#nms-modding
1 messages · Page 192 of 1
What is a save game manager supposed to do?
I would like to automate backups.
A script would probably be simpler.
Honestly, I'm afraid of multiplayer.
#go-live-1 message
That message might be of help
Otherwise there are a few online; but I haven't tested any of them, and I have no idea if they work.
Here's one:
https://www.nexusmods.com/nomanssky/mods/815?tab=posts
Why are you afraid of multiplayer?
Why are you afraid of multiplayer?
@mortal hamlet
Can multiplayer corrupts my saves? Can other players inject corrupted codes in my save or my inventory?
Are there any ways to prevent that from happening, assuming it can happen.
whoa that's a big script, https://www.nexusmods.com/nomanssky/mods/815?tab=posts
I suppose I don't know enough to tell you for sure that it CAN'T happen; however I can say that I've never seen it happen - I've never even heard any theories about how it might be possible. The most people are gonna do, is when you go to the Anomaly they are gonna toss random shit in your inventory. This is due to a duping method (I believe) so sometimes you may get random items that you can either return, or delete.
The only time I've ever heard of a save being corrupted was via Update 3.10 this past November 10th; and I'm unsure how solid that information was. Outside of that, I've never heard any mention of it, and the one time I did it was due to an update, not multiplayer.
I wouldn't worry too much about Multiplayer; more about what mods you download. Nothing will corrupt your save, however if you get a mod to increase inventory size from 10,000 to 20,000 and then you remove the mod or it breaks via Update; obviously all your stack sizes go back down to 10,000 and you lose half your items. Things like this will happen if you use those types of mods. Again; as for multiplayer though I wouldn't be too worried.
Yeah I noticed that script was pretty huge - That one from Weasel I've used before, I'd say use that one if you had a choice. You could also manually backup saves by simply dragging the NMS Folder from %AppData% onto your desktop every so often; although I suppose you want it to be automated.
I'll probably make my own batch file which initiates a backup when I launch the ".bat" file.
I'm too lazy to read the batch file, because I don't know all the commands and I would prefer to understand them first. 😅
thanks
@primal bane @tardy glade https://www.nexusmods.com/nomanssky/mods/1769
@round scaffold Don't think that's possible - if it is there aren't any mods available for it.
aw that's too bad. thanks for checking
does anyone have any idea on a way i could do this?
im planning on making a slot 2 version of my slot 1 save
and making thgat slot 2 save permadeath
when i tried just copying my normal mode, renaming it to 3 and 4 (INCLUDING MF_SAVES) and then changing their version then pasting them into the save game directory it made that save restart itself instead of caryying my data
the time was just a -
@mortal hamlet U finally replaced a mod I abandoned XD
It broke every single update, drove me crazy, wasn't impactful enough for that pain, lol
What mod, the BetterShipTeleportModuleRange? I haven't had it break yet, via Halloween or 3.10 lol. Was it just needing to be recompiled? Or was it full on breaking with value/propertyname changes? lol @hushed bronze
Its not even posted anymore, but I used to call it the Super Ship Teleporter, and I would also increase the build cost of the device
Its just a recompile usually but its still annoying to me lol
Increasing the build cost is a pretty good idea; to keep it balanced
For sure haha, I get it
Does anyone know how to unpack no mans sky mods and to modify them? Do they have encryption? Do they use their own most of the time or do they use the same one as the main game or something?
To unpack someone elses mods?
Yes
Thx
https://www.nexusmods.com/nomanssky/mods/957
@mortal hamlet So I installed it and read the instructions but i cant seem to find exactly how to open a mod file? It seem there are already files inside of the script folder?
@summer pulsar Inside of ModScriptCollections? Yes, those are files you can edit and do what you'd like with.
Throw the .pak inside of the ModScript folder, and run BUILDMOD.bat, answer yes or no to a couple questions (If you are unpacking it, press no to rebuild mod) and then look for the unpacked mod under UNPACKED_DECOMPILED_PAKS
Thank you i will try that
no worries, let me know if you're having any trouble
so i did that and this is what it unpacked im not sure if you will know any thing about this specific mod but they might be similar when unpacked?
oh
wait
i cant put images
ill just put the folder and file namse
gimme a sec
EXMLFILES_PAK (Folder) EXTRACTED_PAK (Folder) REPORT_SpeedIncrease-LessFuel-FastScan-Vehicles60 (Txt File) SpeedIncrease-LessFuel-FastScan-Vehicles60 (Lua File) SpeedIncrease-LessFuel-FastScan-Vehicles60 (Pak File)
sorry if its written wierd
That's written super weird, it's okay though lol. Can you send me the Nexus page? I'll unpack it
thank you gimme a sec
What i was trying to do is lower the boost of the mech so its not just infinite and make it turn faster and walk faster
maybe also take off the quicker scans and less fuel consumption
So its just affecting the movement
Okay so when you unpack it, it should give you something like that.
The EXMLKFILES_PAK section will contain the DeCompiled EXML's that were used. While the EXTRACTED_PAK section will contain the MBIN's; the Lua; and anything else that the PAK was compiled with. If there were any custom models or anything else in the MODSCRIPTS or FilesToInclude folder, it'll be in the EXTRACTED_PAK section.
You don't have to worry about EITHER of those folders, if you want to tweak the mod and not add in new things. This Mod Creator build their Mod using Lua. So if you just open up that Lua file you will see all of the adjusted values.
You can then adjust those values to your liking, save the Lua file; put it back into the ModScripts folder and run the BuildMod.bat file.
So open the lua, adjust it, and then put it back in mod script
Yup, pretty much. Although I don't see a listing in here for MechSpeed. This is probably because the mech gets very hard to control when you turn up the speed
and not to sound stupid but what do you open the lua with?😅
and i dont want to make it tooo fast just some. Is it if you change it at all it gets crazy or is it if you make it like 5 times speed or something crazy
Any text editor you'd like. You can use the regular Windows notepad although lots of people seem to use Notepad++. I personally use VSCode, but I've been using that for quite some time, so it was just my go-to.
n++ has a load of nice features specific to coding, compared to basic-ass notepad
Definitely use N++ over Notepad; yeah.
Also its easily installed and easily replaces anything notepad might be used for without drawback
so if i wanted to add mech speed increase how would i go about doing this?
Not entirely sure, I haven't done enough testing with it. You can play around with it. I'm going to list out all of the default original speeds, the Lua that file gave you is incorrect, it claims they are all 18 for top speed and 15 for underwater. (They are comments for reference, but still they are incorrect) That may have been true at one point, but not currently. Last time I checked - these were the speeds. For compactness I'm listing a
Name, TopSpeedForward , UnderwaterEngineMaxSpeed
BIKE, 18, 10
MED_BUGGY, 16, 8
TRUCK, 12, 8
WHEELEDBIKE, 19, 8
HOVERCRAFT, 15, 15
SUBMARINE, 15, 15
MECH, 2, 2
{ ["SPECIAL_KEY_WORDS"] = {"Name","MECH"}, ["VALUE_CHANGE_TABLE"] = { {"TopSpeedForward", "18"}, -- Original Value = 2 {"UnderwaterEngineMaxSpeed", "14"}, -- Original Value = 2 } },
If you want to add the Mech to the SpeedIncrease-LessFuel-FastScan-Vehicles60.lua file, the way I would recommend going about it would be going to line 87; pressing enter after the comma and copy and pasting what I listed above.
Although I just tried it, and the formatting is awfully weird because of how discord seems to format spaces. So here's a Lua that has it added in the exact same space I talked about. You do need to adjust the values, 18 is far to high.
ok Thank you so much for the help i will do that
jw how do to setup the mods is there a tool or some thing?
@umbral sinew You want to install mods?
ya
You are on steam?
ya
Go to Steam > Right Click No Mans Sky > Properties > Local Files > Browse Local Files
GAMEDATA > PCBANKS
- Delete or rename the file DISABLEMODS.txt
- Create a folder called
MODS
Download mods from somewhere like Nexus, and drag the .pak the mod provides into the MODS folder. Start up your game, and you're good to go.
https://www.nexusmods.com/nomanssky
I think that depends on what type of modding you want to do to your game. Just Quality of Life stuff? Graphics overhauls? Mods that make the game easier? Mods that make the game harder?
It for sure depends;
However I think most people can benefit from a mod like InstantTextDisplay, ShipHover, ExocraftBetterCam, possibly a base-building mod. Again this depends on what you are willing to Mod though.
Some of those ones I've mentioned are outdated on Nexus - although I've updated them for my own use, if you are interested in them.
Um looking back at the lua i cant find the turn radius value? 😕 I used ctrl+f to search for "turn" and only jetpack turn rate came up?
Is that the same as normal turn rate?
@umbral sinew https://www.nexusmods.com/nomanssky/mods/1677
That is Instant Text Display; when you talk to NPC's it speeds up how quickly the chat appears so you can just left click to skip it all much quicker than normal. Very useful when feeding Chronus for example.
ShipHover; Allows you to hover on land with your StarShip, this is outdated on Nexus but I'll send you my updated version.
@summer pulsar Are you 100% sure the mod affects regular turn radius?
it says better turn radius
just want to add to what Tyler said about installing mods. when downloading mods, it's common for modders to mention which files of the game does the mod actually modify. keeping that in mind, two mods that do modifications to the same file might conflict, or one of them doesn't show up in game because due to mod load order, it's being overwritten by the other mod.
ok ty
@umbral sinew There are lots of QualityOfLife Mods on Nexus - I've made a few, I'm sure there are plenty others outside of mine. I've updated this mod: https://www.nexusmods.com/nomanssky/mods/1753
It decreases the time to 5minutes between BaseComputerMissions, by default it's like 5 hours. Quite nice for new players to get through those archive quests.
One that people also seem to like, and I like for QoL is Better range for accessing the starship. Kind of cheaty I guess; but here it is if it's your thing. https://www.nexusmods.com/nomanssky/mods/1769
https://www.nexusmods.com/nomanssky/mods/1779
This is one I just made yesterday for QuickSilver. That's the ingame currency for cosmetics and decorations. By default it's 250 per day. 1 mission per day, 250 per mission. You need over 125k Quicksilver to get everything, which would take you over 16 months. This makes it 1000 per mission; so 1000 per day pulling it down to just over 4 months. I'm planning on making more versions as well. Totally kinda cheaty - but it's quicksilver, and all cosmetic/decoration items, so more QoL than anything else IMO.
This next one is another common mod - I updated this because it broke during 3.10 and the Mod Creator didn't update it. I haven't had any issues with it, but others have reported severe issues regarding the swapping of Freighter colors - although iirc that is a vanilla bug.
This mod allows you to have multiple freighters per system; and like I said it supposedly causes issues but I haven't had any. I recommend it, I think it's very valuable to have your freighter at all times, but I'm sure others recommend against using it for its perceived problems.
https://www.nexusmods.com/nomanssky/mods/1778
@summer pulsar Where does it say Better turn radius?
thank you @mortal hamlet
no worries man
face palm. when i was reading the "better turn radius" i was looking at the wrong mod.
no worries lol
It's no worries
better turn radius?
Extract Lua from better turn radius mod, assuming it has one and copy and paste over Lua details pertaining to turn radius. If all it adds is turn radius then you can just plop both Lua's into the ModScripts folder and build-mod and it'll combine them for ya into a useable .pak.
if it doesn't have a lua, then we have to make one. Let me know if it doesn't.
thanks lemme see
@umbral sinew @summer pulsar @mortal hamlet check GMech mod. It's written in LUA and has speed increases. Just make sure you adjust the animation speeds along with the speed increases or it starts breaking animations. You can see it in the LUA file.
If you compare the normal and Macross versions, you can see how I did it with two different sets of values
just to confirm, to combine two mods put both lua files into modscript and then run it?
@vale iron
No you just make a folder and put both of them in it, then pack in a .zip and name it BADASS COMBO MOD 2000
Yes, both in modscript and run buildmod
thx
so umm
Everyone knows how slow these interactions tend to be with the mission board guy when returning missions
So has anyone yet made a mod that skips the big pause while they give the rewards?
I know there was one at one time but not sure if it got updated
wb
it should be fixed, just need to briefly test it
aaaaand, updated.

got to love when nearly EVERY UPDATE breaks no shake and the developers don't just make it an in game option

@dull pawn Glad you're feeling better Ryoku 🙂
thanks
OOOOO
experimenting with properties in the XML I made a much smaller working version of my mod that shouldn't ever break with updates UNLESS they add new parts to the shake table

.... wait nope... it's not compiling correctly

Are there any global super apeed mods?
Like
One that everyone can see
It should be as simple as editing the memory, right?
Maybe not even a mod
(For sprint)
If you move quickly everyone is going to be able to see that..period. Go on Nexus and search up "speed" I'm sure you'll find plenty that adjust speed.
Can someone tell me the current shopNumber & shopTier?
so if I have a mod with a .lua file, what do I do with the .lua file?
Oh, the mod implied it had a configuration? and the lua looks like a config file
oh, its there for AMUSS
weird that didn't come up on google at first
fml tonight
sorry
It's no problem. It can be confusing
missing stratos and dud's sky colors 😊
just saying nms isn't the same without them
😄
Stratos works tho
heh. i'm going to see myself out.
(i considered multiple times slamming it back in - didn't do it)
i thought mods had to be.. nevermind.
rushes and copies everything back in
does your glass fix mod still work @hushed bronze? I know it still works for cuboid stuff but IDK about the rest of the mod
Is there a mod that lets me teleport to my freighter from a teleporter?
@lament folio no
Hey everyone, how do you find out whick pak file a specific mbin is in?
or do we just extract all of them? lol
Use the pak explorer with AMUMSS
I'm looking at "Weapon_Laser_MiningBonus", under "Weapon_Laser" in "NMS_REALITY_GCTECHNOLOGYTABLE.MBIN"
no matter how I change it, from its default of 1 to 0.1 or 100, it doesn't seem to affect anything mining related
but if i change Weapon_Laser_Mining_Speed to below 1, it makes the mining laser tick for damage faster
is it possible that Weapon_Laser_MiningBonus doesnt actually do anything?
oh wait looks like the answer was here https://www.reddit.com/r/NoMansSkyMods/comments/j52oeb/mining_resources_mods/
YES! I made a mod to double mining speed and double resource harvest 🙂 I can finally enjoy the game lol
uh.. all resources? thats a bit overkill...
Make a mod to reduce those things to zero for an added challenge
Any mods that could make the ship reverse and or stand still in the air on planets?
yes. this should work: https://www.nexusmods.com/nomanssky/mods/1687?tab=posts
@round sinew I’m going to update things when I get some time. I’m still on version 3.05. I haven’t even had the time to update my NMS. Life is busy right now.
@steel crypt thanks for that update. i really wasn't trying to pressure or anything. in fact, i was patiently waiting.
hope it didn't come out wrong..
i know very little of modding, i didn't remember some files might not have been touched by an update and perhaps don't need updating
hello
i cannot install the gp version of the game
but i want my saves on steam version
how
There's no tool to move saves from one platform to another
Oof rip goodjob my waifu has lots of shit on steam version already
Hey @vale iron, how familiar are you with voxel positions and do you know if theres a way to translate them into "front end" coordinates?
Trying to figure out if a mod that converts all mission markers into planetary coordinate positions is possible at all or not.
(also, plz tell me if everything i just said is totally wrong lol)
Here's the conversion of galactic address to voxel coordinates:
That's just to addressing though, not the coordinates I think you want
I'm not sure exactly how those planetary coordinates are calculated, if they're tied to some other value somewhere
I would think the first step in figuring it out would be to find 0,0 on a planet and put a save beacon or base computer down, then check those coordinates in the save file
mucho gusto
ill give that a shot here shortly. thx again
Make sure you're not placing it within a base or the coordinates will be base computer relative, instead of planet center relative
Ok, saved at (0,0) local, checking the position now.
I did manage to find PlanetPositions, so I'm curious to see if that is at all relevant to my current system.
It appears to correspond pretty closely to my 0,0 point for the x and y (the z is obviously not lined up).
Do you know if the Z PlanetPosition voxel is an average between (0,0) and (90,180)?
i guess i can just test this but wasnt sure if it was already known or not
That's interesting to know that the x/y seem to lineup. I was worried they would be in system coordinates, not planetary. The z I would guess is going to be the distance from the core of the planet.
oh sorry, i did a poor job explaining that.
The saved position at (+0, +0) translated almost exactly to the planet position x and y (-194995, -61995) vs (-195000, -62000).
Im heading to the 90,180 now to see if it gives me the opposing z. I expect it would be as you mentioned, the core of the planet.
apologies if this isn't the right channel, i tried asking in nms-help but not much of a response, does anyone know if there's a save game editor for PC that can fix/reset a broken mission? been trying to get a mission back for the past few days and nothing has worked so far.
Whats the mission again? I think I might remember seeing you in help the other day
oh hey roarinflame, yeah that was me. it was the Atlas Path mission that disappeared, not allowing me to complete the heart of the sun thing
Right right! Did you end up going back to the station and seeing if it would recontinue the mission?
yep, tried doing in SP too
||it's the one with the ~12 pillars you have to interact with so you can put the heart of the sun in the big middle one||
cool, thats what i wanted to check haha
Lets head back over to #nms-questions so we dont clog up the feed here
@bkay201#1943 oh yeah dude I understand. I wish I had time. I can tell you that there is always a diff list of files on the mod discord that you can look at and see what files changed. You can then go to my nexus pages and look at the attached read me doc and see a list of all the files my mods use. Then you will know what is still good. I haven’t even looked at the diff list yet lol.
yeah, doing that now
found <#nms-modding message>, this should be the diff for 3.10, comparing to the list of files you mod
MODELS\PLANETS\BIOMES\UNDERWATER\LARGEPLANTS\LARGESTRANDS\LONGSTRANDS01_MAT.MATERIAL.MBIN MODELS\PLANETS\BIOMES\UNDERWATER\MEDIUMPLANTS\MEDIUMSEAPLANT\LONGSTRANDS01_MAT.MATERIAL.MBIN
if i didn't miss anything, there's two files in _MOD_DUD_UnderwaterColors_v2611 that have been changed
Typically Lo2k and Wbertro publish diff lists right when the updates drop. They are for slightly different purposes though
Material files all had their headers changed, but most didn't change in actual content, AFAIK
so i'll try running with the other ones 🙂
@vale iron can you tell me what scuttlers are?
@odd stag scuttlers are the creatures that come out of the egg sacks on derelict freighters. The little green blobs that shoot Acid.
@round sinew those long strand files are probably okay.
@mortal hamlet thanks tyler for the info!
I made a new combat mod that doesn't affect anything else than combat. Its also not as hard as other combat mods, but a bit harder than vanilla gameplay: https://www.nexusmods.com/nomanssky/mods/1788/
DUD'S SKY updated v3.10.1
https://www.nexusmods.com/nomanssky/mods/507
DUD'S SKY - COLORS updated v3.10.1
https://www.nexusmods.com/nomanssky/mods/968
A good modding tool for creating base’s, anyone can help ?
someone knows the current shopNumber & shopTier from the JSON files?
I made a very small mod that brings back the shop intro: https://www.nexusmods.com/nomanssky/mods/1789/
can anyone explain me how mbincompiler works
does anyone have any good suggestions for reducing the time it takes to load into the game to test mod changes
i want to play around with the jetpack values, but it takes me about 2min to completely load into the game, and i was hoping their might be a way to reduce that to save some time
AFAIK you can’t reduce it by much. Some milliseconds can be reduced by tweaking the debug global but it almost unnoticeable .
i assume if i reduce my graphics settings that might reduce the time a bit
I don’t know if it will have much of an effect. The only way I know for sure is more PC. If you have a bunch of ram you can make a ram drive for NMS or if you are loading from a HD like me, you could use a memory card or something that is faster to load it.
hey could one of you wizards mod the compass to show NSEW as well as the NW,SW,NE,SE ticks in between, please?
@vale iron was trying to do this. Don't know if it got done or not.
@frozen herald @steel crypt I looked at it a little bit but couldn't figure out how to make it work. If someone has an old mod that used to do this, I could RE it.
@odd stag I think we're at tier 38, level 2?
@vale iron i see no mods, current or ancient, that mod the compass
I have some new tricks, maybe I can use those to find it
Anyone know the DDS name of the North and South icons?
NM, I found it
No dice. I think it must be hardcoded. I couldn't find any locations mentioned for the icon DDS files
Okay, so could you make a DDS that is extra wide and contains....North and West to use for the North icon, and another really wide DDS for South and East to use for the South icon? Do you have any idea what I'm trying to say LoL?
probably not because it would not wrap right.
what file is it that has them?
@steel crypt I was thinking that as well, but yeah, probably wouldn't line up quite right. It's only mentioned in METADATA\UI\HUD\SCANNERICONS.MBIN and just to give it a name, no positioning data. @obsidian tree
Does there exists any inventory sort mod?
No and it's not possible as far as anyone knows
Not possible? As in its not possible to move items in the inventory?
you can always use a save editor to manage your inventories outside of the game
but there are no mods that add an automatic sorting mechanism
The only way to move item from index 1 to index 2 is only through save editor?
thank you Gumsk! I'm sorry that i have to ask again every several weeks, but i have no online version and need those numbers for the offline tutorial community 🙂
can anyone help me get a modded ship like the malenium falcon from starwars? if so can u dm me
or a xwing
if someone can do that for me that will be great
@rapid pine yeah it only updates each 20%, just wait it out
is there a mod that shows you the english name of an item in your inventory? i cant open my browser to google it because my game would lag hard
oh im in the wrong channel
is there a mod that removes the arbitrary limit on how many refiners you can place?
GBase probably does that?
@frozen herald
GBase and BBb should both do that
https://www.nexusmods.com/nomanssky/mods/1369
https://www.nexusmods.com/nomanssky/mods/1096
know how that's gonna affect my current bases? i have 2 close enough to one another that I fear the range extensions may make them clash. also, how does this affect uploading bases?
BBB is a bit more intense on removing basebuilding restrictions, GBase has some other features like lengthened powerlines.
Neither one adds unknown parts so they should both provide uploadable bases
I can't gaurantee that, but I dont think so. But even if it does, mods are removable 🙂
Boundaries are just a limit on you, they are not baked into the base data
ok, so here's what's stopping me from installing this mod
Its possible that uploaded bases with parts beyond the limit wont show up for visitors, but you would have to test for that
i have no idea how far apart these two bases are, but i'm worried increasing them both to 1000u will make them clash, as they are already placed.
how would i know if im having this problem, and would that affect the uploadability of the base i really dont want affected that way? here, maybe a screenshot will help
this picture was taken standing next to the base computer for the base on the ground. it has extractors as far away as 800u. the base you can see in your picture, i'm not sure how far it goes, but when i first put the computer down, i immediately put a walkway in one direction for 1000u, though i ended up not using all of that. is it still set out to 1000u? if so, i think i'd be okay installing the mod
but i know i'm more than 1000u from that base computer... it takes 24 seconds to hit the water after jumping off that base
i know it's so high up the base on the ground was able to use the same em hotspot
You can have to bases completely overlap, 1u from each other, and they still work fine.
The only noticeable effect is that if you are within the boundaries of more than one base, you get an option on the right showing what base you are building in, which you can change with middle mouse button. @frozen herald
noice
And items outside vanilla boundaries still show up in multiplayer. I tested a teleporter pair that went several thousand u
i'll probably install it, then...though ive pretty much sorted glitch building...
Yep that's another way around it :)
that mod will let me easily recolor already placed items, right?
Yes
sweet. im sold
It just takes the restriction off some items being able to be colored
Are there any mods doing a rework of the GUI?
Specifically getting a complete view of your inventory, instead of this ported eight items at a time, out of 100.
We have HUGE monitors, but only eight items to see, i.e. selecting items for the refiner.
and what's with all the different keyboard keys?
Why is (rightclick) not always return/close window, in every popup? (either be it TAB, ESC or right click) Make up your mind 🙂
Great game 🙂 I love it to a fault. But these ported GUI's, are a pain as windows gamer
The Apple Remote has four buttons, including Volume controls. Think about it 🙂
And of course the abundantly lack of sorting and text searching entirely...
What; keyboards just don't exists anymore?
this is my all time favourite mod
I do enjoy my water staying at same height despite the angle of camera
I do not mod but hey I really wish we could take off that suit and put on a 👙
Character customization would be cool.
that will be the next customization item in the quicksilver store
do you have a link to this mod?
there
thanks
It it easy to create my own decals or do I need like complex modding know-how
hoping ideally I can just drop images in a folder somewhere. lol
@round scaffold if you want to replace an existing decal and have it only show for people with the mod, it's not terribly difficult. If you want to add to the existing list (and still not show if people don't have the mod) it gets more complicated.
ah yeah I had some lofty ideas to make like an alphabet set
anybody know if there's a reshade project going for nms? I'm not so much interested in generating new worlds as I am just prettying up the graphics a bit
I think this one still works: https://www.nexusmods.com/nomanssky/mods/952
I tried it the other day and liked it but I had to turn the bloom down because there was a lot
there are other reshades too, not sure if they all still work
someone knows in what file i can change life support upgrades? I want to fix the "upgrade_0_stat_rare_desc" bug with a mod
Hello Everyone, I was hoping someone can point me in the right direction for getting models out of the mbin files. I've been able to extract the mbin files by using the NMS Mod Station. I've located the models, but I don't know what to do next. I've tried using the NMW Model Viewer 0.55, but it won't open the files, and I'm not even sure if that's the tool I need to get the 3d objects.
Does someone also know what property name i need to search in the "GCCameraGlobals.exml" to reduce the camera shake of the Pulse Spitter? Everything else is fine for me, except the pulse Spitter is abit heavy imo.
check out Rayrod, he's a great mod developer for the game
@odd stag all the upgrade modules are in the proceduraltechnology table. And there is a camera shake section in cameraglobals that lists every different type. I'd need to lookup the IDs on both
@gentle lion if you get into it very deep, you'll probably want to join the modding discord
@vale iron thanks. I found the camera shake thing, i needed to change the "explosionpainsh" values for the pulse spitter.
I also looked through the proceduraltechnology table, but i did not found something that helps me. Maybe you have an idea?
My problem is that sometimes upgrades don't show stats, but a variable like this: "upgrade_0_stat_rare_desc".
I wanted to look if theres somewhere a typo that i just need to change to get stats again.
So, never modded this game before, was told I have to delete a file and add stuff to a folder
the wiki link for notepad++ doesn't work, but trying to get the compilers....
but I'm not looking to make mods, just use them
@split brook it's pretty simple. delete game install folder/GAMEDATA/PCBANKS/DISABLEMODS.TXT , create game install folder/GAMEDATA/PCBANKS/MODS, and copy pak files (the mods) in there
not sure if you're familiar with the sims (3 or 4) but I spent days trying to figure out how to help my niece mod that game and yikes, it can be that simple? lol
and I don't delete, I just rename with an xx
doesn't really matter what you do with it, tbf; new updates usually recreate that file
i'll start: instant/fast actions, relight
instant text, oh hell yes please
instant/fast actions isn't instant text though, but instant text is available iirc
take a look at the nms section in nexusmods
sort by last updated
two mod creators you should consider, Gumsk and Lo2k
to create mods?
ah, yes,
Rayrod's the man!
gumsk is good mod maker yes
Do they do mods that allow you to recruit frigates without wanting to stab your eyes out?
Do you mean how tedious it is to fly to each one?
they reorient you each time you open channels and reposition you
also you'd figure they'd get together on the space station and list their stats instead of making you go door to door. I mean, you mastered FTL, but a resume is beyond you?
So two questions. Has anyone modded light floors to be light walls? And modded them to heat the area if you're not big on the enclosed base model?
I modded basic floors to be heaters, but haven't looked at light floors for it (I think). I'll look tomorrow. For walls, not sure exactly how to work that one.
here's a mod idea: make haulers useful by increasing their per-slot stack capacity by 50%
so, if it could normally hold 9999, make it so it can hold 14,999
rn, there's no reason to keep a hauler once you start expanding any s class ship
that sounds pretty good actually
haulers have cargo slots
maybe can't install technologies too? you need to put them in the tech inv?
Does anyone else get crashes when loading a save when Dark Warp mod is enabled?
Nvm got it
anyone know how i can connect teleporters in blender? there is button for electricity but no for tele no utube videos specificly :/
@clear cargo i was able to find this link https://www.nexusmods.com/nomanssky/mods/984?tab=posts&xid=17259%2C15700023%2C15700186%2C15700191%2C15700256%2C15700259
search the page for teleporter
oh i though that was just a generated name by the app..
did that help any? sorry if it didn't
nope
still doesnt work
power works ok if i select both of them it connects
tele gets placed at origin 0 0 0 always connecting nothing no matter what i select
i cnat find this 'item' tab to oxD
nifty
can i just exit to menu when editing a save or do i need to close the game
close game for better results
@steel crypt wrong channel go to #nms-photomode-gallery
@fallen warren These are pics of modded terrain. 👮🏻♂️
can someone using blender help me out
any new datamines?
is there a mod for that pulse drive auto aim? I installed one, called Better Pulse Drive Auto-Aim but it doesn't seem to work at all
It probably broke with the new update. I'll update the mod when I get home
@dawn haven
Ahaa, ok. Thank you 🙂
Alright I updated it @dawn haven https://www.nexusmods.com/nomanssky/mods/1792?tab=files
not sure what mod is causing this
already answered in #nms-questions , but just in case, this was due to instant actions 2.7, Lo2k fixed it with 2.8
Hmm, can i use vortex to manage my nms mods somehow?
I tried to add the exact mod folder into vortex and got some error..
FYI I got the giant ship icon as well, and I wasn't using Instant Actions, it looks like this problem can be caused by more mods. Even with just Vanilla Plus enabled I have this problem, and most combinations of UI mods.
@vale iron you around?
@frozen herald I'll be back home in about 20 minutes. What's up?
I was looking for your lua files, but I found them 🙂
@vale iron I made a GTech 310a Alien - Lite that only enables the 2 scanners and ship teleport modules for living ships and cut out everything else
Good job @frozen herald . Did you need help adding the enhanced range on the ship teleport?
nah, there was no conflict, i just didnt install it in the ship xD
your mod works fine with the increased range mod
Ok, wasn't sure if it was an increase to the base range or to the tech module. The latter would have conflicted
so far, i've modded your alien gtech to only have those 3 items, the exocraft speed increase mod for a 2x, since the slowest you could get already compiled was considerably faster than i wanted, and i'm still playing with the derelict freighter speed increase to find something that's not as soupy as default but still gives the atmostphere. right now, i'm at halfway between derelict speed and planet speed...we'll see how it goes
The most important change to me was increasing the derelict torch light a tiny bit
im okay with the lighting, personally
I'm on a laptop and if the sun is shining into the room, I literally can see nothing on freighters
That will make three of us then
Cyberpower PC from a couple of years ago, I forget the model. Getting off topic, I suppose, though 🙂
Yes
this is a Dell G7 7790, it's got a 9750H, 32GB dual channel 2666Mhz RAM (upgr. from 16), a 1TB 970 EVO (upgr. from 256GB oem and not very good samsung nvme), a 2TB SanDisk Ultra II (up from 5400rpm 1tb hdd), 17.3" 1080p@60hz IPS display and a 2060RTX (TU106M)
Well I suppose you don't have too much trouble running it then lol
nah, not really
only times i had any issues were when iw as running the mod that speeds up the mission times for living ship and when i was trying to run on my secondary display (bad hdmi cable)
This damned proximity lights project is driving me batty
@frozen herald Lol 970 EVo is Samsung
yeah but it's not the shit dell buys in bulk
i hve the magician reports from both. the difference is stark
yes, thats true. DELL probably buys junk for the stock parts. This is why I only ever build my own though, who the hell needs to pay 25% more for a PC full of Toshiba and factory reject parts
meh. i paid 1200 for this from bb in open box - excellent condition and dropped the difference from retail into better drives, resulting in a better machine than i would have originally had for the same price
Does look like a pretty good spec sheet
added the ram a couple months later when i started multiboxing in an mmo and saw the tbw on my evo climbing
I have found some pretty great things in Open Box offers
16gb ram couldnt quad box wow without hitting a lot of swap
Once I got a $400 Workstation mobo from newegg open box for $70. worked fine, big win 🙂
Oh a laptop
yeah man
I've only ever had one Sager
I used to resell pc stuff so I've had practically everything at some point XD
from time to time, and without warning, my work will put me on the road...sometimes as much as 50wks/yr...so i stay with laptops
The Sager had me dremelling copper plates though, that was a bitch to put together
you can get them preassebled at good prices from several places
The GPU I bought had one memory chip more than the sink was made for so.... get fucked, I suppose lol
I was successful in the end but after months of getting it to work I immediately resold it 😄
yeah i'd buy one preassembled. hell, sager sells them preassembled
Still made a profit, but was NOT worth that much trouble
And preassembled Sagers are $$$$$$$$$$$$$
theyre worth it, though...if for no other reason, the ease of maintenance and upgrading
I actually bought the Sager shell because I already had all other compatible parts from shredding various alienwares
Which ofc means the alienwares were just as good lol
though, this dell is surprisingly easy to work with under the hood, and dell is cool with stuff like replacing my own thermal compound
hehe every HP laptop I ever had the misfortune of trying to open has been a trainwreck
wun hunnit
Very real chance you will destroy it in the process even with an instruction vid
My lenovo was ok, but man I hate tiny plastic clip shells lol
well i never destroyed it. about the worst i did was break off 2 of the unnecessary plastic tabs...but it was a massive pain int he ass to work with
Personally I would call that a fail lol
As a reseller, breaking parts of things is a massive fuckup XD
a cat knocked a glass of milk into the keyboard and everything survived except the 1050ti...even the igpu still worked
so its my daughter's computer now
The keyboard? How did that kill a GPU
I got about $1,000 in profit off an alienware desktop once because the owner thought the GPU was broken and I could tell it was just the cable 😄
sure enough, first thing I do, didn't even test the cable, threw it out, plugged in a spare and it all ran just fine
kek
That was a Titan Z system. Was fun playing with that card for a while hehe
years ago when it was still relevant as a top tier card, anyway
so i feel like i'm still moving a little too fast in this derelict
Derelicts dont have a speed limit.
yes they do
walkspeed is 1.6, run speed is like 3.8 and jetpack is disabled
tyler made a mod that brings it up to planet speed, but that kills the atmosphere of the derelict quite a bit. i cut the increase in half, but its still too fast, so i'm cutting the new increase amount by 66%
err to 66%
{"GroundWalkSpeedLowG", "2.5"}, -- Original Value = 1.6
{"GroundRunSpeedLowG", "5.0"}, -- Original Value = 3.5
the original mod had them at 4.4 and 8
Maybe vanilla had good numbers if this is the pattern that's coming out lol
vanilla feels like youre walking through syrup. the og mod removes all the atmosphere from the encounter. half the mod was better, but still a little too fast
I think I made one for someone at some point and ended up around there, 2.5
thats a great looking fighter
@vale iron
<Property name="StatBonuses">
<Property value="GcStatsBonus.xml">
<Property name="StatsTypes" value="GcStatsTypes.xml">
<Property name="StatsType" value="Ship_Teleport" />
</Property>
<Property name="Bonus" value="2000" />
<Property name="Level" value="1" />
</Property>
</Property>
what should i put in this line:
["SPECIAL_KEY_WORDS"] = {"ID","SHIP_TELEPORT","Category","GcTechnologyCategory.xml"},
I seem to be getting it wrong
Let me look
I have ```
{ -- 2ku Teleport Receiver
["SPECIAL_KEY_WORDS"] = {"ID","SHIP_TELEPORT","StatsType","GcStatsBonus.xml"},
["VALUE_CHANGE_TABLE"] = {{"Bonus","2000"}}},
["VALUE_CHANGE_TABLE"] = {
{"Bonus", ShipTransferRange}}},```
that's it?
Yeah, that's what I have in GTech, so it should work
cool
@frozen herald Where it says ShipTransferRange put the distance you want. Sorry, didn't notice that before
yeah i did
coolio
that worked
["EXML_CHANGE_TABLE"] = {
{ --Add Economy Scanner
["SPECIAL_KEY_WORDS"] = {"ID","SHIPSCAN_ECON","Category","GcTechnologyCategory.xml"},
["VALUE_CHANGE_TABLE"] = {{"TechnologyCategory","AllShips"}}},
{ --Conflict Scanner
["SPECIAL_KEY_WORDS"] = {"ID","SHIPSCAN_COMBAT","Category","GcTechnologyCategory.xml"},
["VALUE_CHANGE_TABLE"] = {{"TechnologyCategory","AllShips"}}},
{ -- Teleport Receiver
["SPECIAL_KEY_WORDS"] = {"ID","SHIP_TELEPORT","Category","GcTechnologyCategory.xml"},
["VALUE_CHANGE_TABLE"] = {{"TechnologyCategory","AllShips"}}},
{ -- 2ku Teleport Receiver
["SPECIAL_KEY_WORDS"] = {"ID","SHIP_TELEPORT"},
["VALUE_CHANGE_TABLE"] = {{"Bonus","2000"}}},
thats what i ended up with
and it works
Looks good
There's a slightly cleaner way to do the first three that I've found since I wrote that, but it works
so all these mods are pretty simply xml injections?
Yeah, they all just change the MBIN/EXML code
true
some in more complicated ways than others
did you see where i said i settled on 2.5walk/4run?
4.5run was a little overpowered
@vale iron could a mod be made that puts your coords on screen all the time, as opposed to just when the visor is down?
or maybe here ont he exocraft screens
That might be possible, but beyond my expertise
hey @hushed bronze your diddy dang terrain mod borked my pretty dang grass
it seems that the mod kinda messes around with glowy grasses
wait! no, it doesn't, i'm just being silly and i couldnt tell if it was glowy during daytime, so sorry to bother u
thank you for the basebuilding mod btw :]
hi the culprit is SHOPINTRO mod
any good mod in nexus for starship speed/control/hover?
the hover mod hasnt been updated for the latest releases afaik. i should see if the source is available
actually it says its been updated for 3.10 so it should be good in 3.13
@dawn haven https://www.nexusmods.com/nomanssky/mods/688
lmk if it mkes your hud act funny in space battles
I tried this one out, and didn't get the speed for pulse at all i think
because I tried that x10 one.. and didn't see any difference
but ye, maybe I'll wait for an uppgrade then at some point, thanks for help anyways 🙂
i may look into doing this mod myself, since the source doesnt seem to be available. i started playing with modding yesterday and its quite fun
it could be that the pulse speed value has an upper cap the mod creator didnt catch
personally idc about the pulse speed, i wanna be able to hover
@frozen herald if you look through my LUAs and go to the GExo folder, there's a ship flight LUA you can look at to start
tyvm sir
Based on old Dazaster mod I believe
seems like no-shake is still good for the update...
it's always a toss-up if the mod will break after an update
@vale iron is there a particular reason for
{"MinSpeed", 0.01},
as opposed to
{"MinSpeed", 0.00},
?
I forget who here had a script that could count all of your base parts and where I could get a copy of that.
@frozen herald sometimes the game doesn't like 0 values and I think this was one of those cases
that was me. check your messages
I went ahead and left it at 0.01
I didnt write that script, btw.
Anyone want to play with proximity lights? I have the light box, light floor, and ceiling ring working so far
apologies if this is the wrong place but I saw someone post the upcoming QS collectibles somewhere? I lost the post though, anyone have what they are? if you can post them here spoiler them.
@vale iron @frozen herald If that 0.01 refers to min ship speed then it is not 0 so that the ship can’t go in reverse. (If that is the case, this looks like work from my ship mod). Just like the auto braking on ships, if set too low, you can make the ship go in incredible speeds backwards.
0.01 effectively makes the ship able to complete stop/hover. It doesn’t actually creep slowly forward. Much higher than that and it will creep. Lower and you can reverse.
Can Salvaged Frigate Upgrades have different freighter stats attached to them? Like, is there a way to combine two stats into 1 procedural tech?
that all makes sense. thanks for the explanation. i took Gumsk's old ship mod and stripped everything out of it except the minspeeds, then added in a section to make the ships' auto-aim on pulse not snap to shit halfway across the map
@vale iron "The Colour Out of Space" in https://steamcommunity.com/app/275850/discussions/0/3826310674204536436/ tyvm
i needed that
😄
@slate veldt yes they can, though I think they need to be in the same class of upgrades, which they all share anyway I think
now i understand a bit better how to start modding my galaxy map colours 😄
Nice! So in theory, the thing i mentioned the other day about Fleet Fuel upgrades hurting the fleet coordination can be corrected with a mod?
Sure just throw on a fleet coord buff to counteract it
it might have a negative one on it now, or it might have been programmed wrong
thats a pretty handy write up gumsk, thanks
I'm glad people are reading it. I was just worried I would spend all that time then no one would read it
sounds like a nice way to color your fleets without actually messing with their seeds, and i like that
are you already working on this mod with different fleet color themes?
and could it be extended to handle my friggies as well?
It's save editing, so you can't really do it in a mod
but you could write a small, quick ps script or application to do it, yeah?
yeah, should be able to, but a little outside my experience
would need to handle decrypting the save file then encrypting it after
could it not just manipulate the json produced by nomnom, then you import it?
Yeah, but then you'd have to do something like Blender does, which feels too prone to error to me
No wires or switches
Oh yeah, I noticed that when I was setting them up
Has anyone considered making a mod so you can do Cronus in bulk quantities?
i dont think its possible, but you could do a mod that increases the nanites per feeding
Cronus would need to be a UI change by HG I think. Nanites for feeding him you could do, as that's just a reward table entry I'm sure
Would it be possible to adjust enemies so that similar to the less dangerous sentinel they are passive till you attack them? Don't have any clue about modding so no idea how much can be done
found it via google
is there a mod out there that lets you salvage/deconstruct the default ship parts? would be handy for scrappers like me
i know there was a mod somewhere that did this but i've lost it
you don't really mod ships, you mod the game. nobody can really get you a ship, the whole point of the game is to get [and do things on] your own
@vocal zodiac I guess that could be technicallty possible, but no, it would actually be useless since those modules are worthless and they can be freely moved since several updates ago
The modder would have to also manually decide their value in order for them to be worth anything
As for reclaiming the slots for cargo use, the ships' default capabaility to move parts includes the tech section, so you can just move them into tech and get your full 48-slot box
i mean, i just wanna remove the photon cannon from my ship. and also i wanna pop the existing ship parts for scrap
it'd be fun
Yea I think NMS should require minimum 1 weapon if it has to, rather than hard stick the photon cannon specifically
that way they can still foolproof against people disarming themselves but not trap us with the photon peashooter
That said, and upgraded one with ship based damage buffs is still pretty devastating, as dangerous as anyone needs it to be in NMS
tru tru
i just think they should give that choice
like ok maybe give a warning like "you're about to dismantle a core component, you sure you wanna do that?"
or like, "if you dismantle the photon cannon your ship may be unarmed and unable to defend itself"
Or just let people get killed for the lulz
What do you want, player you deleted your gun
thats what already happens when the shield is busted
I'm trying to mod values in an entity file and getting "is not a table, this script has a problem" but everything looks right to me
i fixed it
yay my first mod thats actually mine 🙂
and it works perfectly
well done, sir
Congrats @frozen herald
I believe that would be the wooden doorframe
yeah iw as looking for WALLDOOR
well, the one you cn switch
yeah, MAINDOOR
That's the entity file name. DOOR.SCENE is the scene file. I would have to check for the building item name
so if W_DOOR is the wood door, M_DOOR is the metal door and C_DOOR is the concrete door, what is WALLDOOR? It doesn't have a BASIC prefix
BUILDDOOR is the automatic door in the base building table
WALLDOOR I'll have to check
I think WALLDOOR is what they use for NPC structures
I came in here and saw "M is for metal and C is for concrete" and flashed back to cookie monster.
https://www.youtube.com/watch?v=EVg4mxMG_1Q&feature=emb_logo
Cookie Monster sings about cookies in this follow-up to the classic song "C Is For Cookie."
For more fun games and videos for your preschooler in a safe, child-friendly environment, visit us at http://www.sesamestreet.org "
Sesame Street is a production of Sesame Workshop, a nonprofit educational organization which also produces Pinky Dinky ...
Yeah, WALLDOOR is an automated proximity door, so not something players can build
gotchs
what i'm trying to do is make the item placeable anywhere, without having to be snapped to a wall or corridor or whatever
as it happens to physically fit almost perfectly in freighter corridors... it'd be nice to have bedroom doors in the cabins of my frieghter base
lemme take a screenshot of where i wanna put it
I'm trying to work out which setting it is, but it's one that I change in GBase, because I can place doors anywhere
im using gbase and cant place this
but i cant seem to find anything that corresponds to must attach to structure
Let me double check. I even have a screenshot of a freestanding door for one of my mods
probably for gdoor maybe?
yeah, the banner image I think
ill take a look
I actually tried to convince my band (this is many years ago) to do a "death metal" version of "C is for cookie". They all agreed that "we shouldn't out of respect for "C is for cookie"".
(I will stop trashing the mod channel now lol) 🙂
i have the source for that
It won't be a setting in GDoor. That's just the proximity
I'm loading the game to see what I can do
Weird, yeah, I'm getting that same message, but I have done exactly that before
it looks like i'm gonna have to add a snappoint to the freighter room opening
not entirely sure how to do that, but im working on it
i think it may simply be IsPlaceable
Let me know if so. I'm surprised I don't set that in GBase
Not sure
guess we'll find out shortly
Yeah, it's the holodoor
i added this to GBase - Items Basic, et's see how it goes
if it works, i'll make the same change for DOOR2
If it works I'll probably add it to the batch changes
I'm trying to think if there might be any negative side effects
[INFO]: -- On line 542, exchanged: [<Property name="BuildableOnPlanet" value="True" />] with: [<Property name="BuildableOnPlanet" value="False" />]
[INFO]: -- Based on SPECIAL_KEY_WORDS pairs: >>> ([ID],[BUILDDOOR]) <<<
[INFO]: Looking for >>> [IsPlaceable]: New value will be >>> [True] of type [STRING]
[INFO]: >>> Searching in lines 7143 to 7226...
[INFO]: -- On line 7160, exchanged: [<Property name="IsPlaceable" value="False" />] with: [<Property name="IsPlaceable" value="True" />]
time to test
woot
Well done
ok so with an inverter, a standard switch and a proximity sensor, i've got a door that opens as you approach it from either side, unless it's switched off from inside the room
meaning you can essentially lock yourself in your room
Any alternative mods that works like Tesseraction?
Not that I know of, but I think I have the LUA for tesseraction if you need it updated
much much easier to see star colors etc
love the way nebulae show up now, like clouds of star dust around clusters
lmk when you publish this
yeah, np
oh, pretty
me too! let me know too, this is awesome
I just accidentally pasted base data into a work email.... XD
is there a mod that just changes the flight controls to pre-beyond, so you can steer left-right with your keyboard? all the flight mods i have seen changed other things such as velocity or so and i don't want that. i just want the option to steer left and right with my keyboard, not more
I just got redirected to here with the quetsion if I can recover a permadeath file.
I am using the xbox live service (on pc) and if I check appdata I only see the cach dir.
Anyone has any idea where the saves for xboxlive are stored ?
I backed up the cache dir but I gues that does not work
Not only this one, I never even had this mod, the problem is any mod that modifies the GUIGLOBALS now has the wrong value for the ship compass image scale (or is missing the value, its not clear to me).
Actually does anyone know specifically what value was missing or wrong to cause the giant ship icon bug? I have been trying without success to make a merged patch that fixes it, as a mod I use has yet to be updated...
It would need to be done with a compiler that is updated/works with that file, or hex edited. It's not a problem of something being "missing" but rather the location of serialized data has changed. You can't fix that with an outdated compiler unless it is simply a value switched with another value and no padding changed (doubt it)
Hey guys, just about to "finish" my first play through of the base game was looking at doing a modded playthrough... do these affect multiplayer? surely i cant rock into the nexus with 100 jetpack upgrades and all that jazz?
It does not affect multiplayer. You can indeed rock into the Nexus flying around like Din Djarin or sprinting around like the Flash
brb touching the ground is for losers
Does anyone have the time and crayons to explain to me how No Man's Sky handles music? Is it feasible replace the game loops with some homemade loops?
@round sinew i take it my version stopped working a while back XD
@lime mesa https://discord.gg/X7tq5te8
Go to #mod-sound
Thank you!
@lime mesa I can't answer your question because I know music is weird in NMS. That is where the best dudes on sound go though. And there might be Pins for it?
I can always ask around if there isn't anything. This is a great resource. Thank you for giving me the link!
np
I can tell you that the music is proc gen and they use a lot of tiny little cuts to make a current "music track".
Except a couple of standard full tracks
Hi , is there a mod for auto-delette a marker like for exemple :
-i search for a copper deposit
-my scan find one , i mine it
-> the mod auto delete that marker
the fact the game keep marker "alive" for already taken deposit or knowledge pillar or hidden cache is so annoying x(
There's no way for a mod to identify whether a deposit has been mined or not
for that matter, the Central NMS .exe doesn't have a way to do that either
@void garnet this? https://www.nexusmods.com/nomanssky/mods/1311
v2.2 : updated for Next Generation 3.13
i haven't tried running yours actually lol, i'll take a look and see if it still works
this should recompile for next generation no problem
it is already compatible, see notes
oh cool
but this doesn't say it increases terrain edit limit
yea
guess i interpreted it wrong
this mod doesn't come in too handy since it only covers a few things
i dont know there is a way to do what you want
i pratically don't have any experience with modding, so i don't know if there's a way to increase terrain edit limits or not.
i see there are ways to solve the issue of base building limits though
unfortunately nothing about terrain edits
You can only get around the 3k base building limit. You can't get around the 16k per save base building limit or the terrain edit limit
i recently installed a mod that boosts pirate damage and im having a lot of fun
space battles feel a lot more fast and dangerous now
the lifeform filter; also experimenting with no dust/plasma clouds
is there a good lod mod?
bc the terrain things keep popping in as i look around and move and its distracting and annoying
ruins the immersion as well
i think its the terrain tesselation
any mods that can fix it?
Fine LOD is the most commonly used one
thanks
hello , on wiki about start installing mods i can read on step 2 and 3 :
2-Delete the DISABLEMODS.TXT file (or rename it to a random name, e.g. _DISABLEMODS.TXT).
3-Create a folder named MODS.
did i need to do step 3 in the same location as step 2 ?
Yes. That folder should be made in the same location where that disablemods.txt is locating
@dawn haven ok thx you for your answer.
@dawn haven did i need to keep them as .rar ?
Mods?
No. You need to extract them and only put those .pak files in that folder.
ok thanks you ^^
And if the .rar contains more than one .pak-file. Just choose only one to use.
@tacit linden also, if you're not using a mod manager to check for conflicts, make sure to read the mod's readme to know which game files does the mod actually modify. if you use 2 mods that want to modify the same game file, it's probably best to merge them into one.
*.lua contains the changes for a mod, and can be used by AMUMSS
yes i'm a current user of NMM but i didnt use it for NMS cuz i've start the game since only few days so i've put only few mod for graphics improvement , but yes i've check description for see wich file was changed and be sure none of them change the same things before instal anything ^^
👍 nice
but thanks you for the tips anyways , it's an important one for users ^^
DISABLEMODS.TXT will be recreated by the game, usually with each new update, so keep that in mind as well
(for the record this is my notepad i've did for be sure http://pastebin.fr/76890)
yes i've see that in comments (i always read mod comment for be sure they are uptodate or they still work)
thank you for your attention @round sinew 😊
no problem
Are you able to use mods in an existing vanilla save without breaking it?
yes, but to be safe make sure you have backups and save at a space station especially if it changes universe gen
best practice is just to be cautious when working with existing saves
I've only just started looking into it but feel a bit daunted by that - yeah of course
for sure, modding is kinda frightening esp on like longtime saves
I'm not super savvy so maybe it's smarter for me not to try
sad though cause some looked really pretty or useful
i mean, modding is a pretty simple affair, what sorts of mods are you looking at?
Knowing me I'd mess it up anyway x.x well I was looking at ones that enhance the whole random terrain generation?
And perhaps the ones that have to do with bases. I also am on mobile so not sure if I missed a list of QOL mods
Mostly looking for practical ones that don't break the gameplay loop at all
Or graphics related
yeah ideally you'll want to backup and save on a space station, then start the game with the mod loaded and make sure everything works
if it doesn't, it's not compat and you can just paste your backup over your save
Is there a guide or instructions you can refer me to? So what I'd do is save a backup, and then save in-fane on a space station, leave the game and restart with mod loaded and check for bugs?
What kind of bugs do I check for? And are there mods that are well known to be safe?
i don't really have a go-to guide unfortunately but i can send you the wiki page https://nomanssky.gamepedia.com/Mods
I just don't want to bother with all my questions - I always feel bad clogging up a chat
ahh its no big thing
btw your saves are stored in appdata - %APPDATA%/Roaming/HelloGames/NMS/st_<steam id>
Can I save a backup in an obvious place like desktop?
oh yeah, just copy the st_ folder in NMS and paste it somewhere else, backed up
thank you!
no worries :] fly safe
Odd, I can't get gbase to work anymore. It was fine before, but now it doesn't work.
Ah nevermind, it was conflicting with another mod.
@vocal zodiac FYI, we have a new wiki at https://wiki.step-project.com/NMS:Index
They ported over all the old stuff and we've been adding to it since. I think maybe there was no access to the old site? I'm not really sure
Uh oh, is it bad if the base computer disappeared?
You had it too high?
Maybe. >.>; Is there a way to fix this?
No, only save editing
Can I delete in the save editor?
Yes, there are two options. 1) put a save beacon somewhere you know it's safe, then use the option to move base computer, then delete the whole base from the computer
2} go into raw JSON and find the individual pieces and remove them
Option to move base computer?
Yeah on the base viewing screen there's an option to swap the base computer with a save beacon
If the save beacon disappeared, I assume I'm still too high.
Yes
Was there more than one beacon in the list, and did you save on the main tab then reload the game?
Yes, I tried with both, then saved, then reloaded.
Are you just planning to delete the whole base? If so it's probably easier in JSON
Yeah, I don't mind deleting if that'll fix it.
PersistentPlayerBases then probably the last one (name is at the end)
Select all, delete, done
Ok, that worked I think. I put in a new base computer... much further down just in case.
Thank you so much.
Hi , any mod for delete once for all a bugged quest item ?
i can't remove it from my inventory it keep come back after deleting :x
Recommendations for a mod that lets me fly above camera mode height for better aerial screenshots? Or am I better off just building a tower. (Survival save, not Creative)
@lean saffron Gcam can do that. There are others I think but don't know the names
@tacit linden have you finished the quest? I know until you finish they'll definitely keep popping up.
@vale iron no , its the void egg ship quest
i can store the egg but i have a mature neural stem i can't delette
and i'm pretty new to the game so i have no glyph or thing like that so it was planned to do the quest later
Yeah I don't know if there's any way to delete that permanently until you finish the quest, unfortunately
hum ok , but maybe i can use a mod for delete my quest progression ?
I would say try to get a ride to the planet, since you're so close to the end
and start thequest later
That would be save editing, not a mod
Which you could do, but you have to edit the raw JSON
Yeah. Another option is to use the nmscoordinates program to teleport you to the location
hum yeah but no i think keep it in that state for now x)
thx for your answer @vale iron
No problem
By the ways if someone have a working version of that mod , i would like it please , thx in advance :
https://www.nexusmods.com/nomanssky/mods/642
(for be able to 0 u/s speed on a planet instead of a minimal)
Thanks, @vale iron, will look into it
@blazing thunder this is @vale iron 's GBase - Basic but with IsPlaceable in the batch, meaning it's applied to every buildable item. If this setting causes an issue for a specific item, please let me know and I'll pass it along to Gumsk, or let them know directly
awesome thank you so muich
no problem. all I did was add IsPlaceable to the batch. GBase Basic is actually those two mods combined
I keep them separate rather than combine them into one mod to make it easier when I'm working on something custom for myself
Makes sense... I'll mess with it after work today. excited!
which reminds me, i need to fix the mech speed in the exocraft speed mod. its set to the same as everything else and is absolutely hilarious to watch trying to run around
did you make it super fast?
lol poor mech
[INFO]: -- On line 3113, exchanged: [<Property name="TopSpeedForward" value="2" />] with: [<Property name="TopSpeedForward" value="32" />]
so i need to pull the xml apart and find the right keywords to single out the mech and change it back to something sane
that's a rather large increase
I imagine terrain not even loading
i finally got a chance to really run around in an exo last night and i need to slow it down some
im super happy with my derelict mod tho
i took the derelict speed increase mod and tweaked it so it feels like grav boots but not like running through syrup
oh yeah i saw you talking about that
did you end up increasing enemy difficulty too or was that someone else?
yeah so the default derelict speeds are 1.6/3.5 where planet speeds are 4.4/8. i settled in at 2.5/4.0 and it feels pretty proper
nah, but im thinking about it
ok look like no (about mod for short tp range) , so if a modder take request , i suggest a mod for increase the maximum range betwen 2 short range teleporter please.
(for now i'll put 2 duo)
i think gumsks base mod does that...
@tacit linden GBase extends teleporter cables and supply lines to 2ku
well i've check on nexus and it didnt find teleporter term
(1 mod was show and it was for disable teleporter)
(found in the same time ^^)
highfive
{"BuildingPlacementMaxConnectionLength", BuildingPlacementMaxConnectionLength},
basic is what i use
but do yourself a favor
use the one i just put here in chat
it makes a change Gumsk overlooked, and that chang will be included in their next release
hum , wich one you speak about ?
scroll up 🙂
this one
@tacit linden this
that is gbase split into its 2 separate mods, but with IsPlaceable included in the batch
the second mod, boundaries, is the one that extends your teleporter cable
hum , but what did "IsPlacable" doing please ?
it allows any item to be placed anywhere. lets you use the underwater tubes above water, place the trade terminal anywhere there's a power source, etc
it's intended behavior for the GBase mod, and missing from the current release
ah , sound interesting but in the same time i'm a bit afraid to abuse of it soon or late xD
it's perfectly safe. i'm a big builder and have tested it extensively
it's the first time i do the game and i've around 4 day only , i usualy don't do mod that soon
all this mod does is make your base bigger, remove the restrictions on cable lengths and make it so you can put anything anywhere
yeah but i mean i would like stay legit as possible
it sometime hard to resist haha
it doesnt add any parts or anything like that
my only issue for now is the short range tp range
well, if all you want is extended teleport range, then only use the boundaries pak in that zip
{"MinRadiusForBases", MinRadiusForBases},
{"BaseRadiusExtension", BaseRadiusExtension},
{"MaxRadiusForPlanetBases", MaxRadiusForPlanetBases},
{"MaxRadiusForSpaceBases", MaxRadiusForSpaceBases},
{"BuildingPlacementMaxConnectionLength", BuildingPlacementMaxConnectionLength},
{"StartCrashSiteMinDistance", StartCrashMin},
{"StartCrashSiteMaaxDistance", StartCrashMax},
{"StartShelterMinDistance", StartShelterMin},
{"StartShelterMaxDistance", StartShelterMax},
}},
{["PRECEDING_KEY_WORDS"] = "BuildingPlacementScaleMinMax",
["VALUE_CHANGE_TABLE"] = {
{"x", BuildingPlacementScaleMin},
{"y", BuildingPlacementScaleMax},
that's what is modified by the boundaries pak
the GBase - Basic that you see on nexus is actually the two .pak files I sent combined
ok thanks you for your help and explanation ^^
no sweat. this isnt my work, btw. all credit goes to @vale iron for being a mad wizard
yeah but still thx for explanation
(and yeah ofc thx to Gumsk too ^^)
Btw , any suggestion about mod for better clouds (i find the vanilla one a bit ugly and too opaque) and an another for better space ? i've see a mod for darker space but comment seem said it was a bit outdated so i didnt take the risk.
(and in the same time i dont really want to be a full black space)
take your time for answer but @ me for be sure i dont miss an answer if someone have some ideas , thx.
no, not really... i'm not even sure they can be modded
someone did a really nice reshade mod, but i'm not sure it's up to date now
[INFO]: -- Based on SPECIAL_KEY_WORDS pairs: >>> ([Name],[MECH]) <<<
[INFO]: Looking for >>> [TopSpeedForward]: New value will be >>> [5] of type [NUMBER]
[INFO]: >>> Searching in lines 2885 to 3310...
[INFO]: -- On line 3113, exchanged: [<Property name="TopSpeedForward" value="32" />] with: [<Property name="TopSpeedForward" value="5" />]
[INFO]: Looking for >>> [UnderwaterEngineMaxSpeed]: New value will be >>> [5] of type [NUMBER]
[INFO]: >>> Searching in lines 2885 to 3310...
[INFO]: -- On line 2893, exchanged: [<Property name="UnderwaterEngineMaxSpeed" value="28" />] with: [<Property name="UnderwaterEngineMaxSpeed" value="5" />]
there, fixed the mech speed
{
["SPECIAL_KEY_WORDS"] = {"Name", "MECH"},
["VALUE_CHANGE_TABLE"] =
{
{"TopSpeedForward", "5"},
{"UnderwaterEngineMaxSpeed", "5"}
}
}
did the trick
i think i need to increase its turn radius
omfg this thing is infuriating
@frozen herald you need to change the animation speeds as well so the legs don't tear at high speeds. Check GMech
ive been running around in it for a while... i had to lower mechturnspeed and mechjetpackturnspeed to get it behaving, but i'm pretty happy with it now
i havent noticed any tearing
Try going up hills. I think it was over 4 that it started doing it, but I can't remember
{"MechTurnSpeed", "0.5"}, -- Original "1.6"
{"MechJetpackTurnSpeed", "0.9"}, -- Original "3"
alright ill give it a try
after dinner
I’m picturing a mech running full speed and the legs falling off now.
man you should have seen it before i fixed the mod
with max speed at 32
i cant even explain it...but it was fuggen hilarious
as I have it now, it handles like a dream. i actually use it a LOT
its amazeballs on extreme planets
Yeah, with improved handling and speed, I like it a lot, too. Only problem now is landing accurately
@frozen herald ok i've tried to place a trading galactic thing on a wall...
so now i will use the zip you send yesterday x)
so yeah , thx for your mods @vale iron (i'll use auto door as well)
Glad you like them. Let me know if there are any issues or you have ideas
no problem , i'll ^^
@vale iron do you have "speciality" about mods in NMS ? or you can/want mods any kinds of stuff ?
hum maybe a mod for improve the top screen radar , it's easy to align us with an icon at the horizontal level but when you are "in front" , we never know if they are above or under us
a little arrow above or under the icon will give us that information (if you see what i mean)
i mean in a case like that i know it's on my left , so i turn on the left for face it , so until now it's ok :
https://gyazo.com/48859d01704d27d7567df3b80e1172a9
After that i dont know if i need to go up or down :
https://gyazo.com/612d8832a35e35b72367144286aa4a84
a mod who add a little arrow will solve that problem , like that :
https://gyazo.com/ffbc4c87796358b1948b5f998fe23db5
(so in this case i know it's above me)
That would be useful, but I don't think it's possible with what we have access to 😦
yeah im not sure the game itself know how to detect that so it's maybe impossible :/
hum look like the place anywhere work in way but not exactly anywhere
can place galactic trade on the floor but not on a metal wall
(look like im not allowed to ctrl+v a screen here)
You can use #nms-photomode-gallery It won't let you place there or it doesn't work when you do?
done
Oh you mean it's not flipping to be horizontal with the floor? Not sure if there's a way to fix that
no i mean i would like to put it on the wall (like a regular station)
@vale iron
but the fact i can put it on the floor prove the mod is here
hi, quick question, does no mans sky support vr full body tracking (hip + feet trackers)
@vale iron hello , if i use your mod for longer teleportation cable or build anywhere , then remove it , did longer cable than vanilla or item placed where they shouldnt will stay here plz ?
Yes, they will stay
ok , and did you think one of your mod can conflict with Better Build Menu ?
i've add an uptodate version but seem don't work so maybe its a conflict
Possible. I don't know what all that edits
Yes, it conflicts
I was just looking, too
You can merge them, though. Both he and I provide LUA files
ok , also as a pretty new player i must admit i'm a bit confused to see base build available in my freighter haha
yeah i've read that but im not that confident into my skill for merge things
Yeah, you can do fun stuff on the freighter 🙂
for now atleast
and its not "dangerous" for the freighter ? i mean a friend got a pretty broken freighter even without mod (we often get tp back on top of it so forced to die for respawn in a station)
I haven't noticed it be any more buggy than a normal freighter
ok i'll see what i doing
for now about your mods i have :
-Gdoor (but not sure how to use it , or conflict)
-GBase Expanded bounds and wires (for longer tp)
-GBase basic items with doors anywhere (tbh i'm not that sure of what it do xD)
GBase Items mainly is for freeing up things. So you can resize everything and to greater extremes, put things anywhere, color anything
GDoor just works, unless it's conflicting with something, which I really doubt. You just put it in the Mods folder and then your automatic doors work without power or wiring
hum , so about Gbase it should conflict because for example i cant change color or barrel creator for example (the red barrel asking a atlas pass) , but longer tp cable work so idk
and for the door i only tested garage door but i'll try regular door now
You'll need the GDoor Garage variant if you also want garage doors
So put both versions of GDoor in and you'll have both normal and garage doors working
ok nice , thanks you
how can i open a .pak please ? for see wich file is edited by a mod ? (even if i can't change anything it in)
tried winrar but no luck
i'm still a bit confused about GBase mods x)
No, you would need to unpack it with MBINCompiler
ah yes it remind me it was a bit painful cuz iirc starbound mod was also .pak
i've create few mod for it years ago
so i think re-read mods description for see modified files haha
On mine, they are all listed on my GMods page
yeah i see it
good job for that too 
its very strange because when i read GBase x.x boundary feature it seem working (and didnt change basebuildingtable so no conflict) and when i read GBase x.x items it don't seem to work but it modify basebuildingtable wich conflict with betterbuildmenu
(and the gbase x.x items didnt seem working before add betterbuildmenu too)
maybe an another mod conflict with it
but before adding mods who can potentialy modify buildingtable i had only things changing sky , multiple freigther , starfiled and ship space map
i think the main reason why i'm lost is i don't know if
"GBase Basic_Items_with_Doors_Anywhere 310a"
is Boundary or Item mod , and same for
"GBase Expanded_Bounds_and_Wires 310a"
That's both GBase files and the build menu
yeah the name is pretty self-explanatory :p
atleast i'm not confused this time haha
yeah, that's why I usually pack them together, to avoid the confusion it causes
Yo , do you think this mod still work ?
https://www.nexusmods.com/nomanssky/mods/548?tab=description
not updated since some times but if nothing changed about that in game since that , it should.
Probably not, but let me look into it
oh ok thanks you (once again ^^')
Actually, there's a good chance it might. It only modifies the textures. If it doesn't work, we could probably recompile it to get it updated
ok i start my game for check that ^^
(but i cant check glyph itself since i didnt have them yet)
@vale iron ok when in Photo mod i can see modified glyph at the bottom-left
so it should do the same at others glyph location
will see when i'll unlock them , until that i keep the mod
Yeah, I think they just modified the image for the glyphs to add text to it
Yeah for sure
@vale iron Btw do you think its possible to add new building part with a mod ?
i think not since others user will not be able to see them
(unless they have the mod too)
Your assumptions about such a mod are both correct and such mods have been made in the past
@tacit linden
hum ok
because i've start a hexagone shaped base and even if i can rotate (with Gumsk mod) in various axis triangular floor for made a half-dome , its pretty difficult
and the vanilla biodome scaled up (still with Gumsk mod) have a rounded shape , not hexa :x
Unfortunately, mods that add pieces need everyone to have that mod, are very easily broken by updates, and hard to keep updated
