The FP flash is gone in vanilla apparently
Oh, I think I found it. BinocularFlashTime might have something to do with it 😉
Gumsk brown ship trail when 
And make it use the dust particle effect so it looks like a filthy shart
@balmy willow I tried to make brown and it just kept coming out as kind of orange

ok I know this might sound like a weird request but is there any way of bringing back the old enter/exit the ship animation?
I don't believe so
is there an easy way to know if different mods are conflicting and eventually merge them ? the two first conflict dectetion in pin seem outdate, and AMUMSS seems overwhelming complex
if a mod ZIP has both a pak and a lua file, do i extract them both and put both in the mods folder?
or just the pak file?
ah alright
@wary vale To check for conflict in your MODS folder, just 'install (un-zip it is, in it own non-system folder)', execute BUILDMOD.bat and answer Y all questions (at least the first time) and then look at the RPORT.txt file in AMUMSS main folder. That is it! You have the conflicts listed for your current MODS content... Not complex.
If you have a lua included in a mod pak, just use that lua script to rebuild the mod pak. Throw away the original pak, it is not needed anymore as the lua script made a new updated one.
Wanted to try out mod making for this game and wanted my first mod to add some more planet types, is there anywhere i can check all the planet biomes and types so i dont make something thats already in the game?
@weary ruin i see ill try later, ty
@lime mesa that is a bit complicated and I wouldn't recommend starting there
Someone asked for a mod that makes all the portable build tech portable and now all I want to do is make a Jeopardy homage mod named "Potent Potables". I have no idea what it would do, though
Make exocraft go vroom
Like that? @raw loom
Can see rn
ill see if it does anything
this doesnt let me download
can someone send me the file?
if there is one
Become a member
@hushed bronze still awesome https://discordapp.com/channels/146101654981312513/215940434516639745/769500478508892160 👍
Heya so I'm trying to install a base radius mod (+ building scanner, following links from original range mod) and got the Vortex installer from that nexus mods site. I've tried a couple times and checked that the settings line up with it's guides, but no files ever appear in my NMS mods folder & my range is not extended. I'm guessing I've missed something dumb or Win10 is dicking me around, but any ideas what I should look at?
it seems like it's supposed to making a file link from it's working directory to NMS MODS, but nadda. Also I've got a file ENABLEMODS.TXT that reads like it could be blocking things, but the readme for the mod says to rename/delete a DISABLEMODS.TXT, so not sure if Vortex did that for me.
Vortex likely renames DISABLEMODS to ENABLEMODS. That works, or you can delete it. As for it not copying files, maybe you need to create the MODS folder manually first so it can access it? @haughty marsh
MODS exists, I even did the little 'enable service' thing and it popped up a windows security prompt for me to confirm
why not simply copy the PAK file to the MODS folder
... wow vortex... just wow
so after installing, and enabling the mod, I had to click yet another 'deploy' button above the mod list page for it to make the hardlink. user frendliness was not part of the design eh 😂
why not simply copy the PAK file to the MODS folder
Haven't modded this game and wanted to make sure I did it right. Figured the tool would be 'simple' 😂 just gotta find all the damn steps
hehehe yeah that worked. Angry red warning that if i break it it's not their problem and to delete stuff from that folder if it does 😄
would it even be possible for a mod to make it so in first person it still renders your body but just locks your camera to your neck and shrinks your head
basically just so you can see your body in first person
in VR you have the option to show your whole body which works perfectly, it just deletes your head to prevent view issues
does anyone know of a mod (if one exists) that makes the minotaur turn faster?
@gilded delta yes
Gumsk made a version of his mod specifically for me
its like 7 u/s movement speed, 1 second acceleration to max speed instead of the usual 2 seconds, something like 4x booster tanks and much quicker turn speed
although there's a public version which just makes you turn faster
is one of the public version anyway
so how would i go about getting that first one you mentioned?
i'm brand new to modding NMS
here's a mod for it
there are quite a bit of mods for mech mobility
Just checking, anyone else getting a totally random Java update popup?
i get java update notifications
mainly because i haven't updated java in a very long time
so no not really
considering my java is old my answer is probably irrelevant
If anyone has a mod for general gameplay improvements for vr (I'm playing on an oculus quest with link cable) I'd appreciate it if you'd @ me to let me know
@tidal sky is that a built in VR option or do I need a mod for it?
I'm talking about it showing your full player body btw
Nvm I looked it up, it's built in
how do mods work with multiplayer?
how much would it cost monthly to hire a good modder to develop a large scale mod (if it's even possible) that adds a plethora of new technologies and upgrade modules like for example, a module called the spatial suppression utility that is capable of increasing your inventory stack sizes by a percentage. Basically my goal is to replace all of the currently most popular mods with a single "module extension" mod that allows players to work for these upgrades and add some depth to the game instead of simply installing a mod and making their stack sizes x2 to x50 depending on their whims. Instead you can start out at base capacity, then work your way up with mod stacking and stuff.
@wet pier a lot.
a LOT.
Youre asking to basically make every other mod inferior while also making an EXTREMELY LARGE mod
Id say over 100$+
If very little monthly progress is made, do you think I can squeeze it down to 50 bucks a month?
Like we can start with small features and gradually improve it as a sort of... unofficial expansion pack
probably not
Damn


