#nms-modding
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Tesseraction might be your solution, custom angled snap points
I don't think it's updated, but the LUA is available
hum yeah i look the mod
it look like a solution
also yes , even if i can rotate thing , they don't snap so pretty hard to put them in the correct position
Yeah, you want tesseraction or a variant of it
(also i'm not rly in a hurry since my planet didnt have any weather)
but even if it was update i may encounter an issue , the last comment seem say the angle is at 15ยฐ , i'll be rly lucky if it was the wanted angle (but after things can clip into other so not a realy big deal)
for now i'll use a scaled-up biodome ^^
I use a lot of those. They look cool. I just need to figure out how to mod out the central display terminal; it messes up the aesthetic if you don't want to do farming
hum , maybe it can be possible to add a duplicate of the biodome and modify only the second ?
with some part removed or invisible (like for example the floor of the dome)
i'm pretty sure to grow plant soon or late
It's definitely possible, but far more work than I want to do
I'm actually in a lull right now, not a lot to do. I think that's most of us
what do you mean by "lull" ?
@vale iron if you want to see the render for now you can check in #nms-photomode-gallery ^^
Goes well with the hexagonal planet. FYI, over about 2.5 size makes doors not work well on prefab buildings
ok thx you , the dome is more for aesthetic purpose so it's ok ^^
@vale iron sorry to disturb you again but , did enlarge a light source also enlarge the enlighted area please ?
@tacit linden No, you have to use a mod like Relight to change the brightness of a light source. Otherwise they stay the same, no matter how big you make them.
ok thx , it can be a good news so it mean a size-reduced light source enlight the same
but i'll check for the mod you speak about
Relight is really good. If you want an automatic light like GDoor does doors, GLight has a proximity ceiling light that has been adjusted to provide a lot of light
Did someone have a mod for infinite daytime please ? i build for some hours now and its a bit boring in nighttime :/
i've see some mod for that on internet but not up to date or not on nexus
(also a mod for disable cloud or cloud shadow will be welcomed too , same thing for above ^^ , thx if someone have something)
I think Lo2k had a mod for always daylight. Jasondude's Dud's Sky has cloud erasers
@vale iron yeah it should work , i'll use them atleast for building session , you are the real MVP here ^^
How do I install mods
in the game install dir, navigate to GAMEDATA/PCBANKS , delete file DISABLEMODS.TXT and create a folder called MODS. place *.pak mod files (obtained by uncompressing the downloaded mod package) inside the MODS folder you've just created. launch the game.
Is it possible to add/edit base construction items via mod?
Hello everyone ๐๏ธ Is there an easy way to merge mods that edit the same pak file?
It's possible but it's not as easy as some other edits and it breaks very frequently. Oh, and it doesn't work at all in multiplayer
If it comes with a LUA file, it's easy using AMUMSS
i'm still just learning the basic stuff, but what a great tool.
there's a lot of game files as well, and that's a bit overwhelming at first
(just) noticed that the galaxy map's eco filter colors systems with no economy (aka uncharted) with a blueish tone. will be changing that to white, like the race filter does
had another idea for a mod, which may be considered QoL - but not sure if possible to do via mods. Matter beam, and being able to use stuff directly from my freighter's inventory. like baits.
i tested it out yesterday, stored some bait in the freighter's inventory, tried to access them via quick menu but no go. same thing with warp cores, for example.
will be changing that to white, like the race filter does
it seems that i can't ๐ฆ
how exactly do you use lua files for modding?
oh, nvm, sorta twigging it rn with amumss
Ok im a bit new to this server but can anyone point me to where I can take a save file from the Game Pass version of the game and put it on Steam?
Someone in #nms-questions pointed me here
Unfortunately, I don't think it's possible yet. It might be in the future, as NomNom save editor can read xbox cloud saves and normal steam saves, so it would make sense it might enable cross saving it at some point.
Can I use both or one of those now?
save a Game Pass save, perhaps?
and upload it onto the Steam Cloud or something?
I don't think it has that functionality yet, but you can check. https://github.com/cengelha/NomNom
trying to find out more about matter beam
found F_TELEPORT in NMS_REALITY_GCTECHNOLOGYTABLE, nothing relevant
I think the stuff you're looking for is locked up in the EXE
Based on your previous post about crafting using inventory on freighter
remembered that i can use korvax casings at monoliths if MB is installed/item is in the freighter general inv
also nothing relevant in NMS_REALITY_GCPRODUCTTABLE, CURIO3
๐ฆ
locked in the exe is not good news
i was thinking i should go look into ENTITY mbins
perhaps find out more about the monolith interaction
I really don't think what you're looking for is in the files in a way we can access, but you'll learn about stuff by looking ๐
but if its not in the exml stuff we can extract
yeah
i mean, right from the start i've thought of it: "if others havent modded this by now, it's probably not possible"
but hey.. at least i'm getting faster at looking for stuff
this modding thing kinda takes away from my time to play the game though ๐
I enjoy my modding time more than my playing time, tbh
also, one question, SCENE files are like... idk, EXMLs that contain everything say, a room in a building will display right?
Yes, how a certain area is setup, with all the groupings of items and stuff
nice, thanks
Does anyone know if the faster harvester mod still works. It seems if i leave my base and come back all the stuff that was harvested is gone and it takes forever and you literally have to stand at your base for so long waiting? https://www.nexusmods.com/nomanssky/mods/346
That hasn't been updated in over 3 years. I am confident it does not work anymore
Do you know of any harvester mods that work, this is painful
I don't personally know of any, but that's not something I watch. I could maybe update it later this week, but my time this week is scarce
@vale iron Are the harvesters normally like that where if you leave the area or planet and come back there is nothing in them?
I was thinking i could load them up and go do something else but that doesn't seem to be the case.
hello , is there a mod wich allow to build on a planet using ressource in the freighter ?
for example i want to build a glass wall , but i've only glass in my freigther , the vanilla game force me to go in freighter inventory for take it , but if a mod can make auto-use ressource it would be awesome
(in the worst case i take a free-build mod , but i would like avoid cheat like that)
@tacit linden No, there is no such mod and I doubt it's possible.
@nova dome planters should keep working while you are gone. I've never done much farming though
ah sad x(
@vale iron Not planters, I was talking about the harvesters where you make the gases.
@vale iron i've see that : https://www.nexusmods.com/nomanssky/mods/1464?tab=description
but i have 2 questions if never you can answer
1-do you think cost (and everything if never it change something else) will revert to normal after removing the mod ?
2-if yes for above , do you think you may be able to update it (despite if you arent the original autor) ?
Well i am out, need some sleep, enjoy all and thanks for the help!
@nova dome ah those things you have to stay around for. If you do anything that causes a refresh, they will reset. Sorry I misunderstood.
@tacit linden once you place the item, even if the cost changes in the future, it won't affect what's already been placed
@vale iron well i ask that for the revers infact , i would like use the mod temporary then later remove it for get back vanila cost
Oh that should work I think
I made a new mod today that reduces the amount of asteroids in space:
https://www.nexusmods.com/nomanssky/mods/1802
cool but i'd love a mod that rendered asteroids at a much much further distance
I did not add that so that people with a toaster pc won't get any issues ๐
@thorn scarab yeah , and tree on planet , look like they spawn at like 5 meter so i often bump on them when trying to brake+land quickly :/
(even with good graphic setting)
oh right
@thorn scarab you can try the asteroid mod in here:
https://www.nexusmods.com/nomanssky/mods/507
nice thanks but should all check out philipp's as well, don't want to take the limelight away from his mod ๐ https://www.nexusmods.com/nomanssky/mods/1802
@thorn scarab I did not change the view distance but the spawn distance so you might check out my mod, cause it does acutally make asteroids appear further away
awesome
maybe not as much as dud's sky, but it might be enough - would be glad if you could give me feedback about that
drop us a dm and i'll check it out when i have spare time if you want
Is mine not working?
https://www.nexusmods.com/nomanssky/mods/1450
Oh no looks like its quite a lot out of date lol
maybe I'll deal with it tomorrow ๐
@hushed bronze its a bit different tho, i did not increase the ressource rate and the appearance is also a bit different ๐
yes well, they have all been different, really
Mine makes the asteroids spawn in sheets instead of random clouds, some people like that a lot
Is there any mods that expand storage to two or three pages for exo suit or ships?
only stack size really
Question, if you're in a group building a base, I notice that in the save editor that you get the base info in the raw json file for persistentbases, but can you alter and save changes from blender to those bases?
Any mods that improve VR, like expanding play area and fixing the body view, or improving performance?
Hey I'm kind of new to modding so I have some questions:
- Will world gen mods work in multiplayer, will the other player see what I'm seeing if we both have the mods loaded?
- Will visual mods (change sky colors, clouds, oceans or add biomes (is that even visual anymore?)) work for other players, if we have the same mod?
- Will game mechanics be visible for other players, if they have the same mod?
- Will mods that add parts to the game work for other players, if they have the same mod?
What mods are not recommended for multiplayer, so I can avoid them? (Type of mod or a general category)
Thanks!
Oh, thank you very much.
no problem
If you're going to be playing with other people, I recommend avoiding mods that affect terrain
Noted, thanks :>
Though I have a question about that, in that image it says if we both have the same mods, the generation will be identical.
Shouldn't that apply to terrain too, or is it different? What issues can that cause?
If you have the same mods installed it should be ok. Just you kind of lock yourself out of playing with other people without the terrain mod. Plus if you build bases and the mod changes or you remove it, your bases are going to be messed up. I just generally avoid them.
So it's more of "If you do something wrong, this and that can go wrong but the game will run fine as long everything stays the same"? Well that should not be an issue then. Thank you.
So I installed a draw distance mod and my game seems to be stuck in the loading screen
This mod, specifically: https://www.nexusmods.com/nomanssky/mods/1181?tab=files
Even when using the light grass version, this seems to be the case
@orchid wharf the mod probably isn't compatible with current game build; i always check when was it last updated, that helps when trying to figure out which ones should work with the latest build. in this case, last updated 2019.
Yeah probably, though I'm not yet familiar with the game versions
All those confusing names
Is there a mod that allows you to plant and farm wild flora like heptaploid wheat, impulse beans and the like? I want to live out my dream as a baker with a big ass farm of all types of plants.
@lapis cairn It could be done but right now the NMSE is nerfed by the recent update. If you save with it your game will revert to a beginning game state. We are waiting for it to be updated. Unfortunately the rival save editor NOM NOM is not yet editing JSON.
Hmm ok. Thank you.
I've been using NMSE without any issue. I don't doubt that some have had issues, though
yeah i cant get stuff like that to work in nomnom either
most of the interface seems to be broken
inventory and ship stuff works
like all the boxes and buttons are there but they dont do anything/the app doesnt refresh after interaction
never tried to do knowledge before
like, i cant switch bases on the base tab
i pull down the new base i wanna look at and select it and nothing happens
Hello , i'm looking for a mod who disabled cloud shadow , i can see some on nexus but last updated is before the last update (last mod update 24 nov , last game update 30nov) , did someone can say me if a mod work for that please ?
i'm on stream currently but like i build i've close the game for put a mod for that because its realy annoying
i have not tried a no shadows mod, but why not try it yourself? nothing super bad will happen, at the worst it might freeze and/or crash the game
yeah , i think try the last updated
even if it complety remove them , its mostly for build so i still can remove it after that (if it work)
yeah, it sounds like it might work - sometimes mods don't get updated on the same date the game last was because it simply didn't need to be updated (in other words, compatibility was preserved/unchanged)
also i've put the relight mod but beside have light on character who make me blind , i'm not rly sure it work for base light :/
yeah sometime an update don't change thing changed by mod so i know some mod still work
i'll try the last one , anyways thx for checking my question @round sinew ๐
np
(still , you wasnt forced ^^)
is there a mod that allows us to get rid of the fancy lighting conditions some planets have? for example, to get rid of the grayscale+red here and bring it to normal? it can be a bit annoying
if there is, can i have a link to it?
Would mods like Better Planet G.O and Big things break multiplayer?
Hello! I just downloaded the game with three of my friends. We're into it 10 hours and we're really loving it. We plan to put mods like visuals and so.
Which mod manager is the best to use? Is it alright if we use Nexus Mod Manager for it?
No need for mod manager IMO. They just go in a folder.
Oh okay. Thank you!
I just need to go to the PCBANKS and create a Mods folder there, right?
and remove the disablemods.txt
In "No Man's Sky\GAMEDATA\PCBANKS" there is a file called "DISABLEMODS.TXT". Rename or delete it. If it is there then your mods won't be enabled. Then, make a folder "MODS" in that same folder i.e. "No Man's Sky\GAMEDATA\PCBANKS\MODS"
Put your .pak (mod) files in there.
I don't have the DISABLEMODS.txt but I have an ENABLEMODS.txt here
It was renamed.
Oh should I delete it?
Oh okay then I should just download my mods and extract it in the PCBANKS\MODS folder
The .pak files yes.
I personally recommend anything by me, Lo2k, and Exosolar. There are other good mods.
Should I worry about the order too?
I'm open to new mods! May I ask for the links of the mods you have?
Well if a mod modifies the same file as another mod then it will use the file that is in the last mod loaded. I personally don't have any mods that modify the same file so I can't remember how to order them if you want one to overwrite the other. There are some issues with that possibly but it will vary from combination to combination. If you have an issue then you might have to merge those mods into one.
Here are the links to mine:
https://www.nexusmods.com/nomanssky/mods/507
https://www.nexusmods.com/nomanssky/mods/968
Both of those contain multiple mods but you can use them all together or independently. (Any combo of any of the mods)
They are compatible with the latest release, I just haven't had time to update the page.
If you look at the readme (documentation tab) on mine, it lists all the files modded. Other modders should do the same. You can then compare and see if they mod the same files.
OMG your mods are really good. I'll download them immediately and ask the others as well. They add colors to an already colorful universe. Thank you for the help and suggestion! ๐
Np have fun!
Someone knows what file(s) i need to edit to make changes to the Achievements? Like there is that one where you need to make money, or talk to aliens, or kill a specific amount of drones to reach up to level 10 in each category.
@dawn haven what color photon cannon would you want?
Hmm.. good question.. Like some bright red could be cool.. and deep yellow aswell.. 
like golden one.. maybe
@odd stag I think you want this file: METADATA\GAMESTATE\PLAYERDATA\PLAYERTITLEDATA.MBIN
@dawn haven Yes, I can (and did) make the photon cannon and mining laser removable. I could do it to any of the core techs
Oh, that's nice ๐
Not quite the photon cannon effects I was going for:
(sry wrong channel ^^)
is there a mod for paint many item in a base at the same time plz ?
like a selected zone or even the possibility to hold the click
@vale iron looks good to me, .pak it up and upload ๐
i mean thats some serious pewpew right there
I published a new mod that increases the requirements for new Milestones:
https://www.nexusmods.com/nomanssky/mods/1807/
Is there an mbin file that effects the way ships land? I have an issue when I land on a planet and get out my ship it spawns me sideways. Doesn't happen for all planets
I can send a save file and my mod pak file if anyone can help me?
Holy shit. GOG just posted the 3.13 standalone. Finally I can update.
Ass clowns.
https://www.nexusmods.com/nomanssky/mods/507
https://www.nexusmods.com/nomanssky/mods/968
Updated for NMS 3.13
Borg Cube?
Likely not useful fact: it's been known for a while that the photon cannon of living ships will be a different color if installed in general or tech inventory. The regular ship does the same thing, you just don't notice because they are the same color. Also, I can't figure out how the general tech projectiles get their color.
I made a small mod that removes shadows to improve performance:
https://www.nexusmods.com/nomanssky/mods/1808/
It's not working 100% yet, i could need some help on this. But in my case it improves the game by about 10 fps.
so is there a mod that fixes the weather inside bases or is it part of a larger mod pack
struggling to find it
@vale iron recommended it to me earlier
Gfloor fixes that
@neon fjord https://www.nexusmods.com/nomanssky/mods/1657
awesome thanks
are there any mods that increase the amount of species on a planet
@tranquil condor have you searched https://www.nexusmods.com/nomanssky?tab=updated ?
iirc, there were some mods about fauna spawning etc
unsure if those have been updated
a bit offtopic but some time ago i've see a mod for subnautica where you can extinct a specie if you kill that specie too much , i wonder if its possible on NMS
even if it would be a bit useless since we have so many planet instead of a closed world
no, afaik that's not possible
or with hardcoding , and if its possible , it'll force to use existing specie for make able non-modded player to see it , but since they look created randomly from the game , the mod itself need to have the vanilla game formula for that and well , look very boring and complicated to do. IMO (after i'm not a NMS modder so i cant prove anything i've said)
Has anyone managed to find the extent of the new colour variation yet?
I remember for next there were a set of colour schemes the game chose from iirc
if you mean for more paint color it would be cool indeed
or even a mod with more color combo but with vanilla paint color
what are some must have mods?
Just helped a newb out who needed units and nanites to play the story and game without shortages from TeamViewer^^
@little brook lol
is there a mod working in origins that removes dust and atmosphere?
hi , did someone have a mod with true light furniture please ? i tried Relight but didnt seem to work for me :x
or a mod for make Ceiling_Light work without power please ?
because it still pretty dark
HG really needs to enable modding on gamepass and such
you can already mod but it requires some workarounds
which are annoying
what are some must have mods?
If you love to build maybe a no clip mod
So to try to answer this reoccuring question about must have mods, here is a list of modders I recommend. My criterias are
- Reliability, long term support
- Quality
- Number of Downloads hence popularity:
Lo2k: https://www.nexusmods.com/nomanssky/users/87374?tab=user+files
Jasondude: https://www.nexusmods.com/nomanssky/users/42286415?tab=user+files
Gumsk: https://www.nexusmods.com/nomanssky/users/38106355?tab=user+files
Redmas: https://www.nexusmods.com/nomanssky/users/44146502?tab=user+files
JJhookah: https://www.nexusmods.com/nomanssky/users/29026665?tab=user+files
Mjjstral: https://www.nexusmods.com/nomanssky/users/45932167?tab=user+files
Modders that passed away more or less - no more updates but still noteworthy to honour their work:
https://www.nexusmods.com/nomanssky/users/3470996?tab=user+files
https://www.nexusmods.com/nomanssky/users/41291360?tab=user+files
https://www.nexusmods.com/nomanssky/users/2666883?tab=user+files
on my end, these are always in use:
Fast_Actions_28.pak
No_Trade_Routes_15.pak
GCam_Centered_310a.pak
ReLight_21.pak
No_Space_Metric_Lines_11.pak
Asteroid_Fields_25.pak
Let_It_Snow_11.pak
No_Ship_Speed_Almost_11.pak
No_Flying_Pollens.pak
No_Space_Dust.pak```
These are all little tweaks/simple value changes. Real mods that add completely new content or rearrange existing content in a creative new and unique way are few.
must have for me
i don't care if they're little tweaks or simple value changes, tbh.
the definition of "must have" is quite personal, imo
I see. It was just a completely neutral 100% impersonal obervation I made that does not in any way diminish your very valid opinion. All good. It's true that 95% of all mod demand and downloads are just these tiny value changes that people want and need. But yeah "configs" are also a part of mods.
some of it i mean could even be integrated into the main game imo, but yeah, more complex mods are few
Yep I'm working on a ingame overlay hook with imgui that let's you edit any mbin value directly and finally let's you save your current edits as json savefile. So this could replace all these tiny mods and allow yu to always get your ultimate personalized game experience without depending on modders choices on specific values.
Actually HG uses something very similair already in their debug builds that lets you e.g. edit all globals live ingame. But it's not in the public version anymore so we need to recreate ourselves
that sounds cool
thanks for the info everyone
Pretty far fetched, but is there a mod/program that has prebuilt bases that you could copy?
IS there a mod to turn off abandoned freighter monsters being hives?
Sounds really great! Could we use this to change only certain properties in an MBIN table, instead of overwriting the whole table?
Speaking mod-wise
Indeed that would be viable @polar pebble but it's still a long road ahead
Can a moderator pin my mod/author list above, thanks @heavy merlin
Could someone help me by telling me how do I use save editor to reset missions?
what kind of mission are you trying to reset?
Where to place our edited JSON file from a save ?
So NMS picks it up
and launches with it ?
We changed the mission value
for a buggy mission
mind control arc
You can't drop a JSON file in for the game. It's in an encoded format. You need to make the change with a program that knows how to re-encode the modified JSON, like NMSE
That may work, if you just changed a single value without decoding the save file to standard JSON
with .txt
the problem is gumsk
that he has the game from windows store
and we cant use the no mans sky save editor
because it only works with the steam verison
i guess
we just resetted 1 mission to -1
Yes help us pls
On NomNom
But it can do windows cloud
It may not be supported yet, in which case what you're trying is the only way I can think of. You edited the existing save file by changing the mission progress. Leaving the file in place didn't work?
Well i dont know exactly where his save file is located
or the json to edit
there was only dd files
and we cant open them
Ok I haven't edited save files directly like this, so I'm not sure unfortunately. I'm sorry :(
I haven't tested any of the following and don't know whether this works but theoretically it should. Even if it works it's not very elegant or user friendly but a workaround till it's properly supported.
- Place the complete JSON file in your save dir as save.hg (or whatever slot you use).
- In NomNom the file should be marked as corrupted (no or no matching mf_save.hg). Select and save it. That will generate the matching meta file.
- After saving, NomNom should automatically reread the file and as it's a valid save file, just not obfusacted, it should be properly loaded now
- Select and save it once more and NomNom will save it obfusacted and with a matching meta file, and you should now be able to load it in-game
Can you understand this ?
And try to explain us what this means lol
No I don't use nomnom so I don't completely understand it :(
Good idea... I can't pin or anything though. It'd be a good idea to put < > around the links to avoid those embeds though.
I thought "brittfrey" and @vale iron were the same person. The dog in profile pic made me think that at least
Correct, same person @slate veldt
Yeah, that was a confusing comment up there when i read "passed away". ๐คจ
Oh I think that's just the embeds from the beginning of the post showing up at the end
can you mod on the microsoft store version?
You can use NomNom but cannot edit the json file you would have to buy the game on steam to do so sadly
Its a modifiable file that lets you do alot of stuff within game like reset missions and etc
ah ok
yeah microsoft files are weirdly encrypted
can you help me tho
with
Um alright
@dry tangle Check the pinned message. If you do the dump of the game, you can then mod just like you would in Steam
Hey anyone on ps4 have any handouts? Looking for currency tired of being sooo poor
Isn't NMS cross-platform these days?
@noble viper And also, you should probably get your resource scanner installed and set up a mining system. You can get great money that way, and even feel some satisfaction if you don't google up the mathematically-ideal methods in the process
I plan on playing just looking for a good boost
Any modders on?
@noble viper This falls in the category of just asking for a gift, no modding required
Oh well are u a modder? I wouldnt mind a modded tool if thats a thing. Im just looking to have fun with this.game
Would a mod/app that exports from save file json data to CSV be theoretically feasible?
Does anyone know what this means and what should I do what his saying? PS this is about manually editing no mans sky saves json to reset missions and etc but since I play with game pass there is no json editor for it. YET.
In the mean time you can get familiar with some tools (don't know how much experience you have in that area but you need to use them) :
- You need something to (de)compress LZ4 files
- Something to prettify/minify Json (optional but will make manual editing easier if you see the structure and not a single block of text)
- Hex editor and hexadecimal numbers
Would be hard to imagine a json to csv converter doesn't exist yet.
Generally, sure. Just wondering if anything tailored to NMS (and being more useful in some way vs a generic exporter) might be doable.
If this is directed at me, thanks. :) My experience in this area isn't much to write home about, so not sure if it's something I'd be interested in jumping into myself. But I'll keep that in mind!
I mean.. Uhh if you want to get into it sure go a head I was just asking for a bit of assistant by 27th cuz zencq helping me edit my json (gamepass edition no mans sky save editor doesnt have json editor yet thats why and I dont want to spend 33 dollars on steam edition of the game)
Ah, wires crossed, my bad :)
Its all cool though but do you know anything that could help me?
I still dont know what decompressing LZ4 file is
Might start here:
https://github.com/lz4/lz4/releases
@noble viper Depends, if you're on PC u can use save editor. If you're on a console you can still just go to a nexus and ask around till someone gives you stuff
@hushed bronze im on ps4 and ive been asking for a few days now. No avail
USE NomNom it works on ps4 and ps5
@sacred hemlock nomnom?
You still would have to use a computer or a laptop to use the save editor
Ah ok thank you. I dont have the capability
If I'm playing on PC, what's a good save game editor to use?
afaik, for PC Steam, https://github.com/goatfungus/NMSSaveEditor
Thanks!
hi guys, i have a 2 mods that use PIPELINEDEFERRED.BIN so i used amuss to unpack and manually fixed the conflict
what do i use to repack .bin files?
im going to try using station mod maker
AMUMSS should be able to repack it as well
and.. *bin files? did you mean *mbin?
now that i think of it, i haven't tried merging two mods together, but i assume it's easy to do with lua files.
when i unpacked with amuss it made a .bin
nothing inside the extracted exml folder as well
yeah i checked its really called PIPELINEDEFERRED.BIN not mbin
Isnโt (might be wrong here) that a shader bin? If so, mods using that might not be current.
Pipeline mods seem to work, since the pipeline file itself is not a shader file
Use save editor
As long as you're not on Game Pass Xbox, you can still edit.
I believe NomNom can edit the cloud save of the gamepass version
update on the pipeline.bin. i repacked using station mod maker and booted up the game
made it to the main menu and crashed as i was loading my save
bummer
update on the update
after multiple crashes i finaly found what was causing it
it was an unrelated cloud remover mod
does anyone know of a mod that removes every clouds/fog effects?
Which cloud remover was it?@burnt sinew
NoClouds by LividHaygar
@burnt sinew
thanks you for your mods @hushed bronze i appreciate it.
if jasondude is reading this thank you too!
๐
does anybody know of a mod that would change the way the blue grid wall behaves in the multi tool create mode?
looking to remove the grid to freehand create
Are there any item spawners in here?
Still save editor
Weird request, but are there any audio mods that adjust channel transition for sound effects?
Is that even something that can be done?
any mods for more frequent space combat?
Hey guys how do I mod my game?
What platform are you on?
Steam
How to Install Mods
- 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
Yeah, it's pretty straightforward
One thing to know is that with new updates, the DISABLEMODS.txt file gets replaced sometimes
Ok
One more thing
I can still see other players and no nexus missions with them when I have mods installed, right?
You can do nexus missions. Mods don't really affect any multiplayer stuff
Ok
Is there any interest in a drone ship (hidden pre release) ship mod ? https://www.youtube.com/watch?v=EHdI7PSvnRg
Found an old model. Needs to be less metallic, and I think there may be collision problems, but it shouldn't be too hard to restore. Also, it needs to be destructible. It has a separate model/scene for being destroyed... very, very, very old model. Interesting to see some of the pre-2014 aesthetic remaining.
That's a really interesting design. Much different aesthetic
smex
Hey guys, I'm a very very lazy potato, so is there a quest completer mod?
not really, but this one makes you basically unlock everything with unlimited resources, you still can do certain features atlas path, black holes tho
so it faster your gameplay
Ok so I need some testers for the ship. You can get it via the emote menu. I need to know if the size normalizes after exchange, save and game restart. Thanks
Based on the sentinel quadruped I'm working on a new mod, if anyone wants to help me - Robo Dog Companion Mod:
"Spawnable rideable robo dog with it's own inventory that will always follow and protect you"
@midnight wraith here's what i use: mostly QoL/graphical mods, I like the near vanilla experience.
This mod contains:
- Arg_QoL_BetterShip
- Arg_QoL_FasterBaseComputer
- Arg_QoL_Faster_Analysis_Scanner
- Arg_QoL_Faster_UI
- Asteroid Fields 2.5
- Better Ship Teleport Module Range 2.3
- Better Ship Transfer Range 2.4
- Better Torch Light 2.3
- Exact Markers 1.2
- Flat Landing 2.6
- Fractured Mining 2.2
- No Ship Speed Effect 1.1 - Almost
- No Space Metrics Lines 1.1
- No Trade Routes 1.5
- Semi Blinding Freighters 2.1
- Shorter Arrival Message 1.5
- Small Cursor 2.5
- Better Asteroid Explosions 1.3
- Better Scanning Icons 1.2
- Clean Analysis Visor with Helmet
- Quick Crates 1.3
- Space Station Interior Fix
- Speed Line Overhaul
- True Blood
nice, might have to look into some of those
@vale iron Here's my mod list. The only one that has options for inventory rebalance is Arg_QoL. But that only changes capacity, and I didn't even use that module. So I don't think my higher cargo slot price is due to mods :/
i suppose i'll just do drop pods or wait till im swimming in units lol
I'm not familiar with the Arg_QoL mods, but the rest don't look like they should be editing the file for suit upgrade prices
Going to be looking at and learning from these for a while!
Any mods to fix these?
So here is what makes it not multiplayer:
- Cant Farm Upgrades Together (Backpack Slots, MFG Facilities, Other Planetary Stuff)
- Cant Share Chests, they are basically ender chests
Hmm, have not seen such mods like those
I believe vanilla does let you farm upgrades together. Correct me if I'm wrong, I think the statuses of, for example, manufacturing facilities, are handled client side. Each player uses an instanced version, so you and your friend go together and each get the upgrade.
Is there a mod to make freighter decorations and refiners snap to a grid / point?
Only my hypochondriac trays and standing planters appear to snap to grid right now, and it's a bit tedious to align stuff.
Your what ๐คฃ
Not that I know of. Snap points are a pain in the butt to mod.
:pepehands:

@subtle bronze Problem with that idea is that snap points are all individual entities in the world, so if you made parts have tons of them, LAG
I mean, generally just when you go to actually use them, but still
It's currently off by a small amount no matter how I try to place it.
In some direction. Drives me crazy.
Yea its lame, theres no way to make a "global" grid for building (Which is prtty ridiculous since they already made exactly that for the damn dirt gun)
The game does have a snap point for the refiners though. It only snaps on terrestrial bases.
Would be a simple matter for HG to make parts interact with a snap grid relative to the base computer coords
im not talking about snap points btw with that suggestion
Aye. I'm not looking for grids either.
And yeah, all the snap points have specific types in order to separate powerlines and floor parts and doors and all that
its a mess
Hmm. So basically, the refiner has a floor snap point that can't interact with a freighter?
The freighter also had snap points but they interact with planters only as far as I can tell.
Well it cant interact with whatever youre trying to snap it to, for sure
oh thats right isnt it, I forgot all those floors already have a ton of snaps for planters... interesting
Planter trays and standing planters.
Aye. I'm wondering why not just let teleporters and refiners snap to these points as normal.
Unless HG is making a new alternate room design for both of these akin to storage container.
Which I'd honestly like better. NGL.
I really hope they don't do a separate freighter room just for the refiner unless they let me shove 20 of them in it
A whole room per refiner would take so much space
Need to re-think the whole system tbh lol theres currently four different barely-compatible systems in play ๐
Windows Base Building
@vale iron Any chance you remember what the freighter rooms are called int he files?
Let me look
I think I found it actually
@vale iron But also, happen to remember what it is that refiners normally snap to?
That I definitely don't know. I'm not well-versed on snapping
Like, ingame, not in files lol
Ah, don't know that either, unfortunately. I'm not very helpful tonight ๐
U horrible person!
I'll never forgive you for not looking at everything everywhere and remembering it clearly for future reference!
๐ข
I'm checking the snappoint files to see right now though, to try to redeem myself
Just waiting on the grep
Looks like just CUBEROOM and MAINROOM
yes
Looking at planters now, out of curiosity
Feels a little bit like "I WIN AGAIN" XD
Nice, that didn't take long
Nope, just traded refiner 2's snaps for the small planter, and the refiner 3 for large planter
Skipped the whole part where I re-write actual snap data ๐
ahh, so their snappoints are now named plant_whatever?
Yeah just stuck them onto the planter's file instead of "TECH" which is obviously both generalized and useless
Good thinking
So now they probably snap to underwater prefabs, too, which they originally don't, it seems like
Should snap to whatever a planter would
could you just change the snappoint file reference instead of replacing all the snaps? Not sure if that would work
In BaseBuildingTable
Thats what I did, thats what im talking about
Sent the info over to Neptune, who maintains BBB
Oh, ok, I gotcha now
@vale iron BTW a "more compatible" (obviously) option might be to take the snap nodes from the planters and add them to the TECH snaps normally used by the refiners. I just didn't wanna bother ๐
I don't blame you. Your way is easier and probably completely fine
I was just thinking it should be separate from BBB, tbh
should we go in a call?
that might be better yes
Me when I find out modded exiats
What are the essential mods everyone should run?
Exosolar's grass fix, stratos, and the water one I forget the name of
What does Stratos do?
some or almost all planets can have no atmosphere so you can see space pretty well, among other proc gen sky stuff
I use stuff from Lo2k, Mjjstral, Jasondude, Exosolar, and myself
modder's circle
Do mods decrease fps?
It depends what they do. Some decrease, others increase. Most mods probably have no impact.
Which ones increase performance?
Anything that gets rid of detail or effects. I don't know off the top of my head, but maybe someone else here does.
I have pretty rough fps on lush biomes for some reason, like 30-40 from 60.
Any tips on getting it to be more stable? I feel like i shouldnt be experiencing this with an i7 6700k, and oc'd 1070ti.
Sorry, outside my knowledge. I think there used to be a NoGrass mod or something like that, but the visual hit may be too much, if it's even still updated
I use a lot of the No xxxx mods from Lo2k. Those /might/ increase performance, since they are removing effects, but I don't know for sure.
DUD'S SKY - COLORS updated v3.13.1
-Added Frozen biome specific sky colors. (Makes planet look colder.)
-Added Scorched biome specific sky colors. (Makes planet look hotter.)
-Added fauna (creature) colors.
https://www.nexusmods.com/nomanssky/mods/968
DUD'S SKY updated v3.13.1
-Pulse drive auto aim size reduced. (Will only target if inside reticle. Not halfway across the screen like in vanilla.)
https://www.nexusmods.com/nomanssky/mods/507
@slate veldt This is my personal grass mod for my potato. You can try that and see if grass is part of your issue at least.
^ That's probably a much better option
Yeah, i actually enjoy the grass though, and dont always have the issue. It jjst seems like some Lush biomes really bog it down
Idk, i guess a better question would be, is my current setup actually not good enough for ultra at 1080p?
It keeps grass, just changes some LOD distances and a some density settings. Actually increases distance some.
In general, lush planets use the most assets and they can bog things down for various reasons. It's usually either a draw call issue (drawing objects and applying higher res textures and lighting etc. to them) or a memory issue usually due to too much memory being used on higher res textures.
I don't have a machine that can do anywhere near that LOL but you are pushing things pretty hard especially when ultra settings actually use a whole other planet gen setup for props and really increase them a lot. If it were me, I would monitor your GPU and CPU with something like MSI afterburner and see if your GPU usage, GPU memory usage, or CPU usage is the one most bogging it down. That will tell you more about what would help most.
Yup. I do use Afterburner to oc the gpu. The problem is that none of them appear to be the bottleneck except for maybe the gpu's vram (8gb). Upgrading gpu to something with more vram is a huge jump though, so it seems like that shouldnt be the issue. For a while, I thought i was having a memory leak issue with discord or steam but that seems to have been resolved.
Mainly stating that a 10gb vram gpu is pretty damn expensive, so id hope thats not the issue.
So, out of curiosity, anyone had any luck with AMUMSS on linux?
I'd like to get both hover and a better pulse auto-aim but I just can't get used to jasondude's other ship handling changes so I need to patch my own together
(unless there's another one that combines hover + auto-aim fix that I haven't found)
@shut flame Don't normally do this but it was easy and I had time. This is only "hover on planets" and "pulse reticle auto aim size reducer thing". Everything else vanilla.
i stopped trying; easier to just whip up a kvm accel win vm and using qemu's samba implementation to share folders between host+guest
@steel crypt thanks a ton!
@round sinew unfortunate. Guess I'll have to end up doing similar if I really need it
Using mods, can we combine these two ship bodies?
Well, the end of the barrel nose and like right after the 2 vents of the long body
Where the picture cuts off
something along the lines of
qemu-system-x86_64 /path/to/vm/hdd/file -cpu host -accel kvm -m 8G -net nic -net user,smb=/path/to/shared/folder/
works just fine, plenty fast; not even using virtio for guest storage driver
i need a mod that can allow refiners to be placed close together
@round sinew I'm going to redo gproc to make all the C to S hazard protection upgrades work like x-class
heh ๐
oh btw, have you noticed that rerolling LS upgrade mods doesn't require installing another mod? you can just evolve to A, save, evolve to S, check stats, reload if not the desired stats, evolve again
in vanilla, i mean
I read that in another post and found it interesting
found out about it myself recently, doing a full build on a second LS
I don't understand all the upgrade mechanics completely though
yo guys how do i install my mods
they are not working
i put them in the mods folder i made in the PCBANKS
but they do not seem to work
i did
did you unpack the zip file, and placed the pak file in the MODS folder?
Are any mods working? Do you get the warning message?
ahhh
thanks
ill try now
i took the file out of the folder
yay it worked!
thanks ๐
Is there a mod that helps organize a largeish archive of saves?
Hey boys, just started modding. What are some must-have mods for you guys that you install for each playthrough?
And another quick question, do all mods you install have to be up to date with the latest game version in order to work? For example will a mod last updated in 3.10 not work in the current game build?
I use stuff from Lo2k, Mjjstral, Jasondude, Exosolar, myself, and maybe a couple others
It doesn't necessarily have to be updated, but it might need it. it just depends on how the game has changed
Thanks brother, appreciate it!
what mod do you think is making my npcs look like this?
wait for some reason it won't let me upload pictures rn lol
I think ur levels too low
okay so.... I decided to just get into modding again and see if I could just... roll with it. I have quite a handful of mods and now my game doesn't work, it gives me an error message on startup. I know its due to a conflict but how can I narrow down which one it is that I should disable?
A conflict won't make your game fail to load. You have an out of date mod, most likely. If you don't know when they were updated, you need to use the Thanos method to find what the offending mod is.
FYI, a conflict will just cause one of the mods to not load
ok
How many mods do you have?
If you want to screenshot or type them up, I might know what's up to date
I don't have pic permission here
Bad news, I only see one mod that looks up to date. Most of those mods aren't going to work
๐
To find updated mods, sort by Last Updated on Nexus
Or look for something that was updated after 3.0, maybe since October. Before that doesn't have good odds of working.
ok
Someone knows what file i need to edit to remove something from the quickmenu? I want to remove the shield-refill from the spaceship if thats possible
Also I'm searching for a way to change the rewards of Nexus Missions
New mod is done:
Quicksilver Rewards (https://www.nexusmods.com/nomanssky/mods/1814)
You can now get Quicksilver by doing these things:
KILLING DRONES
- 5% Chance to get 5 Quicksilver by killing drones
- 10% Chance to get 5 Quicksilver by killing Quads
- 20% Chance to get 10 Quicksilver by killing Walkers
NEXUS MISSIONS
- 25% Chance for Mega-Nexus Missions to give you 250 Quicksilver as Reward
- 20% Chance for Normal-Nexus Missions to give you 125 Quicksilver as Reward
DERELICT FREIGHTERS
- You can find Quicksilver in Derelict Freighters again (same Chance as in Halloween Update)
And if you're looking for a new challenge:
No Health Recharge (https://www.nexusmods.com/nomanssky/mods/1815/)
You get no more Health & Shield Recharge.
What are some good mods that change the way the game looks but not too drastically
Or just create more variation in terrain
Also is the big plants mod good
Colours is a great modIโve tried
good mod for planet gen: https://www.nexusmods.com/nomanssky/mods/1742
If this game is to easy for u, i have a solution:
COMBAT (https://www.nexusmods.com/nomanssky/mods/1816/)
This mod adds:
- Aggressive Sharks
- 200% Health for Predators
- 300% Health for Scuttlers
- 150% Health for Fiends
- 200% Health for Fish
- Drones can shoot up to 8 projectiles
- 200% Damage for Scuttlers
- Pirate Squads can have up to 12 Ships
- 200% Health for Pirates
- Pirates deal more damage
- Pirates fight more intelligent
- Milestones are harder to reach
- Less Asteroids in Space
- Less Camera Shake for Pulse Spitter
- No Automatic Shield or Health Recharge
dang philipp, youre on a modding spree
๐
@odd stag if you're making mods do you want the modder role?
@sinful anvil I would love to, thanks!
Done!
Hi guys! I'm updating BTF, already got terrain back and also skies/fog. Now working on colors.
Nice! May have to make a separate save just for you ๐
Here is the link if you want to play around: https://www.nexusmods.com/nomanssky/mods/980
When I get a chance for sure!
I think this was my favorite place from my last BTF experience ๐
where i can find all files on windows version of the game? Xbox Pass
Good fucking luck if its Microsoft store
anyone here using Vanilla plus?
Exosuit Technology is supposed to have a max of 24 slots iirc, and mine is normal (7x2)
For my Combat mod, i would like to disable the "fade to gray flicker" when you have low shield. Someone has any idea what files i need to search for that purpose?
found it myself in playerglobals
at least the visual thing. the sound effect i couldn't manage to find yet.so if someone could help me with that ... ๐
I updated the mod with that disabled visual effect as an alternative version: https://www.nexusmods.com/nomanssky/mods/1816/
I had a mod I installed that was working for at least the first day. Now it's not working and I have no clue why. I initially installed it with nexus mod manager but I tried a clean install by downloading it and putting it in the folder and still nothing.
@spark anchor What mod do you want to use? Did you make sure that the "DisableMod" File is either renamed or deleted? Are other mods working?
Other mods are working. It's this mod: https://www.nexusmods.com/nomanssky/mods/1804
maybe some of your mods are conflicting with that mod
@vale iron @hushed bronze Do you know what file i need to look at when i want to disable that "Low Health / Shield"-Warning audio effect?
That was it I disabled all mods but that and it worked again. Thanks
if you can make a list of all mods you have, people here in #nms-modding can guess which mods are conflicting so you dont have to unistall everything
Note: I did this while trying to access the hollow knight folder but the extent of the permissions i had gotten was only read permissions. i am not sure if it will be the same for you but i think it is likely, therefore you probably cannot install mods on the windows version. However if you have something else that you would only like to view (or just want to try and maybe get lucky) then follow this guide. this works for all folders that you cannot access.
- Go to program files
- un-hide all the folders
- find 'WindowsApps' and click properties
- go to security and click advanced
- at the top there will be a name and owner
- next to owner click change
- there will be a blank box in there you will have to type in your windows username
- next to the box where you entered you username click 'Check Names'
- your input should change slightly
- click 'OK' and the window will be closed
- in the previous window click 'Apply' and click 'OK'
- you should now have access
if anyone is looking for mod recommendations: https://www.reddit.com/r/NoMansSkyTheGame/comments/ksi704/how_to_install_mods_for_no_mans_sky_and_a_list_of/
U guys gotta stop DL/upvoting Dark Space V2. It has been dead for FOUR YEARS
How can i remove something from the quick menu?
then update it coward ๐ซ
lol
Lol its not mine
Wasn't there a different mod that's updated and pretty much does the same thing?
At least two, my own "Expanse", and Lo2k's version of it, which both work perfectly, do more, and cannot keep up with the dead one's popularity XD
Oh and ofc Jasondude has something like it, too
so 3 different working options and the broken one gets all the attention lol
Does anyone know where can I find the attribute for station mission type spawn rate? I'm looking all over NPCMISSIONTABLE, can't find it.
I'm trying to increase a mission type spawn frequency. Thanks.
DUD'S SKY - COLORS updated v3.13.2
Improved variety of lighting conditions on Scorched planet. Improved fog color and fog conditions.
Improved horizon for Lava, Swamp, Gravitystorm, and Firestorm biomes.
Enabled all night skies for Swamp and Lava biomes.
https://www.nexusmods.com/nomanssky/mods/968
Hey. Just downloaded NMS again after basically quitting it during the first week of release. So haven't played in years. Was thinking, are there any mods that are viewed as essential and I should consider downloading even before I load up my first new save in years? Quality of life improvements etc. I plan on playing alone
Welcome back. I reckon essential mods come with taste in this game. I suggest enjoying it vanilla first, then start browsing mods to see what you would like changed
That said, I recommend taking a look at the most downloaded mods on Nexus. There's also some pretty good quality of life mods there.
Cool, I'll start with vanilla then. Cheers
The most downloaded mods on nexus are not going to work. Need the last updated.
@steel crypt I sort by trending, which is based on upvotes within the last month. Thats where Dark SPace V2 from 2016 still ranks very high and I'm just kinda amazed at that lol
The mod that just keeps on NOT giving. Iโm amazed how a mod that doesnโt work gets endorsed so much. Freaking humans.
can some help me on how to install mods in to my game
i just wanna have more storage
So first you would go to the directory where the game is saved (Assuming you're on Steam). The default directory should be this:
C:\Program Files (x86)\Steam\steamapps\common\No Man's Sky\GAMEDATA\PCBANKS
In there you would want to create a folder labeled MODS. In the PCBANKS directory there is also a file labeled DISABLEMODS.txt. You would either rename or delete that file. Then you would download the mods of your choice and unzip them in that MODS folder. After that you should be good to go
i didn't get on steam i got it on xbox game pass im assuming it works the same right?
i just need to find the folder for it
but cant seem to find it
WIth that one it's different I believe. Try looking at the link in this post #nms-modding message
0.o am i downloading something?
im not sure if i know how to go about this but ill try to look up a video of some sort
Yeah Gamepass modding is very very tricky
its more simple to mod on state of decay 2 then NMS lmao i tell ya that and it was on game pass
Tbf I've never tried it
It's just from what I've seen
Just very tricky for this game in particular ya know
yeah i get you thank you very much
Yeah sorry about the troubles and all that. A shame it isn't easier on gamepass for this game
no worry i figured it was gonna be a different way to work things around for it
hey @steel crypt , does your reshade affect fps? im running a garbage spec laptop but i want to try out your mod
ah ok well, same question. does this mod need good specs or not?
Should be no impact on performance @burnt sinew
any mod to make living animals a threat ?
Its really boring seeing most animals are passive
LF a mod that increases permadeath inventory caps. Want to play PD just without having to constantly play the inventory management game. Current one on nexus (inventory tweaks) looks outdated. Suggestions?
you can try this mod, i have tested this on normal and survival and it works. have not tried permadeath yet
Neat! Thanks I'll give it a shot.
Works great, thanks!
DUD'S SKY - COLORS new upload, same version (3.13.2) - zip file was missing the 2 mods that I updated. Due to 3am upload LOL. Please re-download.
https://www.nexusmods.com/nomanssky/mods/968
@stoic blaze Inside "No Man's Sky\GAMEDATA\PCBANKS", do 2 things: delete/or rename the file named "DISABLEMODS.TXT" and make a folder named "MODS". So that you have a structure like this: No Man's Sky\GAMEDATA\PCBANKS\MODS\ . Then put the ".pak" files (mods) in the "MODS" folder.
Inside the "No Man's Sky\GAMEDATA\PCBANKS\ " folder. So, after you make it, you have this: "No Man's Sky\GAMEDATA\PCBANKS\MODS\ "
kk tysm
No problem. Going AFK for a bit, but if you have any problems, just @ me and I'll check in a little while. Dudes can also help you in #nms-questions with installing mods. Once you do it though, you'll see how easy it is. Don't forget to delete or rename "DISABLEMODS.TXT" so NMS will load the mods in the "MODS" folder. @stoic blaze

someone knows what files i need to look at when i want to change the length of day and night time?
I updated my Combat mod today. Now with disabled auto aim, longer day & nights, a slower hazard & exosuit-shield recharge.
https://www.nexusmods.com/nomanssky/mods/1816/
you know whats funny?
i want to mod the character itself but cant...
because i cant get it ;~;
@odd stag Please don't be afraid to hijack Savage Sentinel's infinite aimed firing for drones if you want, since it's very possible I will not be making or updating any mods anymore
I discovered way back that if you make the burst amount 1 shot always, but drop the "decision to fire" times way down, that decision time effectively becomes the firing rate, and the bot can continue adjusting aim while firing instead of locking into a static aim for an extended burst
It's lots of fun
I actually had one commenter complain about it once XD
@hushed bronze i remember that one, it was one of the first mods i ever used in NMS ๐ - But for my mod i wanted to keep difficulty a bit easier, though harder than vanilla. But if i'm going to make a "ultra hard" mod or something, i will use it, thanks ๐
@hushed bronze btw did you ever found a way to increase the amount of drones that patrol around and/or that they attack the player earlier if he gathers ressources near them?
@odd stag I think Gumsk may have solved the drone number thing, but keep in mind my method of drones rapid-firing can easily be tuned down both in fire rate and by slowing down the drones' actual movements and turns speeds n stuff.
i just put in a folder named MODS in pcbanks for the mods right?
yes and remove the disablemods.txt file or just rename it
thanks
@vale iron Exosolar said you maybe found a way to spawn more drones that patrol around?
I said maybe. I thought someone did, Im not sure If I'm crazy or if it was gumsk
Don't know if its a concern or a they can do whatever they want situation. But two days ago. I was in vc. Watching someone build a christmas tree building in a galatic hub planet. Was until a random person that came into the system with another person in vc joining the person making the tree build. Started destroying people in their ship, despite there being friendly fire on the player being shot at being set to none. However the tree building person went to engage with the person killing the other, with his set of mods and the such. Trying to kill that other person. But they both couldn't kill one another. So... Yeah....
nice
The game locks you out of red/green/blue starts until you get an upgrade.
However once you set foot on any planet in those systems, you will see no dangers other than more storms.
Is there a mod that specifically changed aggression/damage/health/AI of hostile creatures according the color of the system you're in ? (e.g sentinels on blue stars are much MUCH tougher than yellow stars)
Someone ever found a solution to increase the amount of aggresive animals again? Since origins update there are way fewer aggressive animals, would love to increase that again
I've tried a few different things, but nothing worked. I tried PercentagePlayerPredators, Density in the Ecosystem, and something else I forget. The only other thing I can think to try is changing the creature role of some of the more common creatures to PlayerPredator to see if that changes their behavior. @odd stag
For the sentinels, I don't think I found out how to do that either, but I'll have to look through my files
Oh yeah, there's a MaxNumPatrolDrones in RobotGlobals and then MaxDronesLow, MaxDronesNormal, MaxDronesAggressive in GameplayGlobals. This was a long time ago and I seem to remember it didn't do what I expected
@vale iron thanks for your reply. I tried to change the creature role of predators a few days ago but somehow it didn't work. I set all passive + prey to predator, at least i tried, but had no effect.
With sentinels: i only changed "MaxNumPatrolDrones" in the past which also had no effect (at least i didn't see), but i never played with the settings you mentioned in GameplayGlobals, might give them a try.
If you ever find something to do those things, would be great if you can give me a short hint.
Thanks for your help!
Make sure when you're messing with roles and stuff, you use PlayerPredator, as it's different from normal Predator. You probably already knew that, but just making sure
Can you modify your save on ps4?
No
Damn
Where can I learn to start programming mods for nms? I've decided that in order to start programming in general, I wanted to start off with modding my favorite video games, anyone know a good place to start?
you can start by downloading amumss. it has some example mods plus instructions on lua code nms modding
Got it, thanks!
Gonna head to bed rn but I'm gonna try it tommorow
Oh, and one more thing, how would modding something affect multiplayer?
The way nms is built makes it hard to comprehend what would happen
Mods don't affect multiplayer for the most part.
@raven heart if you get into it seriously, you'll want to join the modding discord. There's a link in the pins here
Ok
@vale iron i got that Drone number thing to work ๐
I just updated my COMBAT mod, it now includes more Drones that patrol around.
https://www.nexusmods.com/nomanssky/mods/1816
I also managed to double the chance for a planet to get aggressive sentinels (also included in my mod update) ๐
@hushed bronze I'm not sure if i remember correctly but did you find a way to get rid of the drone warning that shows in which direction a drone is (if they are near you)?
Look at Lo2k's no predator warning mod and emulate that, I think.
Using mods or a save editor, how much can you increase your jump range?
Are we talking 10kLy, even more?
@odd stag I wouldn't be the type to do that, but iirc that would be found in camera globals
I think I actually extended it at one point
You could make it as long as you want.
I was wondering what the game could handle.
Though, the save editor could not get me more than 5k on jump range on freighter.
Roughly 3.68m ly, the maximum diameter, I believe. I can make a 6400ly freighter in vanilla
Yeah, those were base stats.
3.68mill Ly from the center is the max diameter? There are 16 quadrillion stars, the boundary has to be somewhere I suppose.
Oh that would balloon up quickly when you added upgrades. Anyway, I got one freighter up to 1.99m ly by just adding all warp core resonators or whatever the biggest bonus upgrade is
Wow.
I think it was 16 quadrillion planets, and that could be spread out over 256 galaxies, so that cuts the number of systems per galaxy down to about 10 trillion I think
"only" 10 trillion :)
But yeah you can stack three different methods: increasing the base stat of the ship in save editor, stacking multiple upgrades that wouldn't normally be allowed, and increasing the stats of the drive and upgrades with a mod.
You're a person of culture I see.
@vale iron @hushed bronze i managed to do that by replacing the Hud-texture with a empty one.
Would I be able to do one warp from starter to core with this mod
Also I can increase the upgrade modules in save editor? Omg new stats to be made
Yes(You can use the save editor even) and yes.
I think 440k Ly is more than enough for now.
Not like I need 1mill.
440k can get you to the core in two jumps where I am.
You can use a save editor to expand the number of box storage as well, you can more than double it.
Actually I donโt think u can double the space without hitting max
Unless thereโs a glitch to be able to expand after max slots
And I want to be able to get to core in 1 jump
From starter system
Nope, it's a save editor.
There is some kind of defined max slots that seems to be hardcoded.
@tidal portal Unless you mod the camera movement speed in the galaxy map, its going to take you probably 30 minutes just to select a system next to the core.
Seems pretty impractical since you can just use a portal to get there in less than a minute.
Yeah, it takes a long time to move those distances in the map
true but if i start from scratch I WONT KNOW GLPHS
And @runic solstice is right about storage. Those are not hard coded and can be expanded with the save editor. Vehicles on the other hand, do seem to be hard coded
Only need 1 glyph though. It would take less time to get the glyph than to get the free freighter
True. But what the freighter does allow, is more independence. You are less dependent on gate coords.
@slate veldt I should have started that conversation here probably. AFAIK, only procedural upgrades count or are disabled by overload. Blueprint techs are all in the TechnologyTable, separate from the procedural, so it might just be that.
Right. I realized that after i commented but totally spaced it atm.
But wouldnt you be able to put more than 3 of those X class mods on without overloading then (if they were treated like technologies)?
No
That's a hard limit
Save editor + excel sheet == list of favorite ship seeds
@slate veldt Ok, I figured it out. There's a "Group" setting for each procedural tech. Most upgrades use the same Group setting for all levels, but the hazard protection use a different group for each element and a fifth group for x-class
Now to see if I can figure out what triggers adjacency
My brain is upside down atm trying to understand the logic haha
Do you remember any of the weird items that don't get adjacency bonuses even though they should?
Ok, i think i understand now. They had to allow it to be separate, otherwise any individual X mod would overload the other hazard mods if they went the other way
Yeah
Underwater module
Connects to nothing
membrane thingy?
Ok, I'll look. Thanks
Water drop on a shield symbol
UP_UNW1-4 is how I know them ๐
You sure? I can keep making up random word combos to describe it ๐ ๐
Although, i think you might be right, the membrane might be another one but thats a blueprint
Do they connect to themselves at least?
Nope haha
Real dumb
I keep putting them next to each other expecting something one day
oh wow
If I find out they connect to life support, ill be so beside myself ๐
They do connect to each other, but not to hazard protection, life support, or aeration membrane. Aeration membrane and hazprot do connect, though, so I just need to connect to those.
Yes
And I don't see any way I could control the adjacency of these, unfortunately.
I could make all the X-class mods count separate from A-S for overload. That might actually make them useful
Interesting...starting to think im colorblind. I for sure have those two next to each other and have never seen the adjacency on them
You'd have to be white-blind ๐
Also, a player had their post galaxy center crash site turn their ship into a living ship when they were partway through Starbirth. Coupled with the player who used an emergency chart and arrived at a player spawn point beacon, im starting to think the spawn points might actually be crash sites still
Very odd, I'll have to fix both and check again. At least something connects to either of those
So what custom recipes and recipe unlocks? Also is my idea for instant warp possible??
It sounds like you just need the save editor with everything you want.
Instant warp? You might need a camera mod for that.
Instant warp would be cool, too bad my save data is on console
I heard there was a way to decrypt console saves. Probably a rumor, might require modification on the console(voids warranty), or both.
PS4 requires a paid third party software, then I think only NomNom edits with a GUI, or you could edit the raw file. Not sure on PS5, probably the same. Xbox you have to get a cloud save then the name NomNom or direct editing.
@vale iron I want to savedit near everything in this game so yes
Please tell me what isnโt editiableeeeee
Like whatโs hard coded and what I can change that is โimportantโ
Considering how much is in this game, that's way too broad to really answer. I could do the reverse, tell you if something is
Download the save editor and see for yourself
I don't know exact numbers, but probably to a distance beyond what the engine actually covers.
Iโm on my phone as u clearly see, I do have it downloaded
You can increase the base stat a bunch and install perfect x-class mods
If you want to combine with mods, get GGame to remove the overload limit and give yourself like 10 upgrades
Perfect X, how?
Where are the mods? Nexus? Nmsmodding.com?
Nexusmods
Ah ok
Have to get a seed value. I'll try to get you a link to what I use
Exosuit
Defence System,ID,Shield Strength,Core Health
[X-class]
Suspect Uranium Grafts,50404,+94%,+33%
[S-class]
Q-Filed Armour,7778,+89%,+33%
Life Support,ID,Life Support Tanks,Solar Panel Power
[X-class]
Unlicinsed Ammonium Drain,94459,+109%,+15%
Black Market Ammonium Harvester,5090,+106%,+39%...
You have to replace the seed with a better one. Double click
Is there a mod that persists freighter interior between freighter purchases?
No, that would be more of a third-party app that copies data from a save file. You might be able to use NMSSE to backup the freighter base, then restore it to your new freighter, but I'm not sure.
@steep breach
@steep breach buy the freighter, note down cost. Open first savefile, copy new freighter seed. Insert into second older safe and edit your credits. Load the second save. Same result
Should I just check nmsnexus mods to see what yโall modders have come up with
yeah, and i would also suggest sorting by last updated
How put hyperdrive on ship from save editor
Just right click in the inventory and add item
I heard that was a mod that allows you to install an economy scanner on a living ship?
GTech iirc
Oof, I have no interest in changing vanilla balance too much. Just put an economy scanner in there.
Does that change more than vanilla balance?
Actually, i think you can technically do it with a save editor, but youd have to be careful with the seeds
See for yourself: https://www.nexusmods.com/nomanssky/mods/1361
Actually wait, scratch that, @vale iron clarified at one point about that
Gumsk knows though, i dont remember the name tbb
There's an optional version that is just the alien installs @runic solstice @slate veldt
Is that the Alien Installs?
Yes
How to give itself new guns? Buy a random one? And save edit upgrade it?
trying to figure out how to allow my ship nav computer to display bigger jumps, had the side effect of only showing me a single huge warp, which looks like more or less the same distance we usually see, but with less "guide" stars, path segments - like 1? ๐
ooh, wrong pic
Where are u trying to go?
U could just pick a system far out then work ur way there it would allow u to figure what u want out
i'm testing with a mission that requires me to go to a specific system, that's more than 3k LY away from my current position (approx). as you may have noticed on the second screenshot, that system, 740 LY away from my current position, is the end of the galaxy map mission waypoint - but the mission waypoint path line shouldn't, because the target system is still a good 2000-2300LY, and that's the issue i'm facing right now ๐
on the first screenshot, you can see that there's a single path line that stretches for 740 ly
that's usually not possible ๐
Dude canโt u just use a portal teleport or anomaly
first screenshot path line is jumping across multiple regions, in a straight line, using 2 star systems only, where in vanilla the path would be connecting a lot more stars
about 10
and it wouldn't reach this system like that, in a straight line, it would kinda follow the clusters of stars etc
Maybe u should make it so it also scans your ship so that itโll change based on ship range + upgrades? That way itโll adjust from start to end game
Also why arenโt u using last system through core jump as a display?
that's for another test phase
right now i just want to get a path line to display in its entirety, marking a system that's like 3000 ly away from where i'm at
๐
I know people have tried to extend that path before and failed, but I hope you can figure it out!
i'll try, for sure
The Before of getting and modding random ship
The after of getting and modding random ship
Im looking at base building mods that make it easier to snap/align objects and not have to do certain glitches like wire glitch or extending the base limit, if I were to use this mod for base building, is the base compatible with non-mod users?
get chad hyperdrive pls
I know but for now itโs pretty good
Anyway itโs only my showy one not a real use
Well it is blue gold and black so
Yes it is
Thank you
Any mods or shader packs or whatever that tone the lens flares WAY down? I donโt like those or the vignette effect at all, they just get in the way, but other lens distortion effects like motion blur or chromatic aberration are fine
I'm not sure. That might be a shader thing. If so, it probably isn't going to get modded again because right now shader modding is ...hard. Lo2k used to make one but I don't see it active. Probably due to being a shader mod?
My usual go to is ENBseries but itโs more meant for ADDING effects instead of removing them, so I was a little stumped
You can adjust reshades
@round sinew What is the current distance of the path in the galactic map? I'm looking through files and will keep my eyes open
probably too simple a question, but im brand new to PC No Mans sky and am not sure of how to install the mods, is there a guide you can recommend?
How to Install Mods
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
well this is awesome
@vale iron do you know if the rayrod and the redmas mods conflict?
probably
i think the max distance i've managed to make the game display with just one jump was 740LY, when i set GalacticPathMaximumJumpDistanceLightyears=3000 in GCGALAXYGLOBALS, screenshot <#nms-modding message>
i've played around some more
this is where i'm at right now
{ -- max path jump distance
["VALUE_CHANGE_TABLE"] = {
{"GalacticPathMaximumJumpDistanceLightyears", "418"},
{"GalacticPathPreferGuideStarsTillJump", "20"},
}
it seems that doubling "GalacticPathPreferGuideStarsTillJump" value from the default 10, made the game use half the number of guide stars
and "GalacticPathMaximumJumpDistanceLightyears" seems to be the distance, at least, between current system and the next guide star (?)
GuideStar is probably here to simply create the path, that would be used by the player (similar to what the player has to do when core warping, selecting the system, etc) when warping
i've been looking all over GCGALAXYGLOBALS, but it's looking like either the max the path can display is in some other file, or is hardcoded - when i used GalacticPathMaximumJumpDistanceLightyears=3000 , it still didn't expand the path further than 700 something LY
I know sometimes tings like that are written in multiple places
Just not this specifically
because that property seems to only control the "assisted" path line distance from the current system to the next guidestar
Bye for know
@round sinew You're probably fighting an exe override with that flight path thing. I tried the same
Is there a mod that makes the galactic map scroll faster?
Is there a NMS modding Discord? or is this channel pretty much it?
This channel is it as far as our discord server goes
What are the current tools used for modding/merging mods?
I used to merge mods that conflicted and make my own mod merge, but its been a long time... Not sure what tools are used for unpacking/packing and the like. I know I can use my Notepad++ for editing the .mbin files I think it was or the files inside the .mbin?
There's a link in the pins here
changed blackhole marker icon ๐ wasn't sure if it was going to work because the property value was set to a PNG and i set it to a DDS ๐
is that alright though?
didn't seem to be any slower or glitchy because of it
i couldn't find any *.PNG files either, they all seem to be *.DDS
Is there a mod that allows scanning for hotspots the way can scan for buildings?
sorry, i don't know but have you tried checking nexusmods? it's a good place to start looking
You mean a pulse scan that puts icons up? No, I don't think that is possible. The best you can do is increase the range of the hotspot scan
GGame increases the range from 400 to about 1300u
i was looking in nexusmods but i didn't think of checking ggame
after checking gbase, somehow i got sucked in to gproc
I just rewrote that a little bit to change the hazard protection modules to work like the x-class
Haven't uploaded it yet, though
gotcha - i will probably use that mod in a new save, after i'm done with this playthrough
Please let me know if you try it. I think it needs balancing on the values, but don't have any data for it
also, do you know if this is ok to do?
the property value was set to a PNG and i set it to a DDS
No clue, haven't seen a property for that kind of thing, just links to DDS files
in GCGALAXYGLOBALS, there's https://dpaste.com/5VZW7Y237.txt
and i changed this to a DDS file, it seems to work ok from what i could see
That may be the first PNG file I've seen. If it works, that's all that really matters ๐
and the weird thing is
i've tried looking in the list of files, but couldn't find a single PNG
ok yeah, that's really weird. There isn't a beacon.png, but there is a beacon.dds
and it worked fine before your change, right? I'm wondering if you can do that to other file references, too. Not that it would be useful, but it's curious
yeah, that's the default value
TEXTURES/UI/HUD/ICONS/MISSIONS/MISSION.BLACKHOLE.DDS
i changed it to this
I wonder if BLACKHOLE.PNG would work
my thoughts exactly
well, actually, i was thinking to use MISSION.BLACKHOLE.PNG
why just BLACKHOLE.PNG?
What you said. I just misread
ah ok ๐
Are there any updated mods that increase stack sizes?
Is there a mod that allows you to turn storms on and off?
I'm trying to build a base on a planet with awful storms but it's really annoying
how do i get started making my own mods?
Learn to code I guess
well, there's a few pinned posts here that might be useful to get a player started
i'd suggest also looking into AMUMSS
Hi Gumsk and BK
Anyone got any mods theyd recommend?
@lime mesa take a look at <#nms-modding message>
Thanks!
@vale iron MISSION.BLACKHOLE.PNG also works; will try just MISSION.BLACKHOLE (that doesn't work, the marker is gone)
Thanks for the data. So the extension doesn't seem to matter, at least for that file
@vale iron @round sinew For your info, .PNG file references:
Is it possible to mod on the xbox game pass version on pc?
Yes, you do a UWP Dump, then you can mod. I think there's a pin here
I heard this works: https://www.nexusmods.com/nomanssky/mods/1751
I installed andy's mod, did the steps, and when I ran NMS it comes up with a warning saying mods have been detected. so far so good!
yep, it works
Awesome, welcome to the club
No idea, other than making it so you can use mods on gamepass version
Yeah
@weary ruin thanks! so there's a lot of exmls that refer to *.PNG.
The real question is are these png, which appear as dds files, are really png or not?
i don't really know, but could the game engine be exporting/rendering (?) the dds files as png?
ok ima go look at al the nms mods @ nex-sus
wow it even says its an ENABLER
@vale iron how many mods did u make for Nexux
Looks like about 30, plus all the variants
I don't think anyone would want all of them; there's a pretty wide variety
But you can see them all in one place on my GMods page
ik*
Hey guys
I've been trying to mod the Xbox game pass version but I'm getting stuck in the last step of the Reddit tutorial and apparently for something dumb
Powershell says that it's not being able to register the package (appxmanifest.xml) because it can't find the start image (SpashScreen.png) in the selected directory
Does anyone know how to fix this?
Or am I better off using this?
prob using what gumsk said
Yeah, I've heard that works well and is really simple. I just can't test it myself.
Is there a mod that allows you to turn storms on and off?
hello, quick question: Do you know a tool with which I can change the colors in NMS? The goal would be that it no longer looks quite like in a comic. Thanks
ye reshade works great with it
@thorn scarab Did you have a link for me ? And does this also work for VR ?
reshading does increase needed processing power the more filters you use, so keep that in mind
not by much, but i don't know how intensive vr is
ye, if it's just a colour you want to use then it shouldn't impact performance too much
it's when you start adding ambient occlusions, reflections and even fake rtx etc
DoF etc etc yep
especially bokeh
