#nms-modding

1 messages ยท Page 194 of 1

spare laurel
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@all Many thanks !

full swallow
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Why there aren't any creature mods out there ?

round sinew
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that's from Gumsk alone

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or are you thinking of mods that actually add creature parts etc

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@hearty crypt liked those snowy trees you did. thumbs up traveller.

full swallow
hearty crypt
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Hi everyone! Iโ€™m 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

full swallow
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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

round sinew
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sweet.

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i'll be giving BTF a go in my next PT

full swallow
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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

round sinew
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not really

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see what Model J67 just posted

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several new dead tree models and fallen dead trees I have modeled myself

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it's possible to add new things

full swallow
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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

round sinew
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i once started learning some basics on 3d stuff like blender, but i think i need more time to learn and practice

hearty crypt
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@round sinew Thanks a lot, man! Iโ€™m super excited that I can add my own stuff now ๐Ÿ™‚

full swallow
nimble bay
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can the weapon reloading duration modded to make it faster?

tidal portal
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@nimble bay some mods make it instant or no reload

nimble bay
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oh thats nice

nimble bay
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i tried searching in nexus about it

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i guess its nested under a general qol mod

spare laurel
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@all ReShade does not work in NMS if you play with VR ๐Ÿ™

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 ???

weary wadi
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Hey anyone got a working mod for the Stem timer?

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ive got one but doesnt seen to work?

thorn scarab
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removed the disablemods.txt file or renamed it ?

vale iron
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Which one did you try to use?

weary wadi
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LivingShipMissionTimerSkip on NMM

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i havent =/ didnt know it was a thing xD

slate veldt
weary wadi
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Wheres the file? all i can see is "ENABLEMODS" wghich says mods be enabled

vale iron
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No Man's Sky\GAMEDATA\PCBANKS

weary wadi
vale iron
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Ok, do you get a red warning message when you load the game?

weary wadi
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i dont =/

vale iron
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What's your MODS folder look like?

weary wadi
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Empty

vale iron
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Ok, you need to put the .PAK file from that mod into the MODS folder

weary wadi
vale iron
thorn scarab
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i would guess the mod hasn't been updated for most recent version of nms

weary wadi
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2nd ones letting me in, we shall see xD

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Fantastic! it works ๐Ÿ™‚ ty!

vale iron
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Great!

obsidian tree
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@hearty crypt since you would have used NMSDK to add new stuff into the game, got any feedback on it? ๐Ÿ˜›

dry flint
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I have big question

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BIG question

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has someone found, in the files, a way to disable the view acceleration on KB/M and on controller

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i have that issue where introducing vertical camera movement on controller completely resets the view acceleration

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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

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Feel free to DM or ping me

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pleez

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@vale iron

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maybe you can help me

vale iron
# dry flint I have big question

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

dry flint
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I'll try to explain better

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as you know, controller sticks operate on axis movement

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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

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now when I introduce a slight y-axis input, the speed resets entirely and the camera slows down

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what it looks like in motion is this:

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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

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I'm going to @ you because idk if you saw

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@vale iron

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it's just view acceleration

vale iron
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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

dry flint
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that's fine, I turn off view acceleration when I can

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no need for it

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but there's no option for it that I can see

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can we kill it completely?

vale iron
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Not sure, but seems like something that would be accessible.

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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.

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I'll ask in the modding discord to see if anyone has played with these. I don't have a controller to test

dry flint
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Thank you sir

slate veldt
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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?

burnt sinew
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theres a separate stat for regular speed and boost speed

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theres speed stats for planet atmosphere and space flight if i remember

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i have a mod that increases flight in both planet atmos and space.

nimble bay
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does anyone know what mod can i get to make the weapon reload instant?

slate veldt
hybrid horizon
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https://nomansskymods.com/mods/infrequent-storms/

Does anyone know if this still works?

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Or if there's something with the same effect

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Or that just disables storms altogether

vale iron
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No, that won't work. Give me a few minutes

hybrid horizon
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I'm new to the whole modding thing

vale iron
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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

runic solstice
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What's the mod that allows resizing everything?

vale iron
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In base building? GBase does it and BBB might as well

burnt sinew
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you can set a higher max speed without increasing the base thrust when you use the pulse, just edit the code a bit

slate veldt
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Hell yeah, man. Mucho gusto!

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thanks

burnt sinew
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you can find this in GCSPACESHIPGLOBALS.GLOBAL

slate veldt
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Sweet! Now I just have to learn how to make mods lol.

burnt sinew
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lmao do you want the lua file or should i just send the mod .pak file?

slate veldt
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no no, let me figure this out.
Ive been meaning to actually learn this at some point

burnt sinew
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you go roarin i believe in you! ๐ŸŽ‰

vale iron
odd stag
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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

halcyon iris
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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

odd stag
halcyon iris
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Isn't compatible with vanilla plus unfortunately

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Actually wait

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This is a new one

proper briar
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How do you even edit PAk files

vale iron
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@slate veldt How did your experiment go? I updated my (adapted from Dazastar's) ship flight LUA if you need a reference point.

slate veldt
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Oh ๐Ÿ˜… , 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).

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I am definitely open to example work so I have an idea of what to look for though.

vale iron
slate veldt
# vale iron

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?

vale iron
slate veldt
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Oh

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Wow...thats actually kind of dumb
Is that dumb?

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Am I dumb for thinking thats dumb? ๐Ÿ˜…

vale iron
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The only other way would be to list them all out individually, that I can think of

slate veldt
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I guess I'm just surprised that they split them up like that instead of relying on their values to determine it

vale iron
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You mean their ship type?

slate veldt
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So, all Heavy ships will fly like boats regardless of how many mods, basically

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Well, idk, i guess i dont know how the ship stats interact with the flight models

vale iron
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well, they'll all handle worse than a fighter, but mods can definitely make them better

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Actually, the vanilla settings aren't extremely different

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I made them much more varied in my version

slate veldt
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Oh, wait, is the Control vs Light vs Heavy a thing specific to the mod?
I assumed it was vanilla classification.

vale iron
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No, that's vanilla, but the differences are not very big

waxen cedar
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soo

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what is the best variation mod that is up to date?

burnt sinew
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i think

tepid helm
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Is there a performance mod for a weak laptop?

burnt sinew
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theres a mod that disables grass and shadows

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you can also try setting nms to a lower resolution than 1080p

left sentinel
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and resolution scaling also helps a lot

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the in game one, so you can still have the UI be crisp while the main game can be dropped down

round sinew
junior surge
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are there any water mods?

round sinew
junior surge
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is there a preview

round sinew
junior surge
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OOOH, i love this

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is there any mod that improves the appearance?

round sinew
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of what?

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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>

junior surge
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hey

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i want to install reshade

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and also

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this

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will it work

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together

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since this one only removes rim lighting

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will they collide?

round sinew
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reshading will not interfere with mods

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i reshade my game, and i also run mods

junior surge
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alright amazing

junior surge
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how do you install the water height fix mod

round sinew
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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

junior surge
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tyhanx

junior surge
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wait a minute

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ReShade is just a mod for screenshots

junior surge
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how to remove reshade

proper briar
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Just delete it

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@burnt sinew thanks just wanted to check Shaidax Generation mod

junior surge
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ok so

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reinstalled binaries folder and still have the stupid menu up

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nothing in program files

odd stag
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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/

runic solstice
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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.

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It also allows me to repair it whenever I want.

vale iron
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Should be able to, but I'd need to lookup the format

runic solstice
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Where is the spreadsheet for upgrade modules?

vale iron
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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.

runic solstice
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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.

steel crypt
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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

odd stag
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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/

odd stag
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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

steel crypt
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@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.

hearty crypt
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@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

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Also to apply colours from biomepalettes

odd stag
steel crypt
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@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.

hearty crypt
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@steel crypt Thanks for the information, I will check how you have done it if you don't mind.

steel crypt
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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 ๐Ÿ™‚

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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.

hearty crypt
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@steel crypt Thank you kind sir! โค๏ธ

steel crypt
thorn scarab
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Got any before and after shots?

steel crypt
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Unfortunately no. And showing some of this stuff in pics can be hard to do.

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Oh, and it does turn water reflections off. That can be changed easily. I just didn't like the reflections because they are ....weird.

hybrid horizon
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What's nms save editor?

burnt sinew
hybrid horizon
burnt sinew
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i have no idea if thats up to date or not

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im using the github page to download mine

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what specifically do you want to do?

hybrid horizon
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change units, nanites etc

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restore old saves

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that sort of stuff

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I'm pretty new to modding

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and from what i hear that is one of the essentials

burnt sinew
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ah yep its simple enough, youll be fine

hybrid horizon
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what other mods do you recommend?

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I'm looking for anything with quality of life improvement to the game

burnt sinew
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of the top of my head i would recommend some of gumsk and exosolar mods? let me find the link i saw

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^^^ a list of recommended modders you should check out

hybrid horizon
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thanks

hybrid horizon
vale iron
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Do you get a red warning message when you start the game?

hybrid horizon
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no

vale iron
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Then something is wrong. Can you show a screenshot of your PCBANKS folder?

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And then your MODS folder

hybrid horizon
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where's the mod's folder

vale iron
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Ok, that's the problem make a MODS folder in PCBANKS

hybrid horizon
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just a folder named MODS?

vale iron
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Yep, then put that storms PAK in the MODS folder

hybrid horizon
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ah ok

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should i exit the game first?

vale iron
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yes, you'll need to

hybrid horizon
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ok now i got the warning message

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lets see if that works

vale iron
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Yeah, you should be good now

hybrid horizon
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how will mods affect me in multiplayer?

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will storms be there for others but not for me for example?

vale iron
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They won't, other than you seeing different things

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Correct

hybrid horizon
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ah okay that's nice

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how about the multiple freighter one?

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will other people in your session see both?

vale iron
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Yes

hybrid horizon
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ah so some mods also affect other players

vale iron
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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

hybrid horizon
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ah that's nice

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it seems to be working btw

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thanks a lot

vale iron
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No problem

hybrid horizon
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will i still know when storms are happening and just not get its effects?

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or are they entirely gone?

vale iron
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I believe they are just gone and you won't know about them

hybrid horizon
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can mods mess up with your game?

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like corrupt your save file or something and make it irrecoverable?

proud spoke
proud spoke
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seems to work, nice nice โค๏ธ

hybrid horizon
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what are luas?

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like .lua files

storm bronze
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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

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they are also useful for updating mods to new versions of NMS

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otherwise you can ignore them

hybrid horizon
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ah sounds confusing XD

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can i ignore it?

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and just copy the -pak

storm bronze
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Yeah

hybrid horizon
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how do i know if mods are incompatible?

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i installed a no storms mod earlier today and it worked well but after installing some more mods the storms are back

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and idk which one caused that

storm bronze
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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

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and then itll say "Detected X conflicts" and after that, you can open report.txt and itll tell you what mods are incompatible.

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it might sound complicated but its easy actually after you do it once

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whoops this toolhttps://www.nexusmods.com/nomanssky/mods/957?tab=files

runic solstice
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Can you not edit manueverability with a save editor? Since the stat is Procgen, I wonder what is with that.

storm bronze
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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

hybrid horizon
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save editor is amazing

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its a game changer

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literally

burnt sinew
burnt sinew
runic solstice
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Global? But each ship has a different Procgen stat.

burnt sinew
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yea they do and its in there

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theres like 5?? i think

runic solstice
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What?

burnt sinew
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how do i explain

runic solstice
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Is it not stored in the save file?

burnt sinew
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i dont know. i made a mod to increase manuv, i didnt find anything in the save edit to do that

vale iron
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Maneuverability isn't procgen

runic solstice
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What?

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Is it class dependent?

vale iron
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I believe so. One second and I'll check

burnt sinew
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the manuv is dependent on type of ship and class

runic solstice
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The wiki says that fighter base stat manuverability can be 650.

burnt sinew
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hauler, fighter, explorer plus a minor bonus from class

hybrid horizon
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how do i import a multitool with the save editor

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i have the seed

burnt sinew
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copy paste the seed

hybrid horizon
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where?

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i cant find the option to add a new multitool

burnt sinew
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you can only have 3

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you need to replace or delete one

hybrid horizon
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i only have 2

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how do i add a new one?

burnt sinew
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lmao export a mt then import it

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it will give you a .wp0 file

hybrid horizon
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ah that worked thx

burnt sinew
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cool what does it look like?

hybrid horizon
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the game is opening

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lets see if it worked

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this basically makes ship hunting poitless doesnt it?

vale iron
burnt sinew
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yeah, you just need to get the seed for the ship/mt you want

hybrid horizon
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is it possible to get the seed of any tool/ship just by knowing its coords?

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or does someone have to go and get it there first and find the seed with the save editor and then share it

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ah well

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it's cool that i can just swap skin whenever i feel like it

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I'll probably start saving the seeds of the ships i like

burnt sinew
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thats how i have more than 6 ships

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i just save the seeds

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so its technically in my collection

hybrid horizon
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oh god i deleted the gcam mod

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and now the game hurts my eyes

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i like the mod but the camera speed is too damn fast and makes building almost impossible

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building with the camera mode

burnt sinew
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rip, theres a slow cam option i believe

hybrid horizon
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i that might fix it

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lemme check

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btw if i want to disable all mods do i just throw the disable mods thing back in?

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if i wanted to participate in a pvp tournament for example

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ah great

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then ill keep a copy of it

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what happens to stuff i built with mods and to my inventory if they're turned off?

burnt sinew
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depends, what mods are those?

hybrid horizon
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save editor for example

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and the building mods

storm bronze
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Your builds will persist even if you delete the mod

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I'm pretty sure

hybrid horizon
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how about save editor changes?

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are they permanent eve after yu delete it?

burnt sinew
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it will stay

hybrid horizon
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nice

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evenn the extra slots you added?

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like beyond what's normal

burnt sinew
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save edits are not affected by mods

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unless for example: you get a mod that changes stacks from 9999 to 99999 then the save editor will allow you to add 99999

oblique steppe
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does it exist a rifle with the teeth front that the pistol have? if so anyone got a seed with it? ๐Ÿ˜› like the organic pistols

tidal portal
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Ok using mods how large can a base be, specifically my base.

vale iron
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Available mods? 4000u diameter. If you know how to edit mods, a lot bigger.

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If you mean number of pieces, we can't mod that

tidal portal
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Ok thanks

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So number of pieces is hard coded?

vale iron
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Yes, unfortunately

hybrid horizon
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is there a way of removing planet dust?

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or at least tuning it down

vale iron
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I think Lo2k has a mod for that. One second

hybrid horizon
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there's this but it's only for no atmosphere planets

vale iron
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oops

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Yeah, that was space dust

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Let me look more

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I'll look at that no atmo one and see how it works

hybrid horizon
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Yeah with a few tweaks it might be able to be applied on all planets

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I'm trying to cut down on anything that unnecessarily lowers performance and doesn't make the game look nice

vale iron
hybrid horizon
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I'm going to bed now so no rush

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But I'll try it tomorrow

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Just ping me pls

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And thanks a lot ๐Ÿ™‚

vale iron
burnt sinew
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im going to use that mod too gumsk, thanks for making it

hybrid horizon
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I wish I knew how to code so I could make mods too haha

hybrid horizon
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Can you get banned for using save editor or any mods?

vale iron
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No

tidal portal
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I donโ€™t think we can really get banned at all besides from this discord

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I donโ€™t think u can get banned at all in game

sinful anvil
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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.

hybrid horizon
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Ah that's great

hybrid horizon
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why is the save editor not allowing me to resize inventory?

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i want to bring it's size back down to normal

noble viper
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Can i get someone to replicate me some mold please

vale iron
hybrid horizon
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ah nvm i figured it out

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had to manually disable all extra slots

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before resizing

vale iron
#

That sucks

lime mesa
#

I know this is isn't modding but I saw someone talking about a suicide dupe glitch recently anyone know how to replicate it?

sacred hemlock
lime mesa
#

what is it? @sacred hemlock

hybrid horizon
lime mesa
#

nope

#

what is it?

hybrid horizon
#

I'll dm to explain

lime mesa
#

thanks

hybrid horizon
#

AMUSS isn't working properly for me

#

idk why

#

it opens, runs for like 5 secs and closes

#

besides I have incompatible mods for sure

tidal portal
#

I usually just do 100*100 and make it go to max and then hit apply

vale iron
hybrid horizon
#

No

#

I dont even have time to read anything

#

Ir starts as normal and closes in like 2 seconds

vale iron
#

Ok, I'll repost in the modding discord

weary ruin
#

@hybrid horizon Is there a log.txt file you can link in?

vale iron
#

Oh, heh, ignore my other message ๐Ÿ™‚

weary ruin
#

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

hybrid horizon
#

Internet explorer is the name of a folder

#

It's not actually the browser app

#

It needs to be directly on program files?

weary ruin
#

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

hybrid horizon
#

It worked fine when it was on the desktop so it might be that

#

I'll try it in a moment

proud spoke
#

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

noble viper
#

Anyone on

weary ruin
proud spoke
weary ruin
#

this?

proud spoke
#

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

weary ruin
#

which one?

proud spoke
#

sec -> DM

weary ruin
#

ok

vale iron
#

@proud spoke

proud spoke
#

Thanks, was in the wrong table ๐Ÿ˜‰

vale iron
#

Lo2k updates that set of tables when the game updates, I'm pretty sure

proud spoke
#

well that stuff is a lot more complicated than I thought - atleast when u have never touched it before lol

weary ruin
#

For general info, AMUMSS did unpack/decompile the mod @proud spoke was referring to

hybrid horizon
#

is there any guide to AMUSS?

#

couldn't find one on youtube

tidal portal
#

Has anyone thought of a death stranding back pack mod?

#

Is it eve possible?

odd stag
round sinew
#

"deeper journey" sounds like something i could definitely use on my next playthrough. thanks!

#

loving dud's colors btw.

fickle sandal
#

How am I just now finding out there's mods for NMS

tidal portal
#

Your a bit late

#

But ofc I didnโ€™t find out till March ish last year maybe earlier

steel crypt
#

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.

steel crypt
#

@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)

supple wadi
#

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

steel crypt
#

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.

supple wadi
#

cotton candy colors too~

steel crypt
#

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

supple wadi
#

lmao, you should see Super Radical Solitaire @steel crypt , it goes for those old retro color schemes

steel crypt
#

@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.

forest hatch
#

Those are brilliant. Excellent work!

nimble bay
#

does anyone know what mod can i get to make the weapon reload instant?

proper briar
#

What do I do with lua files I remember experimenting with them but. not exactly

round sinew
#

AMUMSS can use them to create pak mod files, ready to be copied to the game's mods folder

tidal portal
#

why do we have #nms-modding chat when we could just use the server?

#

or is that to just talk about modding nms

weary ruin
hybrid horizon
#

the invite link doesnt work

#

but thx

#

I'll check the wiki guide

drifting coral
#

is there a tool i can use to change or edit a mod?

drifting coral
#

cool thank you

round sinew
tidal portal
#

what is chibi bobbles?

vale iron
#

Short and fat

#

Kind of cartoon looking

tidal portal
#

so like the bart simpson version of Atlas?

vale iron
#

I think I put pictures on the mod page

tidal portal
#

oh ok thats what it looks like, thanks

waxen cedar
steel crypt
#

@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.

vale iron
#

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

steel crypt
#

Thank you much!

shell gust
#

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.

round sinew
shell gust
round sinew
#

there's other mods out there that provide similar features

hybrid horizon
#

I find the cable limit extension from gbase really useful

proper briar
#

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

sudden sandal
#

What's the ASCII adress (hex editor)for Frigate Class rank?

burnt sinew
sudden sandal
toxic lark
#

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?

runic solstice
#

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?

storm bronze
#

I don't think any exist for the current version of the game unfortunately @toxic lark

toxic lark
#

Ahh okay, thanks @storm bronze !

vale iron
#

I have one that makes them bigger, but that's all I know of

runic solstice
#

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.

vale iron
#

Really? Did you get screenshots of that, by chance? Not that I don't believe you, I just like seeing it

runic solstice
#

Let me modify it for a sec.

#

It does explain the discrepancy between the starter ship and normal ship boltcasters.

vale iron
#

Photon cannons?

runic solstice
#

This is the infra-knife.

vale iron
#

I mean you said ship boltcasters

runic solstice
#

Yeah photon cannons.

vale iron
#

It's strange, it's not setting the bar to 13%. It looks more like 50%

runic solstice
#

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?

vale iron
#

The bar being lower is an effect of you lowering the %, right?

runic solstice
#

Yes.

#

I specifically chose 13 because it is a "weird number", to make the modification more apparent.

vale iron
#

So it seems to be rounding up or something. Does 50 display a half bar or something else?

runic solstice
#

No rounding, I chose 13 myself.

vale iron
#

Sorry for asking you. I could test, but I'm trying to do work simultaneously

runic solstice
#

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.

vale iron
#

OK, that makes more sense.

runic solstice
#

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.

vale iron
#

You could try values over 100 to get a more extreme test

runic solstice
#

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.

burnt sinew
runic solstice
#

Interesting, the game automatically sets max to 100 should it go higher than that.

vale iron
#

Yeah, it automatically does some things like that. Like deleting illegal tech from ships

runic solstice
#

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.

sudden sandal
#

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

hybrid horizon
#

how do you change your freighter's crew without changing the freighter itself?

#

on save ed

hearty crypt
#

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

proper briar
#

Will try this later

smoky wing
#

@hearty crypt Ahh, I wondered why that briefly appeared and disappeared from the BTF page

hybrid horizon
#

what's a healthy ammount to set your multitool damage to?

#

I don't want it to be too strong

fathom garnet
#

@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?

vale iron
fathom garnet
sinful anvil
fathom garnet
#

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?

hearty crypt
#

@sinful anvil I hope you will like it! ๐Ÿ™‚

dry flint
#

@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

slate veldt
#

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?

vale iron
dry flint
#

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

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

marsh halo
#

are mods visible since it's crossplatform ? example you added a mod will ps5 players see it?

burnt sinew
#

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

north harbor
#

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

marsh halo
#

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?

burnt sinew
#

does that mod add anything or is it quality of life changes?

#

probably yes? is my answer, they can see the base

marsh halo
#

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 ๐Ÿ˜

vale iron
#

What mod is it exactly

sudden sandal
#

PS4[SW]hex edit AM, can edit Exocrafts? I can search its "Name" but cant find its storage and stats.

vale iron
#

Exocraft storage is hard coded I believe. Stats are in VehicleGlobals

sudden sandal
#

I just found the Multitools string, and it reads upwards not downwards like others. Haha

sudden sandal
vale iron
sudden sandal
#

Thanks!

vale iron
#

@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

sudden sandal
#

I see, i have set the Total number of expeds. And total no. Of successful events to 1k both, No changes

vale iron
#

Strange. I'm not really sure how that works.

hybrid horizon
#

@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

vale iron
#

Thanks! I'm glad to hear it's helpful. If you find other sounds that need silencing, let me know.

fathom garnet
#

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?

hoary sun
round sinew
#

thanks ๐Ÿ™‚ we knew about it, the author posted an announcement 2 days ago ๐Ÿ™‚ (<#nms-modding message>)

hearty crypt
#

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

hybrid horizon
#

idk if every archive has the same noises tho

scenic escarp
#

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)

vale iron
#

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.

scenic escarp
vale iron
#

If you use AMUMSS and run buildmod.bat without any files, you can get a report of conflicts with more details

scenic escarp
#

Thanks, I'll do a little more reading before asking any other question ๐Ÿ™‚

scenic escarp
#

Very cool, that was easy (at least to find conflicts... now to try to resolve them ๐Ÿ™‚

lime mesa
#

Is nexusmods the bes place to find mods?
and ehm are there a better inventory management :? -inventory-startship inventory-freight-storage 0-9

vale iron
hybrid horizon
#

Sry if it's a dumb question

vale iron
#

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 ๐Ÿ™‚

hybrid horizon
#

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?

vale iron
#

The last one to get processed would win on that line

hybrid horizon
#

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

burnt sinew
#

are you perhaps talking about merging lua files?

hybrid horizon
#

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?

vale iron
#

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

hybrid horizon
#

Can amumss join several mods on one pak?

vale iron
#

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.

hybrid horizon
#

Are you supposed to place luas on the MODS folder too?

vale iron
#

No, the game only recognizes PAK files

#

Alternatively, you could have asked me to make a version with a slower camera ๐Ÿ˜‰ But I like that you learned how to do it yourself

hybrid horizon
#

Haha I only found out today you are the guy from all thr Gmods xD

#

I use a ton of them

vale iron
#

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

burnt sinew
#

wait isnt there a slow cam version of gcam

vale iron
#

Is there? I don't remember ๐Ÿ˜›

hybrid horizon
hybrid horizon
#

It's basically the regular version

#

Theres a turbo one

vale iron
#

This morning I cleaned up my GMods page and added some new stuff. Now I'm working on proximity and always on lights

hybrid horizon
#

I use camera speed on like 6

#

Would there be a way of making camera speed and build camera speed different?

vale iron
#

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.

hybrid horizon
#

:/

#

Haha it would be really useful

#

I have on more question and a suggestion

vale iron
#

Go for it

hybrid horizon
#

The question is about the base building one

#

Will it still upload if you go over the max range?

vale iron
#

Yes

#

Strangely

hybrid horizon
#

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

vale iron
#

If they are on the same platform, it should. I tested SRTs at a couple thousand u

hybrid horizon
#

Ah that's awesome

vale iron
#

If it doesn't, though, let me know

hybrid horizon
#

My biggest fear was that stuff wouldn't work the same

#

And now the suggestion

vale iron
#

I can't guarantee it will always work, but it did when I tested it

hybrid horizon
#

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

vale iron
#

Was it the Offset value or the BackMaxDistance? If you remember

#

Should be the offsetZflat

hybrid horizon
#

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

vale iron
#

35 is what I have it at

hybrid horizon
#

Yeah I used 40 something

#

Maybe 45

vale iron
#

Try changing the OffsetZFlat and let me know if that makes it better

hybrid horizon
#

How much should I increase?

vale iron
#

How much farther back do you want it?

hybrid horizon
#

My main issue was not seeing the model when you use the laser

#

And it covering like half the screen XD

vale iron
#

When using the laser might use the MechShootCam, I'm not sure

hybrid horizon
#

Ahhh that makes more sense

#

I'll try both then

vale iron
#

Let me know!

hybrid horizon
#

I'll see if I can still figure out how to do what I did last time xD

vale iron
#

If you need help, I'll be around

hybrid horizon
#

Thx

lime mesa
#

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 ๐Ÿ˜…

odd stag
#

think that could be against copyright

vale iron
#

Technically, pretty much everything in the modding community violates copyright

#

"derivative works"

hybrid horizon
dry flint
#

as much as the music industry like to argue, sampling tracks is not against copyright

steel crypt
#

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 doesnโ€™t become part of some porn music that gets really popular and Sean doesnโ€™t like that particular porn then you are probably okay.

lime mesa
#

It's fair use so long as you modify it enough. I want the isolated honking sound to add some depth to a synth

lime mesa
hybrid horizon
#

can you send me a link pls (dm if it's not allowed to post here)

lime mesa
#

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?

hushed bronze
#

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

hearty crypt
#

@hushed bronze Hey Exosolar, donโ€™t be so radical, man! It can suck you back in one day ๐Ÿ˜‰

hushed bronze
#

I mean, I haven't modded in about a year so...

odd stag
#

@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.

dry flint
#

So there is a bit of okay with that

#

Bit of play*

hushed bronze
#

@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

vale iron
#

(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.

hushed bronze
#

"damages" are nearly always related to illegal profits, and won't fly as fair use

vale iron
#

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.

lime mesa
#
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

vale iron
#

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

lime mesa
#

Thanks for backing me up

#

I still need the sound if anyone feels like endowing me with the power of honk

vale iron
#

Unfortunately, I don't save the music files when I unpack ๐Ÿ˜ฆ

lime mesa
#

And why would you? You don't need to and they take up valuable space. Thank you for helping though!

hushed bronze
#

honk

spare laurel
#

Hi,

does anyone have a actual ModList what is working for VR and one who reduce a little bit the comic colors ?

Thanks

round sinew
odd stag
#

@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?

vale iron
fathom garnet
vale iron
#

Probably trying to limit the number of icons in the system

supple wadi
#

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.

vale iron
supple wadi
#

uggh

vale iron
#

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!

hoary drum
vale iron
#

Yay, congrats!

hoary drum
#

Thanks โ˜บ๏ธ

hybrid horizon
#

If you know a ship's seed is it possible to determine coords from it?

vale iron
#

no

hybrid horizon
#

Also what happens if you use a living ship seed on a regular ship?

#

It gives you something different?

vale iron
#

Correct

fathom garnet
#

@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.

vale iron
fathom garnet
#

OK thanks very much, I'll mention that to them

waxen cedar
#

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

odd stag
#

@waxen cedar while you're in the same system?

lime garnet
#

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.

vale iron
#

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

lime garnet
#

Ah, dang.

storm bronze
#

you can change the colors but not anything else

#

but if you change it, it doesn't show up for other people

vale iron
#

And it's not an easy task

lime garnet
#

Guess I'm just going to have to lower my criteria then. x_x

vale iron
#

You can also check NMSeeds and NMSCoordinate Exchange

lime garnet
#

I appreciate that but neither had what I was looking for. The latter's GUI really is painful to the eyes.

vale iron
#

Yeah, I'm not a fan, but their reddit is more usable

full swallow
#

Is there any mod that lets you dig deeper into the ground ?

vale iron
#

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

ruby torrent
#

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.

vale iron
#

It is possible. Just depends on how old it is and exactly how it works

ruby torrent
#

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

waxen cedar
stray venture
#

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)

vale iron
stray venture
#

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.)

vale iron
#

Easy to make mistakes even when you're in practice ๐Ÿ™‚ I just made a 45-minute one earlier today.

stray venture
#

ouch. at least this one only cost me a few minutes once I found out about AMUMSS conflict checking

stray venture
#

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.

vale iron
#

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)

stray venture
#

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

vale iron
#

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)

stray venture
#

not a place I'd expect them to be using wildcard searching but aight

steel crypt
stray venture
#

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.

vale iron
#

That is weird. Even just loading by itself?

#

He was tracking down a crash earlier today; maybe it's related

stray venture
#

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

vale iron
#

I sent him a message, thanks

bitter kindle
#

@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

stray venture
#

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

bitter kindle
#

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!

stray venture
#

awesome, I'll test that tonight

stray venture
#

No joy. Just updated and it's still doing it

hushed bronze
#

@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

vale iron
hushed bronze
#

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 ๐Ÿ™‚

vale iron
#

I can update that to LUA, no problem

#

I'll go look at it

hushed bronze
#

@vale iron

bitter kindle
hushed bronze
#

Ignacio, did you break someone's planet?

bitter kindle
#

I guess!

stray venture
#

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

hushed bronze
#

Coords are just baked into the photo mode now, arent they?

stray venture
#

oh, if that's the case, I can do that pretty easily

bitter kindle
#

Yeah, I think it hides the coords if you click to take the photo but pressing the steam screenshot key should get them

steel crypt
#

Alternatively, you can post the save.

bitter kindle
#

Either works

stray venture
#

would've already if I knew where the thing was, but gimme a sec

hushed bronze
#

is this a scenario where Ignacio could just join you thru MP?

bitter kindle
#

I could but I have to go to bed lol

#

I'd rather have a way of getting there tomorrow morning

stray venture
#

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)

hushed bronze
#

i forgot where they are exaclty but google NMS save file location it should come up pretty easy

stray venture
#

right, that should've been obvious, clearly I'm out of sorts lately

hushed bronze
#

it used the standard steam method

#

no worries I didnt remember either ๐Ÿ™‚

stray venture
#

ah, appdata. that's why I couldn't find it.

vale iron
#

@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

vale iron
bitter kindle
#

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.

thin viper
#

What is the limit

bitter kindle
#

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

thin viper
#

I guess the caves and mountains runs out of spawn points with too many objects

bitter kindle
#

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

bitter kindle
#

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

thin viper
#

So its not tile specific limit

#

But entire 4 tile type together

bitter kindle
#

yep

odd crater
#

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.

thin viper
#

So instances are for decoration and objects are for stuff with collisions etc

odd crater
#

Not exactly.

bitter kindle
#

I just flew to another planet and crashed ๐Ÿ˜ฉ

odd crater
#

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.

thin viper
#

So you are not talking about the object/instance class

odd crater
#

Using the usual item for that purpose would kill you performances and stabilty.

#

Objects generate instances when not set as "single".

odd crater
#

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?

bitter kindle
#

That would be amazing

odd crater
#

Ok, I'll try to write something not too confusing.

bitter kindle
#

lol, yeah it doesn't seem like it's as simple as "don't put X number of objects"

bitter kindle
odd crater
#

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

bitter kindle
#

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?

odd crater
#

the game parses it twice, so...

#

see it this way

#

you spawn twice the HQTREEREF

#

You get two scannable trees

bitter kindle
#

ahh right

odd crater
#

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)

bitter kindle
#

yeah that makes sense

odd crater
#

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

bitter kindle
#

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.

steel crypt
#

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

odd crater
#

I saw your screenshots.

#

I need your voxel MOD

#

I love the scale

odd crater
bitter kindle
#

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

steel crypt
#

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.)

odd crater
#

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.

torn girder
#

yeah, i feel that HG can do so much more with the terrain

#

i don't understand why they don't ?

odd crater
#

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.

bitter kindle
torn girder
#

yep, this smoothness really kills my joy to play ๐Ÿ˜ฆ

bitter kindle
#

The scale is too massive for NMS since it takes forever to travel through

odd crater
#

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.

steel crypt
#

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.

odd crater
#

The procedural part only affects objects shape since.

#

I agree.

torn girder
#

Yep, everyone can see that the "new" terrain is basicaly the same but stretched

odd crater
#

It's almost comical

#

Like, "look, bigger shapes!"

#

Not better

#

Bigger!

torn girder
#

They went from experts to amateurs when it comes to terrain gen... like...

odd crater
#

Same for objects placement

steel crypt
#

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.

odd crater
#

Their new placement rule "JAMESPATCH" or as I call it "LAZYPATCH" is basically just spreading objects equally based on their density values.

torn girder
#

Can't wait to see your final release

odd crater
#

And it's OVERUSED since visions

torn girder
#

yeah, objects feel placed randomly.. with no logic

#

it felt more natural before

odd crater
#

Because they are just placed with no intent...

bitter kindle
#

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

#

The transition is really smooth too, especially if it had that crossfade effect NMS uses

steel crypt
#

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.

bitter kindle
#

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

odd crater
#

I don't think they ever will

#

I mean, look at Origins

bitter kindle
#

yeah, they just added more biome subtypes with non-procedural assets and called it a day

odd crater
#

Only one variation for each new sub-biome

bitter kindle
#

yep

odd crater
#

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

bitter kindle
#

yep

odd crater
#

They totally dropped the DEAD, LOW, MID and FULL routine

bitter kindle
#

yepp

#

you'd think that would be easy

odd crater
#

The best tool they had to avoid this issue was PLACEMENTGLOBAL

#

Also killed with updates

bitter kindle
#

but I don't think players respond to the different life levels that much

#

What did the PLACEMENTGLOBAL add?

torn girder
#

some weird choices indeed

odd crater
#

This global file actually made planets procedural in their layout by randomly attributing min/max values to the variables responsible of objects placement.

bitter kindle
#

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

torn girder
#

And they started so well ๐Ÿ˜ฆ

odd crater
#

They streamlined the game.

bitter kindle
torn girder
#

Mehh, maybe one day other devs will try to do what NMS wanted to be

#

And stick with that

bitter kindle
#

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

odd crater
torn girder
#

I remember there were planets with TONS of trees

#

but it looked good

#

there wasn't nothing game breaking

steel crypt
#

@odd crater do you have a placement mod?

bitter kindle
#

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

odd crater
steel crypt
#

It's similar with terrain. Trying to test FPS situations without their tools is ....challenging.

odd crater
#

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.

steel crypt
#

I'm not familiar, sorry. Is it on Nexus? What is the name?

odd crater
#

Better Planet Generation

steel crypt
#

ty

bitter kindle
#

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

odd crater
#

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

bitter kindle
#

lol my PC struggles quite a bit with a gtx 980

odd crater
#

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)

bitter kindle
#

What fps do you get?

#

ah

#

yeah I tend to target 60fps

odd crater
#

I understand

#

I aim at balance between visual fidelity and common sense lol

bitter kindle
#

I always set my planet quality to ultra but lower everything else

odd crater
#

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

bitter kindle
#

yeah vulkan is weird

#

you'd think they'd fix the blurry ground textures by now

bitter kindle
odd crater
#

I don't have such issues myself

#

Might be a window focus issue

bitter kindle
#

Oh and don't forget when they reduced like 60 sky colors to 6

torn girder
#

4

#

then visions added 2 more