#nms-modding
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im not sure
I am sure that a modder with many mods already created could create a machine to auto complie it to make it happen
https://www.nexusmods.com/nomanssky/mods/1247?tab=files&file_id=7804&nmm=1
anyone who has the skill that can make a newer version of this mod? ๐ผ
i love how the only images it shows are exotic, alien, and explorer
When I create a LUA file for a mod that didn't have one, should I contact the author (Lo2k - Natural Nights)? Is there an etiquette for that kind of thing, letting them know?
check the copyright license if one is attached, or ask the person
Still need someone to test this thing and tell me if it works:
Multipurpose Quick-scan mod with some mild range increases included.
I can't test myself because my GPU is a temporary substitute that cannot boot NMS
if you didnt update it since yesterday then i tested it and it works owo
so my weird issue with the debug file might Not be the debug file
when starting a new save i have the base game amount of tech slots but when i log into my old save still it has the full grid
ok so after you log out and in it applies the slots thats. super weird
Well at some stage the game puts the slots into your actual save file.
im sure before it just did it right away so who knows
at least i figured it out
also do you know if theres a way to reset player titles each playthrough so that you can unlock them again?
the debug has the lock all titles but im not sure if that would do what i want it to do
@vale iron sorry for ping but would you have any idea on this?
I don't know of an easy way to do it. Each title has a list of criteria, a lot of times quest related. You would have to lookup all those different criteria and manually set progress or status to the opposite
anyone have experience tweaking the mech values? i'm trying to increase the jetpack max speed beyond 200 and also increase the walking speed, but nothing in GCVEHICLEGLOBALS seems to affect it
So lemme just be sure I got this right. You can mod the game and it doesn't really have any consequences like losing access to online features?
Check the GMech LUAs. Mech speed is a little more complicated than the others, due to the animation
Correct.
Huh. Well then, at least getting the Living Ship will be marginally less of a pain for me. Thank you!
so i noticed on ur 4x speed version u use a max speed of 200, i assume u realized 200 was a hard cap as well, and were unable to push it past that?
If you use terrain mods in multiplayer you might see other people floating or stuck in the ground as they have different terrain to you, and you might see a planet differently to your peers, but you can still play online perfectly fine.
Awesome!
I was just considering mods to make the game less arduous than it has to be like removing timers on creature eggs and living ship missions. Glad to know everything will work fine otherwise! ๐
Oh yeah those would work fine.
No, I just randomly picked that number. I haven't tried to go over it, though I did in the regular jetpack and it seemed to work. If I get time I'll test it.
hello every one , is there a mod to fix the bad performances of the last patch?
Has anyone found a way to modify your pet's proportions in the JSON file?
@vale iron yeah the on-foot jetpack and all the other exocraft appear to have no speed limit, but the mech appears to be capped at 200
due to the layered dependency of the walking speed/walking animation, i suspected there might be another location that defines this limit, but i haven't found it yet
I believe you want Mcl\6fX , though you just have to experiment to see what results you get.
Anyone with AMUMSS and lua can help me? I'm trying to figure out which "keyword" i need for a nested list of properties...
Give me the file and line number you want
like this
property name="ZoomLevels"
-property value="GcZoomData.xml"
--property name="MaxScanDistance" value="xxx"
gameplayglobals.global
the various type of zooms (none far mid close)
everyone is nested in their GcZoomData
under ZoomLevels
Ok, let me get the keywords file, one sec
Ok, good, you can use GcZoomData.xml as a PRECEDING
So for the first, you would want PRECEDING_KEY_WORDS = {"ZoomLevels","GcZoomData.xml"}
For the second, {"ZoomLevels","GcZoomData.xml","GcZoomData.xml"}
ah
so for the third {"ZoomLevels","GcZoomData.xml","GcZoomData.xml", ,"GcZoomData.xml"}
i need to add gczoomdata
I'm using your lua layout
like this:
{["PRECEDING_KEY_WORDS"] = "ZoomLevels", "GcZoomData.xml", "GcZoomData.xml", "GcZoomData.xml", "GcZoomData.xml", ["VALUE_CHANGE_TABLE"] = { {"FoV", ZoomLevelsCloseFoV}, {"MinScanDistance", ZoomLevelsCloseMinScanDistance}, {"MaxScanDistance", ZoomLevelsCloseMaxScanDistance}, {"WalkSpeed", ZoomLevelsCloseWalkSpeed} }},
You'll need {} around the key words
Otherwise, it looks right, without getting it into an editor @heady temple
ok
I have what in retrospect seems like a stupid question, but I think I misunderstood the PAK+LUAs patching. So I had four conflicting mods that I wanted to use together. One was just a PAK, and the other three had LUAs available. I'd thought that using AMUMSS with the PAK and LUAs in the ModScript would create a new PAK that contained all of the changes, and that I'd use that single new PAK instead of the original files. Now I think I'm starting to understand that that process just creates a new "patch" PAK containing -only- the files that required merging. So I'd still have the original PAK in my Mods folder, but I'd have the "patch" PAK also there, and named to be applied after the original, overwriting the specific files that were merged. Is that correct? Or am I still way off? :/
Your latter understanding is correct
You need the old files, the new patch, and make sure the patch loads later in the load order
Ahha. Thanks. So, just for example: If ModA PAK modifies MBIN files 1, 2, and 3, and ModB LUA modifies BIN file 2, if I use BuildMod with the PAK and LUA in the ModScript folder, it would create a new PAK with merged ModA and ModB changes to file 2. And in the Mods folder I'd deploy ModA PAK and the new Patch PAK, and wouldn't need the ModB LUA.
Right, the game can't recognise LUAs anyway
Perfect. Thank you. I don't know why I didn't understand that from the docs the first time. Make sense now, so you're not rebundling everything everytime.
They're not 100% clear sometimes
Oops, one last question, probably obvious: So if I'm merging mods that all have LUA files, AMUMSS will generate a single new PAK file that will represent all of them, and I won't need any other files from the original mods.
Correct
Hm, now that I'm thinking it through, I'm realizing I'll need to be a little more careful about naming the patches. I'd assumed the new Mod Organizer 2 support for NMS would automatically add prefixes to the filenames to enforce a load order when it deploys them to the VFS Mods directory, but I don't think it actually does. It's just copying them there. So I'll have to zz them myself.
p.s. Thanks for the help, @vale iron!
Anyone having issues with the goatfungus save editor? 1.7.2 threw errors for me, but still worked, until later I noticed I was losing teleporter locations (in my very short lists). No commits since Companions, afaik.
@lean saffron I have noticed that the Saves list sometimes prioritizes older zip backups instead of recent gamesaves. I think I lost some progress as well that way.
just pc i hear
Are there any mods at all for origins that makes space black and not all nebula?
please help have been searching and cant find any
Maybe try https://www.nexusmods.com/nomanssky/mods/1471/ from Lo2k. Has two options: Black Space or Black Space with Nebulae.
If the current convo in the modding discord was anything to go by, those kinds of mods were broken and are no longer really doable.
that's unfortunate. I like the colorful space, gives me Freelancer vibes in a good way, but I'd love to see some of the more MY EYES colors dialed back
Which discord?
The separate modding one as linked from the STEP project page, but Gumsk since stated that that one still works (and uses it).
Are there any faster farm timer mods that still work?
one appears to have been uploaded a few minutes after you asked!
And all the analysis visor mods are broken, looks like?
@limpid summit What kind do you mean?
Visual changes? speed upgrades?
If you want scanner speed enhancers, I updated mine yesterday, people say it works.
As for graphics enhancers, most "cleaners" should work - the kinds that blank out the noise at the edges or the blue filter, but my old panel overhauls haven't been updated in a long time. TLDR: Overlay type visuals should still work, others probably not
@vale iron speaking of mods that like 10 people want, any progress on that long-but-few storm thing? and no spicy rain too
That's how I got on these camera filters ๐ It looks like the old mods were done with shader mods and I can't find anything that would do differently now. I'm really close to giving up ๐ฆ
ah, i don't mind the camera filters, if it cuts into shaders then it's just asking for trouble
brandishes a switch blade
it's just less-storms-but-longer that i'd like. that and no spicy rain
eheheh. game modding is a nightmare when there's no real documentation
i imagine the shaders for vulcan are probably hardcoded
Give me some percentages on the changes you want
2x longer storms, 50% as frequent, pretty much
also reading up... "Unlike earlier APIs, shader code in Vulkan has to be specified in a bytecode format as opposed to human-readable syntax like GLSL and HLSL"
this is literally like going from python to assembly
also no spicy rain?
huh, it's like 2kb... something tells me i might wanna get into nms modding lol
Spicy Rain? I don't remember that one
Oh, I have one for that on lush planets
er. essentially just remove the ridiculous heat effect from hot rain. and yeah that'll do, as long as it also affects those unusual worlds too
lifesaver ๐ thank you!
btw, how would i go about modding NMS? do you have any resources for that, like a mapping table or a decompiler
ik AMUMSS exists
AMUMSS will download the compiler for you. I use NMS Modding Station to browse the files. You just tell it where the compiler is, then you can double-click on MBIN files to turn them into readable EXML
Next you need to learn how to make the LUA files. For examples, you can go to my GMods page and download all my working files, though it's a week or so out of date
And just ask a lot of questions
ah, im sure i can twig lua, if it's anything like C++/C#
ik its closer to java tho so ๐ณ
It's a really easy scripting language
Yeah it sucks, maybe you could figure it out and bring back the awesome shader based mods! (I miss my ultra night mods ๐ฆ )
i mean the easiest override for it would be replacing the textures and bumpmaps associated with the shaders, make em flat images / no data, then work off that
I think it requires memory access though via cheat engine.
hmm
too much work lol (been there done that) plus I'm only somewhat elementary in that area
unless the shader "images" are generated thru math in the shader code itself, in which case the best case would be to dig yr hands into the shader guts and change the enviro ones to just display the screenspace exactly with no additional effects
i've just never liked the environmental hazard vignette on the screen, reduces my view in an irritating way
Agree with that fully
Yeah I've been trying to find a way around the environmental screen effects without any luck
You don't even really need to know lua. Simple amumss based mods are like a json structure. Some nestings with { and }, values inbetween, thats it.
pretty cool
I heard about a save editor. Does anyone have a link to it/can dm me how to use it?
hasn't been updated for the latest update tho
@vale iron Are you talking about the icing that happens to a visor or the red from heat on visor etc.? If so, there is a conttrol for that in the weather files and the sky global. At the bottom of each fog section.
@vocal zodiac There is a way to convert the shaders to readable form and back but still many things are obfuscated now and divided into many files. Hard to follow unless you understand the game engine and shaders well.
Is there a "modder" role here?
The Vulkan shaders are not hardcoded and can be found/extracted from the source (...Shaders\Code\Bin\...).
Yes the shaders (.spv) are in a binary format called SPIR-V. Compiling into SPIR-V can be done from various different languages. Decomiling from SPIR-V into a readable format is also possible.
If you wish to know more, I recommend looking into the Vulkan SDK, SPIR-V in general, and SPIRV-Cross for (de)compiling.
Some links:
https://www.lunarg.com/vulkan-sdk/
https://www.khronos.org/opengl/wiki/SPIR-V
https://github.com/KhronosGroup/SPIRV-Cross
Note: As said by @steel crypt, understanding shaders can be daunting, further complicated and partly obfuscated by being source created by Hello Games with hardly any documentation available. You're in for a tough ride, not for the faint-hearted ... Shaders are cool though ๐
hey, thanks :]
I mean they have always been obfuscated but now it is way more and they are spread across many files. So, before you might be modding 1-2 files for a shader mod and now that might be 50.
really i think the best approach would be to override the shaders at the screenspace level, at this point
like, when they're displayed on the screen, just maybe... don't do that
and it's just those enviro hazard borders
It can be done and there have been tests done to show the process works as intended.
Are you trying to remove the visor type effects during a storm?
Like the icing on the visor type effects?
yeah, that's the idea
hold on a sec.
really it's just at the thought experiment phase of development lol
i'm hoping there's just a mod someone's taped together that does it, but i havent had that level of luck just yet
There is a section in the weather files and in sky global:
<Property name="CloudRatio" value="0.55" /> <Property name="FullscreenEffect" value="0.5" /> <Property name="DepthOfField" value="0" /> <Property name="DepthOfFieldDistance" value="10" /> <Property name="DepthOfFieldFade" value="1000" /> <Property name="IsRaining" value="False" /> </Property>
The variable FullscreenEffect does this. Haven't tested lately to make sure it still works but I have used it before. You would need to mod it in GCSKYGLOBALS.GLOBALS.MBIN and in METADATA\SIMULATION\SOLARSYSTEM\WEATHER\FIRESTORMWEATHER.MBIN, GRAVITYSTORMWEATHER.MBIN, LAVAWEATHER.MBIN, and SWAMPWEATHER.MBIN
Hard to say. I believe 0 is off and 1 is 100%. Sometimes using 0 can cause weird shit. If you set to zero and it doesn't work as 0 then try 0.1 or 0.00001 (5 decimal places). Sometimes using 0 causes the engine to override the control with a default, so setting it really low keeps the setting.
understood, will have to check it out
so... how do i go about compiling
is it like minecraft where you maintain folder structure or what? what tools am i using, mbincompiler?
I don't have links but you would need PSARC to unpack the game files. (similar to .zip) Then you will see the mbin files (and other files). You use mbincompiler for converting a mbin file (serialized data) into an exml file that you can edit. Then reverse process. Yes keep folder structure.
People will tell you different ways to do this. There are options. Personally, I unpak the entire game into a folder so I can access all files. Then I pick files and folder structures I want to mod and then use mbincompiler to convert to exml, edit, reconvert back to mbin, then use PSARC to pak the mod. I use NMS mod station as a shell to help make it faster but all of that can be done via command line. You can edit the exmls with notepad or whatever.
sounds good :]
why can't i edit the mbins straight off the bat?
is it a compression method or what
I don't know what you mean. The mbins and other files (textures etc.) are in compressed files called .pak similar to a .zip file. If you are talking about editing the mbins without using the mbincompiler to convert to exml and back, then ....well you can but it is serialized HEX. You can HEX edit a mbin file but you will not be seeing near as much data like variable names etc.
ahhh, okay
so mbin is just straight to hex, clever i suppose
ill keep that in mind
pak is the compression method, mbin is just a serialisation method
true
If you are wanting to just prove the concept of whether or not those variables still work as intended, I can make you a mod real quick. I have a minute.
sure, if you wanna do that. i mean i've legit never modded nms myself before, only used stuff made by folks, so this is very much new to me
Okay, if you are going to test this, remember you can't be using any other mod that modifies these files. If you are not sure....just for the test, you can remove all other mods while testing. Okay give me a minute and I'll make one. BRB
Okay, try this. I set all of them to 0. See if that works.
@vocal zodiac
I'll check back in a little bit. Trying to test some stuff for mod update. Just @ me please and let me know if it worked.
tragically does not work
@vocal zodiac As a note, if Gumsk did the longer storms the way I suspect, it will interfere with day length changers, so you may have to get a merge done, depending what other mods are in play. It may also collide with sky color mods
yeah no worries, i go minimal
Even so, it affects a major globals file, so the odds of conflict are much higher than usual
Also, reading back a bit more, looks like you might be getting involved with directly creating mods, in which case the weather extender would make a great example to learn from. Simple changes n stuff
the modder life chooses you
@vocal zodiac Are you using ANY other mods?
a few... i'll try without
๐
DUD'S SKY updated v3.21.1
https://www.nexusmods.com/nomanssky/mods/507
DUD'S SKY - COLORS updated v3.21.1
https://www.nexusmods.com/nomanssky/mods/968
yeah, clean and dry, the experimental mod doesn't work :[
Hmmm well then it might have to be changed in every weather file. There are a few. The weather files are weird how they use only parts of the variables. If I find anything, I'll let you know.
If I read the comment thread correctly, the test didn't work? Looking at the setting, it does look promising. @steel crypt @vocal zodiac
The weather files are weird. The sky global and the individual weather files have some of the same settings. The game engine uses parts of the structs in each. Not even a whole struct, just some variables. The variable might have to be set in ALL of the individual weather files for a good test. When I used it before, it was only called from the global but that was a long time ago and much has changed.
I didnโt test personally. Just have to spacedot to test. No time right now.
@vale iron
I may make a test later tonight then, changing everything. I'd like to know now if it's possible. All the old files I saw were doing it with a shader edit, so I was worried it's not possible now
Guys, can anyone give me tips on mods that only improve the interface and add more information, such as ship category?
i believe it was you @vale iron who mentioned trails for fighters being on wing engines and i wholeheartedly agree
like, it's entirely possible, i just caught this shuttle with SEVEN trails including the nacelles
hey guys please beta test this for me, it changes a lot of visual stuff, like crescent and integrated planets plus smaller solar systems, but no smaller planets atm (I disabled it, since it deleted moons and with the higher mountains produced more bugs). also it makes you never really on planet so prepare for glitches, but it allows astroids rendered from planet if they spawn close enough.
I will show you what I aimed for.
sadly I can't send files or screenshots here, as it seems.
Two on-request updates in the last two days:
https://www.nexusmods.com/nomanssky/mods/1175
https://www.nexusmods.com/nomanssky/mods/1198
Any current mods that fix the explorer round thrusters trail angle?
Follow up question for the ambitious modders here, how possible/impossible is a ship replacement like this blue ship model (formerly a squid)?
thats quite simple, its called using NMSSE to change the seed of a ship
uh...the blue ship does not actually exist like that. Thats a photoshop
oh, nope sorry, i should have been more clear in my first comment
the pods that is
i have the seed for the red one if you want it
yes please
red/silver guppy with tailcone
0xB8BE1B4F7A689BEF
pleeeaaassseee
i think the name is BK8 Soaring something
thats more of a stat thing
if you havent named the ship to be swapped, it changes the name for me (my ship names never show up in save editor unless i rename it)
How does one open nom nom save editor for the windows version?
wat explain better pls
ive downloaded the zip file from github
well its now in ur downloaded
Oh, thats got a write up on reddit if youre trying to modify a gamepass save
rip i cant post images
wats a gamepass save?
but theres no like .exe file
MS store version or game pass, not sure if theres actually a difference between these tbh
its not an exe
to bring up the ui
it should bring up first a windows comand window
which file am i looking for
i mean like file extension?
looks lame
<_<
-_-
First of all: How dare you.
hmm i think ive downloaded the wrong one
Second of all: More decor and no build count.
@dire owl like this
oh, they are using Nom Nom btw
no build count? wowthats probably the only pro
for me anyway
is this the one i should be installing (https://github.com/cengelha/NomNom/releases/tag/3.1.0.15-alpha.15) ?
MORE DECORATIONS THO <_<
@dire owl do you have the game on Steam or ...?
idc
xbox
decorations are lame
Thirdly: Once again, how dare you!
xbox game pass on windows
kinda already said that at "FIrst:..."
Ok, check the pins in this channel since Game Pass doesn't store the saves in the same location and I think yoiu have to do some crazy trickery to make it work
No Shake is updated... been busy with life and covid...
https://www.nexusmods.com/nomanssky/mods/1617
I want to stress your audacity <_<
You're not a builder I take it?
Explorer? Sentinel buster? Pirate chaser? Space'mon trainer?
Skim through this post as I think it might be more helpful than I can. @vale iron might also know the correct steps for just simple save editing, but I have no experience with save editing Game Pass saves, so im not sure
https://www.reddit.com/r/NoMansSkyTheGame/comments/lk6yk6/how_to_move_a_gamepass_save_to_steam/
i got it*
ty for the help
do saves just count for your inventory and ships or do they also account for the stuff you build on bases?
It accounts for pretty much any data
^^
Did you need help with a particular part of save editing?
@slate veldt i didnt know it had a thicc tail
I thought i said it had the tail cone
...lol
derp
yeah, I typically have guppies with tailcones
whats the name btw
i hate taiolcones
Soaring victory or something?
Indominus Noctuas Centurion BOB??
oh no
Indominus Podus
i had named it before changing it
i dont know why i laughed reading that
^^^^^^
for some reason it was teh podus part that made me laugh, not sure why, anyway
yeah, its a cool ship though. sorry it has a tailcone, just a preference of mine
I hear what ur saying
Indominus Pod**
i think it just reminded me of the monty python skit about biggus diccus, which i recently watched again.
oof, i went way off topic here, sorry
are the plots of land we build on no man sky put into a server file? or is it placed into a local save file
The changes are stored in your local save file at first. If you use the base option to upload your base, then those changes are also put on a server
so then after making the transition to a new platform do we download them from the server or would they just be there already
What kind of transition?
In most cases the answer will be that the bases get copied over because they are in your save file
xbox-steam
Yes, assuming you do it right, you should have all your bases and still have control of them
And I'm assuming you mean xbox gamepass on PC, not normal XBox to Steam. I don't think there's a way to get from normal XBox to Steam.
Let me know if you have any problems
Not sure if this is the spot or not but looking for some guidance with no mans sky VR
That depends on if you're asking for guidance about VR mods or maybe save editing. If so, yes; if not, probably better in #nms-questions
So been messing with the pets in save editor, turns out you can "stack" some body parts (like rexback_2 and rexback_6N) to get both effects, like feathers and glowing mushrooms. Was expecting a crash or one to just not load, but seems fine ingame
Something like this (both back accessories), if it's alright for me to post pictures here.
Looks nice. How are you going about finding the descriptor tags? I look them up in the creature descriptor files, but I'm curious what other people are doing.
I've just been taming a creature, looking in the json, and then writing it down on a spreadsheet. Clearly not the best method, but it's fun discovering things and confirms what's actually available ingame (rather than potential unused assets)
Have you found out how to change proportions? @minor moat
Not yet, no
Also not sure how to find the XID of things not normally tameable aside from random guessing
Yeah, the XID doesn't match up with any of the known lists, so it's a bit of a guess. I thought about starting a spreadsheet of what works and what doesn't
The proportions are based on a seed, so I don't think you'll be able to manipulate those in a controlled way.
Yeah, I was thinking of just doing +1 to the seed a few times lol
hot question
is it possible to JUST patch a global with an updated value or do i have to replace the entire file
Technically, you replace the whole file with any mod
The game grabs your PAK instead of the vanilla PAK, no matter how many changes were made
so you can't just replace a global in say, spaceship ai without completely replacing the file
if anyone wants to try this ๐ feel free to give feedback, thanks in advance (the lua should be inside)
I have no idea how this modding stuff work. Are there mods that make the waiting disappear from the game? Like, waiting for eggs to hatch is a simple one. If it exist I would like some instant refinement as well.
Refining large amount of stuff takes way too long.
And if mods like these exist, I would like some help on how to actually use them >_>
Correct. That's why you have mod conflicts no matter how much is changed by a mod
Check nexusmods.com for current mods; sort by last updated. I have an egg timers mod, I think there are some refiner speed ones that are up to date as well.
Here's how to install them:
How to Install Mods
Download the ZIP file(s) from Nexus Mods.
Extract the PAK file(s) from the mod ZIP file(s)
Place the PAK file(s) in "No Man's Sky\GAMEDATA\PCBANKS\MODS"
Delete the DISABLEMODS.txt file from "No Man's Sky\GAMEDATA\PCBANKS"
If you have multiple mods, make sure you don't have any conflicts
Alright thanks, time to fail a bunch of time. I'll get it to work eventually though.
It works pretty easily, don't worry
oh right i did it
i figured out how to disable the borders
overrode uiglobals to point to nothing when trying to peep those fx files @vale iron
check property HazardTextures, they originally pointed to a bunch of stuff now they just point at nothing
Nice work; I completely missed those. Did you change all three sets, the regular, normal maps, and height maps?
yep, all of em so you dont end up with meltscreen lol
i figured it was something in the U, just didnt know what til i like... actually looked
If you have the inclination, you should put it in a LUA script so people can merge it with others. UIGlobals is oft used
i'm ridiculously proud of myself for changing a few strings
...and you might have to teach me how to do that
I can help with that, though maybe not now. I'm trying to figure out how the procedural ships work. It also looks like the section right before that has some variables that could do the same, by setting strength to 0 for example. Either way works, though.
yeah i set a bunch of them to 0 as well
just as insurance
there's also a threshold in there that i set to like 2
are there any mods which add jungle planets to nms
I'm curious who here uses Mod Organizer 2 with NMS. I started with it mostly out of habit (from Skyrim VR), and because the Lost In Space Wabbajack uses it. I'm still using it now with my own list, and started contributing tiny improvements to the NMS plugin (like creating default executables for Flat vs. VR). I've found it handy for subbing in/out different mods and then using the Explorer++ tool to grab a copy of the virtual mod folder and move it over to AMUMSS ModScript for conflict detection. But it all feels very clunky and brute force. Are there better ways to use MO2? Are there improvements you'd like to see to better support NMS modding? Or are the other mod organizer tools for NMS way better and I should go that route instead?
What can modding do?
it can slightly or dramatically change many aspects of the game. https://videogamemods.com/nomanssky/mods/ is a great place for pre-made mods by fans, same with its page on the Nexus; you can also get into modding yourself with a relatively simple suite of tools, though i think there are guides on how
Download Mods
I think the vast majority of modders just handle it all manually. After that, I guess vortex is popular.
FYI most modders don't use that site anymore. I don't know the details, but there were things to do with suspicious content and unauthorized reposting of content. Most use nexusmods.com
Hi, do you have any more info on that please? I may consider moving to steam from game pass and copying bases and having control of them is something I was wondering about.
is there any way to have the HUD stuck to my face in VR? my headset is wireless so i don't have to use the turn stick but the only way to move the HUD is to use said turn stick, pretty inconvenient to have to frantically look around for my health every time i piss off a sentinel
How does modding in No Mans Sky work anyway?
I assume it locks you out from interacting with others
no.
Yeah, that website sucks dude. There have been all kinds of problems with it over the years. Content gets hijacked with malware, content gets erased and replaced with "hot dates in your area", they have ripped content from Nexus and claimed people posted it there but nope it was just ripped, etc. Nexus has been stable, safe, and has some kind of moral compass for many years I have been using it.
is there a mod for this?
oh nice @vale iron, looks hella fiddly buy good to know it is possible
I guess a similar process would for in reverse, or for going from steam to steam
Unfortunately there's not a VR mod to make the HUD move with your head. However, there's a good mod for removing the static parts of the HUD and replacing them with components in the binoculars. Plus a number of other quality-of-life improvements for VR. https://www.nexusmods.com/nomanssky/mods/1563
problem is sometimes i play normal and sometimes i play VR, will that mod mess with normal gameplay?
and also apparently in multiplayer you'll look like youre running backwards if youre turned around
His mod has four options (vanilla, ultra, ultra plus, and modular), and I think the vanilla option works for both flat and VR. Or you could just keep two different profiles in MO2. One with it disabled for flat NMS, and one with it enabled for NMS VR.
Going reverse wouldn't be an option. You need NomNom to read MS cloud saves, but NomNom doesn't have a JSON editor or a way to import a JSON file. PC to PC should be similar, though even easier, since you wouldn't have to correct the errors in NomNom's JSON export.
There's a roomscale vr mod that i believe delegates the health bar to your scanner
Immersion plus i think it is? It's on the nexus
I see that i am late to this party lol
had no idea it stank that much, thanks for letting me know
Brilliant, thank you.
If you have problems, let me know and I'll get with the other guy and try to fix it
Thanks. One thing I'm wondering if I go for it is does the save file include bases and ownership?
Yes, that method should replicate the bases and give you control
There could be an issue of duplication if a base was uploaded, but unless you signed in with the xbox account at the same time, you wouldn't ever see it
OK cool thanks
The PC gamepass version is annoying me haha, so I'm pretty tempted to try this ASAP.
Outside downloading the apps, it would only take 5 to 10 minutes, I think
wrong channel
don't wanna have to open scanner during a fight lol
how do i transfer a savefile to windows xbox
I don't know of a way to do that
what about replacing a save file?
I don't really know. I don't have any XBox access to test anything ๐ฆ
rip
Fair enough skitter
Will modding my game prevent online play?
@undone kiln To turn off Online play: Options -> Network -> Multiplayer -> Disabled
No
Thanks, gonna use all those speed up confirm and speed up text mods
Lo2k for the win
i dont think that was the question 
is it possible to make more of the flora indestructible to exocraft? like everything but the tiniest things
I like the idea but ugh, the driving experience would be awful without changing the density of objects too
well the nomad wouldn't be too bad
i like to impact places as little as possible :S
anybody able to open the GCDEBUGOPTIONS.GLOBAL as an EXML?
have you seen <#nms-modding message> ?
np, you're welcome
Are most mods already updated?
when checking out a mod, check when was it last updated
if it was updated recently, most likely it will work with the new/latest update(s)
even mods released a while back might still work
(this all depends on which game files are changed with each update, and if it changed things enough to require modders to update/recompile for the new version)
DUD'S SKY - COLORS
- Updated _MOD_DUD_GrassPlantSandRockColors_v3051 to _MOD_DUD_GrassPlantSandRockColors_v3212
(Removed custom fauna colors to retain vanilla NMS colors for pets.)
https://www.nexusmods.com/nomanssky/mods/968
How do these mods work in multiplayer?
For example, if my refining speed is faster.
Your refining will be faster for you then, in a cheaty way. NMS is quite unique in being a completely moddable game with strong multiplayer possibility, without desyncs or stuff like that. You can, for example, walk underground or in air as opposed to other players, or just mod sentinels to do 999999999999 damage with 9999999999 per second firerate (exaggerating, but you get the idea) and spawn them on unsuspecting players. It will all work, depending who triggered their spawn.
Summing it up, you can play with whatever mods you want, and worst that can happen is other players seeing nonsense related to you, or you seeing nonsense related to them (apart from the extreme damage exploit I mentioned, which would, indeed, be nasty.)
@vale iron, I remember that you were extremely proficient with ultra fast and effective converting simple mods into .lua. There is this very nice mod:
https://www.nexusmods.com/nomanssky/mods/1580
...which does very minor change of bumping starship, frigates, and freighter price - but its author seems to be clinically unable to use AMUMSS, even a year after I pointed him to all possible tutorials and guides. Could you, pretty โค๏ธ please look at it, if it wouldn't be too much work to include in your .lua mods, that you publish? I seen you did same for stuff like exosolar's glass fix, for example.
The relatively simple prices mod modified very popular METADATA/REALITY/INVENTORYTABLE.MBIN, so it would be really beneficial to have it as .lua
Unfortunately, classes are starting this week so I'm pretty busy. If you ask me again this weekend, though, I can probably put something together.
sure thing, no rush. Glad that you're willing to take look at it.
Is it possible to transfer my progress/account from xbox game pass on windows 10 to steam?
liked the game, was considering on purchasing it on steam
but i have 33 hours on my save so i wouldnt wanna let that go to waste
Sadly, from what I know the two versions are not compatible like that. But, if you could rip your save file from the whateverum it is doing to it in 10, you could put it in new save via save editor
would require some work, though, and 33 hours is really barely started, so not sure if worth the effort
more fitting for #nms-questions , probably, maybe people there know more about such transfers
It's possible but not particularly easy. I probably wouldn't try for just 33 hours, but that's up to you. Let me get the link
@vale iron hey, i now finally have time to test your GExos Challenge mod and wanted to do some adjustments, to combine it with my Quicksilver Rewards mod (just for personal). But I'm not familiar with lua files (yet): do i need them if i change the MBIN/EXML files somehow to be included in the *.pak file or is that just for people who use a different system than i do? Cause I'm just familiar with EXML editing and not with lua stuff
thanks
If you're editing the MBIN/EXML directly, you don't need the LUAs. Those just provide a way, with AMUMSS, to automate the EXML editing.
@vale iron Thanks for all of your contributions to the community!
Can someone tell me which tags in the JSON affect a creature's coloration?
And pattern?
has anyone seen or can anyone make a mod to move a part of the scanner UI/HUD? Like this -> http://www.mediafire.com/convkey/9db4/3e1ftlznaqc9saczg.jpg?size_id=7
This is by far the worst problem i have in NMS, and i hope someone can mod the HUD like posted, thanks in advance.
That might be possible, but I'm very busy this week. If no one else takes you up, ping me this weekend.
@vale moat You could check out some older visor panel mods i've made, but I'll warn you that its a terrible mod to attempt if you're a beginner
Gumsk is a sharp one though, maybe you @vale iron can team up with him and reference this https://www.nexusmods.com/nomanssky/mods/1093 to figure out how to do what you want. @vale moat
Thanks, Exo. I haven't worked on any HUD stuff, so this will be helpful
Also keep in mind your mod will probably scale wrong with resolution scaling unless you convert everything to percentage positioning, which you dont have to worry about if you play at the normal 100% mainly
Its one reason it hasn't been updated in a while, I wanted to account for res scaling the next time i did that
Any help is great, i keep having to look to the left all the time while scanning, combine that problem with the pin-point reticle that's always somewhere at my right-hip and never in front of my toon and it gets painfully frustrating to scan or search in an ergonomic fashion, i've waited over a year to finally complain, i thought they'd fix all that by now, so i hope a mod can be made, thank you.
Oh hey someone made a mod or two in the past that dead-centered the third person character position. Sounds like something you would like
IDK where it is but heads-up: it exists and you should be able to find it ๐
Are any mods compatable with multiplayer?
Practically all of them
I don't know of any that actually break your ability to play in MP, but some will give you alternate ground level or space station positioning but that's more of an incongruency than an incompatibility
What are the best mods for a noob to try?
was wondering if there's a mod that would allow me to increase number of ships i could own?
no.
How difficult is it to replace specific audio files within the game? Tired of getting my ears raped by the horrid storm audio loop
This game has imo very inconsistent audio design. A few of the original audio clips are quite pleasing to the ear as well as some from the newer updates
But then there are the ones that just irritate your ears like some ambient sounds from post-launch assets, storms and freighter warps
Trying to figure out how the color seed is generated for creatures, currently have no idea and just trying random numbers. Not finding any consistency though.
The bulk of creature colors are referenced from palettes. But even if you mapped out those, I'm pretty sure nobody has cracked a NMS seed formula yet, and a lot of [very smart and skilled] people have tried (TLDR I wouldn't recommend any version of trying to reverse engineer the seeds)
@minor moat
Ah rip that idea then.
Some way to efficiently check seeds is probably your only bet if you're looking for a certain color combo
Whatever magic choices the seed induces, all of the colors exist in the palettes, some as obvious animal colors, as sort of "camo" colors, where it will draw on the grass or dirt color of the planet
Probably yeah. Randomly checking colors isn't exactly "efficient", though without any reverse-engineering not sure what could work. Just changing one number at all rerolls the whole thing
So, assuming you don't need the colors to carry over online, you could screw with the palettes to get somewhere but still its going to be a lot of brute-force work
however if you want online people to see the same animal, brute force checking random seeds is pretty much your only option
Yeah I was mostly just looking for any sort of correlation between color and seed.
Its the same for ships which is why Mjjstral made a massive seed bank site a while back that just has the results of lots of brute-forcing
Interesting, got a link to that? Could be a similar color generation method on the creatures, would be interesting to see if the colors match up.
The largest collection of ship seeds and NPC seeds for No Man's Sky
Ah shame, not really seeing any correlation. Thanks anyways though
So I assume the audio change is difficult process?
@steel crypt Message auto-deleted
Okay I guess I canโt post invites to other discord servers. @waxen cedar you need to go to the mod discord and go to the mod-sound channel. I canโt post an invite for some reason.
ah
there's a link in the pinned messages in this channel for the modding discord
Thatโs the best source of info and people. I have never gone through the process but others have figured it for most things.
@steel crypt just dm it to him
!moddinglink
Haha thanks. I tried exo but Iโm on my phone and canโt figure out how to add a friend to dm. I donโt know what Iโm doing lol.
its almost like you grew up without smartphones or something
Haha stfu. I grew up with Commodore 64 and att/bell rotary (pulse) phone before the โtoneโ system. My daughter helps me with the phone.
Would be cool if I could install some MS DOS on this phone. Then I could do whatever I want. A blank black background with a C:> prompt. Hell yeah.
I bet dosbox has an android port
Would like to replace normal ship warp animation with a black hole one. What file should I look into?
Probably look at Lo2k's Black Warp or something like that name
I think it's just a texture replacement
the warp tunnels are all textures
barring some weird shit someone did with shaders years back before they went inaccessable
pretty
we can only replace "loose" audio which means not packed in a BNK
banked ones we cannot replace cos we haven't developed the tools enough to unpack em
we have an Audio Suite which can handle the loose audio replacement somewhat
https://github.com/monkeyman192/No-Man-s-Audio-Suite
but iirc it's better for listening to the audio and finding which ones you wanna replace
the actual replacement I did with wwise exporting WEMs
...with WAV audio I exported from Audition because wwise is picky as shit
bottom line, if you gotten grips on the basics of these 3 programs, then you can sail thru it
if not, tough titties
Does anyone here know of a "Faster Scanning" mod that is currently functional? I just came back to the game and mine was broken. In addition, i have tried about 4 others that produce the same result.
You could try GTech , the scanner only optional file. I'm not sure if it's exactly what you want though
Honestly, ill take anything. Im aiming to make a new character here soon and i would very much like to spend less time inside my binoculars lol.
honestly I'd probably like to make one for myself in the future too if it's not there already lol
would help with finding planetary buildings
That would be quite a notable help.
is it in playerglobals or something else
Im not actually sure
well I mean I'm gonna do it for testing shit so it's gonna be full on cheating lmao
lmao Its in the name of science so it doesnt count
I'm in bed and can't remember right now, but you can check my LUAs. It's either gameplay or player
cool
Sorry, it was ggame scanner only mod: https://www.nexusmods.com/nomanssky/mods/1347?tab=files
And it's in gameplayglobals
Thank you so very much.
@marsh eagle Message auto-deleted
Eh, I got a ping?
Phantom Ping
I'm wondering with the Creature Unlocker mod when getting a impossible egg like a sandworm egg and giving it to a console player, would that work out?
@steel crypt role added
Ty โ๏ธ
kein Problem c:
@vale iron How does the amumss mod rebuilding work? Do I just yeet the mod in there and hope for the best?
Or are additional files required
@waxen cedar it takes the lua from the root of the mod pak which is the buildplan for the mod and uses it to recreate it cleanly
anyone got time to test an egg
anyone know a way to see if a particular planet type (i.e. viridescent) is in a particular star system when viewing it from the galaxy map?
also is there a way to create a new galaxy map filter to identify T3 systems, or systems w 5+ planets in them?
I think the answer is no to all of those, unfortunately. But I could be wrong
yeah, im just trying to reduce the time it takes to search for my dream planet, viridescent is one aspect of that, so far all i've done is reduce the planet scan reload time
those are the only other things i can think of to reduce the time spent searching
cause ideally i want to be in a T3 system with 5+ planets as well
I remember someone asking on reddit for this
maybe with cheat engine and the ability to pre proc gen the planets it may work
theoretical of course
well i dont want to cheat the planet generation system, i'd want the planet to be visitable and look the same to other players, but if that approach won't compromise that, i'd be up for it
you can use cheat engine to just read data
ahh ok
overlay-like shit yaknow
just one of the tools
anyway, doesn't get over the hurdle of having to pre-generate the planet
oh i see, like just viewing an entry in the table that lists planet data, before u actually scan it
ye
i'm not sure how much time that would save tho if u still have to enter the system
it only take me like 15-20 sec to scan all the planets in a system
ye
there were mods that decreases mandatory warping times and scanner recharge
not sure about em now
mandatory warp times? u mean the time spent in the warp animation?
i honestly thought that was just pure load time, i will look into that
i'm on a good nvme so i'm sure i have some headroom there
would still take some cpu time to do the proc gen but yeah you'd think it won't take 10 seconds everytime lol
@hearty wasp can't find anything on nexus regarding warp animation reduction, if u find it, pls let me know
perfect, thanks!
Are any mods for increasing the space encounters??
Like increasing getting Son of Helios
No, but it would be a pretty easy one to do.
Mods for reducing timers?
Those exist, using one for creatures personally
Yeah, I need the one for creatures. HG, stop with the timers!
Look up "pet egg timers" on nexus, that's the one i'm using.
Is there a mod to open up restrictions that works with multi? Lots of base building parts I like to place, but can't.
For example, the underwater tubes. They look good.
@minor moat what are you using for increased creature spawns?
What do you mean?
by that i mean wild animal numbers not eggs
I don't have anything for that
ive used them before, they can be helpful seeking out diplo worlds easier. I can make my own but that would involve making my own
Ah. I just use the one mod for timers, nothing else atm.
anyone know where in the JSON the pet data is stored by any chance?
https://www.nexusmods.com/nomanssky/mods/1096 try this one, it still works on my end. it unlocks all parts in all building modes
I had some new knowledge regarding audio modding, apparently Eti released a BNK replace tool a few months back that has the ability to replace wem audio within a BNK, so I assume that packed audio replacement would be possible now, if you can overcome the hurdles, you can check check it out here if you want https://github.com/EtiTheSpirit/BNKReplacer
oop tagged the wrong guy
@waxen cedar
Updated Today:
https://www.nexusmods.com/nomanssky/mods/1450
anyone wanna try out some heads
just drop one of the 3 in and change some character presets
Hiya. I'm starting a new game after being gone a while. I've updated the few mods I have. When I switch into first person, though, everything is close up as though I'm zoomed in. I've disabled the mods I thought might be causing it (particularly this one since it is mentioned in the discussion that it broke: https://www.nexusmods.com/nomanssky/mods/1745?tab=posts) but to no avail. Has anybody experienced this, please? I don't want to play in 3rd person.
Mods installed:
Better Planet Generation-797-6-1-1612136191
Better Rewards merged mod-1460-3-21-1614259925
BetterShipTeleportModuleRange-1769-1-1-1604997071
Beyond Base Building-1096-3-2-1613580187
BinocularScanColors_and_ScanNow.pak-1745-3-10-1605028956
Clean Space Origins-1722-3-10-1605177727
Dazaster's Ship Flight for Origins Update-1160-5-1-1612958720
Enhanced Ship Scanner And Inventory Range - NextGen 310-1717-1-4-1605264360
Exosolar's Expanse 1.41-1200-1-41-1568864081
Exosuit Voice Overhaul - ANALOGUE-1763-1-01-1604538835
Fast Actions 2.7-1081-2-7-1605039435
Fast-Text-View-1766-3-05a-1604621656
Fine LOD Lite-1316-3-10-1605124603.1
GDoor Proximity Doors-1444-310b-1605138393
GDoor Proximity Garages-1444-310b-1605084829
GShip Frequency Traders-1845-315a-1613294289
HD Clouds 4K 1.2-1083-1-2-1600902221
Jetpack - Enhanced - ORIGINS - VERSION 3-1213-Origins-b-1604532114
JJs Better Ships V 2.1 More Exotics-547-2-1-1602381984
JJs Bridge V 1.3-944-1-3-1602382528
Katsu.StackSize99999v3LUA-1852-3-1614286750
Longer Protection 30m-1429-1-6-1604677668
mods.txt
Reduced Launch Cost 10 percent-50-1-5-1601198376
ReLight 2.1-1644-2-1-1605109076
ScanNow-1686-1-1-1604169431
Space Station Interior Fix 1.3-1321-1-3-1602268324
Space Station Revamp V 1.7 BLACK-1486-1-7-1606124500
Trading Post Revamp V 1.6 No Outside NPC's-1057-1-6-1602383210
no need for spoiler tags
Aye, I was hoping it would collapse it like on forums.
Yo anyone know how to fix this canโt download base glitch
Could you elaborate?
Me and my wife are trying to join each others bases when we go to try and download the base so we can warp we get a message saying Can not download base ive tried uploading the base and everything
well, to start, BinocularScanColors_and_ScanNow.pak-1745-3-10-1605028956 seems to be incompatible going by that link, so that's one of the candidates right
@winged lance any mods involved? if not, then it's a question for #nms-questions
Thanks. Sorry, the only way we have to grab a mod list gets all of them, enabled or not. BinocularScan is disabled.
Oh no mods sorry ill ask over there
ah, roger that
That one in particular states the exact thing that is happening to me in the comments section so it seemed to be the culprit yet the problem persists. It is quite odd. I've had all but "Better Planet Generation" in my previous games.
well, without unpacking them and seeing what changes each of them does, and what changed in 3.2, i'd start by taking out the older ones
you could go the other way
disabling them all, then enabling the older ones one or two at a time
zoomed in as in low FOV kind of zoomed in?
I was thinking of disa.... yup, that's what I was about to say! Hah
Hmm, let me check FOV setting too then. Thanks.
no I mean as in the visual effect
cos it can be related to camera mbins if you have any
I'm not sure. I'll grab a screenshot in case it is clear to you.
yeah
i'm not that familiar with the game mbins yet, and which of those all of those mods change ๐ฆ
and if it's not camera mbins the next closest thing could player/gameplay globals
so like maybe these?
just spitballing since I never used any of em
scannow modifies gameplayglobals yeah
model changes shouldn't affect your camera
so those should be irrelevant
tbh I don't even remember if gameplay globals can affect camera
going to check what fine lod changes, curious
but globals be globals
anyway if all else fails you can always do a manual binary search
A what?
a "remove half of your mods at a time and see if your problem persists"
a "Thanos Search", if you will
Ah. Well, here goes . Thanks both.
It was, indeed, this mod: https://www.nexusmods.com/nomanssky/mods/1717?tab=posts
Enhanced Ship Scanner And Inventory Range NextGen 310
glad you found it
Thank you. ๐
Is there a mod that makes it so pets dont have to age?
Drat, it wasn't the only one. I'll let you know which other is doing it.
It was this one: https://www.nexusmods.com/nomanssky/mods/1686
Scan Now.
All sorted. ๐
Anyone know of a good tutorial for making mods for nms? Everything i find is always just about how to install them.
about that
this is from a previous attempt
NMSDK is a bit tricky sometimes
thanks!!
going to fix this ugly cutout of black hole backdrop texture. Anyone know in which file is it in?
this the blackhole warp tunnel?
might be in scenes
it's probably a scene model edge
but warp tunnels uses scrolling texture
and it may just be scrolling to a part that doesn't match the other end
trans rainbow
trans rainbow
this look pretty sus
@waxen cedar try TEXTURES\EFFECTS\WARP
alright, thanks
I remember now, "imposter" is one of the internal names for LOD model stuff
very good
if you copy and paste that particular texture and replace the other ones
you'll prolly always get trans rainbow
oh, very very good. thank you for informing me of this
although i think i'd rather do it at a programmatic level... i will keep this in mind
eh
why do complicated stuff when easy stuff do trick
but then you may get cached texture stripes with simple texture replacement
Would anyone mind helping me with my living ship? I just need someone to assist with maxing out my living ship storage
this isn't the place to ask that question
May I be directed to the correct destination
i'd suggest #nms-lfg-or-trades
you're on xbox
we all suck differently
I like this group


anyone know how to unlock the full 48 tech slots on a ship via saveedit? most mods appear to modify inventorytable.mbin which applies the slot bonus to new ships, but not ones u already own
doesn't goatfungus's editor already has a 1-button expansion thing
the GUI method? yeah, but it doesnt work to expand ship tech invnetory
or suit tech for that matter
huh, it used to
but i think u modify defaultinventorybalance.mbin for suit tech inventory
i just tried modifying the ValidIndices array in the Ships JSON information, but it appears to be ignored
it's interesting that the gek were originally called the "lower order" according to the filenames
@gusty zenith Have you turned on 'Test Mode' in the save editor?
I can change ship tech slots to 7x4 max without test mode. With test mode it can be changed to 8x6 and then enable all slots to then save.
I mean, they're short
also travellers are called Fourth Race
huh, this demystifies some things
ship spawn weightings
im looking for the file that configures rainbows
What kind of rainbow configs you want?
@vocal zodiac Its either sky or environment globals, at least part of it
very tippy top of the file too
(I just dont remember which one of those two its actually in)
alright now I'm curious what happens if you enable freighters in that list
god, me too
Do it.
thank u, i think it's sky. i wanna change the colours they show, there's a folder of textures for them and i wanna make em into pride flag colours
They already pride flag colors
i know but more
how many?
five, maybe more
thats a lot of girls to be
thats unfortunate
it seems skyglobals only handles rainbow size and transparency, not the actual textures
me finding materials/rainbow.material
๐ณ 
oh yeah
they may be scenes
texture is just an endpoint
if they're not done by shaders then they're probably scenes
@vocal zodiac Have you looked here?
...\TEXTURES\PLANETS\COMMON\RAINBOWS\...
yeah, that's what im working off of
i mighta found it
yeah i found it
so changing rainbow.material to SPECTRUMALT1.dds changed the rainbow to be the trans flag one
Is there any updated mods thatโs make space a little darker? Also are there any โessentialโ recommended mods that improve the vanilla experience of the game?(no mods that highly alter things)
is there any mods for unlimited storageee or something?
Anything to remove the aerial zoom that still works?
like the scanner one?
The one you get when you use a map, or save at a small settlement marker.
Man this is not an ad! If you like the game No Man's Sky like me, want to play this game with almost infinite width, English etc. I shared it for those who do not speak the language. I could say that this mode is mine, but there is someone who has been working for a long time and I did not be unfair to him and shared his information. Maybe No Man's Sky can see this and add the Turkish language option themselves, and we do not bother to install the Mod, but now there is an effort to complete the translation of the game. Also, for those who want to play in Turkish, like me, the Mod can be downloaded for free. There are no ads like you think.
Note: I wrote this to you with Google Translate. I hope I didn't write anything wrong.
so it's a trainer
I'm not sure the rules on trainers but tbh random website urls don't instil confidence lol
oh wait you mean it's a translation
I mean it's not really gonna be effective sharing it in a mainly English-speaking server
I'm sure there're Turkish groups out there
You are right, not every link can be trusted on the internet. But these links with Turkey and belonging to a popular forum site. There was only one subject for Translation and it was a Turkish translation mode that was translated after a long time. But the article I just shared has been deleted. Anyway it doesn't matter. It is normal for admins to be suspicious of links. Admins are right about this.
you know the site known as Nexus Mods?
Yes there is, but I shared that it might be the one who snapped No Man's Sky official Discord server like me.
it's basically the go to site to get mods and you should ask the author to upload the mod over there
No, I do not know. I heard it for the first time.
So I need to talk to the translator and Nexus can add Turkish Language Mode to the site. I think Nexus is a well-known mod site.
the author can add a mod by themselves
they just need an account
but yeah it'll get more exposure over there hopefully
I'll talk to the author, maybe adds to the Nexus site.
best of luck to ya 
@hearty wasp Thank you for the information you provided. I wish you a healthy and good day.
Best try here and ask pickysaurus https://discord.com/invite/nexusmods
OK thanks.
Nexus Mods is an annoying site. Asking for money every chance they get on there and limiting unregistered functionality.
ikr asking for money to maintain their servers is annoying
fuck wikipedia too
look at this nice ragdoll
Hello! Is there any updated mod that disables the scanner's blue filter? I can't take it anymore...
Last time I installed a mod was when Next came out, so excuse me for my ignorance ๐
So, it doesn't matter if I used an outdated version of said mod, right?
And another question, do any mods mess up how online works, or should I be adviced/concerned about something like that?
yeah textures mods should still work
Thanks ๐
Very helpful sign, mr. bus driver
@robust spruce updated the Star Trek Enterprise D freighter mod for us, enjoy: https://www.nexusmods.com/nomanssky/mods/1018
woo! good learning experience!
next time I do a texture with transparency remind me to use BC7
cos that one was using DXT5 and I think that only has 1bit alpha
which makes it basically a cut out texture
@cold umbra Just registering really does clear up a lot of that obnoxious stuff though. Its a little stupid.
Is modding needed to max inventory of living ships?
Save editor
No-one upload any more mods...
@royal sequoia there is also an in-game glitch u can use to expand living ship inventory
Is there a hi-res texture mod available for NMS?
@obsidian tree better yet, delete a mod whenever someone puts up a new one
Do they sync in multi or is that just local model change of animals?
unlikely a change like that would be visible without the mod
This. The scanner rework is super nice but I think the new UI artist didn't check how it looks in different environments. Sometimes it's impossible to see anything with the new scanner filter.
The hazy blue was worse imo
the previous one i mean
anyway, yes @undone glade The one called "clear scanner" still works
https://www.nexusmods.com/nomanssky/mods/1093?tab=files
why
also
anyone have a razer crest mandalorian ship mod yet?
@sleek dune because the number of mods is 1337
Any working mods for thicker trade lines, or otherwise making ground stations easier to find?
@limpid summit Just fire off your econ scanner while flying below cloud level, or anywhere in space if you dont need a specific planet
It can work like the save file buffers, oldest get kicked first
Looking at it, but the only available models are absolutely enormous, like half a gig
thats not that bad
Granted, I need to get any other ship mod working well first, but was thinking about that for a future one
is that number special?
elite -> LEET -> 1337
can anyone send a link to a razor crest mod?
None exist
but you just said you found models for it
Right, 3d models, not mods for NMS
If you're starting with no knowledge and access to people that really know this shit well, you might be able to make something in some weeks
I usually just decimate it in blender without a care
since caring gives me stress
I don't know how to do that well, yet, so I just ignored it for now ๐
yeah the settings can be a bit tricky
The model is kind of fun, has the interior and characters and stuff
but try out the planar setting when you have the chance, that usually comes out looking pretty well
can anyone here convert it to a no man's sky mod?
There are people that can, the problem is time and motivation. It's not a simple conversion even for the best people. Don't expect anything anytime soon.
hah, I think your price point is going to have to be a lot higher
lel
To be clear, I'm not one of the people that could do it, currently. I'm still a journeyman in these areas.
Speaking of, back to learning!
I mean you can make in into a mod, they didn't say that the mod has to do anything 
did some modifications to my... mod.
it now mostly removes the enviro fx except in extreme climates
prob gonna make an alt version that just removes them altogether
does the mod remove the hazard hud overlay while on your freighter? ๐ HG hasn't fixed this bug yet
it pretty much completely nooches it
i havent tested it on that bug tho but i mean, just on a planet it's basically invisible
just test it, see if it works or doesnt, i suspect it's something to do with pulse
what fx does it remove? Does it remove every ambient particle effect as well like the other available mod on nexus?
or just the ones that occur during storm
it just "removes" that irritating screen border that shows, the effect around the screen
it dramatically reduces the visibility of it during regular play and increases overall visibility during storms and extreme weather events
i could also whip up a mod that removes the effects altogether if you want that and that alone
It's kinda hard to decide which to keep. Getting rid of storm dust sprites also yeets away rain and other ambient particles that are kinda nice
one thing which would be nice is to have the effect sprites to spawn further from the player since now they just form a bubble around your character
assuming it's possible
erm.. okay so in summary cuz im whittering without making sense
the current version dramatically reduces the visibility of the border effects and screen overlay you get when hazard protection is active
yea I understood that ofc
it does not affect storms or anything, just makes that border virtually invisible. in a storm or extreme weather it will be visible, but pretty non-intrusive; basically as if you were playing normally on a regular weather planet
oh like the ice at the corner stuff?
yeup
ive always just found those fx really irritating
yup
and the effects that occur in 3D space as well
those are just in your face all the time
personally i like the weather particles, but i can see why they're irritating to others
would be interesting if someone could make that effect "bubble" to form a donut shape around the player pos instead of the circle/cube
I could also look into it myself but I rarely have time or energy to dedicate for modding so I'll just ask if anyone has tried the stuff first
Haven't even bothered to update my old mods :c
is there even any parameters that define how close the storm dust particles spawn in or is it just hardcoded to always be on the player?
yeah theres probably params
okay I will now update the mods and try to play around with weather effects
here's as bad as it gets in extreme weather
sold. thank you. god I hated that, especially the way it seemed to stick sometimes even when I was in shelter
having some of it lingering for extreme weather seems fair, as a little extra warning that "yo, it's bad out here"
hold on... let me post the updated ver im using
in regular weather it's basically invisible, too
sounds perfect to me then, too late to test right yet though. gonna upload it to the Nexus?
ahhh... ill think bout it. gotta set up for that
personally i'd like to get a .lua set up for amumss
during extreme storms
anyone know of any mods that slightly increase stack sizes in perma death
perma death uses hardcore modifiers
so would it be possible to disable the harcore modifier for the stack size?
and while hardcore modifiers sometimes uses their own specified values a lot of the times they just multiply normal values
I mean yeah
with a mod
what I'm saying is that just look for a mod that changes hardcore stack size
and it'll work with permadeath as well
i havent seen one that does that, have you seen anything like that before?
not for hardcore
ah ok
theres not even one for a previous version
you tried a normal one and it doesn't work?
nope it doesnt apply on it
ok good to know
no idea how to find it i might have a look in the save editor and see if theres a line that has the modifiers
yeah sure
would also be a good idea to beg the people who made the stack mods to consider adding in the hardcore changes as well
I'm not familiar with the workings of stacks so I can't really dig around much without wasting too much time so the stack mod makers are probably your best bets lol
mmm come to think of it some stacks work upon the substance/product tables too
i dont understand any of it xD
@stoic grotto what would be the ideal stack size for u?
like, in hard
just 9999, or like, 2500 or somethin
just like the base of 9999 like in normal or at least 7500, its only because i want to build stuff and its tedious enough as it is xD
reduced size doesnt add difficulty imo just makes it annoying
wishin i knew how to do it honestly
i can't seem to find the setting that controls stack size
what does EnableLivePP stand for in debugoptions? Peer to Peer? peepee?
probably something to do with networking for sure
might be like, rich presence or something in discord / messaging apps and shit
spicy question @vale iron i'm wondering what the underscores actually do in mod names
something to do with load order?
damn that sucks thanks for trying though i appreciate it
yes
load order is alphabetical
or reverse alphabetical depending on how you look at it
but the later in the alphabetical order a mod's name is, the more priority in loading they have
so contents in a mod that starts with ~ overwrites those that start with _ , and so on to Z and to A
Personally, it kind of annoys me when people name their mods to try to supersede all others, like zzzzModName. I've used a 'z' like twice to get mods to load after other of my mods, but otherwise, I trust the user to decide which should be more important
I'll get off my soapbox now
yeah if anything i'm probably just gonna have all my mods named like spdx_ cuz that's kinda my tag
im experimenting a bit with a mod atm. i wanna make the multitools larger
tbh it all started when the MODS folder wasn't a thing
so everyone literally had to have underscores just to have their mods loaded
just a lingering tradition
Understandable, but not 5 underscores
laughs in tilde
Though I didn't know about the pre-MODS days
Oh yeah, I tried to get that to work once, but think I was too late to the game
I can't imagine trying to do the raw editing in the old days. I wouldn't have gotten into modding without AMUMSS
oh i can see why they have to change the races between head types now
they literally have the different model transforms like, namespaced and shit
things got a lot easier when MBINcompiler came out, but the globals is still pretty editable with hex editing even now if you have the will
also they need to have necks modeled for the race
Yeah, that's why the first spawn helmet doesn't work on the gek body, the neck
If you save edit it in, you see a big weird gap
I use it anyway, just because
or this
which bone binds to the multitool ๐ก
Exactly like that!
you have model viewer?
would be a lot easier to see the model you're working with
i'm working with character scenes
thinking it probably works like source engine where i can just set up the model with an increased scale
it can work directly with your game paks now which rocks
You could probably just increase the scale on the multitool scene(s), though it might cause some clipping
depends on if there are animations, really
which part of the scene
this is prolly the safest and has most chance of success
I've honestly never worked with multitools at all, so I'll need to look around a bit
but yeah anims directly fucks with the transformation of the joints so normal scaling may not work
Maybe the root node here: MODELS\COMMON\WEAPONS\MULTITOOL\MULTITOOL.SCENE.MBIN
It's definitely a big enough file to cover all the multitools, damn
yeah.. i've tried that but maybe i'm poking the wrong scaling
yeah that's the scene
trying from root
again, multitool prolly has anims
Lines 14 to 16 would be top level, though I know Kibbles said scaling on ships sometimes doesn't work right
And animations, which I know almost as little as modeling about
LOL "yeah.. i've tried that but maybe i'm poking the wrong scaling" sounds like something I would say during a frantic trip back in the day,
Nice double entendre
at the very least... i have my mod
That tiny little MT is hilarious
it should work in both 1st and 3rd person right
I would think so
NMS modding rule #3: Don't question shit, just know it works.
does nmsms automatically compile and pack loose exmls?
no
If it works and you don't know why, just remember it as an exception case, and remember it forever
Somewhere between -200ups and 25000ups from what Iโve seen
yknow
