#nms-modding
1 messages Β· Page 197 of 1
Lmao
so 2500 would be safe bet
Probably a bit low
you mean the small warp or just boosting the engine
I forgot what most things are called in-game tbh
pulse engine is when you hold down shoulder buttons for a few seconds and then you go zoom zoom?
I mean the big warp
ah ok
this one
then it's 30000u
ah thank you
<Property name="MiniWarpSpeed" value="30000" />
make em jumbolized
I edited mine to be 100ku
this
still weird clipping issues but idc, this looks awesome
finally mts are as big as they SHOULD be!
a magnum, if you will
thats a great name for the mod actually
FYI, the speed shown in space is artificially doubled for some reason
magnum multitools
the speed lowers when rotating a planet
"Oops, I dropped my Monster Multitool, for my Magdum Hand"
what was the value it drops to when the ship is rotating the atmosphere of a planet?
That does look cool
oops i dropped my MONSTER MAGAZINE for my, MAGNUM TOOL.
nice
That's some sort of brake value probably, which will eventually put you at 0
Like there's an overspeed brake to keep you from going too fast
But it doesn't drop you to safe speed, but all the way to 0
<Property name="SpeedReadoutMultiplier" value="1" /> <Property name="SpaceSpeedReadoutMultiplier" value="2" />
gameplay globals. set that 2 to 1 in mine so there isn't that big jump when entering/exiting atmo
that says readout tho, would that mean it's just the text on the display
or does that actually affect the speed
Yeah, it's just a display value
it is. there isn't actual speed increase. just number on display.
ah ok
wait so in vanilla your speed readout in space is actually twice the actual speed
I need to get all the locators on and fix collisions, but then I have this and the TIE Interceptor working
Oh, and fix the normal map on the falcon
is that a purple trail?
Yeah, stealth trail. I had multiples installed and that one is just showing
20!
lmao
Yeah, that's why I haven't tried to do it yet
I could maybe stretch the trail image out, but then it would affect all ships
exactly
I'm not knowledgeable enough in particles to know what I need to do to stretch a particle tbh
probably something about a combo of texture and particle files
The trails are just an image. I've done a lot of replacement of those
oh ok
I feel like particles would be similar with what I've dealt with in After Effects if that's the case
Ok, hopefully I can figure out these normal maps before going to sleep, then I can do locators tomorrow and get those 20 trails on π
Ummm that trail is part of the ship entity? or what? If so, each ship type could have it's own trail?
the trail start point is a locator I think
and the locator name is specified in a table and hooked with a specific particle file I think?
I do all my replacement at the material level for the trails, so not sure exactly how they are called
should i add a readme with my mod
do whatever you like with it mate, it's your mod
Okay so basically I updated infinicam with some small tweaks
No one will read it
just write a readme that says "just drag and drop" inside
name your readme whateveryoudoneverreadthis.txt problem solved
It's like dealing with students on zoom, you just have to accept they're not listening to you
theForbiddenTome.txt
LOL. I'm on the parent homeschooling my daughter side. She pays attention but the teacher that she "meets" with is always eating something with the camera at profile....I'm beginning to think it is some sort of fetish.
I mean who puts a camera profile?
I can't move my mask, in 2-hour classes, so I have constant dry mouth during the class.
We're doing parallel online/offline. Anyway, sorry, back to modding
I should probably do this on mod-textures but people are talking here: so I have the diffuse texture working by itself. When I add the normal map with a bogus entry or with an entry to the actual file, it makes the model white. That tells me it can't see the normal map. I tried the preset normal map BC5 setting, but that didn't work. Ideas before I start slogging through every single permutation?
linear/sRGB, BC1/3/5/7, some other setting
Yes...back to modding....like this mask, it's modded. π
That's a good mask
Thanks, I'll try that first
Just so annoying to go through every variation
but I really only did my textures in DXT5
Magnum, nice
I may try out BC7 in the future for normals but I knwo I'll always have DXT5 to fall back onto
I've already been having problems with the damn diffuse on this thing, so I'm worried they'll only be compounded when I add in the normal
what's wrong with the base
The best I can figure out is that the map was just too big and taking a long time to load, so the model would be white on load and for a while after that, but later instances of the same model would have the texture
gotta start lil girls school. later dudes! π
good day mate
BC1 should work well with base textures as long as they don't use alpha/metelness matte
Oh, before I go, been meaning to say it's good to see you alive Winder π€ͺ
yeah I was in a pretty stressful state in the past year
There's a metal/roughness mask, but haven't touched that yet
hopefully it's uphill from here
roughness mask should be affected since it's in the mask texture
I haven't tried to add that in yet
it's confusing for sure
Just had diffuse and now adding normal
you tried making the texture 2K yet?
also good to have consistent texture dimensions across base, masks and normal
It was already 2k. Should I drop it more?
nah 2K should be stable
NMS textures can be pretty confusing in its composition
Ok, I'll go try out a different format and see if I can get them to work, sRGB, no alpha
the wiki has a pretty decent writeup on it and I check it regularly
https://nmsmodding.fandom.com/wiki/NMS_Texture_Format
try disabling metalness mask and roughness mask in material
so you have less to deal with
Those are already removed entirely
you mind putting up the current normal you have?
yeah, no problem
so I can see if the sides are put right lol
yeah it looks right
the textures line up right I assume
like the detail on top left
should do, think it's just some sort of formatting issue like the base was
i forget who asked abt it but i'm trying to fix that pulsing hazard thing in freighters and stuff rn
wow,good luck with that one
basically i think like... making it a state machine right, it starts at the overlay handling for hazard weather
there's a brief pulse, about 4 seconds long, that indicates "oh this environment is x weather, be careful!" but when you're on a space station or freighter, the state isn't switched off
the easiest fix is just to set the strength of that pulse to 0
because it flares right, like a sine wave
so if the bounds of the sine wave are 0 then there will be no flare
I was thinking of it as a state change. Your way sounds manageable
ok yeah i found it
<Property name="HazardWarningPulseStrength" value="1" />```
these two props are responsible for that broken pulse effect
think if i set the pulse strength to -1 that'll do it
tested with 0 and it still gives it but much, much weaker
like. yes, it doesn't fix the bug
but it does stop it from bothering folks
really i think its something to do with landing on a planet and having that state machine get set to x or y
like, as soon as you exit a spacecraft the game runs a quick check like "where's this motherfucker" and checks the weather + sets the haz prot type, but then does not do that ever again until you re-land on another planet
as space objects do not count as planets, they typically don't update the hazprot type except for freighter derelicts
so really it's just like "hey it's whatever weather, be careful!" but completely unnecessarily
sounds like another case of "HG needs to fix their game"
had a brief thought while i was prepping lunch
"if it's a sine function, -1 would just flip the poles, right?"
naaaah couldnt be
test it, i was right
i fixed it too hard
how
i set the puse time to 9999 and now it doesn't actually apply ever
Yay, after screwing up my files, back to the old white model I love so much π¦
how about I try to re-save your textures and you see if they work at least
they're just waiting
patiently
for 9999 seconds
That's because it's cursed
Ok, so there's definitely something wrong
understandble
Those should be BC1
managed to get a serious reduction in the viewport fx
huh, mine had one
it does still appear but it seems that setting everything to 0 has like, majorly reduced that irritating fade effect
Not sure, the different exports had different texture naming conventions
That normal looks right though
cos looking at the texture I'm pretty you're using the same source model as I was lol
I tried to π
just different way of doing the textures lol
Maybe you renamed them and I didn't notice how you were doing it
thoughts btw?
One problem I've had is that the exports lose the textures a lot of times. I'm learning how to use your old stuff to deal with that
Sorry, I don't know what I'm comparing to
I just used photoshop, frankly
the screenie i posted above; it's the most extreme that weird bugged effect gets with the haz border overlay
not the easiest for otherwise programmers lol
did some major tweaking in settings and it should be like, super ok now
I don't even notice it, so that must be good π
excellent
yeah looks non existent lol
didn't even know what I was supposed to look for for a sec there
Material settings somehow?
so the part that is fine is the part that has no normal, right?
exactly
And if I completely remove the normal from the material, it is all darker
hahaha, getting in my ship just killed me...guess that's a bug to work out
you did material once before this ship tho right
lolwut
Yeah, messed with material a tiny bit before, looked at your old stuff and vanilla to compare for this iteration
can I take a look at it too
For sure
btw it's all white but the shading looks fine?
like it's not like physics defying reflections
From memory the shading seems right, but let me load up and see
mmm, all seems to be in order
Yeah, shading is good
ok
Let's see if I get killed again π
try turning normal map texture isSRGB to false
It drained my shields completely, but didn't kill me. Definitely something to look at later
Ok, trying that
if that fails, turn UseMipMaps for both textures to true again
despite them not having mipmaps lol
Ok, just turned those to False recently
yeah understandable
Thanks for all the help, btw
I mean yeah lol
at this point I'd think it could be a model issue
this your first time doing textures?
First time in any detail, yeah. I've done lots of changing the "map" but that's really basic
since metalness / glossness wouldn't make everything white lol
Yeah, masks was going to be next on my list
As is, it doesn't look right, too dark and dull
at this point it may be faster to just redo it
but we still wouldn't know what went wrong and would probably do it wrong again
And I don't know how to redo it
you still have the blend?
tell you what I can whip up my old blend, scale it to yours and export and see if it works
I don't want you to spend much more time on it. Plus that wouldn't tell us what exactly was wrong
I've already taken up too much of your time on a pretty simple thing
I mean at least you'll have a comparison lol
I guess that's true, totally up to you
also you only has 3 mesh nodes for the ship?
not sure on this one, let me look
8
All on 3 textures
And some empty meshes I could probably clean up
a question about texture editing
does it work just like any other mod
I just make a pak of the file and that's it?
or are some extra steps required
What kind of edit do you want to do?
Oh, yeah, it's simple
You can look at my trails mod LUAs if it helps
gship trails or gjetpack
so after I've changed the warp textures under TEXTURES\EFFECTS\WARP do I pak that entile file tree?
or just the WARP one
Are you changing the DDS? That's a little different but still not too difficult. I usually change the pointer to the DDS to point to a different DDS, a vanilla one or one that I include in the PAK
Directly changing the target DDS can change other effects that reference the same thing
Oh yea that's true but just to make sure
if I just edit the DDS itself do I then pak the entire file tree down to the texture folder
You would just include the same file name in the same path, yeah
Yeah, I understand.Good to get a quick idea if something works
I can't make the texture appear in my blender viewport
I think I don't know how to apply texture into the material
The base or normal?
do you remember where all the warp related textures are included in the globals?
the base
I did an import that somehow seems to have that stuff stored, even without the files it points at, so I can't say for sure
They'd probably be in UI files, probably not a global
@waxen cedar Let me look what Lo2k edits
I don't know, it looks good, but I don't have a clue what I'm doing
@waxen cedar Look at the list of files edited here https://www.nexusmods.com/nomanssky/mods/1487
do you guys still scale the ship within the scene
I try not to
yeah but I'd need to have something to scale to in blender that way lol
you still have your falcon blend?
can I borrow it real quick for scale
The import I used is at like 6% size, it was crazy. Sure, one second
thanks for the help, I'll be off to experiment with stuff now
Oh jeez, it's big. I'll put it on google drive
yeah they usually are
try this. I left the materials untouched so you'll have to just paste the texture paths back in but I put the OG textures in too https://drive.google.com/file/d/16jIVWcRbIn0NUl2HCYpmlGY6ZT67f7yI/view?usp=sharing
I'm pretty sure my UV was flipped upside down compared to yours so if you try to whip up your own textures keep that in mind and just use mine as references
haven't tested if it work in game with those textures but I assume they will
The Humongous are back
now I need em to spit
Thanks, I have it downloaded and will try first thing in the morning. 130 here, so need to get to sleep. Thanks for your help
@vale iron Hmmm, looking at your version of the Falcon, it would be about 3400m long. It is scaled down to 1.368% though, to be somewhat close to the correct size, although still too big. Also oriented differently in comparison to the one @hearty wasp provided, which at least uses scale 1, although still somewhat too big, according to the wiki, size should be LxWxH > 34.37x25.61x8.27 (meters).
Not too familiar with modding models into NMS, but when it comes to modelling in general, you'd usually stick to a scale 1.0 while re-sizing meshes if need be (without affecting scale).
Yeah, yours looks fine for that matter
tbh NMSDK rotated gumsk's version that way
it's tilted upwards by default and would look flat to the ground when it's exported
just a designed mistake
but yeah scaling should be applied to have em work better in game
Not necessarily, as I have a similar issue with using Blender together with Unity ;-)
lol ok
Just a diff view on what the up axis should be. Neither is right or wrong, just diff
ahh, touche
But Gumsk uses scale 0.01368 or something like that on all axis, which basically means scale has not been re-applied to keep dimensions while setting scale back to default 1.0
I assume he scaled down while in object mode, not applying after ...
But 46m long while it should be 34m or about, so maybe want to scale down a tad bit more?
would that affect the normals calculation
oh we're just scaling it to fit on a landing pad
we threw accuracy out of the window when we put a sailboat in there
No, it should not affect normals or vertices, or UVs or whatever, if done correctly
Ah yes, Landing pad ... I should have thought of that ... I now understand why realism would not work.
I did do apply all transformations on the top level. Is there something else I need to do? The model did start out gigantic
but you can't drive em so
you gotta apply em for the children afterwards
or select hierachy and apply
I think that works?
Have the ships scale similar to how pets appear to scale when visiting the Nexus? In space all is good, enter atmosphere, or freighter, scale down to fit
Ok I'll try that in the morning. For some reason I assumed all meant all :p
I wish we're smart enough for that kinda stuff
also consider flying third person camera
Apply scale? 3dView > Menu > Object > Apply > Scale (or All Transforms)
Pets have a max size setting for off planet. Don't think that's the same
That's what I did
Oh maybe not in that 3dview menu
apply all would apply the rotations too tho
I knew I should not have mentioned Gumsk at this time of night ... Go back to bed, talk in the morning ... lol
lol yeah
Haha insomnia and not a work night so I'm not taking a sleeping pill
I take melatonin exclusively during days off
Either way, I prefer to only apply what I actually changed, because yeah, All Transforms might mess up if you changed other things too
man I can't find what makes fiends spit
at this point I think they could be hardcoded
The monstrosities?
yeah the uh
I can't remember seeing anything about that
Where is that model at anywya? I did a quick search the other day, but gave up soon.
MODELS\PLANETS\CREATURES\SPIDERRIG
Ah, that explains ... why spider?
Fiend is their ID
their internal name is fiend so you might've not found it thru name searching lol
NM, don't answer that
Quadrupedal spiders
Came across something else to add as freighter crew, but wanted to give those a try too
I wonder
Oh that's a scary idea
if you can put in a creature scene
I mean technically as long as it is a scene it could work right?
just yknow no anims
Companions work, although not quite as expected. Of course dialogue for crew is missing, but adding my pet seed as crew also makes the freighter go poof after interaction ... lol
lmao
Soundsc like how entering my tie interceptor killed me
Yeah, floating in space, although no damage done to player. I guess it still thinks I am actually 'inside'
I still don't get how that's possible
unless it's got no health to begin with
so a problem with entity
or how the entity is attached
No clue, but not too worried about it yet
fair
It's just funny for now. Later it will become infuriating when I can't fix it
I think your idea is on the right track though. The times it didn't kill me, everything was damaged
I only just got back into NMS again, fun for sure. Silly me however figured it might be a good idea to dive into the shader stuff ... I am going to regret that soon enough, I am sure.
I am still at the 'figuring' part ... no results yet ...
I'm scared just listening to this shader talk
it's a nightmare
I personally actually doubt shader modding is dead, but not easy for sure
it's as if tens of shader mods suddenly cried out in terror and were suddenly silenced
but yeah you'd still have limited control
some of em are controlled with mbins
I am not too familiar with GLSL either, as I have thusfar only ever messed with HLSL shaders (Unity)
I do however believe there must be ways to decompile those vulkan shaders using the tools available. I hope ot just have to get used to GLSL
Ooh, a flyable lightsaber, because why not
when you find out how really do tell us
I think we've been waiting for a way to decomp Vulkan shaders since the beginning lol
Of course I will, but I may as well give up, because as I said, I am sure it was a bad idea to begin with
Bad ideas are the best ones
I remember when Gaticus would make crazy warp visuals
like look at these https://www.youtube.com/watch?v=kDtJOHCfIyI&list=PLRgXSkV87tSgSf22KQkw_sr1OhOSguJ3a&index=2
WarpCandy (Dark)
Hyperdrive Warp FX Mod for No Man's Sky
by Gaticus Hax
Download: https://www.nexusmods.com/nomanssky/mods/540?
Background Track is 'Anytime, Anyplace' by Alien Factory
(This one turned out pretty loud, sorry.)
That makes me think of old assembler demos
I had been hoping for some time that someone actually would do the work/effort. So far all I have seen is a mod that is basically nothing else but the already available Vulkan tools
Shaders are fun for sure.
But even if readable, still complicated to make
I can see why hardly anyone is willing to even give it a try
man, we really lost a lot of OGs, now that I'm looking back at the launch times
it's mainly just of our league lol
That video reminds me a bit of a shader I made. Although a lot easier to create when you don;t have to deal with someone else's sourse, obfuscation. compilation and whatever else
And typos, like MAINDORR
kek
some times
should work now
fun stuffs
it's not that often but you'll see em when you dig enough files lol
It's like hackers looking at someone else's code and going"oh they did it that way? Whatever, I'll work with that"
think I've seen just a few across the scene files
Ah cool, mods to teleport around the planet now?
fuck yes
I love using it for photomode
since my base used to be absolutely huge
just be be able to put down 1k piece of decor
also I just found the file for setting what NPCs can hold in their hands!
I had to change my cam mod so I could get proper orbital shots of my pets
Ah yes and cool pics indeed
Thats the way to go about getting a fix
I got the opposite ... make some ocol teleportation builds, like the animation thing, or teleporting around planets, they break stuff instead
I'm surprised we haven't seen people griefing the Nexus with giant pets. I reported the combo for it but obviously haven't heard anything.
It's a lot nicer now since they've added the velocity smooth time to photo mode
I have heard some complaints, although indeed not many
eh I used my xbox controller for speed anyway
need to try and get that over to build cam as well
My cross planet teleporter works, but yours were a lot more complicated
Yeah velocity smoothing needs to exist everywhere
griefers in this game are absolute trash
Can teleport to other planets too, as long as within system ;-)
can't even use a debug global mod
wow that's powerful
I bet there is a limit to the distance though, not sure what value type is used.
I think anywhere in system is within the limit
At least for my build radius it seems to be
Yes, planet wide is fine, about 65000 km I think it was, but you can imagine how large this value gets when you take two extreme end planets
with my mod you should be able to extend your base across all of the planets within the system
Theoretically
I recall someone testing it last year and having some issues
The building doesn't work across planets in my experience. But it does recognize you as inside the build radius if you try to claim another base on another planet
So basically the Restrictions setting, while keeping your current base selected?
Although the restrictions setting actually doesn't use a base at all
Those objects have their own location in the save
The setting for whether you are in range of another base is based on the build radius, which is highly abuseable
Yes, if you only have a single base inside a system, as to not get confused, you can set it to pretty much unlimited I guess?
Lets not talk abuse though ... because ... ahum
Yeah, but you can only use the build menu on the home planet
With the exception of a really long build camera
Well, I believe I am actually able to own a system ...
It only blocks yourself from building in that range though. Other people with vanilla settings can build within 300u
Sorry, I might be explaining things you already know, it's late
Good thinking
eh I wouldn't worry to much about it
Though as winder said, they can't even use debug
a few days back I heard some script kiddy tried to grief with some mods
best they could do was a jetpack mod
Really? Well ... I sure do worry about some of my ideas
but if someone has a base there the game might use those range settings and assume the other base owns that entire system
can't even boost their lasers lmfao
Sigh, such basic stuff
haha time to shoot everyone
I had some guy flying over me for about 15 mins and shooting with his ship, not realizing I had player damage off
reminds me when terrain manip first came out
MSSP or Fisher was worried that people would set the radius to some big number and crater everything
yeah, no one cared to do that
could be lol
you sure about that?
are mods only for offline mode?
The issue here is that game uses the local globals when syncing the edits so basically you see everyones edits as big and they see yours small unless you both have the mod
ooohh nice
No
Hehe
but yes, I managed to delete entire terrain on a planet
there are some issues with that tho like the distant lods still showing up as unedited terrain until you get close
absolutely beautiful
yeah LOD terrain is still just generated
oh lord I love the pics so much
raises an interesting question tho
like why is LOD generated but when you're in space you can see the terrain edits
the space layer of planet is based on a primitive heightmap right?
huh I supposed so?
I'm not actually familiar with how LOD is generated
but man is it lovely
so maybe since the game has the edits stored it knows that hey, that spot right there is super low
like
it shows water on spots that don't even have water as long as the terrain there is below some arbitrary limit
LOD is what it says, low level of detail. I assume terrain has detail when it comes to the texture, but if you take away vertices there is a hole, which has no texture. A low LOD hole is still a hole ?
mm holes
BONK
it's just interesting how the game took terrain edit into account instead of just relying on proc gen data
Sure is interesting to see how far 'realism' is taken for that matter
we need more detailed lods from space pls
aye
at least shorelines and some basic height variation
tbh the way they handle clouds fading in on approach is not that visually pleasing
it's sorta used to mask the LOD fade tbh
but I mean when there are 3 more LOD fades it kinda loses its effectiveness
wym
can they be changed on the fly in game
I think so
if you have cheat engine
but then that wouldn't be much of a variable
not thru MBINs, that's for sure
I just Want Megaliths Back π¦
Any known good ship hover mods?
there was one I think
don't remember the name
but it was updated for the latest version at least
doing everything you can?
just vibing
Getting there
got the humongous sitting down now
anyway I wanted to make em spit but I couldn't
just gonna keep em as is, disappointingly
melee only big boys aren't gonna be much of a threat
tbh I think being able to ride a hobo is good enough so Imma just leave this mod and work on something else tmr
Anyone recommend a mod for the minotaur for better control? This thing is so useless because of how poorly it is controlled.
Ask doctor @vale iron
Why ?
flat planets?
Check GMech. I have a few different versions you can choose from
welp, just found a nice way to save time on my stasis farm, optical drill +50% mining bonus stacks multiplicatively so 12x plus adjacency bonus results in like 400x mining bonus
that mining bonus works on plants, pirate loot, and substances u get from expeditions
anyone know what these two stats do?
i assume speed affects expedition time, but fuel capacity . . .?
Independence day freighter
TY Gumsk I will check that out.
The real question is, why not
@vale iron Sorry to bother you not familiar with NMS modding. Your path for manual install of your mod is PCBanks\Mods. I do not have a Mods folder but it is safe to just create one correct? Trying not to break my save file good ways in.
Imagine if the galactic map would show the locations of people on your NMS friend list
that would be so convenient
Sorry to bother you. Read that file I am deleting and it contained my answer......first time I have see that......Modding is not usually this simple. TY so much for the help guys.
modding is surprisingly easier than you would think in No Man's Sky thanks to a lot of folks here who make it so
what function does the SCAN even do in galactic map?
With this mod, how do you actually make the items? https://www.nexusmods.com/nomanssky/mods/1491
Do you get given the recipes somewhere?
Hi
Is there a mode to zoom out the camera?
@lime mesa look up Gcam on nexus its got stuff like that
fuel is range I think
@hearty wasp i'm still not sure how that influences expeditions that i put that frigate on
does that mean i would need a ship w high fuel capacity in order to submit a long expedition like 28hrs+? i've never had that happen before, and this is the only frigate i have with a sizeable fuel capacity, most have zero
uhh maybe?
I have only played with that like, 2 years ago
memory can be failing me
apparently someone's having an issue with my mod on game load
black screen
which is strange because i only changed one file
Thats racist
π
Can we maybe not bring this kind of thing up in the modding channel? How about that

apparently according to the game files there's like... a 5% chance that a yellow system will be uninhabited?
Does that allow you to teleport from inside the spacestation to the outside (roof) or what ? That would be cool for a space walk.
No, 0% chance for yellow
Unless something changed in 3.2
you can change in between first and third person and you can use camera mode but other then that no
nah it should be an easy tweak with the camera globals
@vale iron Hi, i was checking back on the HUD mod we briefly spoke about, here: #nms-modding message
Do you think you may help with this?
Infinicam on nexusmods
I centered the camera but it made the laser shooting look weird in 3rd person
sad
they've designed it to be looked at from an angle
hmm
MaxDownloadableBases in multiplayerglobals
What do you think it means. Max bases the game can download and store in memory at a time or max bases it can sync during a session?
the default is 100 but I've seen over 200 bases in one location before
I assume it means the bases it downloads and leaves in teleporter list
it's how many the game is allowed to download to your computer for a system I think
ah
So basically after it downloads them they should sync every time I go to the game
trying to figure out a way to just keep all the hub bases visible. It's sad that there are hundreds of bases I can't see
i'd think it's just the amount allowed in cache
hmm.... then where do they define how the game tries to load in other bases?
doesn't it decrease performance the more bases it caches
probably inflates the disk space your save takes up but idk. just thinkin about it
oh
BaseDownloadTimeout" value="40" />
I assume if I increase it then the game will keep downloading the bases for longer
or it could mean the time between downloading a batch of bases lol
but yeah it's probably related to the timing on how bases are downloaded
hmm, when enabling BaseAdmin the game won't let me past load screen
what that
<Property name="BaseAdmin" value="False" />
in gcdebugoptions.global
this is definitely to allow admin access to any base
it has to be
imagine if anyone can access this
can you think of how much grieving can be done
too much
but its not like the game loads your own bases from the server for you so every time the owner would log in the changes would revert
I think

true true
<Property name="ForceSmallLobby" value="False" />
hmm
so either this caps the player amount in lobby or forces the game to create a lobby around you
wait until you see MultiplePlayerFreightersInASystem
yeah I enabled that long ago
and why HG has not enabled it
you ever tried it in person?
it doesn't even cause any performance issues for console player that played with me
well that but HG can easily prevent that from happening
then you gotta ask why HG hasn't went ahead and fixed it lol
which is what I've been asking as well
also freighters don't sync at all between ambient players
The existence of that value alone proves there is some thought behind not enabling it, maybe glitchy stuff
yeah, freighter being inside each other probably is one of em
What we really need for the bases is for the main file to save only an id reference to another file, where each base gets its own file. Sure it gets messy to look through a folder of them but systematically it should work much more cleanly, and would also make base file-swapping a real option for the players
Thats a great idea. As a workaround one could write a custom filesystem driver that does such a json differentiation virtual file system layer
Or I could write a tool for import and export of bases filebased
Something's making geodes make Rare Metal Elements, how might I find which mod is probably doing this?
@marsh eagle I was kinda suggesting devs do that, but if you can do it, I wouldn't mind that at all π
Also I have more detail in mind for that than I typed out there, but didnt elaborate because I assumed only devs could do it anyway. If you wanna make a project out of this idea, I could tell you more of my thoughts on the subject if you want
I'll take a look today
Ty! π
@vale moat My existing mod's filter-removal is still working. The panel changes don't thou. They are separate mods so the clutter-cleaner component can be used without issue π
@vale moat Not having much luck. Moving it very far right gets cut off as the left panel doesn't go that far, and can't seem to get the left panel stretched out to reach the middle. Next step is to try to move it to the middle panel, but I doubt the data is exposed to that file.
@vale iron Theres an object higher in the file before the panel parts themselves that dictates the clipping zone. Leave the moved panel in a place where it's cut off, then change dimensions of something above it in the hierachy until you find the one that changes the cutoff area
It's Usually unnamed iirc like ID = "" (but its not the only kind of thing that can end up with a blank id name)
I tried that, but may have missed it
Yeah, that's the one I changed
I did both the sub panel and that root level panel
In any case, my old panel mod that moved the environment data to the center - it had to fix that exact same problem
And inserting the dataview panel in the middle doesn't work, as the scanner data isn't exposed to it
Also, X and Y are backward from the usual expectation, so you may have hit the correct thing and extended vertically by mistake
What was your old mod called? I'll unpack it and do a compare and see what I'm missing
Oh, they're named width and height now
are those backward, too?
No I mean the positioning overrides
Ahh, gotcha
not the dimensions
I remember they're a little screwy based on GPU render logic, i forget the exact nature, but be sure to check that it hasn't moved the opposite direction or something when you make changes
The old files has them. They may still work but iirc I tested them a while back and they dont run
Dont forget to match the compiler version to extract them ofc
@vale iron There is often more than one border-setting object nested. It can be a nuisance
Ohh that is very nice mod. I'll install it tomorrow
Visor graphics is severely out of date, but the filter eraser part is still working @bleak ferry
The custom panels part has been broken for at least six months

@bleak ferry Gumsk here is a sharp modder though, he will probably figure out how to do stuff I did and post similar mods at some point π
If he does, then you and Gumsk is Gods :P
I feel like NMS needs to work on small things to make vision/inventory experience better
Other than that, I think it's ok enough
Do most mods still work/are updated for companions?
It all depends
Ive never modded nms after NEXT, and im curious on how multiplayer works when you have mods
some mods were made or updated for companions, others are ancient and forgotten. Certain kinds of mods are vastly more likely to survive updates based on which files they happen to modify
Oh multiplayer doesnt give two shits which mods you use
The only real issue is mods that change planet types or ground elevations - they can cause trouble with nexus missions sending you to planets that don't have what you need
Ah alright
Im thinking of just getting that better/darker space mod
I dont think it would create much issues
The ancient one that's been dead for years but keeps getting upvoted anyway or the one made by leop2?
leop2 and jasondude have working ones
The most upvoted one has been dead since 2016 and I have no idea why people keep voting it
Im not sure i have to check, i just saw a vid about a dark space mod with less asteroids and no pulse drive effects and the vid was made on december 2020 so i assume its not the dead ones
that sounds like a combo of more than one mod but I saw a video in 2020 adverting the dead one and an article as well lol
Ah Neptune. Yea that one should work fine
All you gotta do to find out though, is try it π
Before i do download anything though, if i mess something up i could corrupt my saves right?
Ive done way too much i dont want to take too much of a risk
I haven't heard of anyone posting save corrupters. If there are any, clean space is not one of them
Worst you are likely to encounter is being parked in space when you load or something. In that case, uninstall the mod, park/save in your private freighter, then re-install it @lunar dew
Thats the quick fix for any mod that causes you to be parked in an odd deadly place
alright thanks!
This works because certain mods may shift the position of stations or planets, but none of them change the saved location of your personal freighter, which makes it like a safe space for loading up that kind of mod
@lunar dew In a week or two check back on mine, "Expanse". Its currently broken but I aim to update soon
Oh you make mods? Thats great
Your mod from the screenshots look really good, nice work
pure black edition is my fav
Ima make a backup of no mans sky incase lol
man i love this. I downloaded both neptunes and lo2ks dark space mods, but i deleted neptunes dark space.paks to avoid incompatibility since i find neptunes dark space too bright
lo2ks is pretty much pure black
ah lo2k is the one I meant when I said leop2 earlier
lol
i liked lo2ks space more but it lacked the invisible pulse drive stuff and asteroid spacing so i just used both and deleted neptunes space. Now i need a larger LOD mod and probably get reshade
@lunar dew "Clean space" was originally its own set of mods separate from the one Neptune made. You could use that with lo2k's space mod
goatfungus's save editor kinda did that back in the day, you can export just a base to a file and then import it again, it was great tbh. would be nice for HG to do something similar
I would hope that if devs did it, it would be functionally incorporated into the game
Like a blueprinting system
yeah man that'd be a dream
would be a good basis for generated villages as well
just a couple random bases ploped together in close proximity
TBH their generated settlements should just have been more ambitious, and assembled from a seed mechanism like derelicts
All systems the game already has in use, just underutilized
yeah certainly
tho the way they generate buildings are still the simple "going down a tree" type thing
so they'd just need to manually shove more parts in
Thats why I mentioned the derelicts. Its a lil more complex and therefore a bit more versatile
I won't pretend I fully decoded it or anything though but I had a good look at it
I haven't lol I'll take your word for it
It's a "module based" interior generation. Except it has more layers than planetside buildings.
quick quick question
if you can urinate in the game, what kind of effect would you want the action to have
It appears that some people still have access to raw JSON editing in NMSSE. Mineβs been hanging for the last couple of months, and goatfungus acknowledged that there was a problem with the size of the files now. Has anyone come up with a viable workaround?
Just for information: does modding include duping items? π₯Ί
Like in game or save editing
Both? Cause eventually you can give them to other players, no?
I got this idea of how modding works but itβs probably so wrong lol
When you're duping items within the game itself then you're just exploiting the game itself, that's called glitching
When you use a save editor, you're just modifying your save with an external tool
But both could end up with the requested items/materials. Right?
Yeah but the methods are different
Like you can earn quick silver to buy the community shit
Or you can be like a piece of shit like me and get everything for free via modding the debug options
For example. Iβm on xbox but modding/editing is βforbiddenβ cause they could ban my account. But if I would find someone or do some research myself to get certain items
I could easily βgiveβ them to myself. No?
And I would still be legit but not entirely
Lemme tell you that if I could I would also give them to people in need
Unless you get gamepass and edit your save that way
Oh hold up
Cause I do have pass
I could easily go on pc and edit it through the pass?
Yeah I think...?
Not sure about the progress on making save editors gamepass-accessable
Thanks a bunch!
Oh
Itβs just that those stupid salvage frigate modules
Are a pain in the ass
I know you can mod a gamepass version on PC tho
You can plop on EverythingIsFree and give shit to yourself if you so wish to
Thatβs an save editor or..?
Dunno
Go on Nexus and you can probably find out lol
There's a link at the bottom of the pins
There's an app on Nexusmods that enables mods for gamepass. For save editing a MS save, you need NomNom
where was the mod that makes space color hues darker?
okay, I increased base timeout to 280 and enabled livePP
someone can try how it affects base downloading and stuff
@hushed bronze Deep Space V2 on Nexus was last updated 2016 and is a shader mod. People continuously asking me if it is compatible with my stuff. I tell them it (DS V2) doesn't work anymore for various reasons including "it's a shader mod". Usual response is "please make your mods compatible with other popular mods". Deep Space V2 (along with LowFlight mod last updated 2016) are high up in the trending list.
Most of the time they tell me it was recommended by several people. WTF?
Because its true. Ive seen it recommended by published articles int he last year lol
Dumb writers that dont play NMS tryna get their paycheck
I still dont understand who upvotes it when it doesn't wrok at all XD
"Deep Space has not been updated since before Trump was elected" lol
The placebo effect is amazing too. I have seen several mods that (once looking at code) don't do anything like what they say they do. However, the users will tell me they are working and they can obviously see a difference. But....no... you don't.
@hushed bronze stratos still works correctly from what i've seen π
cool
@round sinew Anything you would like to see in the next version?
@steel crypt How to make mod donation money:
Make mods with effects that are supposedly subtle in nature but actually do nothing. profit XD
Hmm. Isn't the maximum and minimum distance between planetary building spawns adjustable in an MBIN file?
I recall seeing something in the buildingglobals long ago
yes
Ah great. There was some stuff about rendering distances too. Kinda annoyed that the big buildings from origins just pop up out of nowhere
Is someone very generous to donate a lot of storage augmentations to me? π
Context: Iβm trying to get my living ship 48/48 storage
Is it safe to edit my save file through pc/pass if I wanna keep playing on xbox?
Or will I get banned by accidentally getting an achievement or some sort?
I've never heard of anyone getting banned. You definitely won't get banned by NMS; that's not really a thing. I can't speak for the XBox account, but I haven't heard of it
Well thank you either way, Iβll just do some research before I start editing anything
@fallen hill Few weeks ago I gave up with constant grinds of extracting best upgrade out from random, I decided to use editor only for upgrades. I had 0 problems even now.
Despite this game looks like some sort of online game, it is safe to use or mod your own game to any level where you like to.
@mental marsh can I dm you rq for more info? Itβs so I donβt spam this chat with dumb stuff
Sure,
nice
not nice, too strong
it's the LSD version
Last 3 responses sound like a Hunter Thompson book.
lol
@steel crypt Hey I had an idea for the legacy lovers that you might know how to do. I was thinking a blend of DEFAULT and VINTAGE filter thats about 30 or 40 % vintage and the rest default, might give what you can call the "Legacy" Filter, with a mild warm color touch rather than the heavy hitting full strangth of the vintage filter
I accidentally made a chrome material
REALLY
YOU FINALLY DID IT
@hearty wasp You know you have to teach everyone now, right?
it's literally just max metal and max gloss
You know people gonna flip if you chrome their ships, right?
Well im not particularly interested in the texture as much as those refliective properties π
but you kinda need the texture to be white for the reflections to show lol
We could probably chrome ships pretty easily, if tediously.
Just have to collect all the different mats used by the different ship parts
I'll look at it today instead of when I should be working :)
@hushed bronze When you say "vintage filter" are you talking about the one used sometimes as planet filter? There are a couple of "vintage" filters now if I remember right. Are you talking about using this filter all the time in-game or replacing the currently used sometimes as planet filter one so that it will be chosen sometimes?
Also, very little time to mod right now but I could look at doing it maybe. Have to brush up on my LUT skillz. Do you have a couple example pics of the vintage filter that is too much and a legacy pic so that I can see the approx. difference? Then probably if done as test mod, it will need to be tweaked.
One way or another, I was just thinking a blend of vintage with default should make something nice. IDK if the apps you used would allow you to easily blend two files like that
No because of the funky ass LUT format that HG uses. No programs recognize it as a LUT. I'm not sure what could be done. I would have to see if I could blend them some way. If not, it would probably be me trying to make a custom one which might be a lot of trial and error to get it right. I'll look when I get a few minutes to see maybe what can happen.
do you get banned for modding?
Ihavent heard of anyone being banned for anything except maybe triggering Xbox/MS
it'd trigger the console players more than the console themselves, more than likely
whelp, after chrome car, I accidentally made ventablack too
it's based on faulty material settings btw
Its blacker than my stepmother's soul!
(jk i dont have a stepmom)
hmm, gyro wheel thing?
what would i want to see in stratos next version... hmm... its purpose is about skies, but even after playing this much time with the mod on, i don't think i've seen all 2000+ palettes it can offer π
I just wish shader mods can come back so I can have HD clouds
Does anyone know off hand which setting in the galaxy globals controls the zooming through the map speed? Trying to speed this up. Thx
you can always do it yourself
well then you gotta just keep dreaming I guess
Some people are so god damn negative and miserable
hey as long as it helps em making stuff
hey guys, do u have any idea how to unlock the inventory slots without searching drop pods all the time?
editing your save
if you're on pc.
also check #nms-questions, especially if you're on console or don't wanna save edit, and need more tips / ideas.
@hearty wasp how to edit my saves?
with a save editor
think the two major ones atm are NomNom and NMSSE
both are on Nexus I think
wow i will instantly check this out ty
remember to backup your save so you won't cry about it when you lose em
huh, NomNom's pretty advanced from the screenies
probably should try it out sometime
@thorny tendon I dont remember the exact var but it is one of the changes I made in Starmap Upgrade https://www.nexusmods.com/nomanssky/mods/1348
Pretty sure this mod needs an update to work directly, though
But also there is a vanilla button that accelerates the map scroll, so if you dont know about that, it could also be helpful
ok thanks
this one's done, onto the next
You can always buy a new slot at every space station and one every day at the anomaly
time to work on this tomorrow
@waxen cedar iirc the new slots are per system in both the space station and the anomaly, did it change?
Ah. I don't know. I had full slots by the time anomaly was revamped so all I've seen is stuff from other people and always just assumed the anomaly gives daily inventory slot along with daily QS mission
Nah, I think the anomaly gets tied into your current system in terms of that inventory seller at least
@vale iron @hushed bronze I'm currently using your GExos Challenge Mod, might you give me a hint what files i need to edit to change it so that you can't build freighter parts on planets and also that you don#t have all storage containers unlocked by default?
@odd stag Those both are in basebuilding table, i think
Yes, in the LUA, you would add entries at the bottom to override the blanket entries at the top. You can see examples in the wooden parts that needed overrides
GBase Items
Yeah, I don't have time to work on it right now, but I'd be interested in knowing what you did.
Thats the best method for blanking almost anything you want blanked. 99% update immune, too
ikr, code is temporary, texture is forever
easy too
Save editor got updated yesterday
Shows pet/egg stuff in the raw json editor correctly now.
Is it possible to mod the game so that your ship crashes on death in Normal mode?
Some way to make changes to death in Survival mode (inventory drops, not lost) would work as well. I'd be happy to try to change a few values if someone thinks it can be done that way
That would have been the obvious developer choice, huh
I have received a few donations now for mods on Nexus. They were done very anonymously. If anyone here was a donor, thank you very much! π
Question about modding
Is it possible to play with other people while having mods or will it disable MP?
If it works, will they see my mods?
crossplay may have issues with custom materials but that's a minor thing
Just updated my ShopIntro Mod for COMPANIONS Update:
https://www.nexusmods.com/nomanssky/mods/1789
Also i uploaded a new mod to make Combat more challenging (Works with 3.22 Companion Update):
https://www.nexusmods.com/nomanssky/mods/1881/
Didn't notice the thing was gone tbh lol nice mod tho
i tried nms in vr its fun they implemented a majority of the gameplay mechanics well but on my end not the games fault it didnt have the best graphics
Yo so
I wanna make my game look better. I've got Fine LOD to fix texture pop in issues and I've got everything turned to max but I'm still getting textures that look rather poor and I feel like the game could look way, way better with my graphics card
So I wanna know if there's a definitive modding guide to making the game look better, or at the very least I want to know what mods work well towards making the game look better
I use an EVGA NVIDIA RTX 2070 SUPER so throw whatever at me
go to Nexus and get some graphics mods
but most of what's been done is to refine existing visuals
or reduce annoying ones
bottom line just use reshade
Fair. Any specific reshade pack? @hearty wasp
I don't use reshade myself but Nexus should have a category just for presets
Cool, thanks man, I'll look into it
Too bad there is no NMS ENB.
too bad there ain't shader mods either
Sorry for asking the same question again, but I'm still looking for tips
Is it possible to mod the game so that your ship crashes on death in Normal mode? Some way to make changes to death in Survival mode (inventory drops, not lost) would work as well. I'd be happy to try to change a few values if someone thinks it can be done that way
is there a way/mod to make NMS keep running in the background?
there is a mod to skip all timers altogether
Alt+F4
there are a few autohotkey scripts out there that does that, better just google those
Since no one answered I'm gonna assume no one know the details. You can check the spaceship globals for your first stop. I only know that if you crash your ship into terrain your ship'd be crashed after respawn a year back, but I'm not sure if it's possible to force the event. For the latter, there may be a param in the globals, but you'll prolly have to dig into it yourself
Awesome i use AHK all of the time. I will find it. Thanks!
Is there a simple fix to unlock recipes on the windows store verrsion on NMS? My 100 and 200 tonne frigate fuel recipes are just missing.
I would've used a save editor already but the saves aren't where guides claim they are
are windows store version the same as gamepass
I would guess use NomNom save editor
yeah that^
Hey this one actually finds the saves, thanks
For some reason though it seems that I can't (or just don't know how to) enable the said fuels
Is there a way to get a Sentinel as a companion in the Nexus? I was able to edit my save game to change a companion to ^QUAD , and it functions as it would be expected while on-planet , but when I summon it in the nexus all other animations freeze (although myself and the sentinel work fine)
there are no pet data for the sentinels
prolly would need to add em into their entity
and the robot table if that's possible
That makes sense! I wonder if thereβs a way to βspoofβ the game into applying a sentinel model onto a robot antelope
I mean you can just make it another type of creature
just that no one's gonna ever see it without the mod
Thanks for the direction, I'll go poking around and see what I find. Also, that Thomas the Tank image is haunting
you haven't seen the worst
those get left in the cutting room floor
@hushed bronze does Lo2K's colorful starfield do the same thing as nada's starmap?
nevermind, looks like yours does a bit extra, cool
Hey I'm looking for a mod I had about a year ago but I can't find anymore. It made ships like 3x as fast as normal. Any ideas?
@clear ravine To answer the question, i think they are pretty similar if im not mistaken
What's the current mod to use to remove living ship quest timers?
I can see a few results on Nexus but heard some were outdated/potentially crashing and not sure which one to go for
goatfungus save editor is updated more often and it even allow raw JSON editting
the one on nexus works just fine for me, I think it's called quest markers for void egg or something
the void egg mission is the most horrible thing ever to go through and honestly feels lazy and uninspired, I hope they revamp it in the next update so no one will have to get through it ever again
Goatfungus's save editor is better for PC editing, but can't access Gamepass saves.
Not seeing anything for "quest markers for void egg", though "void egg over-easy" seems close? (rather not have the markers if possible though, just wanted to skip waiting several days. There's multiple mods for the timer thing
