#nms-modding
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Why there aren't any creature mods out there ?
that's from Gumsk alone
or are you thinking of mods that actually add creature parts etc
@hearty crypt liked those snowy trees you did. thumbs up traveller.
Im thinking mods that add creatures, like new creatures not edit the size/aggression
Hi everyone! Iโm excited to introduce an update to Back to Foundations mod, which I called Frozen Worlds. It focuses on making old icy biomes look like in Foundation update. Along with that, it introduces several new dead tree models and fallen dead trees I have modeled myself. I recommend using all the files from Frozen Worlds archive. File is ready and waiting to be downloaded on Nexus: https://www.nexusmods.com/nomanssky/mods/980?tab=description
@sinful anvil
you know the eggs and those creatures that guard them the moment you touch an egg ?
Imagine a new creature type on abandoned space stations, with expanded interior
modding in this game is like: hey I can edit damage, or HP, or i can make you use shit you cant use by default
not really
see what Model J67 just posted
several new dead tree models and fallen dead trees I have modeled myself
it's possible to add new things
its possible, but there are VERY rare, like maybe 1 or 2 mods.
the modding scene for the game is unfortunately almost none existing despite the possibilities the game offers
i once started learning some basics on 3d stuff like blender, but i think i need more time to learn and practice
@round sinew Thanks a lot, man! Iโm super excited that I can add my own stuff now ๐
oh dont get me wrong, making a mod for a game like NMS is seriously hard, you have to have a great deal of knowledge with 3d modeling and the game engine, which at that point you can make your own game(on a very basic level)
can the weapon reloading duration modded to make it faster?
@nimble bay some mods make it instant or no reload
oh thats nice
@all ReShade does not work in NMS if you play with VR ๐
If you start it on Non VR Version the POS 1 Key work and you can change all.
Im using "Levels" "AdaptiveSharpen" and "ColorMatrix" to bring it to a non Comic view. GREAT
But if you start the VR version it does NOT ! work. No key is active nothing change .....
Any Idea ???
Hey anyone got a working mod for the Stem timer?
ive got one but doesnt seen to work?
removed the disablemods.txt file or renamed it ?
Which one did you try to use?
yeah, thats kind of step #1 with mods
Wheres the file? all i can see is "ENABLEMODS" wghich says mods be enabled
No Man's Sky\GAMEDATA\PCBANKS
Ok, do you get a red warning message when you load the game?
i dont =/
What's your MODS folder look like?
Empty
Ok, you need to put the .PAK file from that mod into the MODS folder
Try this one instead: https://www.nexusmods.com/nomanssky/mods/1797
i would guess the mod hasn't been updated for most recent version of nms
Great!
@hearty crypt since you would have used NMSDK to add new stuff into the game, got any feedback on it? ๐
I have big question
BIG question
has someone found, in the files, a way to disable the view acceleration on KB/M and on controller
i have that issue where introducing vertical camera movement on controller completely resets the view acceleration
and if I slowly move my mouse from one spot to the other, and then rapidly move my mouse between the two spots, I do literally a whole extra 360 degree turn
Feel free to DM or ping me
pleez
@vale iron
maybe you can help me
I don't think I understand the problem. There's a MouseSensitivity setting in CameraGlobals, but I don't think that's what you are wanting
I'll try to explain better
as you know, controller sticks operate on axis movement
so when put the X-axis camera movement all the way up, i.e., holding left or right on the right stick, the camera slowly increases speed to a set value
now when I introduce a slight y-axis input, the speed resets entirely and the camera slows down
what it looks like in motion is this:
I hold the right stick and spin, and then when i rotate the stuck about5-10 degrees up or down to introduce vertical input, the camera immediately slows down and has to work its way back up to speed
I'm going to @ you because idk if you saw
@vale iron
it's just view acceleration
Ok,, I think I understand now. I doubt there's anything we can access, unless we just kill the acceleration completely, but I'll look a little
that's fine, I turn off view acceleration when I can
no need for it
but there's no option for it that I can see
can we kill it completely?
Not sure, but seems like something that would be accessible.
The thing throwing me is that I don't see anything for acceleration in CameraGlobals, but I do see something about Stick and acceleration in PlayerGlobals. Just seems like an odd place to put it, but wouldn't be the first time.
I'll ask in the modding discord to see if anyone has played with these. I don't have a controller to test
Thank you sir
Is there an up to date mod that increases the full throttle speed (at least while in space), but not the boost speed?
Or are those 2 stats (or 4?) tied together?
theres a separate stat for regular speed and boost speed
theres speed stats for planet atmosphere and space flight if i remember
i have a mod that increases flight in both planet atmos and space.
does anyone know what mod can i get to make the weapon reload instant?
Does it just increase the normal flight speed or is also increasing the boost? I'm trying to figure out how to increase normal full throttle speed but not constantly rely on boosting
https://nomansskymods.com/mods/infrequent-storms/
Does anyone know if this still works?
Changes the amount of time between storms. This is my first attempt at a mod and while it seems to be working so far, I'm not guaranteeing anything, so good luck. This is compatible with NEXT. This mod is probably not compatible with anything that modifies theย GCSKYGLOBALS.GLOBALS.MBIN file.ย Thanks for everyone's suggestions and critiques. Upda...
Or if there's something with the same effect
Or that just disables storms altogether
Hey, thanks but I don't really know how to use these haha
I'm new to the whole modding thing
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
What's the mod that allows resizing everything?
In base building? GBase does it and BBB might as well
you can configure both. i just looked at the code and theres 3 separate speed limiters: space, planet and combat.
heres what the mod looks like (space engine)
"{MaxSpeed", "9999"}, -- Original 180
"{MinSpeed", "-50"}, -- Original 1
"{BoostThrustForce", "800"}, -- Original 500
{"BoostMaxSpeed", "9999"}, -- Original 1200
{"BoostFalloff", "0.5"}, -- Original 0.7
you can set a higher max speed without increasing the base thrust when you use the pulse, just edit the code a bit
you can find this in GCSPACESHIPGLOBALS.GLOBAL
Sweet! Now I just have to learn how to make mods lol.
lmao do you want the lua file or should i just send the mod .pak file?
no no, let me figure this out.
Ive been meaning to actually learn this at some point
you go roarin i believe in you! ๐
If you need help debugging, I'm happy to help
I updated my "COMBAT" mod today and added a "NoCamShake" version, so that everyone who got motion sickness can play the mod, or if someone just want's to get rid of the camera shake in game. You still can download the regular one with included camera shake of course.
https://www.nexusmods.com/nomanssky/mods/1816
Yea vanilla plus is cool, but u know what would be great? Not having 750 as a base item stack. Stupid number and makes refining a btch
@halcyon iris maybe this stack increase mod is what ur looking for? https://www.nexusmods.com/nomanssky/mods/1818?tab=description
How do you even edit PAk files
@slate veldt How did your experiment go? I updated my (adapted from Dazastar's) ship flight LUA if you need a reference point.
Oh ๐ , haven't gotten that far yet. I only have the modding links pulled up currently but havent had a chance to read through them (at work atm).
I am definitely open to example work so I have an idea of what to look for though.
Alright, so before I dove in too deep, I decided to try out Daz's mod so I could understand the values that can be changed. I was surprisingly a little let down by theirs (I haven't tried yours yet since I think I need the tool to pack it), and was wondering if you could help me understand the difference between "Control", "ControlLight", and "ControlHeavy."
Are these value changes referenced based on the state of the throttle?
These are for types of ships, so like a fighter uses ControlLight and a hauler uses ControlHeavy
Oh
Wow...thats actually kind of dumb
Is that dumb?
Am I dumb for thinking thats dumb? ๐
The only other way would be to list them all out individually, that I can think of
I guess I'm just surprised that they split them up like that instead of relying on their values to determine it
You mean their ship type?
So, all Heavy ships will fly like boats regardless of how many mods, basically
Well, idk, i guess i dont know how the ship stats interact with the flight models
well, they'll all handle worse than a fighter, but mods can definitely make them better
Actually, the vanilla settings aren't extremely different
I made them much more varied in my version
Oh, wait, is the Control vs Light vs Heavy a thing specific to the mod?
I assumed it was vanilla classification.
No, that's vanilla, but the differences are not very big
download AMUMSS and it will spit out exml files that you can edit
i think
Is there a performance mod for a weak laptop?
theres a mod that disables grass and shadows
you can also try setting nms to a lower resolution than 1080p
and resolution scaling also helps a lot
the in game one, so you can still have the UI be crisp while the main game can be dropped down
BTF got an update recently, <#nms-modding message>
are there any water mods?
please see <#nms-modding message>
is there a preview
of what?
you should probably just open nexusmods nms section, and sort by last updated mods, that will probably get you going. also, take a look at <#nms-modding message>
hey
i want to install reshade
and also
this
will it work
together
since this one only removes rim lighting
will they collide?
alright amazing
how do you install the water height fix mod
mods are usually distributed in a compressed/archive format, like zip or rar; unpack that, create GAMEDATA/PCBANKS/MODS folder inside the game's install folder, copy/move the pak file to that folder, delete GAMEDATA/PCBANKS/DISABLEMODS.TXT, launch the game
tyhanx
how to remove reshade

ok so
reinstalled binaries folder and still have the stupid menu up
nothing in program files
I updated my "COMBAT" mod to v4: now multiple pirates can spawn and they also do a bit more damage. As always this mod includes 2 versions, the regular mod and a "NoCamShake" version, that disables all camera shake (for people with motion sickness, or who just want to get rid of that camera shake).
https://www.nexusmods.com/nomanssky/mods/1816/
Can I use a save editor to set a ship's boltcaster into a damaged state? I was thinking doing that would prevent me from switching to it.
It also allows me to repair it whenever I want.
Should be able to, but I'd need to lookup the format
Where is the spreadsheet for upgrade modules?
I'm not sure what spreadsheet you mean. To do what you want, you could do one of two things, I think. Look in PlayerStateData/ShipOwnership/#/Inventory or Inventory_TechOnly. Find the correct item then I think you could either set the DamageFactor to non-zero or change FullyInstalled to False.
Huh, interesting. Experimenting with boltcaster shows that the game works fine if you remove the boltcaster. It makes the boltcaster installable, which makes me wonder why HG set the boltcaster uninstallable in the first place.
DUD'S SKY - COLORS updated to v3.13.3
- Updated _MOD_DUD_Skies_v3132 to _MOD_DUD_Skies_v3133
(Removed rare twilight skies. Added rare sunset skies and heavy fog skies.)
(Improved fog. Added new "Lava" skies. Added new heavy fog "Swamp" skies.)
- Updated _MOD_DUD_SunsetSunriseColors_v3021 to _MOD_DUD_SunsetSunriseColors_v3133
(Improved sunset color blending.)
https://www.nexusmods.com/nomanssky/mods/968
I updated my "COMBAT" mod to v5:
The enemies are now less "bullet sponge" (some of them have their original health values again), but still do more damage and can spawn in larger amounts.
Derelict Freighters are now a real threat with the enemies inside fighting more intelligent and also dealing more damage.
I also made some balancing adjustments.
https://www.nexusmods.com/nomanssky/mods/1816/
In my Combat mod theres the additional "NoCamShake" version.
I made a "standalone" mod that just removes the camera shake, but does nothing else, for everyone who want's to use that without any other changes:
https://www.nexusmods.com/nomanssky/mods/1822
@hearty crypt Those trees are looking good! Food for thought: you can add a snow layer mask for those so that you can have the mask applied sometimes (certain biomes) and not have it in other cases. There are examples of this in the vanilla frozen trees/bushes.
@steel crypt Thanks man! I want to figure out those masks for sure, so far I'm not 100% sure how to handle them. Need to investigate
Also to apply colours from biomepalettes
I also released my "PersonalAdjustments" mod, with specific settings how i prefer to play the game.
https://www.nexusmods.com/nomanssky/mods/1823
@hearty crypt It's not too hard to do it. You might have to tweak the base color of that tree to get the right proc color. It's hard to explain, but when you try to apply the proc color, you should try to use a specific color (make the palette for "leaves" for example contain only one color). And look at them in-game in a biome that has white light. Then tweak the Hue of the texture to eventually show the correct proc color hue. If you download DUD'S SKY - COLORS, there is a "frozen colors" mod that has some textures done like this. That might give you an example. You have to create a proc color/texture mbin for it. (It's easy though if you look at example) The snow overlay needs to be proc colored also to use the current proc color of snow on that planet.
@steel crypt Thanks for the information, I will check how you have done it if you don't mind.
Whether or not the mask is used is done in the biome files ( I think....if I remember right). The offset needed in hue depends on the asset. For some assets, the offset is different. For most tree/bush type things, the offset is about -90 on hue. Yeah the "frozen colors" mod is a good example of this stuff. Keep up the good work ๐
I have been through this stuff but it has been a year or 2 since I messed with it. Little rusty, but just @ me for questions.
@steel crypt Thank you kind sir! โค๏ธ
This is a WIP mod for some water settings. Changes light reflection, waves, clarity, depth of color fade, etc.
Got any before and after shots?
Unfortunately no. And showing some of this stuff in pics can be hard to do.
Oh, and it does turn water reflections off. That can be changed easily. I just didn't like the reflections because they are ....weird.
What's nms save editor?
it is what it is, a save editor. you can use it to add items, modify stats and ect.
Since No Man's Sky first came out, there have been many notable game-breaking bugs as well as many parts of the game that seemed too grindy and not much fun. Some of the bugs had workarounds or later patches to fix them, but others simply stopped your progress. Either way, I just want to enjoy the game! After many tedious searches trying to find...
i have no idea if thats up to date or not
im using the github page to download mine
what specifically do you want to do?
change units, nanites etc
restore old saves
that sort of stuff
I'm pretty new to modding
and from what i hear that is one of the essentials
ah yep its simple enough, youll be fine
what other mods do you recommend?
I'm looking for anything with quality of life improvement to the game
of the top of my head i would recommend some of gumsk and exosolar mods? let me find the link i saw
^^^ a list of recommended modders you should check out
thanks
I might be doing something wrong but I followed those steps and it didn't work :/
Do you get a red warning message when you start the game?
no
Then something is wrong. Can you show a screenshot of your PCBANKS folder?
And then your MODS folder
Ok, that's the problem make a MODS folder in PCBANKS
just a folder named MODS?
Yep, then put that storms PAK in the MODS folder
yes, you'll need to
Yeah, you should be good now
how will mods affect me in multiplayer?
will storms be there for others but not for me for example?
ah okay that's nice
how about the multiple freighter one?
will other people in your session see both?
Yes
ah so some mods also affect other players
Well, the way that works is that it removes the restriction of only one freighter when you try to summon a freighter. If you summon first, other people still won't be able to because they still have that limitation. So you're modding the lmitation on summoning
No problem
will i still know when storms are happening and just not get its effects?
or are they entirely gone?
I believe they are just gone and you won't know about them
can mods mess up with your game?
like corrupt your save file or something and make it irrecoverable?
Lemme guess, that modding thing doesnt work on game pass version?
please see <#nms-modding message>
tyvm will try โค๏ธ
seems to work, nice nice โค๏ธ
mods come with luas, but they're only useful if you're going to edit the mod values, or combine it with a mod that would otherwise be incompatible
they are also useful for updating mods to new versions of NMS
otherwise you can ignore them
Yeah
how do i know if mods are incompatible?
i installed a no storms mod earlier today and it worked well but after installing some more mods the storms are back
and idk which one caused that
The easiest way is to download this tool and extract the files to a folder to your desktop or somewhere. Then run BUILDMOD.bat and itll check for conflicts for you
and then itll say "Detected X conflicts" and after that, you can open report.txt and itll tell you what mods are incompatible.
it might sound complicated but its easy actually after you do it once
whoops this toolhttps://www.nexusmods.com/nomanssky/mods/957?tab=files
Can you not edit manueverability with a save editor? Since the stat is Procgen, I wonder what is with that.
I couldn't find anything online about editing it with a save editor, but I did see someone on reddit say its possible to mod the base maneuverability of starships in metadata/reality/tables/gctechnologytable.mbin
on the mod page, the author will say something like: this mods edits 'gcsolargen.mbin' if another mod you have edits the same thing then obviously they confict
you cant edit manuv with save edit. you have to mod gcspaceshipglobals.global for that
Global? But each ship has a different Procgen stat.
What?
how do i explain
Is it not stored in the save file?
i dont know. i made a mod to increase manuv, i didnt find anything in the save edit to do that
Maneuverability isn't procgen
I believe so. One second and I'll check
the manuv is dependent on type of ship and class
The wiki says that fighter base stat manuverability can be 650.
hauler, fighter, explorer plus a minor bonus from class
copy paste the seed
ah that worked thx
cool what does it look like?
the game is opening
lets see if it worked
this basically makes ship hunting poitless doesnt it?
I just looked and can't find it, maybe it is procgen. I'll double check the save file
yeah, you just need to get the seed for the ship/mt you want
is it possible to get the seed of any tool/ship just by knowing its coords?
or does someone have to go and get it there first and find the seed with the save editor and then share it
ah well
it's cool that i can just swap skin whenever i feel like it
I'll probably start saving the seeds of the ships i like
thats how i have more than 6 ships
i just save the seeds
so its technically in my collection
oh god i deleted the gcam mod
and now the game hurts my eyes
i like the mod but the camera speed is too damn fast and makes building almost impossible
building with the camera mode
rip, theres a slow cam option i believe
i that might fix it
lemme check
btw if i want to disable all mods do i just throw the disable mods thing back in?
if i wanted to participate in a pvp tournament for example
ah great
then ill keep a copy of it
what happens to stuff i built with mods and to my inventory if they're turned off?
depends, what mods are those?
it will stay
save edits are not affected by mods
unless for example: you get a mod that changes stacks from 9999 to 99999 then the save editor will allow you to add 99999
does it exist a rifle with the teeth front that the pistol have? if so anyone got a seed with it? ๐ like the organic pistols
Ok using mods how large can a base be, specifically my base.
Available mods? 4000u diameter. If you know how to edit mods, a lot bigger.
If you mean number of pieces, we can't mod that
Yes, unfortunately
I think Lo2k has a mod for that. One second
oops
Yeah, that was space dust
Let me look more
I was thinking of this, which is not what you wanted:
https://www.nexusmods.com/nomanssky/mods/1105/
I'll look at that no atmo one and see how it works
Yeah with a few tweaks it might be able to be applied on all planets
I'm trying to cut down on anything that unnecessarily lowers performance and doesn't make the game look nice
Give me 15 minutes and I should have something for you to test
I'm going to bed now so no rush
But I'll try it tomorrow
Just ping me pls
And thanks a lot ๐
@hybrid horizon
im going to use that mod too gumsk, thanks for making it
Thank you very much
I wish I knew how to code so I could make mods too haha
Can you get banned for using save editor or any mods?
No
I donโt think we can really get banned at all besides from this discord
I donโt think u can get banned at all in game
I believe you can get banned or affected if you do something that ruins other players' experiences; I know there were some issues with overriding disabled player damage in the anomaly and such. As far as giving yourself items and stuff no. I just wanted to clarify not griefing people.
Ah that's great
why is the save editor not allowing me to resize inventory?
i want to bring it's size back down to normal
Can i get someone to replicate me some mold please
You may need to unlock advanced mode or something like that in the menus.
ah nvm i figured it out
had to manually disable all extra slots
before resizing
That sucks
I know this is isn't modding but I saw someone talking about a suicide dupe glitch recently anyone know how to replicate it?
U want to dupe stuff? There is an easier glitch for that..
what is it? @sacred hemlock
Have you ever done the nanite glitch?
I'll dm to explain
thanks
AMUSS isn't working properly for me
idk why
it opens, runs for like 5 secs and closes
this is the report i get from it
besides I have incompatible mods for sure
U can resize it beyond a hardline of 48 slots otherwise a 6*8 or so
I usually just do 100*100 and make it go to max and then hit apply
Does it ask you any questions before it crashes, like if you want to check for conflicts?
No
I dont even have time to read anything
Ir starts as normal and closes in like 2 seconds
Ok, I'll repost in the modding discord
@hybrid horizon Is there a log.txt file you can link in?
Oh, heh, ignore my other message ๐
Wdym?
is this it?
yes
one moment, i'll have a look
I see this line:
>>> Starting in D:\Program Files (x86)\Internet Explorer\NMS\AMUMSS-3.6.0W-957-3-6-0W-1591222575
Please move your AMUMSS folder outside of Windows system folders. A folder like D:\AMUMSS would be ok.
Now it should work
Internet explorer is the name of a folder
It's not actually the browser app
It needs to be directly on program files?
If 'D:\Program Files (x86)' is not the real windows 'Program Files(86)' (if it is not a real system folder) then the problem is the 'space' in 'Internet Explorer' folder name.
But you don't need so many folder layers in front of AMUMSS folder. In fact it is better when the full path is short due to NMS having so many long paths to some files and to windows limitation on path length (in normal configuration)
AMUMSS is not a program that needs to be installed in windows, it only needs a regular folder to be in
It worked fine when it was on the desktop so it might be that
I'll try it in a moment
Hey everyone! Does someone know what the specific Item ID the salvaged data has? I want to try to increase the data you get from pods
Anyone on
Maybe one of these:
I don't see any way to "up" them tho on the rewardtable.exml
Doesn't work
Tried every BP_Salvage (there are a couple)
There is a mod on nexus but that is outdated and I can't extract it with the tools im using
which one?
sec -> DM
ok
For future reference: https://docs.google.com/spreadsheets/d/1J8WdrubKgo8A9hPY-hbQLq4eVrb3n3lZAgiI2J7ncAU/edit?usp=sharing
@proud spoke
Thanks, was in the wrong table ๐
Lo2k updates that set of tables when the game updates, I'm pretty sure
well that stuff is a lot more complicated than I thought - atleast when u have never touched it before lol
For general info, AMUMSS did unpack/decompile the mod @proud spoke was referring to
I updated my "Less Asteroids" and "Deeper Journey" mods today. They are now up to date with version 3.13.
Less Asteroids
https://www.nexusmods.com/nomanssky/mods/1802/
Deeper Journey
https://www.nexusmods.com/nomanssky/mods/1807/
"deeper journey" sounds like something i could definitely use on my next playthrough. thanks!
loving dud's colors btw.
How am I just now finding out there's mods for NMS
Some people have been asking me to post this again, so here it is:
This is a beta version of a voxel gen mod. (Terrain) (Just a temp file name.)
It doesn't mod anything except the voxel gen. For those that don't know, that means that your land, land formations, seas, etc. will change. It doesn't affect prop placement other than the fact that the land changes slightly alter the location of placement of trees, bushes etc. This means that in an existing save where you have a base on vanilla terrain, this mod will change the terrain and your base can be up in the air or underground. You can remove the mod and all terrain will be back to vanilla again, affecting nothing. When adding or removing the mod, it is recommended to save on a space station first so that you don't put yourself underground or high in the air. This has been in testing for a long time. It is designed to give more variety, make all terrain compatible/better for gameplay, and retain vanilla type FPS. It needs to be tested a lot because if a terrain mod is really going to work, it needs to not change after release so that people can build bases without worry that it will change and mess up a base. Also so that it will be the same version other people are using for compatibility.
If anyone uses it, I would appreciate any feedback. Good or bad lol. It's a monster to mod terrain and test it properly. Any help is good.
@forest hatch I don't know if you are on PC and can mod but...My mods are DUD'S SKY and DUD'S SKY - COLORS an Nexus mods. The beta version of the terrain mod which is not on Nexus is posted right above named "Atemp1.pak". If you get interested in that stuff, I can give you a copy of my mods folder which has several unreleased mods. (Basically all the mods I play with that are made by me)
lol Jason, you care more about bases than I do. If it weren't such a hassle I'd toss out & tweak terrain gen left & right without regard for people wanting to settle the terrain
I don't even really care for a base much. I don't have one now. Only stuff I use on a freighter.
@supple wadi Speaking of....here's a couple pics of a little spot I saw last night. It's nothing major but see, it's little details like this that make areas unique. A major amount of the rest of the planet I flew around didn't have this.....eroded... looking ground. And it's the only time I have seen it in many hundreds of test planets.
cotton candy colors too~
LOL yeah, that's the freakiest color combo grass I have. I personally hate the combo but others love it and complained when I took it out temporarily, so welcome to the nightmare.
It reminds me of this crap. CGA color nightmare. I was so glad when they introduced 16 color EGA. @supple wadi
lmao, you should see Super Radical Solitaire @steel crypt , it goes for those old retro color schemes
@forest hatch I don't have hardly any terrain pics, but here's some. The first one has a weird terrain thing in the back left...hard to see. I will try to take more terrain pics and post. I'll tag you if you want when I do.
Those are brilliant. Excellent work!
does anyone know what mod can i get to make the weapon reload instant?
What do I do with lua files I remember experimenting with them but. not exactly
AMUMSS can use them to create pak mod files, ready to be copied to the game's mods folder
why do we have #nms-modding chat when we could just use the server?
or is that to just talk about modding nms
@hybrid horizon For AMUMSS help, you can look here: https://wiki.step-project.com/NMS:Tutorials/HowToAMUMSS
or ask questions in https://discord.com/channels/215514623384748034/657304493767262218
is there a tool i can use to change or edit a mod?
AMUMSS
cool thank you
this one <#nms-modding message>?
what is chibi bobbles?
so like the bart simpson version of Atlas?
I think I put pictures on the mod page
oh ok thats what it looks like, thanks
coolio
are these colors included within that mod?
@waxen cedar No. Atemp1 is only voxel terrain. If you want the colors, you can get them here:
https://www.nexusmods.com/nomanssky/mods/968
@vale iron Hey, do you remember what mod was causing people to have a tilt or slant on their player on planets and changes space station gravity? Like a mod that isn't updated and messing this up? I remember you talking to someone about it lately. It seems people are installing my mods and that one and thinking it's caused by mine.
It should be something that messes with UIGlobals, I believe, if that helps @steel crypt
If my memory is correct
I think it was several different mods. I think there was a new line added that threw everything off
Thank you much!
Hey all! I've never even considered modding and I was just curious if there were any mods that improve the vanilla building system? I'm still enjoying the base game, but I find vanilla building to be a bit restrictive and working around it to be tedious.
@shell gust take a look at https://www.nexusmods.com/nomanssky/mods/1369, https://www.nexusmods.com/nomanssky/mods/1096
Thanks!
This hasn't been updated in like 4.5 years, but I can't find anything else like it. https://www.nexusmods.com/nomanssky/mods/71
there's other mods out there that provide similar features
Do you prefer beyond or gbase?
I find the cable limit extension from gbase really useful
Is there any mod that increases forest density
That works
I tried one it seemed to have opposite effect
Nvm the next one I tried crashed my pc
What's the ASCII adress (hex editor)for Frigate Class rank?
if youre using the save editor, frigate class will automatically increase when you add traits to the frigate
I am using Ps4 savewizard+ hex editor. I maxed out its traits (50 all max) but their class rank doesn't change, even after an exped.
So I'm just about to install Better Planet Generation, but I was wondering if there's any compatible mods that increase Creature diversity that I can use with it, any ideas?
I noticed in the save editor some tech uses the charge variable, like the jetpack. How does this charge variable work on tech that cannot be recharged?
I don't think any exist for the current version of the game unfortunately @toxic lark
Ahh okay, thanks @storm bronze !
I have one that makes them bigger, but that's all I know of
It shouldn't have any effect
Well, I did notice some differences. For example: Starship weapons can have a larger bar if you set the weapon to 100/100 instead of 50/100.
Really? Did you get screenshots of that, by chance? Not that I don't believe you, I just like seeing it
Let me modify it for a sec.
I set the value to 13%.
It does explain the discrepancy between the starter ship and normal ship boltcasters.
Photon cannons?
This is the infra-knife.
I mean you said ship boltcasters
Yeah photon cannons.
It's strange, it's not setting the bar to 13%. It looks more like 50%
No, 13% is the value I set myself. The game sets boltcasters to 50% I think?
Though, I'm not sure if its inverted or normal the way the bar works?
The bar being lower is an effect of you lowering the %, right?
Yes.
I specifically chose 13 because it is a "weird number", to make the modification more apparent.
So it seems to be rounding up or something. Does 50 display a half bar or something else?
No rounding, I chose 13 myself.
Sorry for asking you. I could test, but I'm trying to do work simultaneously
The charge bar only accepts integers.
If you want to mess with it yourself, use the save editor and you should see a charge number near the ship weapon. You need to edit the raw JSON of the ship to actually mess with it.
It doesn't display a halfbar, it just makes the bar recharge faster/slower and accumulate heat faster/slower.
OK, that makes more sense.
It may or may not increase rate of fire as well. I am confused.
Nope, doesn't effect ROF. It seems to work inversely, but I am not certain.
You could try values over 100 to get a more extreme test
Will have to try setting the max amount up first, because I haven't tried increasing that.
Wonder if the game uses it as a fraction somehow.
oh a ps4, sorry. i dont have much experience with those...
Interesting, the game automatically sets max to 100 should it go higher than that.
Yeah, it automatically does some things like that. Like deleting illegal tech from ships
There is another trick, which is placing multiple instances of the weapon in the starship. Results could either be multiple instances of the same weapon or an extension of said weapon.
Interesting, it creates more cannons.
Going to leave this be for someone else to reproduce and mess with it for now. Curious what someone else has for results.
I copy pasted my main souped up starship's txt (ASCII) in hex editor onto trash ships and it copied everything lol. Now just need to change Seed model
how do you change your freighter's crew without changing the freighter itself?
on save ed
Dear Interlopers, I'm happy to tell you that today I have published a mod, which increases variety of regular frozen and HQ frozen biomes. 8 new trees + variations of them = 12 new assets in total, in addition to the trees that already existed. All sky colors enabled only for frozen biomes = 40 sky colors in total ( 34 that existed from NMS launch + 6 of my custom sky colors). For those of you who likes legacy versions, there is No-Cloud mod in the archive. White snow and more variation of rock colors on frozen worlds. https://www.nexusmods.com/nomanssky/mods/1824?tab=files
Will try this later
@hearty crypt Ahh, I wondered why that briefly appeared and disappeared from the BTF page
what's a healthy ammount to set your multitool damage to?
I don't want it to be too strong
@vale iron Are your mods all OK for install on latest 3.15? Also, can your mods GBase and GExos Challenge be added to in-progress saves? And can they be safely removed without issues if I decided to go back to vanilla?
There should be no problems with 3.15. GBase and GExos can be added to in progress. They can be removed safely.
Awesome, thanks very much!
Almost forgot to get this update! Luckily you posted screenshots ๐
is it possible for a mod to change the max stack sizes for refiners - and only refiners? I play on Survival with stack sizes of 250. That's generally fine and what I want. But I do find it a bit inconvenient that this limit also applies to refiners, even Large Refiners. So I'm wondering if a mod would be able to increase the in and out stack sizes of Large Refiners, without affecting the inventory, ship, freighter and all other slots?
@sinful anvil I hope you will like it! ๐
@vale iron hey, sorry for the ping, if you remember I asked about disabling view acceleration and you said you might now where I could do that
I have a question about a hover mod. Is it normal for your ship to not land when hovering just above ground? To be clear, is any speed required in order to initiate landing on a planet?
I vaguely remember but I forgot exactly which view acceleration you were looking for. Could you remind me and I'll take a look? I'm completely free now.
It was for the controller, how introducing vertical input completely resets the view acceleration
I can post a video if you want to see what it looks like
@vale iron
Ahh, that's right, and the only solution I saw was maybe to kill all the acceleration. Ok, I don't have a controller, so I won't be able to test it, but I can try to find and make something
are mods visible since it's crossplatform ? example you added a mod will ps5 players see it?
mods generally dont affect multiplayer
but; some mods for example that changes terrains, the modded player can see the changes but the vanilla ones cant see what they see
that makes sense; but my only perspective on this is ancient
I software modded my original Xbox to import modded maps for Halo 2; and while the maps didn't look insane for joining players, as the host I got to see some cool stuff
the ridiculous other stuff I could do as host was dumb though
example I use no Man's sky base builder mod would my friend playing on ps5 next version see the base I created using the mod?
does that mod add anything or is it quality of life changes?
probably yes? is my answer, they can see the base
I wish I could test .. I have not played yet but I want so much to play I'll play when I move my stuff to my new apartment ๐
What mod is it exactly
PS4[SW]hex edit AM, can edit Exocrafts? I can search its "Name" but cant find its storage and stats.
Exocraft storage is hard coded I believe. Stats are in VehicleGlobals
I just found the Multitools string, and it reads upwards not downwards like others. Haha
What about Frigate Class rank any idea?
I've never looked at frigates, but I'll try to take a look later
Thanks!
@sudden sandal It looks like the frigate class isn't in the save file. I think it's a combination of the frigate seed and the number of successful missions
I see, i have set the Total number of expeds. And total no. Of successful events to 1k both, No changes
Strange. I'm not really sure how that works.
@vale iron I love your sounds mod
I didn't think it would make much difference
But I can't play without it now
The game is just so annoying
Thanks! I'm glad to hear it's helpful. If you find other sounds that need silencing, let me know.
Is it possible to mod the refiner input/output stack sizes, without changing the general stack size for exosuit, ship, etc? I play on Survival so stack sizes are 250. That's OK for most things, but it does feel annoyingly small for refiners. Could a mod give refiners larger stack sizes without changing it for the rest of the game?
https://www.nexusmods.com/nomanssky/mods/1824 founds this stunning mod to improve frozen planets and urge everyone to have a look at it.
thanks ๐ we knew about it, the author posted an announcement 2 days ago ๐ (<#nms-modding message>)
Hi everyone! I have updated the mod today, fixed the collisions, so now all new assets can be properly destroyed/mined by mining beam. Updated files are available on nexus: https://www.nexusmods.com/nomanssky/mods/1824?tab=files
@hoary sun
I built a base on an archive and it has some annoying sounds too
idk if every archive has the same noises tho
Can I ask how, from a modding end-user perspective, people identify and resolve conflicts between mods? For example, Integrated Planets from Lo2k and Frozen Worlds from @hearty crypt both modify GCSKYGLOBALS.GLOBALS.MBIN. Is there only one winner ("last one loaded")? If so, is there any way to know if that will have a bad impact on the other mod? I'm using Mod Organizer 2, and coming from the Skyrim world where there are tools to identify conflicts and try to help merge changes that don't directly conflict with each other. Thanks ahead of time for any suggestions. (edited to correct mod author)
I didn't do Integrated Planets, but I'll reply :) Yes, last one loaded on that file wins. To resolve conflicts, your best bet is to use AMUMSS, but that only works if one or more of the mods have a LUA file.
Oops, sorry about the mistake. Thanks for the clarification. So presumably Mod Organizer 2 is forcing some kind of load order in its virtual folder, with a naming scheme or something? Too bad it can't dig into the .PAK files a little and at least identify conflicting MBIN or DDS files.
If you use AMUMSS and run buildmod.bat without any files, you can get a report of conflicts with more details
Thanks, I'll do a little more reading before asking any other question ๐
Very cool, that was easy (at least to find conflicts... now to try to resolve them ๐
Is nexusmods the bes place to find mods?
and ehm are there a better inventory management :? -inventory-startship inventory-freight-storage 0-9
Yes to Nexusmods. No to inventory management, that I know of.
Doesn't amumss make a new lua when there isn't one?
Sry if it's a dumb question
No, that would be extremely complicated. For very basic mods, there's a tool on the AMUMSS page that tries to make one for you
Not dumb ๐
I still don't understand how amumss merges stuff
Imagine you have two mods that overlap on a certain aspect. How does it decide which of the it should use?
The last one to get processed would win on that line
Like I was using Gcam and I wanted all functionalities except the camera speed which I wanted it rly slow for more building precision
So I had a mod that made the camera slow
But them gcam stopped working
are you perhaps talking about merging lua files?
So I got the lua file for gcan and tweaked the camera speed value
But then the other mod became obsolete so I just deleted it
Should I have merged them?
You can only have one PAK if you are trying to merge. The rest need to be LUA.
You could have merged and made sure the slow camera mod was named later in load order
Can amumss join several mods on one pak?
so its changes would overwrite the gcam one
Yes, if you have LUAs for them
I have a compilation mod that I make that way.
Are you supposed to place luas on the MODS folder too?
No, the game only recognizes PAK files
Alternatively, you could have asked me to make a version with a slower camera ๐ But I like that you learned how to do it yourself
Haha I only found out today you are the guy from all thr Gmods xD
I use a ton of them
I probably need to slow it down more anyway. Multiple people have mentioned that.
I'm glad to hear that. I'm on day 3 of 14 days of quarantine, so I will probably be making more
wait isnt there a slow cam version of gcam
Is there? I don't remember ๐
What do you have planned?
Yeah but it's still too fast for me
It's basically the regular version
Theres a turbo one
This morning I cleaned up my GMods page and added some new stuff. Now I'm working on proximity and always on lights
I use camera speed on like 6
Would there be a way of making camera speed and build camera speed different?
I already worked out how to do them, just have to dig up all the different powered lights and make different versions for each
No, I wish.
Go for it
The question is about the base building one
Will it still upload if you go over the max range?
Like over 1k since the mod stretches it to 2k
And will everything work fine for other people visiting?
If I'm not there
Including short range teleports and stuff
If they are on the same platform, it should. I tested SRTs at a couple thousand u
Ah that's awesome
If it doesn't, though, let me know
I can't guarantee it will always work, but it did when I tested it
I use Gcam offset and when using the Minotaur I think the camera is too close to the vehicle
I can't remember what the value was but I increased it a bit and didn't notice any change so I either increased too little or changed the wrong thing
Was it the Offset value or the BackMaxDistance? If you remember
Should be the offsetZflat
I think the second one
Back max distance
I dont remember what it was at but I increased it by 10 and didn't notice any difference
35 is what I have it at
Try changing the OffsetZFlat and let me know if that makes it better
How much should I increase?
How much farther back do you want it?
My main issue was not seeing the model when you use the laser
And it covering like half the screen XD
When using the laser might use the MechShootCam, I'm not sure
Let me know!
I'll see if I can still figure out how to do what I did last time xD
If you need help, I'll be around
Thx
Can anyone do me a favour and extract the factory alarm sound file? I want to sample it for some music but I don't have the PC version of NMS ๐
think that could be against copyright
Technically, pretty much everything in the modding community violates copyright
"derivative works"
are you the guy doing those LoFi nms sound musics?
not against copyright if you make it into something else
as much as the music industry like to argue, sampling tracks is not against copyright
The fact is, you will only have a problem with that technically copyrighted stuff if HG has an issue with it. So as long as it doesnโt become part of some porn music that gets really popular and Sean doesnโt like that particular porn then you are probably okay.
It's fair use so long as you modify it enough. I want the isolated honking sound to add some depth to a synth
Maybe? I'm not on reddit or anything so if you've seen lofi NMS on there it wasn't me
someone might've shared
can you send me a link pls (dm if it's not allowed to post here)
I normally do it over on rabb.it. It's all live LOL
I'll upload something on soundcloud and send it to you privately later. Sound good?
Just wanna throw this out there from time to time - I (Exosolar) am basically done modding. Anyone has my permission to repurpose/cannibalize/update-and-reupload anything I have posted on Nexusmods
@hushed bronze Hey Exosolar, donโt be so radical, man! It can suck you back in one day ๐
I mean, I haven't modded in about a year so...
@dry flint have a look at that link: https://www.musicindustryhowto.com/is-sampling-legal-how-to-legally-sample-music-for-producers/
Its only legal if you have the right from the owner to use the sample.
So, you just heard a killer beat you want to use in a song. There are plenty of hit songs based on samples. Just think of Beyonceโs โCrazy In Loveโ, Rihannaโs โWorkโ, Eminemโs โMy Name Isโ, or Kanye Westโs โNew Slavesโ. Ultimately, weโre all influenced and inspired by the music weโve heard, and since there [โฆ]
I admit i was wrong then, however, if you alter the sample and make it work with your own needs, and turn it into something unique to you, it falls under fair use.
So there is a bit of okay with that
Bit of play*
@odd stag Legal use usually comes down to profit. Not always, ofc, but very often
Make a song for me on my private PC out of clips n bits? Fair use. Sell it? You're gonna JAIL lol
(in the US) Fair use is a complicated and unclear positive defense against damages for copyright violation. There are multiple (4+) factors that are used in the analysis, and even then it's up to the individual judge. Since it's a defense, if you are claiming it, you necessarily violated copyright; you are just claiming that it was an allowed violation and shouldn't have to pay damages.
"damages" are nearly always related to illegal profits, and won't fly as fair use
Not true. There are statutory damages from registered copyrights.
Profit is one of the four factors, you're right there, but far from the main determinant.
Yeah thx
It's fair use so long as you modify it enough. I want the isolated honking sound to add some depth to a synth```
Just to throw it out there again, I want the alarm sound effect so I can sample the honk for a synth. I'm not selling anything, it's transformative, I don't see the issue here lol
I don't think it's an issue at all, particularly because Hello Games isn't going to try to do anything about it, which is a necessary first step to it being an issue. I just was trying to clarify a few points people get wrong about copyright
Thanks for backing me up
I still need the sound if anyone feels like endowing me with the power of honk
Unfortunately, I don't save the music files when I unpack ๐ฆ
And why would you? You don't need to and they take up valuable space. Thank you for helping though!
honk
Hi,
does anyone have a actual ModList what is working for VR and one who reduce a little bit the comic colors ?
Thanks
i've had a lot of fun running your mods, i felt sad when i read this. allowing me to test stuff... kinda pushed me to start learning modding as well. thanks for everything.
@hushed bronze well i don't think noone would blame someone if he/she does that for private use only. How would they even know about it?
@fathom garnet Like this? Yes
OK awesome, thanks. It's really annoying that base game limits the beacons you can place
Probably trying to limit the number of icons in the system
btw @vale iron regarding predator spawning, do the old fauna tables & related files just not work as reliably anymore or something?
In the past it was fairly straightforward to adjust creature roles, I thought.
They stopped using one group of role tables at some point and just deleted the files in the last update
uggh
Yeah, now I guess we have to figure it out again? I worked out how some different things work, but others are a mystery
I did get it to display only predators, but all the other creatures were ghosts on the analysis visor, so the game was trying to spawn them anyway
I did just find a table that looks really obvious and I haven't tried before, so maybe some hope!
Just released my first mod. It pretty much just swaps out vanilla player colors for new ones
https://www.nexusmods.com/nomanssky/mods/1838
Yay, congrats!
Thanks โบ๏ธ
If you know a ship's seed is it possible to determine coords from it?
no
Also what happens if you use a living ship seed on a regular ship?
It gives you something different?
Correct
@vale iron Did you get a chance to investigate whether refiner stack sizes can be altered separately from other inventory stack sizes? I'm just filing a request to HG and it would be useful to know whether this can already be modded or not.
I did look pretty thoroughly and couldn't find anything
OK thanks very much, I'll mention that to them
refineries are still bugged af
I can't leave them alone for even a minute or the contents will just be wiped out of existence
@waxen cedar while you're in the same system?
Anyone know how to just modify an existing ship (say I buy an explorer for the sake of argument) then modify it to look like how I want it to look? I'm getting real tired of system jumping hoping for a decent looking red explorer to spawn.
You can't. The parts are all generated from a seed value. You would need to change the seed value to get a different configuration of parts, and that hasn't been reverse-engineered
Ah, dang.
you can change the colors but not anything else
but if you change it, it doesn't show up for other people
And it's not an easy task
Guess I'm just going to have to lower my criteria then. x_x
You can also check NMSeeds and NMSCoordinate Exchange
I appreciate that but neither had what I was looking for. The latter's GUI really is painful to the eyes.
Yeah, I'm not a fan, but their reddit is more usable
Is there any mod that lets you dig deeper into the ground ?
There are mods that change terrain generation, which would move where bedrock is slightly, but nothing that lets you dig below bedrock.
It's a hollow sphere past that anyway; you don't want in there
Is it possible to update a mod that had been abandoned?
I miss using a mod that makes the colors on planets bright like it was pre next.
It is possible. Just depends on how old it is and exactly how it works
ok
The mod description say INCREASED BRIGHTNESS: This folder contains mods which have the planet light brightness more than that of vanilla planet light color. The brightness of planets will be about 50% more than that of vanilla planets most of the times, resulting in very vibrant planets like those in the atlas rises version of game and before. It also has chances of creating planets with vanilla brightness or less too. Choose this if you prefer planets that are vibrant and bright most of the time.
How do i make a mod that works the same way if possible?
the description also say the mod edit three files GCSKYGLOBALS.GLOBALS.MBIN METADATA\SIMULATION\SOLARSYSTEM\WEATHER\SKYSETTINGS\DAYSKYCOLOURS.MBIN
METADATA\SIMULATION\SOLARSYSTEM\WEATHER\SKYSETTINGS\DUSKSKYCOLOURS.MBIN
which i had no idea what those do i am a total noob at it.
The mod i miss using is called Project Atlas - Alien Skies for Synthesis
I've started looking into NMS mods, and my initial attempt hasn't gone as gracefully as I'd like; I crashed in the tutorial phase, after testing flight systems and while I was approaching the next destination, which helps narrow down the problem but I'm still not entirely sure where the conflict is.
From what I've read, it sounds like it might be a case of two mods editing the same file, but I don't know hif there's an easy way to figure out which two or how to fix that, if it's even fixable without just removing one of the two.
If it helps and anyone's familiar with the mods in question, my modlist is linked in filename form: https://pastebin.com/ina6bMit
(don't worry about the "s, they're not actually there)
The easiest way to see what's in conflict is to run AMUMSS BUILDMOD.bat with nothing in the ModScript folder. It will ask you if you want to check for conflicts
ah, awesome, thanks
wow I caught a really stupid error on my part in the process. Thanks for pointing me to that. (... make that two really stupid errors. man I'm out of practice with modding.)
Easy to make mistakes even when you're in practice ๐ I just made a 45-minute one earlier today.
ouch. at least this one only cost me a few minutes once I found out about AMUMSS conflict checking
Hmm. Stupid errors corrected and no remaining conflicts that aren't from required prerequisite mods, but it's still crashing. probably have to run through and double check that everything's updated for hte current version of NMS.
And all the mods are up to date? There were several I didn't know very well, so I wasn't sure
If so, next is the Thanos method (delete half, see if the problem goes away, repeat)
I just downloaded them today so I'm definitely not behind on mod versions. I'm going through them again to double check and make sure they're up to date for 3.13/3.15
if I change the extension, will NMS just ignore the file? saves me some shuffling between folders if so
Yes, it only recognizes a file with .PAK in it. (So don't just append something to it; it will still see it. It's weird)
not a place I'd expect them to be using wildcard searching but aight
Well. That's a hell of a thing. Crash was being caused by Ignacio's Biomes... which is surprising to me 'cause it was just updated three days ago.
That is weird. Even just loading by itself?
He was tracking down a crash earlier today; maybe it's related
hadn't tried it alone, but I may as well give it a spin
yep, even by itself.
it seemed to be triggered by the location for the first quest after your first take-off and systems test, if he shows up and wants some more info. If possible and you tell me where it is, I can upload my save for him to test fixes with
I sent him a message, thanks
@stray venture hi, I'm working on this crash now. I'm thinking I've hit some kind of maximum amount of object entries with my CaveEcosystems module. Normally the game doesn't have that much in caves. I'm working on eliminating the heavier object lists for that feature. In the mean time, you can compile your own version of the mod by running it without the CaveEcosystems lua file. (You can also remove the Anomaly caves module since without the Eco caves, the majority of your caves will now have anomalies)
I'll get the update out as soon as I manage to fix it. Could be today but I can't know for sure
I'll just wait for your update, I don't know much about these tools and this way I'll be able to be sure whether any further issues are user error or a mod bug
@stray venture Update's out! https://www.nexusmods.com/nomanssky/mods/1821
It's a delicate thing to debug since it's hard to predict which object lists will end up spawning together, so let me know if you still have issues!
awesome, I'll test that tonight
No joy. Just updated and it's still doing it
@vale iron You use lua scripts, right?
I've unhidden all the old mods I had hidden for being broken, moved all of the files in them to "old files" section
Yeah, I wouldn't even know what to do without LUA. What's up?
I was thinking you should take over my clear glass mod. It's a perfect fit for a lua, every single file gets identical treatment. Loads of files, all with the same minor change in them
not to mention youve done so many similar material based mods already
Fits nicely in your other mods ๐
Damn. If you could send me the coordinates for that planet it'd be a great help
Ignacio, did you break someone's planet?
I guess!
I don't think I can get the coordinates this early, it's a new save and this is the first planet I was sent to after taking off
Coords are just baked into the photo mode now, arent they?
oh, if that's the case, I can do that pretty easily
Yeah, I think it hides the coords if you click to take the photo but pressing the steam screenshot key should get them
Alternatively, you can post the save.
Either works
would've already if I knew where the thing was, but gimme a sec
is this a scenario where Ignacio could just join you thru MP?
I could but I have to go to bed lol
I'd rather have a way of getting there tomorrow morning
if someone tells me where the saves are, I can upload the save that's in this exact spot (where it crashes with the mod active)
i forgot where they are exaclty but google NMS save file location it should come up pretty easy
right, that should've been obvious, clearly I'm out of sorts lately
ah, appdata. that's why I couldn't find it.
https://www.dropbox.com/s/awponc9zt2yih6p/st_76561198024964952.7z?dl=0
took some fighting with dropbox to get it to cooperate, but
@hushed bronze The only error I'm having is that the MAINROOMCUBE_LOD folder doesn't seem to exist. I'm looking around to see if there is a typo or something
@stray venture It's fixed now as far as I can tell using that save. I had to remove the UnderwaterCombined module, which had too many objects in it. https://www.nexusmods.com/nomanssky/mods/1821
I just learned about this game's object limits so when it comes to secondary areas like caves/mountains/underwater, I'm gonna have to set strict moving forward.
What is the limit
I haven't tested exactly how many but there's a point where too many object entries on a planet will crash the game
so having 1 super dense type of object on a planet might tank your performance but it won't crash your game but having 200 super sparse objects will crash it, even if in theory it would perform fine
the advice WoodyMontana gave me in the modding discord is to go easy on the secondary tiletypes i mentioned before
The main world object lists often have 60+ objects but the caves/mountains tend to have less than 20
I guess the caves and mountains runs out of spawn points with too many objects
If you're handcrafting everything from scratch it's less likely that you'll run into it, unlike me who is copying the vanilla game's object lists. There's just a lot of clutter in the vanilla DetailObjects. They add nice detail but most people wouldn't notice if they didn't have that 7th type of flower
The spawn limit is counted as a whole, so if I were to have very few objects in the main tiletype, I could go crazy in the caves. But caves aren't as important to people so that wouldn't be a good priority
and it's more of a matter of having separate entries in the object list, rather than the actual surface area you're trying to spawn in
yep
Objects (entries) and instances are two different things that need to be considered when building worlds.
You can actually have very detailed and varied ground coverage.
But you must avoid using those that have entities as this is what is clogging the engine.
With origins and next generation, HG has added a few "decorative" class objects to avoid this issue. You can focus on these for the detailobjects layer.
They are purely visual (like grass) and will only impact memory usage and stability but on a user (hardware) level.
So instances are for decoration and objects are for stuff with collisions etc
Not exactly.
I just flew to another planet and crashed ๐ฉ
When you spawn an objects, depending on the coverage and density values attached to it, it will spawn instances, copies of said object in the immediate vicenity.
That is what is called a clump.
Multiple clumps sharing the same placement value are a patch.
Objects with no entities or complex data attached to it are quite safe to spawn in multiple entries and/or density.
Because they are light on the engine.
For example, HG has created a copy of the smallflowers objects but with no entity or even collision and use it for the sole purpose of expanding the ground coverage when playing on ultra.
So you are not talking about the object/instance class
Using the usual item for that purpose would kill you performances and stabilty.
Objects generate instances when not set as "single".
I have a few years of working with objects tables, placement and all that stuff.
Would anyone be interested in me writing a guide or something?
That would be amazing
Ok, I'll try to write something not too confusing.
lol, yeah it doesn't seem like it's as simple as "don't put X number of objects"
huh! I always figured those were a new model
no
only a sample of the original
but with no entity!
you also have the decorative rocks, toxicgrass has been expanded...
you have quite a few items to enrich the ground without making the engine go crazy
you should focus on those
If a model with an entity is entered in the list twice, does it count for two or is it the same since it's the same entity file?
the game parses it twice, so...
see it this way
you spawn twice the HQTREEREF
You get two scannable trees
ahh right
To exaggerate, it's better to have a planet covered with an object called by one entry than covered by 200 entries of the same object but with very low coverage/density as to lead to the same visual result
Am I clear? (english not first language)
yeah that makes sense
The only (but major) difference is that you get less visual variety from procedural objects
One entry, one shape
Balancing this stuff is a pain but compromises need to be made
Yeah it's especially a pain for how I've decided to do my mod. I'm trying to make it adapt to any future updates so I try not to be minimalist in my changes. Pruning excess objects would add way more specific script stuff that if HG decided to change those objects, it would break.
Not meaning to break the flow here, lol, but trying to explain what I've learned about voxel terrain is just as complicated. Things affecting many other things etc. I don't have time to write a guide. @odd crater
If I can give you some advice, follow HG's template as much as you can when building worlds. I've realised far too late that they do things for a reason.
I learned some noise terrain coding in Godot a while ago and there's so much I wish HG would
like their mountains could be so much better without any erosion fancy simulations or anything
Here:
(The name is just a temp name. Means nothing. This is I think Beta version. I have been sticking to this version for a while. If you use it and have feedback, I would really appreciate it. Trying to nail this thing before release because changing it after is bad.)
Thanks!
I'm doing some testing on my end regarding placement values for patches, so I'll see quite a few different worlds.
I'll have some feedback.
yeah, i feel that HG can do so much more with the terrain
i don't understand why they don't ?
I have some answers on that regard.
Terrain actually affect the way objects are placed a lot.
This is why it has been smoothed a lot since pathfinder.
Here's a screenshot of what I coded https://i.imgur.com/RKhw62o.png
yep, this smoothness really kills my joy to play ๐ฆ
The scale is too massive for NMS since it takes forever to travel through
At that time, they started implementing new ways to place objects that was more optimized.
This new system actually killed variety too.
They ended up "normalizing" planet generation.
It takes a looong time to do. I have spent a over a year so far on it. I will say that when they made the new "Prime" planets, they did a half assed job. They copied the original terrain sections and literally just turned up the gain. (except like 2 or 3 settings) The new "Prime" terrain is not really gameplay friendly. The height is good but it can be done much better.
Yep, everyone can see that the "new" terrain is basicaly the same but stretched
They went from experts to amateurs when it comes to terrain gen... like...
Same for objects placement
If you look at the values, you can see it is literally the "gain" variable that was changed. That's it. This is personal preference of course but my Prime terrain is waaaay better.
Their new placement rule "JAMESPATCH" or as I call it "LAZYPATCH" is basically just spreading objects equally based on their density values.
Can't wait to see your final release
And it's OVERUSED since visions
Because they are just placed with no intent...
Something I learned about is a really fascinating way of handing LOD that performs way better and gives you better render distance. It's quadtree. The idea is basically, rather than having a chunk system with uniform chunks, you change the chunk size based on how close they are to the player. So you start with a massive chunk, kilometers wide. If the player is close, it divides itself into 4 smaller chunks. Each chunk checks again. The ones that are close, divide themselves in 4 chunks. This happens recursively until you reach the lower limit.
So instead of having a million chunks like this:https://i.imgur.com/0kkGMy4.png
You have only the chunks you need: like this: https://i.imgur.com/P7NXYzR.png
The distance you can render with a quadtree is virtually infinite
I do think HG does some variation of chunk size, between the mesh you see in space, to the voxel terrain you land on, but it's nowhere as smooth as a quadtree
This is a great example. The entire planet is rendered the whole time, at varying levels of detail https://youtu.be/LqXQ0YEBK-k
The transition is really smooth too, especially if it had that crossfade effect NMS uses
Also, they tend to seem to want you to see the entire possibility of terrain in a square mile. With some types of terrain you can have large areas that are different. The "Desert" section of terrain is where I tried to push this some because to me, a desert can be large flat areas with canyon type mountainous areas. In other words, some terrain is more made for this than other terrain types/styles. Alpine type mountain areas tend to be more similar in a smaller area.
With vanilla, all the terrain is designed to be seen in a small area. Like many other things in NMS, HG seems to want you to see a certain amount of variety in a certain amount of time/exploration. I understand this, but I think they leaned too far that direction and took a lot away from the long term gamer. It's taking a long time to debug terrain because mine has much more variety. HG also saved a lot of testing time by doing it this way.
yeah their approach to exploration is kind of disappointing
I hope they move away from the mindset that the only valid exploration is interplanetary exploration. There should be rarities and nuance to find inside one planet
The region system Woody uses is a step in the right direction I think
yeah, they just added more biome subtypes with non-procedural assets and called it a day
Only one variation for each new sub-biome
yep
Been that way since next
Even if we consider Weird as varied because each sub-biome is drastically different, you only need to encounter them once to see everything
yep
They totally dropped the DEAD, LOW, MID and FULL routine
The best tool they had to avoid this issue was PLACEMENTGLOBAL
Also killed with updates
but I don't think players respond to the different life levels that much
What did the PLACEMENTGLOBAL add?
some weird choices indeed
This global file actually made planets procedural in their layout by randomly attributing min/max values to the variables responsible of objects placement.
It also is kind of a bummer how much the design leans on the simulated universe concept. Anything that looks bad can be handwaved as a glitch in the matrix. It also kind of neuters the game's capacity to have lore, since the idea is kind of that the universe just kind of sprang into being one day. The simulation concept is obviously important to the story but I hope they make the glitches way more rare as time goes on and focus on naturalistic worlds
Like I want to imagine that strange variety comes from interesting biology, not the Atlas coughing up a messed up planet
And they started so well ๐ฆ
They streamlined the game.
This sounds like it could lead to some accidental bad planets. Like all the densities being too high or something. Did it have a way around that?
Mehh, maybe one day other devs will try to do what NMS wanted to be
And stick with that
Honestly though I can sympathize with the struggle that comes with procedural systems. More unpredictability is great for the player experience but more stressful for the developer
Well, I believe this is indeed why they dropped it instead of just improving the concept. It used to work when I started playing and was tweakable to avoid issues. They didn't bother, I guess.
I remember there were planets with TONS of trees
but it looked good
there wasn't nothing game breaking
@odd crater do you have a placement mod?
yeah I think there's some pretty sensible ways of solving that problem. Like if you set a maximum overall landmark density and then distribute that total across all the landmark objects, rather than just setting them all randomly
My MOD modifies objects placement
It's similar with terrain. Trying to test FPS situations without their tools is ....challenging.
It doesn't work as good as it used to so recently I've been experimenting with placement values with much success and will update very soon.
I'm not familiar, sorry. Is it on Nexus? What is the name?
Better Planet Generation
ty
Something else that HG should do is allow the game to vary object density based on LOD. Like I had to add more grass object entries to do that but the game could easily code in a system that does it automatically with one entry
like this image i sent has trees visible far away but if you look at it, the trees are less dense the further they get. More pop in as you get closer https://i.imgur.com/RKhw62o.png
Even better, they should add imposters to most objects.
Also, improve their quality.
The game is not badly optimized at all.
You can render a lot of objects and barely itch.
More imposters would be great, though
lol my PC struggles quite a bit with a gtx 980
I have a GTX 960m on a 5 years old laptop.
I play on ultra except for shadows and volumetrics
I run more than decently (30 fps or more)
I always set my planet quality to ultra but lower everything else
The only issue I have is random fps drops since the switch to vulkan
Strangely, I fix them by switching back and forth between fullscreen and borderless in game
And it works
oh yeah this happens to me when I alt-tab the game!
Oh and don't forget when they reduced like 60 sky colors to 6