#nms-modding
1 messages · Page 195 of 1
Crayola water colors
Pack of 12 colors for 6.99$ only
Oh for fuck's sake
I decided to just test my normal OpenBiomeExtender pak without any of my Ignacio's Biomes stuff and it crashes there too
that one doesn't even add objects, it just separates them object lists
When does it crash?
Randomly or on start?
Ahh
I think I got it
Just downloaded OPENBE
You call the same biome file twice using two different subtypes
IIRC it's a no go
Your HugeLush / HugeRing consolidation
I'm crashing on a TOXICEGGSBIOME
my mod consolidates most biomes and works most of the time so I don't think that's the issue
Look at the biome file for toxic eggs
You call the layers and the full table
They clash
Most of the issues I face are typos
So I know how to troubleshoot
^^
Also
Some small advice
Set "AllowLimiting" to false
It gives all options the same weight
Tested it
It makes the fullest tables more frequent in the base game
If you tend to see some parts/combinations more often, this is why
Thought it was a placebo effect at first but maths don't lie
At least it was the case 1- 2 years ago
how does it decide which ones are fuller? By the density values or by the filename?
It was depending on the placement in the list
That sounds really odd but I'll give it a shot anyway
Well, maybe it doesn't work like that anymore. All my lists are set to false and it doesn't cause any issues.
yeah I figure there's no downside
man, thanks so much for downloading my mod and looking into it
I wouldn't have caught that for a long time
👑
@odd crater do you have a rough number for how many entities are allowed?
What you pointed out worked for the generic OpenBiomeExtender mod but Ignacio's Biomes is still crashing
To know exactly, we would need to conduct incremental tests.
I don't think it is worth the time it would require
I'll take a look at Ignacio's Biomes
Best thing to do is just not adding to much entries
Alright I solved the crash at least for this planet
I had also left in the CRYSTAL objects in OpenBE so now that they're out it works
I can tell you that planets with around 90 scannable objects don't crash
What is the difference between the OPENBE BIOMEFILENAMES and the one from the merged patch?
Pre built patch, sorry
the patch adds new object lists to the underwater, cave and crystal layers
oh and it adds 2 new biomes
I've been crashing in the ToxicEggsBiome. I removed the mods and saved there so when I loaded in with the mods it would crash
but like I said, for now it seems fixed
I'll have to wait and see if another planet crashes
@vale iron I think a few buildables got re-organized by HG in the last year.
so this base has defence turrets on it
so I was wondering
is there a mod that adds the defence turret into buildable objects since it syncs over base uploads
There is not a publicly available one, but I can give you some information if you want to send me a DM
@vale iron Hey I had someone mention my "peaceful rain" mods. They're really easy / simple mods if you wanna hijack that one 🙂
for that matter you probably know how to make that one already without looking at anything I did lol
@dry flint After you get Modding station, you'll want to use the unpack files option and it will spit out the file structure. Then get MBINCompiler and tell modding station where you put it. Now you can double click the mbin files and get exml files that you can view with something like notepad++
Your have been EPICALLLY pwned!!!
anyone know the exml for starship speed? i'd like to increase all of the starship speed modes
ok so i found this in GCSPACESHIPGLOBALS :
<Property name="Control" value="GcPlayerSpaceshipControlData.xml">
<Property name="SpaceEngine" value="GcPlayerSpaceshipEngineData.xml">
<Property name="ThrustForce" value="40" />
<Property name="MaxSpeed" value="180" />
<Property name="MinSpeed" value="1" />
<Property name="Falloff" value="0.7" />
<Property name="MinSpeedForce" value="5" />
<Property name="BoostThrustForce" value="500" />
<Property name="BoostMaxSpeed" value="1200" />
<Property name="BoostFalloff" value="0.7" />
<Property name="BoostingTurnDamp" value="0.1" />
<Property name="DirectionBrakeMin" value="1" />
<Property name="DirectionBrake" value="1.5" />
<Property name="ReverseBrake" value="0.5" />
<Property name="OverspeedBrake" value="3" />
<Property name="LowSpeedTurnDamper" value="1" />
<Property name="TurnBrakeMin" value="1" />
<Property name="TurnBrakeMax" value="2" />
<Property name="TurnStrength" value="1" />
<Property name="RollAmount" value="2" />
<Property name="RollForce" value="1.25" />
<Property name="RollAutoTime" value="2" />
<Property name="BalanceTimeMin" value="0.4" />
<Property name="BalanceTimeMax" value="4" />
</Property>
so maxspeed and boostmaxspeed are the default and shift speeds, but i cant find the pulse jump speed
also there are simliar sections for Control, ControlLight, and ControlHeavy which i assume are for different ship types, not sure which applies to exotic royal ships
also there are sections for SpaceEngine, PlanetEngine, and CombatEngine but that is self explanatory since the travel speeds are clearly different in each of those scenarios
So recently me and my boys who play No Man’s sky began planning out an animated short film we want to make inspired by them game. It’s not monetized, so we were wondering if there’s a way we can extract the models from the game files onto our pc’s so we can use them (along with the textures) for our animation. Anyone know if it’s possible?
You might wanna check the modding server. There's people who may know how to do that, or who could teach you how. There's an invite in the pins.
@gusty zenith i am just spitballing, but there isn't really an element of control to pulse jumping; the only one being that you can initiate it and stop it, so it makes sense to not have values for it that are toggleable, because nothing affects it. Unlike the ither values that are probably all affected by upgrades. Just my opinion though
@slim sky i would be careful still. Youtube can run ads on any video now, so it may be monetized to them whether you like it or not, so may be best to get permission from them (HG) anyway
Oh man, heard about this. Really got themselves into a pickle, didn't they
There's something called miniwarp or something like that for pulse. I'll have to look in a little bit to see the exact name
i assume there must be some variable that controls pulse speed, but like @dry flint mentioned, it behaves differently from other speeds since it cant be upgraded directly, perhaps another file controls this
Do you know the best way to contact them? Would I email?
Only way I know is Twitter or
!hg
Boo, it's turned off here. Use that command in #bot-spam
I don't think they'll respond to either, though
True. I guess I'll tag them on twitter and shoot the support address an email, at least I can say I tried.
@slim sky exactly. If they choose not to respond then it kinda gives you your answer
HG likes player made content though, so I doubt you'll have an issue
Yep. Well hopefully the guys over on the modding server can help me out. and yeah hopefully they'll see it. I'll try to keep you all updated on the animation, we have a story done, and it's actually looking pretty cool 🙂
@vale iron yeah there must be a value in SPACESHIPGLOBALS that controls this because i found another mod (now deleted from nexus) that offered 10x pulse jump speed, and it mentions the same file : https://www.zettamods.com/games/no-mans-sky/shaidaks-pulse-jump-1549
actually i think u nailed it :
<Property name="MiniWarpSpeed" value="30000" />
that number is very close to the 20000 number mentioned on the Pulse Engine page of the wiki
That's easy enough to test. Just get two planets far apart and test with and without
yep, will give it a shot tomorrow
@gusty zenith Can confirm that number is the pulse drive speed
@hushed bronze Is Painless Rain just flipping the override temperature flag?
Maybe. I just hard set the temp ranges to mild numbers tho
Reshade
Yup
Does anyone know of a mod that just does cruise control and nothing else?
By cruise control, I mean being able to accelerate/decelerate your starship to a certain speed and just stay there when you release the button.
there should be a mod that lets you buys multiple planetary charts at once
also what happens if i join someone with crossplay with mods enabled
They wouldn't see them
@junior grove No but I have asked HG for that function a couple of times. There is no way to mod that without modding the exe as far as I know.
Maybe I'm misunderstanding, but I thought that was just Falloff in SpaceshipGlobals?
Weird, I just tried all Falloff at 0 and it works most of the time, but sometimes it will start falling again randomly
@vale iron that variable also controls reverse speeds in space. If you set it that low then you can reverse at crazy speeds in space. Effectively defeating all enemy space ships. I set mine lower than vanilla which lets you cruise more before slowdown but also stops crazy reverse speeds in space. I would like to have a toggle though so it will attempt to maintain speed with/after turning. Also it would be nice to have a reverse and forward independent min and max speed settings.
That makes sense. I managed to get the cruise working in general, but I still have to find the turn slowdown and I didn't know about the reverse issue you mentioned.
it would be nice to be able to stop ship (to set speed to 0)
Yeah, I would love that ability, but I don't think it's possible
On planet you can go to 0 because there is a min speed setting. If you set it to 0.01, you can stop...not go 0.01, but actually stop. In space though trying to go 0 is tricky because the min speed is not in effect. What do you mean exactly by "turn slowdown"? There are a few variables that change how turning and speed works. There is a turn brake which makes your ship go more in the direction you are turning instead of sliding. (i.e. less newtonian effect) Then there is a turn damper and that makes you lose speed when turning. This is all from memory from what....4-5 years ago lol...I think I'm remembering it right.
@vale iron It's been my experience that 9/10 players will never notice that they can go super speeds backward in space. I noticed it because of testing the hell out of modding it. There have been mods for a long time that remove that brake somewhat/totally, but I haven't heard anyone ever complain about super backward speed. (I don't know if it is still the same but I'm talking about you could go FAST backwards like many thousands of U.)
But it's like that because HG didn't make separate controls for forward and reverse. It's just "go" and stop is in the middle.
Am I the only one annoyed that camera mode doesn't just freeze you in position?
If I use it in space my ship goes on without me
If I use it when I'm jumping, instead of freezing on my current position, the character just goes into a default position.
it does freeze you in position, but only if you're not in a multiplayer session
mod -plz
Can you mod on xbox?
saddly, pc only
ah, got it
how about the other issue (with the ship)
is it the same situation?
The newest Xbox I do believe let’s you download mods but I can’t confirm that
Modding on xbox has historically been restricted to just a couple of titles
Refer up a little bit to the values that nyresa posted, it had a falloff value that can be tweaked
@bold cairn you can in space, just not in atmosphere for whatever reason
how?
This game falls under the long list of entertainment that represents space flight the same as atmospheric flight
Well there is a falloff for one, but srcondly, you just tap the reverse key
And slowly take it down to zero. It's a bit difficult but you can do it
Gotta go in first person for that so you can see the speed
and I don't mean trying 100 times + and - to set it to 0
i was meaning to set it from any speed - to instruct engine to stop and stay
You can very easily get it within +/- 20 units/s, and it will very quickly slow to zero
Like you tap it, and it may go past zero and go to, say, -10, -15; but it slows down after like 5 second or so
I'm using mod where Falloff is set to 0
Well
If you want to stop with that mod, you must tap a key rq and hope it sets to zero
Whydo you have the falloff set to zero?
Why not instead of using a mod for falloff, you might consider getting a macro for pulse or forward
Then just hit the macro key and boom, cruise control
Easy
I'm using one AMUSS script changing most of speeds
maybe I will change some of values
and I didn't know about falloff to today post about it
It takes more than just falloff.i was playing with it last night. I'll upload a beta in a bit
You can try this. I probably will test turning boost falloff back on, as the speeds get ridiculous when you drop out, and I still need to kill the turn dampening.
will console ever have mod support, like fallout 4?
I doubt it, unfortunately
sorry is this is a noob question but is there any way to rip my player model from the game?
@azure shoal (from the NMS modding server)
use NMSDK or the model viewer
https://github.com/monkeyman192/NMSDK
https://github.com/gregkwaste/NMSMV
Thank you very much, Ill give NMSMV a try.
so where exactly is the player model stored
yeah so i went there but none of the models are my character
PLAYERCHARACTER.SCENE.MBIN will contain your character, but do keep in mind it contains all possible races/variations as well. You will have some work to do to only show the parts specific to your character.
FinalDeathExplosionScale in AI Spaceship Globals. I wonder if we could make huge death star explosions for pirates
is it possable to move my save from the xbox app version to the steam version
Any good visual mods that make the game look like it did on launch day, that color palette? I’ve failed to find anything
Here are the files for Launch Version (Steam Edition), including a slight edit to the exe that forces it to make its own save folder instead of using the same NMS folder as all vanilla NMS exe's do (Think of it as save overwrite protection). The Foundations exe here also has this edit.
Here is The Launch Version (Steam Version 1.09) with "overwrite protection"
https://drive.google.com/drive/folders/1PlRChsSINSmvK6dYHEGYqn_vE7qtoZF_?usp=sharing
Here is Foundations (Steam Version 1.13) with "overwrite protection"
https://drive.google.com/drive/folders/1kkYZdToUu-xzt89QIgw3_M4lDHYgKoc5?usp=sharing
Here is Pathfinder (Steam Version 1.24) https://drive.google.com/drive/folders/15cxgmLLIqxcgBqVhgdELlvuNwLUxIhP7?usp=sharing
None of these versions will work if you do not already own NMS through Steam. This is not piracy, nor is it an attempt at piracy. All versions are the last version before the next major update (1.09, 1.13, 1.24)
NOTE: If it doesn't work, first make sure you actually got all of the files. Google Drive likes to drop some of them on occasion. It's weird, I know.
UPDATE 9/24/2022 New nvidia drivers will not run old NMS properly. The versions I used which failed were 514 and 517. Reinstalling an older version, in my case 472.12 on an RTX 3060 Ti restored the older NMS versions to normal function. Naturally this also means sacrificing any advantages of the newer drivers with other applications. New drivers can be reinstalled at any time and driver installations will have no effect on game saves.
anyway to use a xbox app save on the steam version
Okay so like, I've been playing the VR version of NMS and like something about the graphics when I'm on a planet feels off, it jut feels kind of low quality and bright and hurts my eyes. I have hundreds of hours in other VR games and heve really had it hurt my eyes like NMS does. So is there some graphics revamp mod or a way to decrease the brightness? Maybe a graphics option that I should have enabled when using vr or something along those lines.
Please @ me if you see thi
Hello people! Would any of you be able to tell me what MBIN the weapon bonuses are in?
@odd crater Hey, your grass range mod, is it based on previous mods or did you find a new technique?
I mean, older grass mods were pretty much exclusively made by modifying factors in the .objects files. I'm wondering if you came up with something more graceful
Nothing fancy, really.
I increased the scale of the grass then stretched it down on the Y axis, all the while reducing density accordingly.
Works good, better than unmodded most of the time and doesn't impact performances as much.
Shows that the grass type objects could be adjusted by HG to be more optimized.
The changes could be made by editing the scene file directly, but I also needed to increase draw distance.
looking for someone who's experienced in save editing
i wanted to convert a json into a usable save file
i'm trying to move my save from the microsoft version of the game into steam
but i don't know how to convert the json into a save.hg file
I can't give you a 100% definitive answer, but I think there's a way with NomNom. You can't directly load a JSON, but I think if you set the save file location to a Steam folder and put the JSON in there, it will try to load it, then you can save it as a .hg. I think it's something like that.
Another possibility is to just wholly replace the JSON of a save file into the JSON editor of GoatFungus's save editor
see the part that annoys me is nomnom has a json editor
but i can't use it
if i could i could just copy paste
I don't think it's been programmed yet
well i have the json extracted for the microsoft save
i compared it to the steam json, it is the exact same format
i just don't know how to convert it into the hg file
the hg file seems to have a similar format but without spaces etc
Create a save in Steam, then open NMSE, go to edit raw json, then just replace all but the first couple of lines, then save it
i saw a save editor from 2016 that could encrypt
but it didnt work because it's too old
why the first lines? just curious
"Version":4639,
"Platform":"Win|Final",
I'm guessing at least the platform is different
maybe the version
Everything else looks pretty much replaceable, assuming the JSON is formatted the same way, which I think it is.
Wow, that's odd, but ok.
Yeah
You probably already have it, but If you don't, google github goatfungus
not really
the platform is the "console" per say
i would assume
the version is the game number i'm pretty sure
the only time it would change is if it were xbox
or ps4
Oh, I thought this was an xbox cloud save
nah
it's the windows 10 version
i'm assuming the container files are similar regardless, but that isn't managed by the game only microsoft
i never used goat's save editor so i'll check it out rn
That's my preferred for now. NomNom has some interesting possibilities, but not quite there yet for me.
honestly nomnom saved my butt for the microsoft version
would not have the json otherwise
i only played because i had game pass but i actually own it now on steam
Yeah, that's what it's great for, definitely
so dab
If this works, it would be good to know for other people
i feel like a korvax trying to interface with a vykeen computer with nms save editors
heh
uh...
what
it half worked?
the exosuit has the stuff but everything else is a blank slate
i wonder
maybe there is flags that have to be triggered in that other file
before changes in the main save are actually registered?
Those flags would be stored in the save file, so shouldn't be
odd
@odd crater Sounds like standard procedure 🙂
Some people have complained to me about the stretching tho, don't like the "chubby" grass lol
In the save editor, does the inventory screen show anything?
one sec sorry
i'mma try saving and saving again like u said
...
._.
i'm very confused
i think it broke
now i have no multitool lmao
hah, yeah, that's a problem
I guess there's a formatting issue in there somewhere
See any differences here?
it's acting weird @vale iron
How so?
ive been looking everywhere through these files and cant find a way to get rid of base build limits. says i have to many parts but when i count them in the jasons file it shows les than 10,000 parts total and the base im building on only has 2,223 parts total.
That shouldn't be hitting a limit of either kind. 3,000 is the per base limit that can be bypassed with Ultra settings. The other is 20,000 and can't be gotten around.
thats what i thought.
@hushed bronze The best way to optimize the grass might be to edit the model. I should try it sometime.
Is there a mod that allows the analysis visor to be used in your starship?
@odd crater Probably, but that would be way beyond what I'm willing to invest 😄
Lots of different files and physics batch code and bla bla.... lovely lil mess
Not very useful, you can no longer mine ore with the spaceship, and the spawn distance is a lot worce then on the ground...
I can fix that part if someone can enable the analysis visor.
question to the pro modders
I would like to draw the multitool inside my freighter but there is that interior prevention thing
they got rid of it inside planetary bases but not on freighters. How would I go about disabling the limit there as well?
@vale iron Would you happen to have any knowledge of this?
I was just looking at and wondering about this earlier. I looked through all the instances of 'base' and 'build' in PCBANKS Explorer and didn't see anything. My belief is that there's something in the EXE controlling multitool and build menu based on the type of area we are in, which we can't access, but I'm hoping there's something in the MBINs we can get to that changes the type of area we are in. Unfortunately, I have not been able to find that so far.
Anyone know of any Difficulty mods? I've tried Difficulty Plus and x3000 but they don't boot up with the game anymore; Permadeath is still too easy to survive/harvest/profit
procedural ship parts
what file types be they
They're under models as scene files
Ah, i see.
Is there a go-to program that is used to manipulate those?
Also interested in difficulty mods, and it'd be fun to hear everyone's ideas for that kind of list. Lo2K's mods for removing Cargo Drops, Buried Technologies, and Damaged Machineries seem like a good idea, though I don't know if I want them 100% eliminated... Just much less frequent, so it's a lucky/hard find instead of just littered everywhere.
but can be opened as xmls that you see only as text
@scenic escarp look up GExo's epic challenge
There's a model viewer though
That will likely do
Trying to put together some concepts based on the squid parts since i kind of hate squid ships
Their cockpit actually looks kind of cool, but gd i hate the tentacle part
i just wish the tentacles would be less rigid
gib nautilon ship with wrigly tentacles
actually sway about behind or ahead of the ship as you fly
I wonder if its possible to retexture ordinary exotics with the living ship texture
Thanks! The Challenge pack looks great. I was thrown off by some of the improvements that sound like it make things easier (power, building, extracting, storage), but everything else looks perfect. I'll give it a try.
Yeah, i know ive been meaning to try it so its very high on my list of mods to try next.
It cuts out a lot of the issues i have with the base game
alternatively, @waxen relic has a list of things you can do as a personal handicap of sorts to make things tougher.
you know what, i tagged superdabu but intended to tag Reaper EOD, and now im not sure if theyre the same person lol
@vivid beacon maybe?
oh tg i figured that out.
sorry SD for the mistaken ping
Whomst has summoned me
Oh lol yeah that was probs a typo, I’m not a mod person
You good
Haha, yeah sorry 😄
This one looks alright, I'll try it out when I get home, many thanks :)
Might be a good time to ping Gumsk or Exo and see if its up to date. I havent checked in a bit tbh
@hushed bronze is the epic challenge mod ok for 3.13 (or whatever were at now) 3.15 apparently
@vale iron manages that one
Also Gumsk did the PlayerPreyedOn factor stop working? I used that in one of the globals, its a t/f variable that just can disable predators ability to freely target the player, but doesn't prevent their spawn.
(Thats not the exact var name btw, don't go CTRL-F-ing that, try "prey" and you should find it soon enough if you wanna)
Oh yes, that's me on the personal handicap one, a creed I'll be following on my next play through and certainly interested in the challenge/hardcore mods.
It's compatible with 3.15. if it hasn't been updated since 3.13 it's because there were no changes needed. That said, I'll have some changes when I make the 3.2 version.
I think it still works but haven't tested it. I can test it today with my max predators mod
And yes sorry I've been having fun changing my nickname a lot with the help of @hardy aurora lol. Says the craziest stuff that make great nicknames. 🤣
yeah, i shold probably change my nickname here at some point
like "roar" or "that one a-hole" 😆
I want to know about mods
If i install a mod
Cam i still multiplayer?
With a person who dont have mods installed
Yes, depending on the mod it will have different effects @merry summit
If it modifies terrain, then your friend will likely see you floating in air or underground.
If it modifies your movement, then your friend will see your modified movement.
If it modifies appearances, your friend will likely see the original unmodded appearance.
Just wondering. It seems that the sand worm actually goes along with the terrain height. So if there are hills and uneven terrain the worm will adjust its height whilst being airborne to keep a fixed distance to the ground.
@vale iron Have you found the files that store those values? We could potentially make the worms act like they did pre-release and remain at terrain height
Since they follow along the height map anyways
Yeah, I already modify that in my sandworms mod
Oh, fancy
You can control how high they go and how long they stay up
have you uploaded the mod on nexus?
Yeah, but I don't have them down close to the ground. I would need to make a version for that
Is the frequency of worm spawns also adjusted in the same file?
Let me know which version you want and I'll make one down close
Frequency is in two different files, one of which also has height. Let me double check all this, hold on.
Oh, I'm not adjusting the height, but I can
Default is 120u
Thanks. I will most likely tinker around with it myself a bit
hah, I kind of wish I could so I could wake up during London work time
I assume if I set SandwormPresenceChance to 1 it will be maximum
or is it from 0 to 100
nvm
really need to start making lua scripts. Much easier to manage later on
@vale iron Hmm... Are there some extra steps required to use .lua files or do they perform just the same way as .pak
game doesn't seem to want to get past the load screen
You have to run the LUA through AMUMSS to make the PAK file
ah yes
If you don't have it, I can do it for you
I don't have it right now since W10 reinstall
That's odd, though. NMS shouldn't even see a LUA file, let alone freeze from it
have been too lazy to download all the tools back
Just send it over, I'll run it and send back the pak
is it difficult to use AMUMSS ?
Nope, just put the LUA in the ModScript folder, then run BuildMod.bat
okay
weird stuff
even after putting it through the game doesn't go past load screen
and I didn't even change any values yet
just your GBase and a water fix
None of those should conflict at all, and GBase and sandworms are up to date. That's odd
Can you send the pak you are using and I'll try it on my client?
My first inclination is that it's something else causing the problem, because it happened when you put the LUA in, and the game doesn't care about LUAs
loaded up fine, going to find some worms
well it loaded up now as well
Darn, I thought I knew a planet that spawned worms at those settings
elevation working like you wanted?
Yeah it did
was quite boring tho
they spawn so much dust when colliding with the ground that you can only see a layer of ugly sprites
kinda disappointed
I wonder if there is hard cap for the height
Not sure, would be interesting to see them flying through the atmo
Okay, update definitely has me starting a new playthrough tonight. Hopefully all these difficulty and VR mods still work 🙂
Now I just wait for someone to make sentinels tamable
Time to tame the land worms
it does not work witht the newest update @odd crater
I just looked at the differences between versions and there doesn't seem to be anything that would stop the MOD from working.
Does it crash on start?
It doesn't with me
fuck
the update added it again to everyone
you ever planning to add custom props?
I'd love too
in fact I started using the necessary tools
I'll try to add some soon
nothing fancy at first
i could be a possible tester👀
id be happy to help. I added you as a friend, just dm me when you feel necassary
I also used to have experimental versions for testing purpose
people downloaded them but never gave feedback
ok, will do
thanks
so the backpacks and pet storage things serve no function, right?
Well, judging from the new files, there doesn't seem to be any entity/behavior attached.
It's just models I believe
However, they changed the entity of a pre release asset?
MODELS\PLANETS\BIOMES\WOODLAND\LARGEPLANT\MEDIUMOAK1\ENTITIES_TRUNK_A.ENTITY.MBIN
Maybe they are testing something?
anyone know what may be a cause of crashing everytime i try to either teleport or jump to a new system? i have tried removing all kinds of mods i have (mostly Qol and cosmetic ones) and i just keep getting borked
it's fine if i'm loading into a system, but as soon as i try to TP i crash - any ideas what interaction may cause this?
_Jasondude and Exosolar's Hybrid Expanse for 2.2x (Synthesis)
_Somnixer.AsteroidOverhaul.1.0
Better Freighter Tractor Beam 2.0
HD Clouds 4K 1.2
Jetpack - Enhanced - BEYOND - VERSION 2 - Updated 28-08-2019
No Auto Ladder
No high Clouds 2.0
Rotating Atmosphere 1.1
VV_NOPULSELINESHOVER
these are the mods i use, and they seem to be working fine as long as i stay in the same system, and they worked fine an update ago
@round aurora Only way to know for sure if crashing is caused by mods, is by removing them all to see if it still happens. If no longer an issue, put the mods back in one at a time until the issue is back to know which one is most likely the culprit
guess it's banging the head against a wall again then
funny thing is, from the patch notes nothing indicated that something would bork like this from the mods i have
mfw no dedicated log and mod support
Yeah, I agree, but you never know what all has been done under the hood
If the issue remains though, make sure to report to Zendesk. If you do find the culprit, see if you can inform the mod developer for a fix
May take a bit as it's all hence on deck again atm as per usual with a large update
no mods works fine, but i've yet to identify the culprit atm
i'll give it a look-see, maybe contact the mod bois after i'm done
okdk, good luck
@round aurora I certainly did not expect that, but there ya go ... the fun of modding (or using them for that matter)
Yeah a handful of globals with a wide range got updated, like UI and Player
gameplayglobals also updated
i cant open playerglobals w latest mbincompiler, i guess we wait for an update ?
Correct
For those interested in following the progress of MBINCompiler being updated, here is the ticket: https://github.com/monkeyman192/MBINCompiler/issues/295
Note: A struct being ticket off means that it has been completed and will be in the next release of mbincompiler.
i guess gameplayglobals isn't compiling correctly either, i made a few changes to refiner speed and tech upgrade limit but neither setting is getting applied, also my FOV drops alot
see the list in the link I just posted to see what globals have changed
yep it's in there
Is there anything like Minecraft's Vanilla Tweaks for small QOL upgrades in NMS?
Minecraft is illegal
I mean, cool, but that doesn't answer the question
is there a mod that has space brakes?
i just figured reverse and forward is useful in space and planets but it would be nice to use a dedicated button to space brake
It would be nice, particularly when you're trying to get to 0 speed, but I don't know if it's possible. You could do it with CheatEngine probably, by setting the overspeed brake high
hmm
well i wonder about that idea i told you earlier
any experienced modders know if you can make a black hole guidance module? that would be awesome
like, you install the module and you can input coordinates, make it take a material that is annoying to get so it doesn't feel cheap. whenever you go into a black hole you'll come out at those coordinates
The best I can think of is you could maybe use some of Mjjstral's stuff to trigger a portal interface, but I don't know if that would actually transport you
But maybe someone else knows something 🙂
Save Editing to Skip Pet Egg Timer:
If you want to skip the pet egg timer with a save editor, you need to know the obfuscated options to choose. Since the save editor hasn't been updated for the Companions update, it takes some guessing, which I have done for you. To skip the egg timer, open your save in save editor, go to edit raw JSON, PlayerStateData, Mcl, then 0-5, depending on which pet you want to edit. Inside that pet, go to tDR and set the value to 0. Save everything, then restart, and the egg will be ready to hatch.
For those not in the modding discord, here is my latest mbincompiler build
it has still got lots that needs to be done, but I am too tired to do it tonight, so I'll get a proper release up tomorrow
Sleep well! 😊
soo, there exists a mod for the millennium falcon, does it still work?
No but we're working on it. No promises
Search for the mod author lo2k on the nexus, he has a bunch of small fixes
that looks awesome, thanks @alpine oasis
@vale iron hey gumsk, you make a mod for skipping the egg hatch timer?
Is there a mod for turning off weather effects on your hud?
Not yet, but I posted save edit instructions for it above, and I or someone else will have a mod for it within 48 hours.
{
/* 0x00 */ public float Scale;
[NMS(Size = 0x4, Ignore = true)]
/* 0x04 */ public byte[] Padding4;
[NMS(Size = 0x10)]
/* 0x08 */ public string CreatureID;
/* 0x18 */ public List<NMSString0x20> Descriptors;
/* 0x28 */ public GcSeed CreatureSeed;
/* 0x38 */ public GcSeed CreatureSecondarySeed;
/* 0x48 */ public ulong SpeciesSeed;
/* 0x50 */ public ulong GenusSeed;
/* 0x58 */ public bool Predator;
/* 0x60 */ public ulong UA;
/* 0x68 */ public GcSeed ColourBaseSeed;
/* 0x78 */ public GcSeed BoneScaleSeed;
/* 0x88 */ public GcBiomeType Biome;
/* 0x8C */ public GcCreatureTypes CreatureType;
/* 0x90 */ public ulong BirthTime;
/* 0x98 */ public ulong LastEggTime;
/* 0xA0 */ public ulong LastTrustIncreaseTime;
/* 0xA8 */ public ulong LastTrustDecreaseTime;
/* 0xB0 */ public bool EggModified;
/* 0xB1 */ public bool HasBeenSummoned;
[NMS(Size = 0x20)]
/* 0xB2 */ public string CustomName;
/* 0xD4 */ public float Trust;
[NMS(Size = 0x3, EnumType = typeof(GcCreaturePetTraits.PetTraitsEnum))]
/* 0xD8 */ public float[] Traits;
[NMS(Size = 0x2, EnumType = typeof(GcCreaturePetMood.PetMoodEnum))]
/* 0xE4 */ public float[] Moods;
[NMS(Size = 0x4, Ignore = true)]
/* 0xEC */ public byte[] EndPadding;
}
this is what the pet data looks like in the save data
for anyone who wants to make a start on adding the translations fo rht codes
XID CreatureID
osl Descriptors
WTp CreatureSeed
1p= CreatureSecondarySeed
m9o SpeciesSeed
JrL GenusSeed
Q6I Predator
UA UA
uAX ColourBaseSeed
6fX BoneScaleSeed
8jm Biome
HbY CreatureType
XwC BirthTime
tDR LastEggTime
KY5 LastTrustIncreaseTime
@Hb LastTrustDecreaseTime
eK9 EggModified
WQX HasBeenSummoned
CustomName CustomName
xDJ Trust
JAy Traits
IEo Moods```
@obsidian tree
Hmm
What are the creature types or seeds for sentinel quads and biological horrors? Or do they even have one
Oh, it appears that biological horrors can be added as pets
Which files should I look into for the stuff? Going to play around a bit @vale iron
Not sure, haven't had enough time with the new files. METADATA\SIMULATION\ECOSYSTEM has a bunch of files. CreatureGlobals probably does as well, but can't open that yet.
that will come tonight (except maybe not the latest experimental ones...)
is it known if any non camera mods are causing issues with third person camera being janky since the new patch?
@long turtle all i can say is that using a modified version of GCGAMEPLAYGLOBALS.MBIN causes my game to use a really low FOV so i suspect it could be anything that is causing that issue, alot of mods will need to be updated for this most recent companion update
i would recommend testing each of ur mods one at a time to see which one is causing the issue
ill test the one that uses gameplayglobals and see if that helps
I checked the comments of most mods im using and cant find any culprits there
thank you!
I was pinged
The field names on left side are what? Code obfuscation? Shorting for skimming on save file size?
they are basically obfuscated yep
but we know the alg to go from the right to the left, so it's easy once we have the names of the fields (as I provided above)
Wait, really? There's an alg to turn full field names into these 3 char long thingies?
yeah
it's a hash
not cryptographic or anything ofc
I don't remember what it's called
Wondering why HG would do that
I RE-d it a while ago to figure out the algorithm to translate english words to the alien words in the game, and it turns out that one part of the alg is this same one
make is fractionally harder for us? I dunno haha
Damn, as a shitty hobby programmer Im impressed by this
Kudos to you folks for figuring this out
spookyhash! yeah!
haha
I RE'd it and didn't even know!
I was just thinking "this is a really weird algorithm..."
new mbincompiler: https://github.com/monkeyman192/MBINCompiler/releases/tag/v3.21.0-pre1
hey so there have been a few "quick start" & "skip tutorial" mods last years that are incompatible to this date
im no modder
but id like to use those
can someone try and get to patch up one of these mods ?
it would be rly helpful nd enloved!
Just updated my "Quicksilver Rewards" mod to match the latest 3.21 (Companions) Update!
https://www.nexusmods.com/nomanssky/mods/1814
Have updated Frozen Worlds today, although assets only for now. https://www.nexusmods.com/nomanssky/mods/1824?tab=files
If anyone wants to try this, just did it via Amumss
`- BetterPulseDriveAutoAim
- fineLod1
- fineLod2
- LodDistanceScale
- MaktosAirTrafficControlGlobals
- MaktosAirTrafficControlTables
- NoFade
- VerdantExtendedGrass
- VerdantMoreSlopeGrassPatch
- VOID_EGGS_OVER_EASY
- _CSO v3.03 [Asteroid Fields Overhaul]
- _CSO v3.03 [Invisible Trade Routes Lines]
- _CSO v3.03 [No Pulsating Plasma]
- _CSO v3.03 [No Space Dust]
- _CSO v3.03 [No Speed Lines]
- _CSO v3.03 [Speed Lines Reduced]`
Anybody else on the experimental branch getting a CTD when leaving to the main menu?
Does this still include the drones and such rewards?
Too bad we cant have some Subnautica ports over
So do all mods stop working after a big update like this?
And is reinstalling (after they have been updated) the only way of fixing them?
it depends on what files the mods change, really
if you have planet generation mods, they'll probably be fine after a small update like this
but some mods that modify globals might be affected
it's best to either just test all of your mods or delete the ones you know will probably be incompatible
or just delete them all and wait for them to update
After I installed the new updates when I start up the game with mods the game gets stuck and crashes on the "Hello Games" screen at the start. I've tried deleting the mods one by one and testing each of them. All of them crash. However when I start up the game without mods it works just fine. Anyone have this problem? And is there any solution? Thanks
It's possible all the mods you are using are old. Do you have a list?
nevermind, found the problem. thanks for the help though
does a mod exist that makes planets slightly realistically distanced from each other
Not that I know of, though I know I've heard people talk about it before, so maybe someday there will be
some day
Does anyone have a mod to make your flashlight and other game lights cast shadows? It seems like only the sun casts any in the vanilla game
Any reason why the pinned No Man's Sky old versions won't launch on my machine? I own the game. been playing since launch. I shouldn't have had to have owned the steam launch version to run it right? I owned it on GOG back in 1.0
welp, ended up having to crack a game I've owned since launch 😛
Apparently, HG forgot the descriptor file for a mangrove model that is used in their swamp biome...
It doesn't seem like they cut it last minute either, just forgot a piece of it. I created it and the model looks and plays fine.
Another possible shape.
does modding affect the game?
Fun fact : if you look at Origins release notes, you can see that this model appears in the swamp screenshots.
does modding affect other peoples games?
It depends on the MODs you use.
terrain and environment mods will only work for you, so you'll be "desynced" from other people.
Like, you won't see the same things
so would it like affect the game
Be more specific with what you are wondering, please
I wanted to get the better weather mod but I dont want to break the game
It won't break the game, you'll just see different weather
but if there was like a mod that let me like teleport and stuff would others see it?
If it's only small values tweaks, it won't matter much
but if i teleported back would they see me
yes
If you have a mod that makes you move really quickly, they see you moving that way
if i got a mod where like there would be new animals and stuff would it appear for other people?
but if they had the mod they would see it?
those that modify what is already there are ok except for environment
yes
same mods, same game
if i got a mod that added like holes would they see me falling through the world
ok
because they won't see the hole without the mod
ok thanks
anyone know how to save edit the pet stats? for example make them taller? I am guessing I have to use goatfungus save editor?
Taller is the scale value at the very beginning
PlayerStateData/Mcl/#/Scale
@round creek
@vale iron got it, THANKS!!
is there any list on where the name of the body parts are?
would wanna change my trex's rat head XD
That's extremely complex, at least relative to other save edits. You need to look up the TREX Rigging and see what heads are possible, then change it to one of those
It's a TREX body? I can lookup the heads
@vale iron yep seems like it, is there any sourcce file that I can extract and look through the parts name mappings so I could go through it myself searching around? just need to be pointed to right direction😅
This should be the file you want: MODELS\PLANETS\CREATURES\TREXRIG\TREX.DESCRIPTOR.MBIN
@round creek how do I extract it? and can I look through the names with text editor or a special tool is needed?
You'll need NMS Mod Station and MBIN Compiler
okay thanks again
No problem at all
what are some good qol mods for todays versions
I dont wanna drastically change the game
Lo2k has a lot of good qol mods
will they work in companions
actually do you know anything that will be good for my fps
you could try one of those RTX 3000 cards from nvidia, I hear they are mythical
oh that would be great if the game didnt focus on cpu
try lowering animation detail and planet complexity, should take stress off from cpu
@vale iron thanks found the part names for trex!, is there any way to view these parts? other than save editing and viewing in-game, I downloaded nms model viewer from https://bitbucket.org/gregkwaste/nms-viewer/downloads/ but I'm not sure which ones are the model files in the unpacked game files
Yes, Lo2K has a separate page on Nexus Mod where he keeps a list of all of his mods and their status with the latest version. He just updated a ton of them, and most are working. https://www.nexusmods.com/nomanssky/mods/880/
@long turtle the current version includes "normal" Nexus Missions to give you Quicksilver and you can find Derelict Freighters. I did not updated Drones anymore, because most people prefered without drones afaik
I updated my "Less Asteroids" and my "No Camera Shake" mod today:
Less Asteroids:
https://www.nexusmods.com/nomanssky/mods/1802
No Camera Shake:
https://www.nexusmods.com/nomanssky/mods/1822
ah thats understandable tbh.
someone knows the current shopNumber & shopTier from the JSON file?
Hey, someone has found a working or not outdated mods to make Freighter useful in fighting?
If yeah, just ping me please.
Is everything is free updated?
I know if you get Blender and the NMSDK plugin, you can import the SCENE file. Then you just hide or unhide parts to see what you want
Probably not. I believe that requires the debug globals, which are not working yet.
are there any working living ship timer reduction mods atm?
fix to debug globals incoming 🙂
Is gumsk base building mod still working for 3.21?
Yes, I updated it.
Nice, thx so much man 👍
Hey, @hushed bronze When hacking the older versions of the game to change their save locations, what location in the binary did you need to edit? I've been using HXD to try and find strings related to 'hellogames' or 'save' but have so far had no luck
Yes, just to remove some restriction of building ranges, size setting, and axis setting, etc
Im base builder to, need more creativity
No, we still don't have a way around that
Gumsk is one of the most popular NMS modder here, you can ask him
Just always back up your save before modding a lot of mods, you may crash your save file
@vale iron i want them to get rid of that
Is there a way to increase stack size now with new update, all the mods seem to not work now
this mod increases all stack sizes to 9999 and just got uploaded: https://www.nexusmods.com/nomanssky/mods/1854?tab=files
Is there any that allow higher? was hoping to get past the 9999 limit for oxygen and chlorine and what not
I am able to stack up resources past 9999 after installing the mod, so itll probably work
sorry, i linked the wrong mod, the one im using is this one: https://www.nexusmods.com/nomanssky/mods/1855
Hey... someone in #nms-questions told me I should use the savegame editor to delete my current freighter to get access to a new free one because I didn't know I should skip the first free freighter.
Any idea how to properly do that? I don't want to ruin my savegame.
My steps would be:
- https://nomansskymods.com/mods/no-mans-sky-save-editor/# download that
- remove section CurrentFreighterHomeSystemSeed
- remove section CurrentFreighter
would that be the right way to go?
Are there any mods that remove the base limit? There is one, I can confirm
@abstract heath https://aminoapps.com/c/no-mans-sky-amino-hub/page/item/pc-how-to-remove-base-build-limits-no-mods/66Zr_YYFYI6gmGwM6RmmZdBKoVDPKzeD6r
unfortunately, this applies to base building parts, not the total amount of bases
@timber lark I don't remember exactly, Gmr was the one who showed me what to do waaay back. I'll see if I can find it
@timber lark This is it, if im not mistaken
He used letters where I personally used version numbers like "109" and "124"
'but the tutorial and effect is the same
Of course, if you're just tryna make the same edits we did, you could just DL the version I have posted on google drive (its in the pins)
Its easy to DL only the exe for example
What number are you seeing as the cap? I can try to find that number, but unfortunately many of these types of limits are based on the save game structure and can't be changed.
Just out of curiosity, if someone on PC gives an egg of a creature normally untamable to someone on console, would it work?
I plan on testing that today.
Want help?
I might. I need to do some setup first
Alrighty
Some modders just wanna watch 18 quintillion worlds burn
That would be an interesting sight
wait, have you solved how to have untameable creatures?
need the files
Save editing. You have to know the appropriate creature type, then the descriptors to fill it out. Most of them don't work properly, though. Like you can't interact with any of them, the walker freezes multiplayer and just glitches around, and the flying snake looks more like a sandworm and doesn't move
@waxen cedar
ah
so basically I can just go to the raw JSON in save editor and edit those
I had that in mind but I don't know any of the descriptors
yeah I saw someone use save editing to make their pet an alien horror
no animations though so it was mostly useless
Has anyone tested the giant beetles?
Let's admit it. We all want our own sentinel pets
The drone doesn't work. Really anything that flies doesn't work properly. The biological horror and quad work pretty well, though you can't interact
The shark floated off into the sky
Hmm, any mods for timers on creatures? Apparently takes an insanely long time to grow, time skip doesn't "work" fully (reverts them to whatever age they were at the date so i'm guessing age is based on date hatched vs current date)
Search for pet egg timers on Nexusmods
Hey guys, do you know any working + to stacking items? All I know arent updated and crash the game. There are two new mods (nexus) but the creators are fresh created so not sure if I should download it.
There's nothing really they can do to your machine or game even if they wanted to, so don't worry about that. They will either work or not. I think you can trust them.
Does that one work on maturation as well, or just eggs? Doesn't seem to say in the description
Maturation as well, though I need to make two different versions I guess
Ah neat, thanks! I'll try that out.
just saying yall that find the 2 week growth timer more frustrating than the daily lockout thing. theres a mod to fix that on nexusmods
What daily lockout?
Oki, will try it then. ty
daily lockout i refered to missions but also the egg laying/hatching specifically. related to the pets stuff. other than that im fine with the 24 h timer
i just dont wanna wait 2 entire weeks which i dont understand why they couldnt base the mature timer on in game time
like just x day/night cycles
Yeah, I just set all the timers to basically 0. In-game timers are better, I agree
2 weeks for maturation is worse than ARK 😂
Thanks for the mod though! Haven't tried mods for NMS yet so i'm reading up on it
i mean sorta at same time not worse if u ever matured a giga on official which takes 2 weeks. so unofficial > official @minor moat
which mod @vale iron ?
most stuff isn't gigas though, they're just an exception to the normal timers
wanna give the timer mod ur refering to? :v
GCreatures Pet Egg Timers
My pleasure 🙂 I got it out as quickly as possible, as I knew it would be wanted
atm im just waitin for the other timer mods to be updated for recent patch
Which ones?
cuz i tried having them on and it crashed my game lol
the mission/base mission timers, the living ship timers etc etc
theres mods for that but it crashed my game lol
i had to remove them lol
I think a living ship one was updated but not mission/base timers
Let me look at it really quickly
There's a living ship one, but not the base one, yeah. Let me see if I can work out a combined mod until they get theirs updated
@red spoke
That should work until someone updates one of the official ones. Void Eggs Over Easy should work for void timers
Ty
Something I missed somewhere I think, there's no secondary files/settings changes I need for mod installation right?
You need to delete DISABLEMODS.txt from PCBANKS folder
Ok, then as long as they are in the MODS folder as PAK files, they should be recognized
not working?
No change ingame it seems (though I don't have an egg to test with atm, creatures just still juvenile)
Do you have more than one mod?
Nope, first one installed. I do use a different directory for my steam games though if that's potentially interfering.
That shouldn't matter. Did you get a red warning message when you loaded the game?
Did not, unless it stays only for a few seconds and I missed it somehow
No, you have to click through it. That means that the txt file is there, the folder is incorrectly named, or the mods are in the wrong place
Or the mods are incorrectly named
...ah yep i'm a moron and missed the /MODS folder part. Sorry.
No worries!
There we go, red warning screen. Thanks
@minor moat do u mean windows popup? Oooor the no mans sky headsup its modded?
The modded notification
does a mod exist (and is up-to-date) that removes the ridiculous enviro vignettes
Hmm, you could try my https://www.nexusmods.com/nomanssky/mods/1831 , but not sure if it's what you want
oh no, i mean the edge effect, i love the fog/dust
it's just the vignettes that surround the screen. always very irritating
Wasn't there an option for toggling the vignette and scanlines in game options?
Louvre material right there ^^^
the environmental effects that occur on the window, like frost and fire
also yeah it's my greatest work
in case you didn't already twig, it's the red shit around the screen
i know there's a mod for it somewhere, i just haven't been able to find one that's up to date for a while
i need a mod that removes JUST those environmental border effects
I can make one maybe in an hour. Working on another project for someone right now
@vale iron also btw i tested the living ship and the void egg timer mod and it gave me crashes literally yesterday so that one have to wait a bit
but ty for the mod at least
That's strange. I'll look at making one for that in a little while
Is there any mod to reduce pop in when flying in a ship over a planet
anyone got a hover mod that works for this version? mine stopped working
I think I just successfully used AMUMSS with two LUA files to create a merged PAK, and I'm giddy. #babysteps
Of course, now I have questions! So far I've only used BUILDMOD to either (1) check for file-level conflicts in a group of PAK files, or (2) merge mods using only LUA files. Now if I want to merge two mods, but only one has an LUA file, can I just put the PAK from one and the LUA from the other, and BUILDMOD will create a new merged mod, applying the LUA changes to the other PAK, instead of to the NMS source?
anyone got any neat flightmods?
Does anyone have a "Best Off" list for Graphic Mods?
Sorry had to go up sleep. I'll be back up in maybe 5 hours
I can get you my flight mod if you want it in several hours
no wuz :]
Im about to go to sleep but you can pm me when you want
Anyone wanna buy a 512GB samsung SSD that got wiped out by windows installer for no reason even though it was installing to a different drive?
Hope they put sticky ladders in base game sometime...
No wait its my big drive not reading in for now reason
Too much risk in buying second hand drives.
It couldve been used up to near death.
It could hold a number of virusses.
No no, formatting cleared it. Its not faulty
At least I thought so till I looked closer, its actually a side partition and a different drive isnt showing in
Oh I need to read better lol
I mean, more storage for porn is always useful,. But still.
anyway my drive has been used about 3 years but its Windows Trimmed (not raided)
Raid breaks Trim, which causes the damage to newer drives
Unraided SSD's generally just last ages
Super old models that dont suppoort trim are basically all ruined by now anyway 😄
For raid you want identical drives. Or if you use an ssd, dont fill it completely so it can wear level.
Trim still wont run through raid, its a big part of wear levelling
Or rather, I think some better raid controllers can do it, but cheaper ones can't
In any case I switched up to a nice lil nvme, don't use raid
The performance gain from raid isnt really that noticeable on ssd anyway
Cheaper models may actually perform worse
Could be on the satas, but for twin Nvmes, no way you don't bottleneck a different part
Why doesn’t nms have a mod workshop on steam? Is it cause devs don’t really like the mods?
Huh. I never even knew that was a thing 🙂 Only ever found game mods via Nexus.
Curious to hear the responses to your question, though with a VR bent. I know in Skyrim there were a lot of graphic mods that were great for flat screen, but awful for VR (in terms of resolution and performance).
I was reluctant to return to the game for the Pets update because I have a nasty habit of deleting saves and needed to start again, but thankfully there's a mod that deletes the tutorial and gives me what I need right off the bat 😊
also has an alternate version that deletes the entire story save for the Anomaly unlock quest 😳
@vocal zodiac you wanted to remove all environmental effects, or just storms?
He want the annoying ''Hud'' effects in the edges of the screen when its cold, hot, toxic etc, not just when in storms,
Its annoying me too
Blanking whatever DDS's correlate would probably do that just fine. Would make an update-impervious mod, too.
I tried that in ScreenFilters right before leaving home, but didn't get good results. I'll grep for the dds reference when I get back to see if it's somewhere else.
Also, having crashes with the new experimental with a couple of DDS replacement mods. Nothing complicated and it worked yesterday, so I don't know what's going on
Nah those aren't in screen filters, they are image overlays in the textures folder. I dont remember exactly what subfolder, but you will find the exact frost edge effects and its buddies all in one place, and you can likely hijack a valid blank from a visor effects deletion mod. Just swap in the right names on some blanks, pack it, call it a day 🙂
Technically, you rpobably could disable them in a settings file of some kind, but the image-blanking method is immune to nearly all updates so you never have to revisit it
And easy, and doesn't overlap popular files for other mods
I have a mod that expands the tech page of the exosuit inventory to the 8x6 that was working fine yesterday but isnt working today and im unsure on why its stopped working.
the only thing ive changed since yesterday was adding a mod that changed stuff in the debug global which the inv mod 100% doesnt touch and theres 0 conflicts and im So Confused
U BROKE IT
forever. Discovery servers corrupted and HG bankrupted
@long turtle Debug mods have often been the source of bizarre and logically impossible errors in my experience
Like the mod in question is one that makes the starting multitool random (edited to not include the ship like the original file, and i added multiple player friehgters in one system and skipping intro)
im gonna test in a moment to see if its the skip intro thats effecting it but boi its so weird
i mean its my first time editing mods and i know i didnt like. write bad code bc all i did was change values from false to true. so at least i got that going for me.
Yup. Debug often defies the logic that applies to practically everything else in NMS modding. I had one case where switching something unrelated to missions, deleted all missions forever. Ofc that means you can't leave your starter world
oof.
i mean i went on an adventure today of trying to update a living ships mission timer mod. all of them cant be opened by like any version of mbincompliler so i had to find the original file in the pak files, and work out what values = the living ship.
i can safely say i did edit it, but i have no saves anywhere close to getting a living ship so i have no idea if it works. so i edited the base timer and animal eggs too so if they have the right timers then ive Probably done it right
its been fun merging mods by hand tbh?
and being able to tweak the values as i go where i understand them
All those other files typically do what they should, except for deprecated values, which generally just do nothing
@long turtle That said though, if you're gonna make loads of edits, you should keep some notes to track them or you will probably eventually end up with glitches that you can't even remember how you caused
tbh i have no idea what ive even edited mfw
i know ive mainly just merged mods or changed some timers / values of stuff like mission reward amounts. and if my game gets too wacky ill just start over
BTW Some fellas should test this for me and see if its working (direct port of the tested older version)
My PC literally cannot run NMS at this time so I can't test jack squat lol
i can test that for you if you want
(and yes ill turn off all my other mods while im doing it)
works fine afaik
no weird zoom issues, p much instant scan
so i think i worked out my issue possibly
as the tech mod works on an old save but not a new save
i think by randomizing the multitool it somehow makes it so the tech slots dont factor in on the exosuit. bc i assume if it was anything else then it would also not work on my other save
ok no its just the debug in general something in that is doing weird stuff and im too tired to work it out
i dont rly care enough to test like each variation of an edit to see if its any specific line thats making the other mod be weird its just funky
@long turtle Did you update to the new experimental Steam version?
not as far as i know
exo said its just debug being debug
Could be, was just checking that, though. I had 4 mods mysteriously break after that update
removing the mod that edited the debug made the inventory one work again so shrugs
it was weird because it was only acting up on new saves, my existing save was fine
Authors aren't always 100% on top of things, sometimes they add a new change and forget to update the description, for example
oh no i went and edited the debug myself so i could add in a couple of extra bits
KnownRecipes I believe. One second
PlayerStateData\KnownProducts . Looks like they all start with "^FOOD_
That would make sense given HG removed all specialized bait and left only Creature Pellets and Ion Batteries (for robotic fauna)?
There should be lots of other food, though
And I think they actually advanced bait in, with a flag to turn it off
Are you using a save editor or manually editing the JSON?
They should all be in the Discoveries tab, so you don't have to do it manually
i just want to remove the screen borders when environmental protection is active
like sometimes esp during big storms theyre very difficult to see through and i dont like em. i dont like em!!! GWARK
I'm looking into it. I'm getting a bad feeling that it's not simple. Previous attempts used shaders, which we can't do anymore
i mean, theyre just viewport shaders right?
I have no idea what they are. I just know that since the switch to Vulkan, it's been extremely difficult, if not impossible, to mod shaders.
What are you, First Spawn?
disturbing implications
Hmmmm, I have mostly recovered from my reinstall. Maybe time to tinker
@vale iron so does the XID of pet determine which type it is
or does one have to change all of the parts
just curious of what the sentinel drones are called for example
Each pet type will have a descriptor file, within which is a branching structure listing all the valid parts for that ID. If you don't get any correct parts, it will be invisible. If you only get some, you get things like headless diplos. If you go through and get it perfect, you'll get a full creature, customizable. @waxen cedar
Ah. Do you have the uncompiled file where I could see some of the parts?
The big trouble I'm having is that the XID doesn't match up with any known list of creature IDs, so I don't know what is possible
oh
is creature speed linked to its size?
Not sure
doing some testing
do you happen to remember what the sentinel quad body was called
don't really care about the legs etc. Just the body
It doesn't have any descriptors. Same for the walker and drone.
ah
someone knows the current shopNumber & shopTier from the JSON file?
44:3 is what I have
Never mind. Answered my own question, and managed to successfully merge a couple LUAs with a PAK that didn't have one of its own. Next step: Create some LUAs for mods that don't have them. Do we get badges for each little modding baby step?
hey @hushed bronze , are you still making mods on Nexus? noticed a lot of your stuff is like, zero files?
also @vale iron i have a mod request, if you've the time for it - longer spaces between storms, but longer storms. also possibly nullifying hot rain on lush planets because fuck the spicy rain. that's all, thank you
perfect, thanks!
What's the best save editor for no mans sky?
@vocal zodiac I have not been active, a lot of those mods get their files dropped to "Old Files" once the current version no longer runs it, and they haven't been getting replaced
@vale iron @covert trail you meet you and you meet you
understandable! i just ask cuz Painless Rain hasnt been working, was a favourite of mine
Is no mans guy a moderator? Or just highest achieve-able role here?
I have an update for that
Gumsk meet Joe and Joe, Gumsk
Howdy. It's just a higher user role, not moderator
Yeah I mentioned that one to Gumsk recently, Did you make a new rain mod Gumsk?
Yeah I need to test it though
Hi gumsk have a few questions about mods . are you willing to answer them?
I actually wish that you could dual wield MTs is it possible?
Sure, it's 4am and I'm awake in the middle of the night, though, so I could fall back asleep at any time ;)
No dual multitool
Oh man
How do mods work with conjunction to multiplayer?
MP don't give a shit
‘How well do mods work with MP?’
But if mods mess with terrain height, you and your buddies are gonna be at screwy elevations compared to each other
Yeah that
My answer was exact, MP has no prevention measures against mods at all
So yea what i hear is ^
Use away. Planets will be different between freinds if you have different mods that affect planets
You'll see different things based on the mods installed
Ah kk , the players don't give a fuck too I guess . so if you have a custom model ship your friends won't see it right but they would see it if it was made with ingame assets?
The other person still sees dust
Ok
Right, Joe
Joe check the Nexus page for NMS
Our boi gumsk has made many minor adjustment mods and some large adjustment ones
@covert trail Ships are normally built from a logic structure like the planets are so if their ship isn't a full override by an external model, they would just see different arrangement of parts
Ah okay, so technically I could build a custom ship , how can a guy do this?
not really
its a seed based thing
You can enhance the system that builds from the seed but its still seed driven
Find a ship seed on nmseeds and i csn make a ship appearance like it on any ship u buy
With a save editor I guess right?
yea that seed bank is as close as you will get to building the specific ship you want
Ah okay
This https://www.nmseeds.club is from beyond and i think the seeds still work im not sure tho
They do
“Not sure” thanks for confirming
Hey gumsk how do you make custom pets?
Do u mean modded custom pets?
You need to know how the descriptors work. You put in a pet ID in save editing then list the different parts from the descriptors file
Like horrors as pets
In the save editor
How do the descriptors work?
I'm guessing editing the raw JSon for the pet stufd
It's a branching structure file with all the options for that creature type. Ships work the same way
Yes, raw
Ah okay
So how would I go about getting a robot dog?
You can use NMS modding station to look through the files and find descriptor files
But theres only 1 creature we can get how many creatures types are there?
By one i mean not fish or birds or miners
Where is the pet stuff in the json file?
There are lots, just most of them don't work right. For example the sentinel dog is QUAD but you can't interact with it
did you get my rq btw gumsk? the message i sent earlier, sorry if it's a bad time
PlayerStateData\Mcl
So what kind of creatures work normally ?
Which one? Painless rain I have but need to test
So far, only the normally tameable ones, from my testing
"longer spaces between storms, but longer storms" :]
I can do that tomorrow but probably won't publish it
Using the descriptors I can build a custom ship right?
sounds good! thank you
You can save edit while in game, then just reload the save
I'll need to look at how the ship is stored in the save file. I think it may just be stored by seed value and you can't specify parts like you can with pets
I think u can
NMSCE has most part list which will create a seed soo maybe
No, they definitely don't
Oh
How do I use the modding station?
Someone made a neural net bot that figured out kind of a blurry picture, but I don't think anything was ever done with it
In Modding station, you need to first unpack the files in the menus
To change from mbin to exml so you can read the files, you need mbin Compiler installed. I recommend just installing AMUMSS, which will keep the compiler up to date
How so?
Weird sounds in the beginning like someone was trying to DJ but couldn't do shit
Then it straightened out in game
anyone know which property value i need to change to detect objects on planets beyond ~900u?
things like ancient bones, storm crystals, etc
Just chatting in bed until I fall asleep
It's a timer by seconds,I believe
You could check the GGame Scan Only LUA to see a bunch of scanner variables there and see if one matches up. I don't know specifically off the top of my head
@vale iron
<Property name="TerrainResourceScanRange" value="1200" />
?
Sounds like a good candidate! I think that's only going to be plants and minerals though
i'm in gameplayglobals btw
think any mods for increasing S class scanner range for deep deposits and electrical sites?
not scanner range but increased chances of finding
Is there just one big guide on save editing for NMS, I see a tool linked in the pinned messages. Is that the one currently used?
Is it the Goatfungus one? There's no guide AFAIK.
Yes, look at the ghot lua
Yeah I see there's multiples, just not sure which is the one everyone uses for PC nowadays
if ur on steam, u want this : https://github.com/goatfungus/NMSSaveEditor
that it name "ghot lua" ?
I only know of Goatfungus that is updated. NomNom works but it's a little out of date
Yep that's the one I was looking at, thanks
The LUA file for that mod
@vale iron what if u made it so the user can edit the %s and not have it just be SET
And then how do they compile the PAK file?
