#nms-modding
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100 bucks a month is possible for me in a few months when certain Bill's are finished being paid off though
Probably more
As cool as that would be there are unfortunately only so many things that can be done with modding due to hard coded limitations
@gilded delta mods that change stuff like the mech thing i sent you, they appear exactly as you see them
terrain mods however, will make you appear either underground or floating midair in multiplayer
and visual stuff obviously won't appear to other players if they don't have the mod installed as well
Download the ZIP file(s) from Nexus Mods.
Extract the PAK file(s) from the mod ZIP file(s)
Place the PAK file(s) in "No Man's Sky\GAMEDATA\PCBANKS\MODS"
Delete the DISABLEMODS.txt file from "No Man's Sky\GAMEDATA\PCBANKS"
If you have multiple mods, make sure you don't have any conflicts
see what Gumsk just posted
nexusmods.com would be the one i use
What exactly is the policy of modding this game>
Are there any mods that increase performance?
Not sure if its my PC suffering or the game is just badly optimized
Rocking a 1060 with ryzen 5 and 16 GB ram
is there a mod for vr seated position? the flight stick is under my thigh
so i was hoping to boost my jetpack a bit, can that be done w save editor or do i need mods?
just boosting the initial boost from upgrade modules might be enough
Are there any mods that increase performance?
@void mica ik one
Which one?
It really lowers graphics
Oh I was thinking of something that just tinkers with rendering

@gusty zenith You'd need save editor to change jetpack performance, or just give yourself 6x s-class upgrades
@vale iron so i've been digging around in there, but i cant seem to find anything that specifies actual jetpack stats
and i cnat figure out how to modify upgrades, it seems u can only change them to other upgrades with predetermined stat bonuses
Exactly
That's why you need a mod or just 6 perfect s-class
https://docs.google.com/spreadsheets/d/1kcEtrAdkSd-eeOp4rxOX8XUCHUSBPt5T_FVy2AbI8tY/edit?usp=sharing
hmm, is that all the movement upgrade seeds?
i feel like the 1st x-class would be better
i think initial boost, and recharge rate would help w planet traversal the most
I disagree, but not by a ton π Either would be fine. Or mix them, 3 of each
does the charge property in upgrades that don't use it affect anything?
all my jetpack upgrades have 50/100 charge on them
What do you mean?
in the save editor inventory GUI
Ahh, no, it doesn't do anything
and there is no way via save editor to allow more than 3 of the same upgrades per page?
or maybe putting them in cargo
Nope, y ou need a mod
ahh ok
hey can anyone help me mod
What do you need?
it wierd, i cant seem to make any changes in that folder, because i dont have access, but im the admin, its my pc
Gamepass?
You have to do a kind of complicated process to move the game files to a different folder, then re-sign the application
Let me see if I can find the instructions
That looks right
dam so much work lol
Yeah, MS locks it down pretty hard
MS be like that
@tight mural To get started, look here: https://wiki.step-project.com/NMS:Index
@tight mural You can either do straight hex editing or with LUA and AMUMSS. I highly recommend the latter
no damn clue what any of that means lmao
@nocturne pilot Let us know if it works
sorry i have the intelligence of a freshman
One sec
Get this zip file: https://www.nexusmods.com/nomanssky/mods/1541?tab=files
whats a easy mod to test?
That's all my LUA files. You can look them up when you get the chance. Then you can see if you want to do it. Modding global files is pretty straight forward
i think its working, but i just need a mod to test
im assuming basic editing of inventories/characters
This is probably the easiest way to test: https://www.nexusmods.com/nomanssky/mods/1082
Is your cursor smaller?
@tight mural Editing inventories and characters is more save editing, which is definitely possible. A simple related mod would be to change the number of tech inventory slots
ah
If i ended up modding id want to be making custom trails
or custom colors for ships/freighters
Jet or ship trails?
So like a slight hint of glow somehow
The LUA files and image files that I used are in that zip file when you get the chance to look
Do you mean changing the glow of the engines or making the whole freighter glow?
hard to explain
so think of how the korvax battle helmet eyes are
like that
except the whole primary color
I hate how the best way to describe it is a horrible picture off the internet from what I assume is a roblox game
except freighter instead of shitty car game
Ahh, yeah, that would be quite hard
think its working
figured
but imagine that gumsk
just a glowing black venator revenant
or whatever the full size is called
@vale iron just got a warning that i am using a modded version of the game
Yeah, could look cool
@nocturne pilot And that's without doing anything extra other than that app?
yeah it was 1 click lol
I have a feeling that rendering the freighter would be an issue though
Very good to know
yeye
Not for GeforceNow ofc
But in general
And actually doesnt seem like it'd be too hard. You could take the trait from the battle helmet and just outline the freighter with that, and have it change the color of which ever the primary for the freighter is
@tight mural The big problem is that NMS does all its lights as points of light that radiate out. There are a few UI elements that highlight though. Not sure if that could be used
Is that correct or incorrect
and yeah ive heard that
feel like my explanation is way easier said then done
because youd have to outline the entire freighter PERFECTLY in the primary colors
While also having the primary color attribute respond and change the color of the outline
seems a bit hard but i think it could be done
I'm not sure I would even know where to start with that
youre an absurd modder so ima shut my face with my overly complex cool looking toys
No, I do pretty basic stuff, just a decent amount of it π You want the experts, talk to the ones like Lo2k
Most of us don't use it. We use nexusmods. I think I heard something negative about the other site, but I can't recall specifically
It doesnt seem to moderate against nonsense uploads like blatant advertisements n stuff
ANyway, what gumsk said, you can confidently go to Nexus and Nexus alone and not worry too much about missing pivotal mods
@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.
@weary ruin i finally looked into it, i put 2 lua scripts in the modscript folder and my 5 pak in PCBANKS/MODS folder, at the end of buildmod.bat report i have 3 warnings and 41 conflicts detected, how do i proceed from now on to correct this?
most of the errors coming between NMS Vanilla Plus and Fine LOD Ultra mods
you post log.txt and Report.txt here and I could look at it
@weary ruin sorry for the ping, (was told you were the best to ask), but how would I go about installing a performance mod and which would be the best in your opinion?
Sorry, I am not the one to ask that type of question. I don't do or use much mods. Surely, others will answer!
ok, i've run into a problem
when i open the game, the "you are running a modded game" message no longer appears
and none of my mods are present at all
OH
for some goddamn reason the DISABLEMODS.TXT reappeared in my game files
ok nvm, problem solved
updates add it back i thin
ah, alright
so how do I add tainted metal using save editor or json editing?
Anyone got any experience with removing base building restrictions? I want some windows on my freighter but don't want to corrupt the save lmao
@lime mesa get exosolars beyond base building or Gumsks Gbase off of nexusmods
@raw loom can other players see modded content in multiplayer?
Those mods only bypass build restrictions like when it stop u from building on freighter, it doesn't add new models so yeah, everyone can see it
@lime mesa
@raw loom ah awesome. And you reckon it's safer to use those mods rather than simply turning restrictions off in the files?
Heard it's a little sp00ky haha. Thanks bro
and both of them use nexusmods so
Let's hope short range teleporters in my freighter don't break the game
can someone tell me what shopNumber and shopTier is current (as in the JSON file)?
is there a way to give yourself more material through mods? just got the game sorry if its a stupid question
absolutely none of those mods should even conflict with VR yet at least one of them is causing an issue
any ideas as to which one it could be?
Anything older than the release of Origins which affects a Global file
not one DUD modπ₯
Thats just mean. Ban.
I even told him, Lo2k, Exosolar, and Jasondude! He's new; he'll get there π
I haven't done any hex editing since D&D games in high school
Wouldn't even remember where to start!
I can do it, just don't really like doing it.
Ok. 32 minutes later, I got it edited. That was a clusterfuck. I edited the whole thing, then didn't save changes. Redid it, but after the fact, realized I didn't use a right type once. Redid it, packed it, fail. Realized I had temporarily named the file "305GCGAMEPLAYGLOBALS.GLOBAL.MBIN". Renamed it, packed it, fail. I put it in the wrong folder. Moved the file and done. LOL
This is right after I got foiled by disablemods again. I need to retire. Sad sad shit.
This is why hex editing is bad for you, kids π
@steel crypt Did you try the MinMeteors and MaxMeteors in METADATA\SIMULATION\SOLARSYSTEM\WEATHER\WEATHERHAZARDS.MBIN and WEATHEREFFECTS.MBIN?
Min - 10 million. Max - 11 million. Speed and size 20x normal party hard
I wonder if it would be possible to add an altimeter somewhere
I saw something the other day that was like height to display coordinates. Could maybe lower that
If only I remember where I saw it
Well, they've given us water depth, so I figured it be a natural extension of that just in the other direction
https://github.com/monkeyman192/MBINCompiler/releases/tag/v3.05.0-pre1
MBINCompiler has been updated
ngl, wouldn't mind some help getting into this side of the game
sadly my brain hates learning through videos and only retains info through instruction
if you want to add mods to your game, start here: https://www.nexusmods.com/nomanssky
make sure you create backups of your save first
Is there a mod to increase the amount of aggressive animals (predators) to something like Beyond state?
https://www.nexusmods.com/nomanssky/mods/1631?tab=files
Does that work for freighters too? I can't find any info.
I don't see anything else in the file that would control freighter class weightings, so I would guess so
is there any MUST HAVE mods?
@covert yew
https://www.nexusmods.com/nomanssky/mods/1680 VERY useful if you need your freighter, but your friend- ahh, it's self-explanatory.
Iβve just seen the trailer for next generation, will you be able to transfer data between Xbox 1 and ps5? It doesnβt really specify if you can do that in the patch notes
Anyone know how to find my nms save through save editor? cant find it.
You need to give it an offering
...
your save files will be located in the appdata folder under hellogames
is it even possible to mod the gamepass version of nms on pc?
is it even possible to mod the gamepass version of nms on pc?
@frigid prawn It might be, files are local just need to figure out how to bypass the encryption
does anyone happen to know for sure if the "RealtyIndex" in the games code corresponds to the galaxy a person is in?
Yes it does
No problem. It's base 0, not 1, so subtract 1 from the normal galaxy list numbers you see.
yeah i saw that while in euclid its 0
@frigid prawn modding on GamePass: https://www.nexusmods.com/nomanssky/mods/1751
I've seen two reports that it does indeed work as advertised
is there a good save editing tool that still works?
Anyone know of any mods that decrease the brightness of lights. Everything needs a bit toned down. If not any idea how easy it might be to make a mod doing this? Never tried it, but figured I would give it a shot if nothing exists.
.... do you mean the glare of lights?
The newest on nexus cuts the bloom if thats similar to what you have in mind
Yeah, it's like extra bloom is just blinding
I'll have to check it out and see then. Thank you.
I love the bloom but someone who agrees with you did in fact make that mod recently
https://www.nexusmods.com/nomanssky/mods/1752
That wont affect lens flares tho
It's a lot better with that mod. Thank you! Might still see if I can do my own mod with just reduced bloom though as I feel it needs at least some.
There's also a line in gameplay globals that affects all lights' brightness, so you could tweak that down a touch.
@lime mesa Did you ever get that black living ship code? I'm tweaking color values of mine through the save editor and it's being difficult.
@hushed bronze Hey, would you be willing to talk with me for a minute?
@real jackal Probably best to just ask your question now so he can answer when he sees it, if he sees it
@surreal dawn You can't get straight black. The belly will be at best a sort of dark cream
Sometimes you can hack together a better response with 0.01, but not sure if that applies here
And it will depend a lot on what model you are editing, too. I've had the best luck with a hammerhead for black
Not with the coloring, nope. I tried that. π
All white is easier to get, had good luck with the egg shaped one for that
Now I'm trying to see if it's possible to remove a Base Computer reference from my Teleporter options by looking at the BaseBuildingObjects sections of my save JSON file.
Yes, you can do that. But teleport endpoints is what you want
That helps, actually. I delete it there to get rid of the endpoint, and I can use the coords in that segement to remove it from the BBO section.
Yepppers. Also, if you ever move a base computer, you'll probably have a duplicate teleport endpoint to remove in that section
Which type of object is it under BBO?
It should be under persistentplayerbases probably. BBO is for objects outside a base radius
Just find the right one, ctrl+a, delete, and it should be good
Though you probably knew that π
π
Not sure if this is an intended feature of GBase, but it seems i can build base parts/structures without an actual base
Yes, that's intended, if you really want to π
There are some pieces that are blocked, that need to be in a base to function (and that cause me to get complaints)
would those happen to be doors?
I haven't checked doors, but snapping doesn't work outside a base, so you're kind of limited
that makes sense
I don't know why people would want to do that, but I figure let them π
its nice being able to just plop down a marine shelter to get out of a storm instead of hiding underground
For sure, I did that a lot!
I know sandworms can be rare and many like them but has anyone so far figured out if they could be disabled?
I'd have to look. I don't think I've seen where the spawn chance is
Oh yeah, it's just in creatureglobals
Try that
@night plover
Thx
I'm not sure it will work. I'm testing a little. Let me know what you see
Do modders get access to the entire game? In other words are they able to modify the engine, or add new objects and seriously alter the procedural generation?
To rephrase my question, could modders create 'the next generation update'? @supple wadi any idea?
No, there's a lot we don't have access to, and we definitely couldn't do 3.1
@trim wharf
No, there's a lot we don't have access to, and we definitely couldn't do 3.1
@vale iron I find this incredibly interesting, as I understand that maybe you don't have the same gui tools needed to modify the files (the ones used by developers, as maybe in house engine), I thought since the game is out, all of the files are there by default for the world to plunder and export to 3rd party programmes for modification.
Monkeyman and wbertro do a lot of reverse engineering of the exe to get us access to some stuff with an automatic compiler, and some do straight hex editing, but we can't get into the actual exe to make changes
Monkeyman and wbertro do a lot of reverse engineering of the exe to get us access to some stuff with an automatic compiler, and some do straight hex editing, but we can't get into the actual exe to make changes
@vale iron If you could get into the exe, what are some of the theoretic possibilities that open up?
Does 3.1 become more achievable?
No idea. I'm not that well versed, but definitely a lot more
No idea. I'm not that well versed, but definitely a lot more
@vale iron That's interesting. So for example, the PC enhancements that are coming with 3.1, do you think it is more than what the Fine LOD mod could achieve?
I think so, yes, but I'm just guessing
@vale iron Can a mod cause issues with parts of the game that it is not connected with? For example I use the Fine LOD mod but since i have been having strange issues such as ui not showing when I point to objects on planets, or even my beam not firing when in my vehicle
I remove the mod and it works fine
All it was suppose to do was increase the draw distance
but seems to potentially have adverse effects across the game
Is there a mod for disabling the guidance popups?
(or rather: I assume there is but I'm searching for the wrong terms for it)
god, don't I wish
"Is there a way to disable the guidance popup" has been an oft-requested and frequently-googled feature that HG hasn't seen fit to grant for years, the only way to even temporarily disable them is if you've progressed the artemis plot to the end and select that quest as a "dead" quest-- and even then it'll randomly decide that you actually want to track your base computer or a random recipe instead
@silver ore I usually just set it to the new discovery tracker
I forget the actual mission name explore something or other
I'm moving from PS4 to PC and figured I'd take advantage of mods to fix the minor QoL complaints I've had for the last 400 hours of playtime, I appreciate the suggestion though
Ah lol still in ps4 world not sure why I checked in here but saw your comment.
@trim wharf You seem to be asking us to make a mod that is the upcoming vanilla game. That would be both an insane amount of work, and meaningless since its coming out in two weeks anyway...
We just need a dummy Mission to select named "Freeroam" or something that has no actual mission objectives π
I mean even that doesn't disable the "helpful" tutorial tips at the 400 hour mark about what buttons to press to use your pulse engine
I'm low key stunned something doesn't exist already
oh wait nevermind found it, "Hide All Notifications", apparently nexusmods doesn't search mod descriptions
@trim wharf for something like fine LOD, yeah I can see that happening, especially if you use the Ultra version. It actually edits several things.
@silver ore I've seen several people work on this type of issue, but haven't seen any mods out of it. I might did into it next week, if no one else speaks up
The one I found seems to do the trick for what I want, with a last updated of September. There's been a fair few of them floating around, the trick is that they just don't seem to get updated with any frequency, and they hide all guidance tips, which I guess not everyone wants
Yeah, that was one of the complaints I heard pretty frequently was that it was really hard to differentiate between all the different types of tips
I tried making one that disabled specific tips and it was a mess of mission file stuff and many other things. No joke, a lot of work.
wasn't worth the work for me.
and I have put some insane time/work into mods.
That says a lot
@hushed bronze Would you be willing to teach me how to do some simple modding? I've tried watching tutorials and it makes my autism go "FUCKA YOU"
@real jackal Try https://discord.gg/22ZAU9H
@trim wharf You seem to be asking us to make a mod that is the upcoming vanilla game. That would be both an insane amount of work, and meaningless since its coming out in two weeks anyway...
@hushed bronze not asking you that, no point. I was just curious if the mod could have been done without HG doing it for us. But as Gumsk said, itβs changing a lot more than what modders have access too.
anyone got an up to date exocraft speed mod?
@raw loom It's not released, but this should work
@vale iron do you have a mod taht allows more than 3 pieces of tech in each inv
@raw loom look at GGame. You can get just the tech stacking or all the changes together.
anyone else experiencing game crashes with mods on the latest patch?
You downloaded the wrong game. mods never cause crashes
what are the best level of detail and draw distance mods for the windows 10 version?
Fine LOD
anyone got mod that allows building small prefabs on freighter, Gbase and BBB both do not
Yes GBase does
If it's not working, I would guess there's a conflict, like with fine LOD
Anyone know of a mod to change the colour/visibility of the ship graticule, I am finding it very hard to see
Hmm should be possible. I'll look later
I was also wondering if it is possible and/or already done to add the prefab sqaure foundation to the building parts menu?
Yes, those ones are available both to buy and in your build menu, but in the prefabs you also have a round and square foundation that you can buy, but only the round one shows up in the build menu. It has been a bug for 4 years acording to google searches. I have reported it again, but I saw that people are making mods that can move items from one part of the build menus to another. Which made me think the menus are configured not hard codeded, which then made me think that if some clever person can find the menu then they could add the square foundation.
well
sorting things differently can be done with a mod for sure; the way i get them to show up in the vanilla game is by unlocking them in the small prefab tree shown above; if they're unlocked in the large prefab tree, they won't unlock/show in the build menu anywhere.
that's the bug.
They are diffrent items, the Cuboid Room Foundation Strut Quad in the save file is known as ^CUBEFOUND4, but the one that is missing from the menu is for the prefab Square Room and is called Foundation Strut Qaud and is ^FOUNDLEG4. I think the bug is ^FOUNDLEG4 is not in the menu, or that there is something wrong in its definition that makes it fail to display.
Crazy idea: It is somehow possible for a mod to be created that allows you to place (friendly) turrets just like the ones found in the derelict freighter?
For base decoration
||Or shooting sentinels lol||
isn't there a trigger for them to fire?
The laser field triggers them, no matter who you are
can't that be set to off for default? no idea, i am not experienced with modding
if you're willing to do so, and have any updates, please let me know. thanks.
Considering the extremely low audience, I'm probalby not going to spend any time on it
do you have any guess which file would need modifying? might take a look into it myself.
will do. thanks, and have a good night
are there working mods for removing weather overlays and aerial zoom? looks like my previous ones broke at some point and weren't updated since
i looked for a while for games or applications i could use to test reshading configs, as i don't have a powerful pc, constantly having to relaunch nms to check new changes wasted time. vkbasalt, the reshading program that i use, doesn't have the ability to reload configs while in game, so i searched for alternatives that would allow me faster testing of my changes. i even tried vkquake, but that doesn't really give a proper testing ground. i ended up using basemark's experience mode, which runs a animation on vulkan, allowing for quicker testing in between actual in game tests.
does anyone know of other vulkan supporting programs of the sort i could look into?
also, sorry if this isn't the right place to ask, i'll understand if it's not
Anyone know a mod that enables controller support for VR?
.
@hushed bronze the little black dots (right side of the picture) - this was at sunset, fwiw
Just gonna toss this in here for those saying the game is too easy...lol
https://www.nexusmods.com/nomanssky/mods/1757
I'd appreciate any feedback, mod is in super-beta stages as I'm trying to streamline and balance the difficulty, but it's going well, and the published version makes derelicts quite a bit harder, I recommend bringing a friend.
Any mod to make a ship look like ships from starfleet?
has anyone played around w "CharacterCustomizationData" or "Outfits" in the Save Editor?
i'd like to try out some non-vanilla appearance modifications, but don't know where to start
Anyone know a mod that enables xbox controller support for VR? Please @ me if you do
anyone know which version of MBINCompiler I need to use to fix this?
nvm, i wasnt using the latest version
so i'm guessing HG changed how the group limit for tech upgrades is calculated
in GCGAMEPLAYGLOBALS.GLOBAL.EXML
changing <Property name="MaxNumSameGroupTech" value="3" /> no longer works
perhaps they use another variable to define this limit?
It works, I use it myself. You probably have a mod conflict somewhere
And what do you want to do in the character customization data?
hmm, thats the only mod i have
@vale iron what value do u use?
for character customization, i'd like to make my character tall and skinny (slenderman like) and possibly try out any glitched/broken textures
@gusty zenith GGame is set to 48. For charactercustomization the overall size is the main scale entry at the bottom. The scale under ^BODYSHAPE would be used to get yourself skinny, but I remember someone saying it's not linear and seems to jump around a lot, so you just have to experiment. I'm not sure on replacing textures.
@vale iron r u putting lua and exml in ur pak files?
i'm just putting the mbin in there, maybe thats y its not working
I use AMUMSS, so I just give it the LUA and it does everything for me. If you're doing it manually, you definitely don't need a LUA in the .PAK, I think you just need the MBIN like you are doing
I don't use AMUMSS. You just need to modify the mbin.
originally i was using a prepackaged mod, but there is a slight difference in the EXML file, so i will retry doing it manually and see if it fixes it
does the tech group limit apply to jetpack mods as well? thats the only one i tested and i was still overloading w 3
Yes, to any of them
yep, that fixed it
@vale iron so it possible to modify player scale w/o changing jetpack size, or to just change jetpack size seperately?
i want to make him bigger, but keep the jetpack the previous size, or smaller if possible
and i noticed player scale does not affect 1st person camera height, i wonder if other players will see the modified scale?
Yes, they see the modified scale, or at least they used to. I think there is a scale setting for the backpack as well, isn't there? I'd have to look. And yes, the camera is one problem with resizing
Hmm, nothing for the jetpack. Maybe try changing the body scale instead of the main scale
yeah i dont think there is too much u can do with bodyscale, it seems 0.5 is the thinnest
and going higher or lower just makes u thicker
not a whole lot of range of size
anyone know of a working mod to increase rewards/scanning units etc?
yeah theres a mod on nexusmods that makes all installed modules max, works for the reward scan
oh it got updated?
I dont even remember the name now
ah found it: https://www.nexusmods.com/nomanssky/mods/1191
oh that one doesn't work since it hasnt been updated in over a year
@left sentinel@dapper zenith u could also modify the upgrade overload limit, and stack more scanner upgrades
the published mod for this is broken rn, but i can send u my version
i would appreciate it if you had one. i'm not looking to game break, just increase my income so i'm not always farmin for cash haha
is there a currently working quick scan mod? I see a lot on nexus but they're all abandoned/outdated
I have a quick scan mod that allows you to just left click to scan. Its not published - and im on mobile right now but when I get home tonight I can send you it.
@scenic rampart
thanks
So, I found an annoying issue with a couple base parts - specifically the biodomes and how they connect to foundations. Really annoys me that the foundation clips through the floor and covers up the swirling water. Would I be able to fix it through making a mod?
Lookup GGame and you can get all those parts you want
Butt Why
We're adults.
haha. noice
@vale iron have u considered changing the space battle times so that u get a freighter battle every warp (1min, 1warp) and make it so its ez to switch between battle-spam version and a non-battle version?
i feel like ppl want space battles when they're looking for their ideal capital freighter, but once they have it, they dont want space battles anymore
i feel like ppl want space battles when they're looking for their ideal capital freighter, but once they have it, they dont want space battles anymore
@gusty zenith
"Changed freighter battle frequency to 1 hour and 3 warps"
But Why?
@gusty zenith
Well I see it two ways:
- For starters it might make hunting freighter possible without reloading, just during normal gameplay.
- And the other thing (which I really do hope for) is that maybe they prepare ground for some major space battles expansion? Something to make space combat a viable way to progress through the game?
yeah idk, i mean everyone has their own philosophy to how they want to play the game
i just feel like space battles r kinda a one-and-done kinda thing
if u have 2 mods that modify different parts of the global.exml file, does the higher prio file completely overwrite the lower one?
Hey guys, anyone know how to delete a base via a save editor/JSON editor? A base computer has despawned (So no access to the UI) but left the icon and it's build radius.
Go to PersistentPlayerBases, find the correct number (name is at the bottom of the entry), select all, delete, exit, save, save. @lime mesa
No problem at all
hey guys, I came here from a thread from steam where a guy wanted to obtain the 3d model files of the starships, I want to do the same thing just for the helmets, for personal stuff ofc, can anyone help me out?
Is there a mod to increase the load speed and render distance? (When im flying, it takes a loooooong time for things to register)
try this
hey guys, I came here from a thread from steam where a guy wanted to obtain the 3d model files of the starships, I want to do the same thing just for the helmets, for personal stuff ofc, can anyone help me out?
@past cairn Let me know if anyone can help
anyone have a mod that removes the stacking stuff from scanners?
Any mods that let you place a custom marker using coordinates?
Hey, I've downloaded all the mods that I'm interested in, but I'm not sure if it's a good idea to throw them all into AMUMSS and merge them straight away. Should I do that or 1st paste all the mods by themselves (it's 46 mods in total, so some may not be compatible with one another)
You're downloading .PAK files or .LUA files?
Some have lua, some have pak, some have both π
You want LUA for any that have that. Put all the LUA in your Modscript folder and all your PAK in your MODS folder. Run buildmod and check for conflicts in your MODS folder. That will tell you what is conflicting. The mods with LUAs will very very rarely conflict with each other in any meaningful way
Once you know what .PAK files are conflicting, follow the rules for creating a patch for a .PAK file
Thank you very much for your help @vale iron 
No problem π
One of the mods (Colorless Inventory 3.1 and Multi Pass 3.4) has a folder inside called "TEXTURES", but there is no info where to copy the folder in the txt file. Anyone know where to copy it, since NMS' directory doesn't have such folder?
There is a textures folder
How far can someone go with modding tools? Can the UI be modded?
I'm asking because I feel that the game desperately needs more search/query/preview options, namely:
- View the ship layouts that are in current system.
- Access all tech trees whenever You want to see what You know and what You don't.
- Search for certain system/planet by resource, by glitch, by planet type, etc.
- Many others, all UI-related.
But these aren't just UI-related, there isn't anything in the game that allows you to search a planet by resource for example, or ships layouts in a certain system so all of these have to be added. Someone would have to find a way to detect 18 quintillion planets and all of their resources and create a search bar for said function. It's just not really plausible - If all we were adding was a search bar UI, yeah that's probably fine, however I can't think of a current way to search for a specified material. If you want to search the planets you have discovered that is more plausible, but even then unless all of the information such as resources is stored in an array somewhere I don't see a way to implement a search on those to find a specific parameter.
@vale iron which property value in globals exml controls refiner speed?
i just want to speed up all refiners(large,medium, personal) by a factor of 2-4x
i assume its one or more of these ?
<Property name="RefinerProductsMadeInTime" value="2" />
<Property name="RefinerSubsMadeInTime" value="250" />
<Property name="RefinerProductsMadeInTimeSurvival" value="1" />
<Property name="RefinerSubsMadeInTimeSurvival" value="100" />
https://nomansskymods.com/mods/fastrefiner/ @gusty zenith ?
Hello guys, this mod allows to speed up 10x or 100x the refiner. If you have installed "my Hyperstack mod", the refiner could crash and give as "objects to be refined" = 0. To solve, you need to split the items you want to refine into smaller groups. If you like the mod, leave...

@balmy willow i know how to make my own mods, i want to control the value myself, i just need to know which value to change
Ah, ok. Its the 1st one
according to that link, the globals exml is the correct file
i guess i just need to play around w the refiner properties to see exactly what they do
i'm guessing the 2 w survival in the name only affect survival/peramadeath modes
what does the "subsmadeintime" value change?
@gusty zenith Those are the correct settings. Products and substances are different classes of items, so they have different settings
ahh i see, so substance would be like carbon, and product would be di-jelly right?
Correct
But these aren't just UI-related, there isn't anything in the game that allows you to search a planet by resource for example, or ships layouts in a certain system so all of these have to be added. Someone would have to find a way to detect 18 quintillion planets and all of their resources and create a search bar for said function. It's just not really plausible - If all we were adding was a search bar UI, yeah that's probably fine, however I can't think of a current way to search for a specified material. If you want to search the planets you have discovered that is more plausible, but even then unless all of the information such as resources is stored in an array somewhere I don't see a way to implement a search on those to find a specific parameter.
@mortal hamlet Only from the ones You discovered mate. Which are all stored in Your bloody savegame... And all of that is already available in Your Discoveries TAB, You just have to look through dozens of Discovered systems manually which a pain in the backside.
Hell, even "sort by" in Your discoveries would be enough with sorting by resource added to the list. Search by name there also would be usefull. Having only 9 systems on the screen at the same time is an an insane limitation, scrolling through all that to find the system You need at the moment is beyond stupid.
So Yeah, just the UI.
As cool as that would be for a modder to get working this would be a hard coded type of change which means it's not possible for us to do
π’
As Starnomaly said, hard coded type deal.
However, I think you missed my point. I understand you are referring to only ones you've discovered, however that data isn't being stored in any accessible place, if it was, I would just be able to make a UI interact with an array and we would be done. However, that is not the case, and it would take a lot more than a UI to implement, so no, it isn't just a UI that would have to be made. That is assuming it's even possible - which as previously said by me, and Star, it isn't.
Surely it isn't just a UI though.
The nearby planets with particular stuff may actually be... kinda possible... but not in the way you think.
It wouldn't be through a UI element, but by creating a series of custom scan events which find them. The game has a system for this... See https://monkeyman192.github.io/MBINCompiler/classes/gc/GcScanEventData/ and https://monkeyman192.github.io/MBINCompiler/classes/gc/GcScanEventSolarSystemLookup/
You'd create a series of custom scan event entries in the scan event table then create an object which has interactions which reward this particular scan event
Also the benefit of this is that it would be added to a place to go on your galaxy map i think! haha
anyway, everything else isn't possible and this is the closest you'd get for this idea
(adding new UI data elements isn't really possible due to how HG passes the data to the UI (they do it from with the exe by passing the info, rather than from the UI pulling the info))
That's actually super interesting, thank you very much for that!
(adding new UI data elements isn't really possible due to how HG passes the data to the UI (they do it from with the exe by passing the info, rather than from the UI pulling the info))
@mortal hamlet
Yes I can confirm at least that much - back when I did UI mods, THere were cases where I would take a line, say Username, and try to relocate it from left panel to right using the same output function, but it would fail, because the functions for UI info really act as receivers and not requesters.
So in short, you will not likely be able to inject any new information into the UI, just reformat the display, really
@fringe igloo IDK wtf that even is but just your description alone makes that sound like the plague. You should avoid it like one
And yea chage your passwords n stuff
@hushed bronze Thanks for the confirmation and example - seems like most UI things would be a real pain to try and implement
If you want to make new data show up - No chance
Rearranging and re-styling though, you can do quite a lot of that @mortal hamlet
https://www.nexusmods.com/nomanssky/mods/1093
BTW that mod almost certainly doesnt work right now but the pics will show what I am talking about
sounds good lol, thanks!
I'd love a mod that makes the new little pod houses stand out boldly so you can more easily find them.
I dont think drop pods are worth it I'd rather upgrade my inventory at space stations and anomalies
but thats just me
drop pods promote exploration
Can also act as a slightly more challenging way of upgrading yourself. Instead of hopping from station to station spending some units you have to go search for them out in the wild
how do mods work in multiplayer?
Anything that affects terrain generation will make planets different for you than other players.
Anything that is cosmetic or QoL will appear one way to you and a different way to others.
Anything that changes how you move will appear the same to other players.
You are not blocked from multiplayer for using mods.
awesome. c: my friends and I were thinking about checking out some qol stuff
do you have a link?
And here's mine: https://www.nexusmods.com/nomanssky/mods/1541
Thanks!
No problem
Hi, is there any up-to-date mod that removes scanlines? Wanted to make some screenshots, but those lines just make the scene look worse
yeah, let me look what I use for that
There's an option to remove it now actually, in the game menu
I forgot for a second
But Clean Analysis Visor by RogerHN is good, too
Wow, didn't expect that I wont even have to download a mod to get rid of those pesky scanlines π
Thank you very much @vale iron π
No problem
Hey @vale iron do you know of a mod or a tool that is like a recipe browser.. where you can look up all the recipes an item can be used for quickly?
I know there is a NMS assistant phone app, but no idea what all is on it
ahh ok. Thanks
I bet there are recipes on NMS wiki
There are, but it's not as quick and easy as my friend is wanting.
Apparently the app is amazing and does exactly what she wanted! Thanks for the suggestion @vale iron β€οΈ
Awesome! Glad to hear it
Just setup my first little farm with mineral extractors and the shake is already killing me. Really makes me not feel well. Gonna go snag your mod to remove it. o:
Are there any mods that increase the capacity of a supply depot?
Yeah I think I do that with GBase 2x or 10x. I'll check when I get home @placid aurora
does anyone here use mods to stack more than 6 jetpack upgrades?
i'm having an issue using 12 jetpack upgrades, where the slight boost dropoff is increased so much that my char basically falls back to the ground after 2-3 sec of constant boosting
i'm not sure if this is caused by an integer overflow of the boost value, or just how the initial boost dropoff effect stacks w more upgrades
here's an image to help demonstrate the issue
and this is the specific module i am stacking
Well if possible, eliminate that dropoff outright. Its always been stupid anyway
Oh wait I thought you were making mods not using sry
posting this here
can i delete every *.DDS file under Hello Games/NMS/st_76561198084066624/cache? steam cloud redownloaded these after i reinstalled the game earlier today, and some of those files are like from 2019.
wiki says they're textures and stuff, directdrawing surface, and that they're related to directx? game runs on vulkan, does vulkan also use these?
Its just the last time they were edited was 2019. Ive downloaded applications that have files last edited in like 2002. Dont worry about trying to redownload them
Unless I'm misunderstanding what you're trying to do
they're quite small, 22KB each, no issue there, is just that steam cloud seems to think it should keep these in sync
i guess i'm forced to stop cloud syncing
i want to stop it from syncing these dds files, but it seems that i can't
it's not much, but it's 8MB of wasted cloud space
π
thanks anyway
i just didn't expect to see texture files created in 2019 being uploaded to steam cloud
I wonder if this works in the current version of the game? https://www.nexusmods.com/nomanssky/mods/1536
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because you need to COLLECT them, not get them magically in your inventory
You theoretically could go and edit a JSON file and set this part of the quest to the next stage, however, I think it would be easier to collect them
Like in the first few quests when you need to collect copper, you cant just be given copper, you need to collect it
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wdym
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I've never done the living ship quest, so I'm not sure what you are referring to; but how is it glitching?
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planet coords work like this
northmost point is 90, xx
southmost point is -90, xx
travelling east increases the second number
travelling west decreses it
once u hit 180 = -180 for second number
so if u travel east, once u hit 180, it goes down to -180 and keeps counting up
just focus on one number at a time at first,
then u will learn how to travel in a straight line to match up both numbers
make sure u r in first person in ur ship to makes things ez
if u dont see x/y (lat/long) in ur ship HUD trying leaving the atmosphere and returning back while staying in 1st person
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navigating to planet positions via coordinates is kinda its own mini-game
it's a lil tricky at first, but fun once u have the basics down
If you need to skip collection or the timers in the save editor, you have to do it with raw JSON. To edit quest progress, set your active quest to the living ship quest in-game then save. Load up save editor and go to Edit Raw JSON. Look at CurrentMissionID to get the ID of that quest. Now go to \MissionProgress and search for that ID (search defaults to case sensitive). Step Progress up one at a time and test until you get the state you need.
Don't go too far forward or you could skip a step that gives you necessary recipes or items
but i would recommend u try completing the quest using coordinates 1st, since this knowledge is useful for other aspects of the game
Yeah, it is better to do it naturally, but I know a few different steps on that quest chain sometimes bug out for people
for instance, if u want to find a crashed ship or other noteworthy item that is shared via coord exchange, u need to know how to find locations via latitude/longitude
anyone happen to know what exactly editing these values does?
like obviously its on the tin but i set them both to around 70 and can't see anything crazy happening
Its possible they do nothing
its also possible they are internally bounded and will be capped at 1 or -1 (as examples) by the exe
in onther words, you set seventy but its reset to a max of 1 instead possible
But the game has loads of meaningless and/or unused variables laying around all over the place so its possible they are entirely not connected to anything
hm
@tidal sky also isn't there a in-game setting that alters animation smoothness? perhaps changes are only noticeable when the in-game setting is really high or low?
modding NMS is pretty easy to do manually, so vortex isn't really worth it
@lime mesa
making sure your mods are updated is the most tedious part, but you usually only have to check whenever a new game update drops
Anyone knows if there is a mod changing resources needed for glass cuboid room? I have no idea why would it use silver instead of ferrite
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@round sinew those DDS files you were asking about are the thumbnails of regions (on planets) you've discovered. The new discovery UI may not even use them? I don't remember.
thanks @heavy merlin
is it possible to do anything with placing NPCs without them being t-posed? i know that there are a lot of current expansions to the things you can build and such so I was just curious! lemme know if its a stupid idea π
does anyone know of any mods which remove clouds entirely? i would really appreacieate that
ok
Is there an updated mod that stops pause on alt-tab?
Cause i want to do other stuff when i hyper drive
Hey does anyone know how to fix this on xbox?
I have two copies of my life support tanks jet packs and hazard protection
@lament folio no there isn't
@vernal mist you can try the nomnom save editor, as it can get cloud saves to an extent
@lament folio This will make the game not lose focus, I'm probably not uploading it to Nexus so just PM me when an update comes out and I'll update it. If you have multiple monitors you can just switch to another one and use those. If you only have one and you want to watch youtube lets say, as you warp around; you will have to use hold Alt and press Tab to open the 'task switcher' and select Google chrome (you can use your mouse to click it). This is assuming you are on Windows.
I've done minimal testing with it, but it worked for the 15 seconds I was testing it. Let me know if you encounter any problems with it.
@mortal hamlet I'm not able to open the file
im currently running vanilla on steam is the mods folder included?
@lament folio https://nomanssky.gamepedia.com/Mods
The game has built-in mod support, however you will have to create the mods folder. Right click No Mans Sky on steam, select properties > Local Files > Browse Local Files > GAMEDATA > PCBANKS
- Rename the files called DISABLEMODS.txt to something else
- Create a folder called MODS and drag the .pak in
or click what Exosolar linked and ignore my message lmao, thank you Exo
NP :)
Its a link shortcut I have on my desktop that I often drop in mod page .zips
How does changing my system with a save editor work?
Where would I load into?
Space?
it won't put you into space
? It doesn't put you anywhere.
It puts you exactly where you were
When you go into the save editor and gives yourself lets say 10,000 Gold and then save changes. You just reload your last save (whatever save you edited on the Save Editor) and it'll reload you wherever that was and you'll have your stuff
@mortal hamlet he mentioned changing the system of his current location
Oh sorry - Thanks. Totally skipped over that, my bad. Erm yeah it probably puts you in space wherever you would normally warp into that system from, and uses your primary vehicle - but that' just a guess.
It totally will put you into space. If you aren't sure where you are going to end up, make sure you change SoawnStateData LastKnownPlayerState to InShip
It depends if it's an automatic 'change location' function or if you're editing the JSON to manually move
i would assume that it's automatic but it could potentially be manual
i don't know why he would be editing the json instead of using a save editor, though
I do it all the time if not going to specific coordinates. I was just galaxy hopping earlier tonight.
all mods work in multiplayer
all mods work in multiplayer
Wow, really? that really like a cheats
But i searching for mods that can improve my FPS to
yes, some sad bastards use mods to cheat
like, BRUH
That was so dangerous, mods in NMS literally can tweaks its gameplay
You can murder ppls even their PVP setting is turned off
Or become invincible in PVP session
There's possibility for that
Its been done, yes
Fortunately the modders are not jackass enough to post such mods publicly so extreme cheat mods like that are uncommon
I mean if someone messes with you in MP you can just block them right?
IDK, nobody has ever random'ed into my game before
i have it set that they wont know where i am or be able to interact with my stuff
@hoary drum Just set up a mod that lopsides the damage so bad that even without cheating against non-players, you still erase other players with ease. That way when they raid you looking for an easy kill, you just delete them without ever being in danger π
There actually is a file that sets up the MP PvP damage multipliers in many different comparisons like ship vs person, mech vs. ship
Just go like "10000". "0" lol
it might even cause a desync where they think they killed you with normal damage configs but then you just shoot them anyway
I tried to make it so that you could interact with the grave of a player... It didn't work haha
Howdy, I am working on fixing a busted save in my game. Anyone familiar with the PersistentPlayerBases and the VisitedSystems areas of the save file?
(Not sure #nms-modding is the right place, but yall know more details about NMS than most)
I am, at least very with the bases
VisitedSystems I can figure out
What do you need @wanton heath
Well, my game glitched and apparently wiped out some of my Discovered Systems. I have 366 bases, and some of them now think they are in undiscovered systems. If I revisit the base, it repopulates it as Discovered.
If I am too far away from those bases though, Galactic Map crashes.
(If close enough, it seems to find them in the "nearby" cache)
So, I'm trying to shorten the process of revisiting by finding which bases are in "undiscovered".
I was afraid of that. (I've been poking it with a stick and feared that was so.)
Yeah, I just copied the address from one of my bases and it's not in the visited systems. Maybe it only stores recent ones. Hold on
No, definitely different
I was trying to find the join between VisitedSystems (seems capped at 512, so may not be right place) and PersistentUserBases
It's not even a straight hex to decimal conversion π¦
There is not enough detail in VisitedSystems also... Is Discovered something else?
I bet the GalacticAddress has galaxy encoded in it too.
Man, so many vars used for such similar stuff.
Yeah, looking some more, hate this addressing system
I seem to be in exocraft now, where GA is "Location"
... now I'm in some kind of discovery stuff, but for Animals?
@wanton heath Im gonna tell you flat out that you overloaded it and that this bug is unlikely to be fixable, but If someone can fix it, I hope they do π
Well, my save files used to be over 8Mb, and after this glitch it was a bit under 8Mb... so I'm hoping it did not lose too much data.
HG never foresaw that someone might like their game enough to play it that much XD
But my options are a) revisit 366 bases
b) delete bases until Galactic Map works again
Since they are all uploaded they might download again...
Just to be clear, you're not in one of the core phantom systems are you?
Revisitng probably wouldnt even help, it would still be an excessive number
Just like the act of visiting a base magically "discovers" the system again.
No, it has been working.
They go from undiscovered to discovered.
He mightve been shoved into one when his bases achieved great enough total mass to reach Fusion
@vale iron regular old Euclid
I've even run into one of the inactive Hub worlds in my galactic empire.
(I have a bubble about 2000 ly across where Galactic Map works)
Yeah My game rediscovers systems rolled over the back too but I only have like 10 bases, (and over a thousand systems discovered) which usually display correct discovery info when the server catches up
Are the Discovered Systems buried in there with Animals and Flora and such?
Yeah, all mixed together it looks like
(I found an area like that)
I went through a time where I was trying to discover all of the stars (and planets!) in a full star region. Got about halfway before the discovery list just could not deal with it anymore
I was probing in various directions from my empire area (where I stayed for 4 years) when I hit this bug.
NMS lets me know when I am too far from my bases in "forgotten" territory.
crash
So, perhaps I overloaded the same way. NMS release notes indicated they fixed bugs for folks with large save files recently... But, who knows if this is fixable in retrospect.
(It should be able to detect the missing data and repopulate, I would hope)
If Next Generation does not fix it, I will report it again.
Yeah, I was just thinking maybe wait until later today and see if that helps
If not, maybe try backing up the save and clearing your visited systems completely, just to see what happens
The sun'll come out tomorrow! Tomorrow!
Is VisitedSystems always and only 512 entries? Because I thought I visited many more than that.
Not sure. it might be only saving the most recent 512
Since that number would be quite a coincidence
Then down in DiscoveryData-v1 it keeps everything? But not organized XD
Being the last thing in the file, of course that is what would get damaged.
I'm not sure how that works, other than the enqueued part
Yeah, that would be where it stores stuff when discovery services is offline
Available would be things you haven't named but could
And record would be everything you've encountered
To make things even more fun, it seems to use two different schemes for the addresses in the same slots, so both hexadecimal and decimal appear for UA in the Record section
bases do the same
I thought so, as I was flying by. But I was tracking one specific base address (turned out to be my Prime where I did so many many missions XD)
Maybe Euclid uses the hex system and other galaxies use the decimal system? I'm just guessing from what I see in my bases
Somewhere I've seen a decoder. The wiki?
I mean, that breaks down the bits as to what they address.
And mentioned 4 digits encoding the galaxy (seems a lot)
So I don't know how we can access our bases in multiple galaxies unless something somewhere encodes it.
Likewise, the planet number has to be encoded, etc.
Yeah, seems it has to be in there. I'm looking for that breakdown now
This is strange, doesn't match up with the 16 digit addressing related to portal addresses and signal booster coordinates
Has to have more in it. (Both are limited to within-galaxy)
Like I have one base that I know is in system 22 of 0,0,0 in 255 (Odyalutai), but the address is 4528884099842048, which doesn't have any of those numbers in it
Why on Earth would they do that?
It isn't really; it is just undocumented (obfuscatory by its very nature)
Convert to Little-Endian Hexadecimal using EBCIDIC characters under a full moon, it is perfectly clear, I'm sure...
Now I'm really curious. I want to go visit some of these bases and check my player location to see if anything matches up, maybe on the hex version addresses
Can always get the Signal Booster address for the general vicinity.
"In the game, the x, y and z (called VoxelX,VoxelY and VoxelZ) coordinates, together with the SolarSystemIndex, are internally referred to as GalacticAddress."
Right, but that's not lining up. I don't think that's the same for UA
But I'm finding GalacticAddress and UA that match
(Which would make sense: it needs a pan-galactic solution to addressing)
Sorry, I mean for the addressing in the file, I don't think the portal code breakdown is the same
Portal Addresses are a subset (Stripping out the galaxy part)
Otherwise there should be a 22 in that address for that one base
Plus, that is hexadecimal and this 16 digit one is decimal
The hex version looks like 12 digits
but PortalDecoder wants manual entry of Portal Number (for the planet) plus 16 hex digits...
Ah, not all possible combinations work...
Because as it says on the label, it is for portal decoding after all.
Ok, the 12 digit hex converted to decimal is 16 digits, at least for this one address
Yah, and if you convert a decimal to hex (I'm working the other direction) the Portal Decoder is silently unhappy about it.
(I think because it encodes the planet and PD does not want it)
But would need the bitmap documented to work through which encodes what.
Ok, using that known address, converting from decimal to hex gets me much closer: 1016FF00000000. Galaxy is FF, voxels are all 0
I don't know where the system 22 comes in, but it's something
Maybe there aren't 22 systems and it just put me at the highest one, 16. I should go check
Oh, wait... I'm not looking close enough. I'm missing digits (compared to a Signal Scanner value)
Probably leading 0s
Going to go to this base and make sure I have the right address
Not that this is going to help you at all probably, but I'm curious π
Yah, if you get anywhere DM me (I'll do likewise if I do)
Oh, duh, 22 is 16 in hex
Almost got it
can anybody help me with what parts of a ship/freighter seed change what features? which control color, which control which parts, etc?
No, it hasn't been reverse engineered
or am i just blindly throwing spaghetti at the wall, hoping for a piece to stick?
It's not a straight conversion like that, sadly
alright, well... is there a better collection of seeds with pictures than nmsseeds.club? not that I dont appreciate the selection there, but was kinda hoping for a larger archive
Theres a discord seedbank but I dont have the link for it @frozen herald
found it, just needed to know to look for it. thanks
https://nomansseeds.com/ <- jackpot
Anyone knows of a mod, that allows you to place more than one of each storage units in a base? I'd like to have a storage vault with all 10, but then also second storage, that I use for plant stuff, in my farming room, one with materials in my refining room etc.
Hey guys is there a mod that increases the render distance of buildings and flora? I hoped the new update would do it but the new update did nothing really besides shortening the warp time and increasing the load time if you load your save
@wraith sun It's probably possible to remove the limit of being able to only place 1 of each - However that isn't 100% cause I haven't checked. However if you want the new ones you place to have separate inventories, I don't believe that's possible.
Or do you just want to be able to place Storage 0-9 in a storage vault, and then place #6 again in the farming room?
Nah, I'm happy to have them have the same stuff in them, I'm just tired of running from farming room to my vault room to deposit mats every time
ah
I'll look into removing the build limit of 1 per base, it's possible with certain items however I'm unsure how the storage crates work. I'll Ping you if I figure something out
Love you man, you are the best π«
Found that, but it hasn't been updated for a long time, and also has stuff in it that I wouldn't want
no worries lol
If that mod has it, it's possible. I suppose they could have removed the ability to do so and hard-coded it, but I don't see why they would ever spend the time to do that lol. I'll make up a mod for it, however I will have to wait for the MBINCompiler to be updated
Does nomnom support no mans sky base builder?
I'm not totally sure if it does, the name of the mod would suggest so tho
My guess why they've limited the number of same storage containers is so that new players wouldn't think their game is bugged when they place 2x #0 container, and both having same things inside
You can have 2nd copy of the same container on a freighter, so why not in base, can't think of a software limitation for that
GBase allows that @wraith sun and it might have even survived the update
@wraith sun Beyond Base Building used to do it. The guys managing the mod now may have removed it tho and I wouldnt know
lol
is gdoors getting a update
nothing is getting an update ever again
@vale iron so it looks like a recent update broke tech overload limit changes in global .exml
i guess we just have to extract and modify the updated file
also, i discovered w jetpack mods, once ur initial boost bonus reaches ~80% (ignoring adjacency bonuses) that's when the initial boost stall starts to exponential grow in duration
so keeping ur max initial boost bonus around 70% seems to be the best compromise to prevent urself from becoming a frog
So like, what values would I use if I was gonna make TheFrogMod.
cause that sounds exciting
Is there a mod that allows unlimited storage containers? Also what about so that it makes it so that storage containers aren't linked between bases?
Most Basebuilding enhancement mods, such as GBase allow Unlimited Storage Containers - However they add much more outside of that as well, so if you only want Unlimited Storage Containers, that doesn't exist. I could create that for you if that is something you'd like though. GBase is great, if you are good with the other changes. https://www.nexusmods.com/nomanssky/mods/1369
I could be wrong - but I do not believe it's possible to separate the link between bases
@mortal hamlet when u stack too many jetpack upgrade modules that give an initial boost bonus, the jetpack gets a lil wonky, and that lil stall that happens after u've been boosting for a second or 2, basically gets exagerated and forces u to land every time
@mortal hamlet thanks for the quick reply mate I'll check out Gbase and I'll let you know, thanks so much for the offer! Come to think of it, if I can get unlimited containers then having them linked won't matter at all really
@vagrant hare Sorry - I totally misinterpreted what you meant by unlimited. Someone asked the same question earlier using the terminology of unlimited and they were referring to being able to place more than 1 at a base. You can place 0-9 at your base and if you try to place it again it says there is a limit. GBase, and most base-building enhancement mods remove that limitation.
As for having MORE crates to store your stuff, I don't believe that is possible at all; but again I could be wrong.
@ornate oracle You mean the door re-skins? Yeah, but it will take me a little bit of time. I need the compiler updated and then I have to go through and remake all those individual skins. Same thing for Jetpack Trails, Ship Trails, and Engine Glow
is there a mod to like
automatically snap extractor placement
it's the most frustrating thing to do it manually and try to make it look nice
@vale iron nvm, there may have been an update, but the globals . exml wasn't changed, my DISABLEMODS.txt file just got reset
@mortal hamlet in that case, can you make it for me? π
@vagrant hare Make a mod for what exactly? For just being able to place multiple of the same storage crates to remove the placement limit? Sure
If you want unlimited storage crates with different inventories, that just isn't possible afaik.
@vagrant hare Make a mod for what exactly? For just being able to place multiple of the same storage crates to remove the placement limit? Sure
If you want unlimited storage crates with different inventories, that just isn't possible afaik.
@mortal hamlet unlimited storage crates - but that's okay I understand, thanks for the offer π
you seem to be able to find the random stasis device in abandoned buildings more often with multiplayer disabled...
i started this save with mp disabled and ive already found 2
@vale iron Did you reverse engineer fantastic beasts? It regularly caused 10m creatures so maybe that author figured out how to modify some sort of overall cap?
@hushed bronze No I didn't look at anything else, just searched for big to see if anything else was around. I'll look at Fantastic Beasts, thanks.
Yeah, GCam isn't going to work π
Good news is the compiler work seems to be going really quickly this time. monkeyman and wbertro are doing awesomely
You'll need to add that to the JSON in your missions
@vale iron i know this is an ancient message
but could you specify?
like
if i havent finished every mission yet, should i still add it to the end?
and what would that look like?
Oh good, because I have no idea what that was about :)
does anyone know the special ids of the xbox pre order cosmetics?
oh shit
rayrod actually fixed the water thing
finally after these painful 2 years the water level stays at fixed position
Yep
i've heard the name rayrod before, but what mod is that in?
googling: could it be "multi-verse"?
You've got that right lol
is there a mod that removes ALL camera shakes?
ive been looking at mods at nexus and most of the camera shake mods ive been seeing are mostly on specific stuff like mineral extractors or switching camera mode
@nimble bay I believe this is the one you'd want https://www.nexusmods.com/nomanssky/mods/1617
thanks @hoary drum 
π
it's probably out-of-date; should wait for an update
Always worth trying though
okays
I'm sure it'll work - however GCCAMERAGLOBALS.GLOBAL.MBIN had changes via update 3.10; so you're going to be missing anything new. IE new properties, or changed values.
Do you want all shaking disabled, or only for certain things? @nimble bay
Updated for 3.10 - Just removes shake, won't do all the fancy features of Gumsk's camera mod; so if you like those features that mod seems to be updated for 3.10 so that should work too @nimble bay
thanks
tyler 
does anyone know if gameplayglobals was affected by 3.10?
it was not @gusty zenith
All new and changed files from 3.10.
702 new files
48,881 files changed
@round sinew he was a huge deal in Modding for a long time but he's also a little crazy so he ends up in confrontational situations all the time which gets him in trouble with other modders
He also always tries to mod way too many things which is also problematic for obvi reasons, and also he has been mostly into Dreams for the last year and change
So he hasnt even really been active for NMS for a good while now
He has actually
He's been working on MV Pre-Alpha 1.2 for quite a while now and it's nearly ready
Yea he's been fighting with his classic problem where he is slower than the real updates so they set him back over and over XD
Nah it's more like he finds a large amount of changes and additions he can make so he focuses on those (which takes time). He has software that auto updates his content to match with the current version
Yeah. I still find it very interesting to see being developed. And the results so far are stunning
thanks for the info, @hushed bronze , @hoary drum
π
never installed a single mod to nms so im completely ignorant to whats out there.
Is there a mod that can sort my storage with a single button
Im thinking kinda like wow inventory sorters, maybe theres some other solutions to inventory solved with mods that is recommended
i don't know of any mod that adds automatic inventory sorting.
I highly doubt inventory sorting is possible through normal NMS Modding; and if is it would probably be done alphabetically and then you would end up with all your modules sorted and lose your adjacency bonuses
Are you on PC? @lime mesa
Not sure about NomNom, but other save editors you just launch them up. NomNom probably comes with extra stuff that you can ignore because its compatible with consoles
was mostly thinking for storage containers
hate when its just a bunch of stacks that could easily be merged, or its all over the place :p
how do i use a save editor?
what is the simplest way to unlock all 48 inv slots for my exocraft?
is it possible w a single exml edit?
@gusty zenith Probably save editor
so the inv slots r locked for exocraft in the GUI, do u know how to unlock them via JSON?
i guess this mod solves the issue just by editting the inventorytable.mbin
Any recomended general and graphics mods?
Any opinions on this mod? https://www.nexusmods.com/nomanssky/mods/797?tab=posts
Seems it could do alot of good, but also mess alot of things up.
@round sinew he linked the water mod on his twitter earlier today
@copper parrot BPG isn't updated to 3.1 yet so your options are either Project Valkyrie or No mans sky odyssey with just the planet generation portion. I really like project valkyrie but I haven't played the other mod I heard from someone that its good though
@storm bronze are they very good? and do they effect actual game play?
Say make it harder to find a resource due to poor generation
and do you have any opinon on this mod ? https://www.nexusmods.com/nomanssky/mods/1181?tab=files
That mod you just sent is pretty old and probably doesn't work anymore. There's a mod called "Fine Lod" that was really good because it increased draw distance and stuff, but when next generation released, it didn't really help after that. However you can still download the "lite" version and itll fix the popping in of textures around your character
yeah, i use that as a FIX for popin
im trying to find something that renders graphics from further away
and any graphicly pleasing mods
I'm testing NMS odyssey terrain right now. I've only been to 2 planets but overall it seems more tame than Valkyrie but its alright. It doesn't make the gameplay too much harder if at all, but it definitely improves terrain. Valkyrie in its current state (its WIP) makes the early gameplay much harder. I think they might fix it in the future, but at the beginning its very rare to find sodium and oxygen plants. I would strongly recommend downloading the "Longer Hazard Protection and Life Support" module from this mod: https://www.nexusmods.com/nomanssky/mods/1721 if you're going to play valkyrie. It seems to make caves rarer too I think so its pretty hard at the very start. However the terrain and variety is awesome and I really like it. So far I like it better than Odyssey terrain but I haven't played much odyssey at all.
I'm not sure you're going to find anything for further draw distances at the moment but i could be wrong. Maybe in the future the finelod guy will make a finer lod or something.
There's two reshade presets that I know improve graphics, there are more but IDK if they are good, and these two are regarded as good:
if you use the first one you have to download reshade 4.5.3.757
Eventually I'm going to make a modding tutorial/suggestion guide on reddit hopefully
Better Planet Generation looks good too but IDK how long itll take him to update that and I haven't tried it yet. Also there was a mod that added more colors to the game but that's also not up to date right now
ah thanks
ill try out the OLD draw distance mod see if it makes a diff or works
worth a shot
No go, infinite load screen lul
I genuinely like building bases now that I'm using the blender plugin
Big ambitions and little knowledge/ability was what limited me
But with the stuff you can do in there im determined to make something i actually like
@round sinew Thanks, I'll fix that
Got around to updating my mods today. I dont know how you guys with over 30 mods etc keep up.
Also, anyone looking for an updated stack mod, Ive fixed mine so the limit is no longer 9999. https://www.nexusmods.com/nomanssky/mods/1655?tab=description&BH=0
If any one has one, id love a mod that makes things load from further away
say grass loads from 3x the distance and others things do to
do the race icon items corrupt your save if in your inventory?
hey whats the best mod manager for nms?
@lament folio from my limited experiance you dont need a mod manager
just drag and drop π
just make a folder called Mods, delete the disablemods.txt, and sort them in there
higher files take priority
@lament folio I also recommend doing it manually, but if you need to use a manager, Vortex is the most common and useful probably.
@wet shell What race icon items? And no, no items that I know of will corrupt your save
@copper parrot Try Fine LOD
i did, its not far enough x.x
@clever jewel Do you use LUA and AMUMSS? That's how I get through mine so quickly
That's the best you're likely to get
@wet shell What race icon items? And no, no items that I know of will corrupt your save
@vale iron nevermind, figured out they were actually obtainable, albeit via a glitch anyways
the duplicate reward items that a few people got given ages ago
when they handed in missions
like
for example
"GET UNITS"
and
"NANITES"
and
"MERCENARIES"
Get nanites, fuck batches
@vale iron Yeah i do, thanks π I cant imagine doing it all manually π
@mental shuttle yea shoot a pirate and read the numbers
Are the LUA files for GExo's Epic Challenge up to date? It says they were uploaded in July compared to the main files that were edited today.
Also is there a list of what files each part edits?
@long turtle The short answer is yes, I can go in-depth on how it all works if you'd like.
I'd love to hear if you want. I thought I'd come and ask before trying to compile a thingy and find out they're outdated. I'm not really sure how LUA's work but I did manage to not break my game last time I had to update my mods n compile a few so I think I'm off to a good start 
@long turtle Mods in NMS are made almost exclusively by editing pre-existing values. You can add in your own values and textures for new items - but that's a completely different topic. If I want to make it so the game never loses focus, so you can alt-tab and your refiners still work; it's literally 1 value changed from False to True. I go to GCDEBUGGLOBALS.GLOBAL.MBIN
I find AlwaysHaveFocus and I set the default value of False --> True
I could simply edit the EXML to change that value, and re-compile that EXML and we would be done; the mod is created. However, let's say an update rolls out, for example 3.10 and the GCDEBUGGLOBALS.GLOBAL.MBIN file was updated - which it was via 3.10. We now have to manually go into our EXML and add in all of the new, or changed lines. The right way to do it would be to write-down all the changes for your mod beforehand, when you initially create it and just use a new Vanilla EXML and re-change all those values. Either way - sounds like a lot of work.
This is where AMUMSS comes into play; which uses Lua's to automate this entire process. AMUMSS uses PSARC to decompress the game .PAK's into MBIN's, and then the MBINCompiler to make MBIN's to EXML's. Then it uses the Lua we have created to apply those changes to the EXML's, and turns them back into MBIN's; and packs them into a .pak we can use for our Mod.
You don't have to use AMUMSS, but when an update rolls around, as long as your game is updated, and the MBINCompiler is updated you just run your Lua through AMUMSS again, and you have an updated mod. If some of the values your mod changes are adjusted in some way, or renamed - yes, the Lua will not be updated and will not work, however I've yet to see that happen and I've never seen a name changed. I have seen values changed.
For example someone made a 10x refiner mod by making the value .1 instead of 1.
Now the value by default is 5, so they have a 50x fast refiners mod.
These types of things will happen, however I'd say most values are probably fine unless you see a reason to change it. That's why GExo's Lua was last edited months ago, but the .PAK or MBIN's say there were last edited today; because they were compiled and uploaded today.
I'm sure my rambles here were super confusing - so let me know if you have any questions lol
Oh I understand!
So to use the LUAs I don't need to have the PAK's at all because I'd be making my own there right?
When making a PAK can I just dump like. Every LUA I have into one or do I need to seperate it by files edited. So like, only LUAs that edit playerglobals as one PAK for example.
Also I'd like to clarify - this is my understanding of AMUMSS, but I could be entirely off I suppose.
Yeah you don't need any .PAK's except the games - The game has a bunch of .PAK's in the PCBANKS folder that we rely on, that is where all the MBIN's come from; they are in those .PAK's, among other types of files for models and what not.
Yes, you can just dump all of your Lua's into one .pak, including ones that edit the same files, or different files. I'm sure GExo's edits multiple EXML's
oh thank god. last month when I was doing my luas I was sure i messed it up and was like. saving mods into folders based on what files they edited and it got messy.
well thank you very much!
You're very welcome!
th downside to wanting to mod ur game into oblivion is making everything work together
i remember the time i managed to make the game think planets were like
5 different sets of colours
so in discoveries they had one set, on the planet it was another, in space they were just neon
it was. not fun.
neon is fun tho
neon's sky
neon is fun but it was a little too neon
Hey. Has anyone made a mod that disables the exosuit voice?
(Exosuit) Volume. Low
@long turtle everything @mortal hamlet said is correct, but I wanted to add two things. First, you can take any PAK that was made with AMUMSS and pull out the LUA that was used. Just put that PAK in the MODSCRIPT folder and run BUILDMOD. And it will extract the LUA and the modified EXMLs.
Second I regularly upload all the LUAs I use as one big ZIP file in the GMods page. Those two reasons are why I don't upload individual LUA files anymore and why I moved the existing ones to old versions
And the challenge LUAs have been updated some since July
Are there any multiplayer compatible mods?
almost all mods are multiplayer compatible
So, question about modding for NMS: Is there a capability to add things rather than just change existing?
@slender pebble You can add new things, yes. There are lots of mods that add in new building items or decorations
Adding models is relatively easy. Static props are very easy, anything animated is either difficult for simple animations or impossible for more complex animations (think animal animations)
"Complex animations" being a communication between bones and joints in a model rig and the exe's instructions mediationg between that and dynamically positioned terrain, probably
and "simple animations" being the classic fully baked into the model file itself
well I mean how it interacts with the environment is down to the IK info which is in fact in the mbins, so that's not the issue so much as actually just being able to export the damn things haha
so even a simple skinned animation isn't possible
by simple animations I mean ones with no skinning/mesh binding with bones
Hello everyone. I have a quick NMS modding question. Hope someone can help me. Forgive me if this was asked recently. I am trying to find and edit the "Ship out of range" value within the 'GCGAMEPLAYGLOBALS.GLOBAL' file. But I do not know what it is called. I would like to increase this range so that I may access my starship's inventory further away. Any help on this value is greatly appreciated. Thank you.
Update: I did locate the value for "Ship out of range" distance. It is 'ShipInteractRadius', default is 50. I changed it to 20,000 and it seems to work. π
oh im gonna do that when i get to play normal playthrough
Indeed. It helps so much - 50m is not far enough when roaming and gathering π
i mean i finished and got all on S rank on my survival save
except freighter, that thing can kiss my ass i aint reloading a save for 4 hours ever again
you gotta build the teleport reciever
it increases it, by some
Anyone aware of a mod to let you teleport to your freighter?
I think I read about a save manager once... Does it still exist?

