#nms-modding
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I need more robots so this screenie can look like a DOOM cover art
also what should I replace the derelict freighter drone and the corrupted drones with
Gastly @hearty wasp
thomas characters bud
The conductor's head
ok
Upside down and fart powered
lmao upsidedown actually isn't a bad idea
This whole mod is a bad idea lol
I gotta take a look at the mech rig sometime
maybe I can rig some thomas stuff into it too
I can't find a fat controller model
Yes you can, believe in yourself. Your research is beyond important for this community. Your commitment and sacrifices will be remembered throughout the No Man's Sky community. Thank you soldier -Qyrae
if an item does not appear in the google search, it does not exist
sooo
to install mods u make a map named mods in the pcbanks folder
???
cause it aint working for me
i use like dualshok controller
but it doesnt show u
so i installed the mod
you deleted the txt file yet?
ty u absolute legend
it worked?
Guys I saw someone in the space anomaly with a biological horror as a companion. does anyone know how to get it?
probably the recent mod that lets you have biological horrors as companions π
there's a site linked in the pins called Nexus Mods
go on that site and search for the mods you want
for example, you want something about biological horror and pets
so you can search for terms such as "pet", "companion", "horror", etc.
it's like google, only not as smart
or just edit your save idk
In this case just sorting by newest upload should get you close
@earnest echo Nexus is riddled with old mods that don't work at all, including a few that continue to stick to trending and get recommendations even though they havent worked in years. So unfortunately you have to be careful about installing many mods at once. If you just shotgun 60 mods from across the years, its just gonna crash
ok thx guys
I think I heard someone said trending was fixed, but I haven't been on Nexus myself in a while
If the author makes any mention of "updated for Companions" or something, or its last update is within a few months, you're close to 100% likely to get a working mod. If the last update was 2017, almost 0% that it will run
yea fair enough. How does save editing work?
hey now, textures still work
@hearty wasp Trending isnt recommending Dark Space V2 because its broken, actual people keep upvoting the goddamned thing lol
so it's like 99.9% it won't work 
@earnest echo save editing is a separate app, google NMS save editor, you should get there right away
oh okay tysm
DSV2 100% doesn't work lol I've tried it several timesin the last three years just to verify because it keeps coming up again
And the dirty bastard disabled comments so nobody can just post "yo this shit don't work"
where is the link to nexus mods
to what?
oh kk
Here is one of my favorites by me π
https://www.nexusmods.com/nomanssky/mods/1096
cool thanks
it's a good one
https://videogamemods.com/nomanssky/mods/no-mans-sky-save-editor/ is this the legit save editor?
Its not alone anymore either, there is another called GBase thats done somewhat differently, that some prefer
also does this only work on steam
yea thats the right editor in the pix
im on the xbox version on pc so should this work for me?
idk, consoles always complicate things
NomNom works for gamepass I think
you'd also need some other thing to enable modding for gamepass version
no its not the gp version
so like
you just stream it onto your pc?
idk how this works much
but if you don't have the files on your pc you can't mod
no i just run it from the xbox app
yes
Anything that forces hires textures? They tend to get stuck at lowres after a while melee jumping.
some lod mod may help
im having issues with using blender to import my won models into the game. any suggestions or advice would help.
I've been able to export very few models from the game but not the ones i want
how would one get into modding the terrain gen in no mans sky
by yourself it's prolly easiest if you download some terrain gen mods, compare the files with the vanilla ones and observe the changes
start figuring out what does what that way
i dont know how to look at which files are changed
iw ouldnt know where to begin
I modded minecraft, but NMS is nothing like it at all
yeah that's why I said get some mods and look at the files from the mods lol
My PC cant read pak files
i iwll cry now
fuck the UI to guides is dark pattern level bad
try this one
i want to learn how to fuck with the terrain gen
well you better start with the basics then
like how to get a file out of a pak
so read up
it's real easy once you get past that boring shit
how much space should i have for modding
yeah that'll be good
idk I prolly have like a hundo total?
yeah
if you don't fuck with models you prolly'd never reach it
I want to fuck wiht models, im tryna enable the e3 ones aswell as more colors
I think Rayrod is gonna help me
yeah well you better get started then
ill try my best lol
if you've more specific questions you can always try the modding discord
@glass lake Its pinned here #nms-modding message
@glass lake There is also the NMS modding server if you have any questions. And the 100 gb isn't completely necessary. If you're just focusing on changing specific things then you can just unpack those specific files if you want to have it take up less space https://discord.gg/22ZAU9H
Just the unpacked files alone are 25gb, then if you save any old versions that adds on, and then of course modeling adds a bunch more, as said above
Just buy multi-terabyte ssd's
what have you been trying to do for three hours?
Wait, MODELS?
nah bruh thats not a beginner mod, models are whack in NMS
@glass lake May the force be with you π
You just dove straight into the rabbit hole.
Nah this crazy mofo skydived into it without a chute
Yeah, models ain't fun. I've been trying to debug one error on one ship for like five days.
Stuff like that is why I decided to ultimately never attempt models in NMS lol
I did finally fix it, though, and it's a good feeling, even though it was an idiotic mistake
Now I have to figure out why the geometry is all whack
Ouch, I've had the "spent days on error that was dumb mistake" before.
Ok that's 2 mods now that no longer work for living ship timer skip apparently. Anyone know which one was most recently updated?
Oh it seems "living ship mission timer options" one isn't crashing, at least not yet. Nevermind.
This is the one that I've heard in the past worked: https://www.nexusmods.com/nomanssky/mods/1797
This one is much more recent, though https://www.nexusmods.com/nomanssky/mods/1862
Yeah I ended up using the second one
Iβve been trying to follow the black carbon mod tutorial, but every time I try to unpack the files I need, it crashes my pc
That's a promising start
@glass lake Did you make sure to unpack it with a MBCompiler that matches that version?
Unpacking things wrong really should be crashing the compiler tho, not your whole PC
I guess to describe it better it crashes the compiler, and I canβt turn it off with task manager or conmand prompt so I have to restart my ox
@hushed bronze
Nice terrain mod btw, Iβve been using it and it feels amazing
someone knows what file i need to change to increase the amount of things that i can build in my base?
@hushed bronze Idk, the one that limits you to build only a specific amount of total parts
@odd stag If switching your basebuilding quality setting to Ultra doesn't help, try asking @vale iron
@odd stag There is an upload limit of 3000 parts, but you can exceed this limit without sharing it to everyone through upload. There is however a 20,000 parts limit per save, which for as far as I am aware, can not be exceeded, as it is handled by the executable.
@fallow meadow allright, thanks
@glass lake It would be easier to try to help you if you could give more details. You have to use a compiler version that works with the version of NMS files you have. You need to unpak the game ".pak"s using PSARC and then if you are trying to mod a .mbin file, you need to use mbincompiler to decompile it to a .exml file. Then edit that .exml then recompile with mbincompiler. Then repak. I mean there are mod tutorials. If you are hanging the compiler then you are not using the right version or your .mbin file you are trying to decompile is real jacked up. If you are using mod station, sometimes you have to kill it's process before you can kill the mbincompiler process in task manager.
You can maybe post a file you are trying to decompile here and someone can make sure it will decompile right for you.
Anyone using my "Beta" terrain (voxgen) mod, this is the latest version. Changed underwater biome terrain. All above water terrain is same as before.
@small valve Maybe you were using this?
I was not.
@steel crypt Are you familiar with the changes to terrain on "Prime" planets in Origins update?
I'm not sure exactly what you're asking me. I am familiar with the "prime" terrain. @hushed bronze
With 1 or 2 minor exceptions, the "Prime" terrain is an exact copy of the normal terrain with the "gain" variable turned up.
I remember having to have 3 people build separate bases to get around the upload limit lol
But yeah no perfect solutions so far for sure. At least we can backup bases with NMSSE
I tried filling planets with the new huge Origins buildings to create "cities" but it seems like the game doesn't want to render more than a few at one time before fading out the rest in the immediate vicinity.
I give up. I guess I can't have nice things. It could maybe help to flatten and make the planets themselves empty for this but what's the point. It would still be yet again another infinite load screen. No cities for nms
That's the matter of LOD
If you added in the objects into the basebuilding table without specifying the LOD scene path, or were just using vanilla buildings, they tend to disappear after the first LOD distance
I think kibs also said there is a way to increase the LOD distance for that but I don't remember any specifics
LODS are in the entity files, maybe some info in the scene also
trutru
should I sink a hole for the scanner eye or should I just yeet the scanner
maybe sunken like this instead
Howdy, got a question.
I'm usually a heavy modder and love tinkering with games but NMS I often play with my buddy on multiplayer. Is there anything I should know going into modding to make sure I do it safely for multiplayer? I heard mentions of desyncs being possible.
Mostly looking to do some nice visual mods, nothing that alters gameplay or actual in-game things too much.
(not updated for crossplay but should be otherwise accurate)
If i activate that freighters always attack the player, is it somehow possible to get a freighter?
you shouldn't be able to get into the freighter when it's attacking you right
LOL I'm assuming that's a FAQ, thanks
not frequent enough for anyone else to make documentation for it but otherwise, yeah lol
I guess we have more common ones like "install mod how????"
@hearty wasp kay. The first free freighter quest will also be impossible then, right?
not to mention we haven't done experiments on mp behaviours for, maybe years
I wouldn't know lol if the quest table doesn't specify that it's passive or whatever you do overrode it, it would probably be impossible through normal means?
mod no work how fix
yeah we get that a lot too
@hearty wasp allright, i keep my hands off (for now). Wanted to make a mod so that freighters attack you, thought that might be fun π
you can still try lol
just tell people that you can't get a freighter with the mod on
tell people to read
sounds impossible π
I remember someone made the space stations rotate around last year
how did that end up btw. Does anyone remember
I sorta recall that as well
the whole station may've either rotated around you while you're inside or the entrance was spinning independently from the interior
There was some issues with the collisions but if we could only have the exterior model rotate it should be fine right
unless the interior is attached to it
And I didn't add the buildings to the basebuildingtable. Just increased the density of them on every planet type and set the NUmModelsToGenerate from 2 to 100
Replying to the earlier convo from this morning/whatever was your time then
ahh
then as monkeyman said it could be proc gen LOD related
but I'm not familiar in that aspect lol
neither am I. I don't do much modding unless I'm drunk or extremely bored
modding while drunk is the LIFE
agreed
that's when all the fun begins
like getting an idea of setting a freighter model over a ship and zooming the camera view way back
I'm too scared to touch the models at all so don't even know how I'd do it but yeah. Fun ideas
the ships are just models anyway
Just finished my new mod "Extraordinary Adventure", for everyone who wants a new, special challenge:
https://www.nexusmods.com/nomanssky/mods/1887/
@hearty wasp what is that "spoggers" emote, i never got that?
this one?
yes
it's just on this server
ah that might be the reason why i'm not familiar with it π
And because it was requested: My "No Asteroids" mod that removes all asteroids: https://www.nexusmods.com/nomanssky/mods/1888/
Yes, multiple accounts certainly helps getting more done than usual
Anyone here mod on xboxgamepass4pc and know where the gamedata path is?
I think it might be hiding in WindowsApps but I can't get access to that folder
@hushed bronze i was thinking about dark color skies during daytime.. the other day i found a planet with black - well, almost black - sky. pretty cool. i don't find many of these though. is it just "bad luck, visit (even) more planets"?
If you're talking about stratos, I think the odds of a black sky in the current version are around 1/16? @round sinew
Well it used to be one in four but people complained it was happening too often and I didn't really announce the reduction
yeah... i wondered about that actually - if it wasn't very popular
decided to ask anyway
I think Iβve finally found why mbin kept crashing my pic
I think the versions were off
So if I install mods and then play on a previously unmodded save but then later uninstall the mods what will happen
Will the save roll back to the moment before mods were installed?
Nothing will happen. You can throw mods in and out and they'll be applied to any save you start up. If the mods add assets or change the terrain those will be reverted but other than that your vanilla progress remains
cool and good
I wonder if it's even possible to bring back the old freighter warp in animation. I tried lowering some values that had freighter warp and speed stuff mentioned but that did nothing. Also there seemed to be references left for some textures regarding freighter trails but those do nothing either
im just trying to install some mods that finally fix stuff thats been driving me insane
like the screen shake effect and LOD bug
Also recommend the one that removes exosuit voice
UNITS RECEIVED, UNITS RECEIVED, UNITS RECEIVED
exosuit voice never bothered me
TeMpErAaTuRe LeVeLs StAbiLiZinG
so i just drag and drop the contents of the zip into the MODS folder right
wait im thinking of a different game
I finally got enough of it after over 4 years. The units received part is particularly annoying in modern nms where you do a lot more selling of stuff at a quicker pace
Yes
remember to remove disablemods.txt
The noise that drives me insane is the personal refiner
And the fact that noise keeps playing when the fuel runs out or it finishes on its own
Is there way with nms edit save to change from survival to normal gamemode? And if so, is there a way that works 100%?
Yes there's a version number that controls that. I'll look it up in about 20 minutes
Anyone have a mod that makes borderless fullscreen actually function as borderless instead of fullscreen
Go to Edit Raw JSON, at the very top, make it say "Version":4639,
Not really, but save editor has built-in backups
I'm gonna
add legs to police quads
Sentinels shall finally become... beautiful
You should add leg lamps like in A Christmas Story
playing the fantasy mod pack in vr is something
Hey. I just got the game and heard there are some banger qol mods. What do you guys recommmend?
Oh gosh lmao, I still wanted to progress and stuff
I'll make a save on that tho, it'd be interesting to just explor
im a lazy fucker, you can still progress in the story and get some normal mode exclusive things
lmaoo yeah i feel ya
this for more variation
the colors are very balanced and they fit well in the game
they should put this mod in the game tbh
Is there a mod that reduces the amount of populated systems to rare small clusters?
Exactly what I was trying to do. Thanks for the kind words π
π
@hearty wasp Its THOMAS THE TANK E-... Just Thomas the Tank, I guess
Thomas the Tank Tank
Rare, yes. Clusters, no
Does anyone know where to change the scanner speed? I'm scanning this tiny rock and it takes as long as this huge animal. π
There should be a way to do that?
player globals maybe?
prolly already are mods on Nexus for that
ain't there one called "faster scan" or whatever
None I could see that work for the most recent version.
oof
Seems like it would be such a simple thing to do.
I mean if you're trying to do one yourself those mods would still contain the file which you can trace the path to get the right file to edit
True. If I knew what to do with the .pak files. π Just thought if there is a mod, maybe I don't have to smarten up and do it myself.
@serene goblet https://www.nexusmods.com/nomanssky/mods/1198
Thomas the Train! FIRE!!!
Ok, cool. Before I bother any busy modders, are there any values in the game files that can be changed to determine how populated systems spawn?
Its in solargeneration global
I forget the exant var names, but they are obvious when you spot them
Awesome! And I spent so much time searching!
Thank you!
that is awesome, scary and hilarious! nice job 
Looks like https://www.nexusmods.com/nomanssky/mods/1491?tab=description breaks a bunch of interactions/drop tables? Is there anyway I can fix this on my end? More details on latest post in link.
It shouldn't
says in the page the files edited are
\METADATA\REALITY\TABLES\NMS_REALITY_GCPRODUCTTABLE.MBIN
And
\METADATA\REALITY\TABLES\UNLOCKABLEITEMTREES.MBIN
So unless the latter fucks with drops, I wouldn't think it should break the drops except if the specific products are fucked by product table?
I mean, I'll check with it in isolation in the morning, but mcdamm says no conflicts and removing this one mod fixes the stated problems.
can you describe the problems in more detail
like are the drops different, are the NPCs/creatures fucked, etc
So the stars at galaxys edge are just ghost systems that can't be accessed by any means?
Do they even have any seeds assigned to them
This is so weird. One star on the skybox actually stands out and has a color and even lens flare to it
All possible addresses technically exist, they're just not all accessible in-game. AFAIK, you can change your current system address with a savegame editor to a normally-invalid system, then load the save to be in that system.
I dunno what affect that has on other in-game things like your teleporter network, or the Nexus. Would be an interesting experiment to setup a hidden base in one of those systems. Then see if the game would include it in your normal tele list, or if others could be sent there with you on Nexus missions.
okay the bright star seems to block my pulse drive
as if it was a physical object which it's not
Activate Ludicrous Speed
I tried flying to it with pulse speed set to heccin 999999
damn its a runner too?
Have you tried flying off-target to avoid the pulse restrictions?
Or maybe the game just stops you from going too far?
Im putting together a black space mod with "Real Sun" colors and size variation
Cant
But I can generate 400 star colors that are so slightly different you could achieve the same effect with 40 π
Hmm, what about adding more than 3 system stars
How are the suns even handled? Haven't yet looked into it at all but since we can adjust their size and amount shouldn't it be possible to just add hundreds of those at minimal size values

"Limitless variety. Endless discovery"
-supermoon plays
The binary/trinary thing is a custom setup HG did. In fact, its giving me problems right now because it operates as an override somewhere and insists on injecting random hard fantasy colors whenever a multi star comes up.
Short answer - We never had (and still dont) have proper control of the number of suns
We dont even control the lighting actually
Its flat white, hardcoded
at least not space lighting, we do control ground lighting mostly
Hmm, what about planet sizes
Would be interesting to see the extreme ends of big and small planets but I assume the specific size values are hardcoded with no way to adjust?
Rayrod was able to hack the exe for that. its not possible in a proper mod tho
If you want real star colors, get rid of green stars completely
@vale iron The problem is that the multi star systems take their colors from a place I have yet to Identify
Alright removing and replacing all my mods somehow fixed the problem with Craftable Modules above, but now I'm getting crashes every couple minutes, up from never.
so no matter what star colors I make, the binary and ternaries all still have dipshit colors
Maybe they're a fixed DDS somewhere?
I thought of that possibility. I hope not, because that would be some kinna corner-cutting horseshit lol
@vale iron If you found it for me I would love you forever 
I'll try to look later. Right now, working on getting this ship out tonight
Fix one thing, break another, good times
Sounds amusing
Is there a known fix for pieces of a freighter's floor becoming slightly misaligned, which I suspect is related to why the game is umplayably crashy tonight?
that's just the pieces drifting across time
been a thing since basebuilding is a thing
Usually just resummoning the thing or changing systems fixes it
Thatβs float precision I believe.
Stupid float
my freighter base got misaligned during one one of last years updates and never returned to normal
now there are just ugly gaps near the entrance part
oops wrong link
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if the pet thing is unavoidable I might need to add the pet data back in but I'll delay that until I need to lmao
I mean you have some of em sitting in your bases
yeah sure you "hired" them but when did you ever see yourself paying them anything
Crazy time loop crap
The pre-next NPCs are menacing
a lot more vids and links coming up in the next few hours
they are so big compared to the current ones
just gotta... do more photoshopping first
spawned a pre-next korvax next to my worker and it made me feel uncomfortable
the pre-next ones uses only their own race's assets
since the 3 races are completely separated models
is it just me or are every vy'keen these days using the exact same armor pieces?
with different colors
"Collect milk"
Get the mod here: https://www.nexusmods.com/nomanssky/mods/1890
Like Death Stranding / Postal 2? Want to experience the relief of letting go of your bladder in No Man's Sky? Sam Porter's Pro Pisser is the mod for you. In addition to urinating wherever you want, the action also replenishes your life support over time, and nearby creatures will e...
gotta double check my links before publishing the mods
https://www.nexusmods.com/nomanssky/mods/853
Getting Head is now updated with MBINcompiler 3.21.0 Pre2, enjoy your Gek with a Fourth Race head again
https://www.nexusmods.com/nomanssky/mods/771
Unlock All Emotes is now renamed Extra Networked Emotes because I'm too lazy to make an actual "unlock" version. Has a few of Haz's vanilla emotes included and now has an update AMUMSS script
https://www.nexusmods.com/nomanssky/mods/1067
Car Boys is now updated, probably will still be the only custom model car replacer for years to come
https://www.nexusmods.com/nomanssky/mods/1017
Last one for today is HoboTown! Now with piggyback riding and even more tweaked Humongous
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Any material in all videos published is used under Fair Use or Creative Commons (Details stated in the video).
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http://creativec...
so this replaces every animal with NPCs?
"This mod adds one to two new creature type and can change procedural creature generation behaviour"
it's pretty low on the page so it's possible to be missed lmao
Oh, I'm on phone rn having some breakfast and don't have convenient way of viewing the mod page
top 10 saddest anime deaths. Love it when he does the nope-emote
or just that HG made it possible idk
Have you tested it in multi? How do the new creatures appear to others?
they're custom scenes
Ah
so they won't show up at all unless the others have it as well
I'm still not sure how it would fuck with existing pets tho
since it technically should change the proc gen pool
I'll test it out later. Do the creatures perform any actions like randomly igniting jetpack or shooting etc?
nop
normal creatures can't shoot
nor transition from land to air\
else you'd see it in vanilla
Ah. What about that debug player model which mimics your actions
Wait that was locked in place
nvm
the what
is there a mod that puts a light on the front of your spaceship? My current mod makes night flying scary af
yeah there's one called headlights or something
by Mjjstral I'm sure you can find it on Nexus
sweet tyty
Remember that one software from way back which had euclid galaxy you could navigate in 3D space or as a flat plane
and find coordinates etc
@manic glacier DUDβS SKY on nexus has a spaceship headlight mod.
@limpid summit When did you build the pieces athat are now misaligned? I noticed that, at least on ground bases, this issue seems to have been resolved in recent updates. I wonder if your freighter misalignment is from a persisting issue or if you just built it before the fixes?
You can't just NOT try Dud's sky until now... what r u doing man
Like 3 days ago, when I moved to the new freighter.
I guess the issue persists with freighters, then
odd though, Ive built in freighters in recent updates and didnt get misaligned floors
Is there a mod to increase stack size for products only? Like metal plates, but not carbon.
Time to take a piss
https://www.nexusmods.com/nomanssky/mods/1890/
Get the mod here: https://www.nexusmods.com/nomanssky/mods/1890
Like Death Stranding / Postal 2? Want to experience the relief of letting go of your bladder in No Man's Sky? Sam Porter's Pro Pisser is the mod for you. In addition to urinating wherever you want, the action also replenishes your life support over time, and nearby creatures will e...
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https://www.youtube.com/watch?v=Ca82HiRRvWc
Get the mod here:
https://www.nexusmods.com/nomanssky/mods/1011/
Not all shown in the video are included in Beautiful Sentinels: Thomas and Friends go on a Rampage, many other mods are installed in this video.
Music by White Bat Audio:
Mark of the Doom Slayer https://youtu.be/44ZyRLjWXa4
Sacrifice https://youtu.be/USBgspidhmk
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How does one build windows inside a freighter while using Exosolar's base building?
What kinda coloring/visuals mods have you guys been enjoying lately? I've been using Exo's Stratos Origins and Expanse Pure Black
see above^
Unfortunately I started playing Genshin Impact, and because I game like a crack whore, that means the improvements I promised for Stratos and Expanse will be delayed. (but what else is new at this point lol)
What is Genshin Impact and why is it everywhere?
a good game
how do the galactic coordinates translate
like
what would be position X Y and Z on a galactic map when read as galactic coordinates
the first 3 are obviously corresponding to XYZ and the last is solar system index?
For the signal booster format: https://nomanssky.gamepedia.com/Galactic_Coordinates
For the savegame hex format: https://old.reddit.com/r/NoMansSkyTheGame/comments/6rcl3p/json_galactic_address/
Thanks
in nms save editor, how to make copy of a save from normal and then make it into survival, i used the third file for it but it didint work, even if I deleted The items that had 250/500 items in it.
This is quality π
for a learning course in AMUMSS I'd say it turned out p good
Does save editor fall under this category? Trying to figure out if u can save edit sandworms into companion slots like other unobtainable fauna
prolly
I mean it'll have the issues that most other "unconventional" fauna are having, but yeah, prolly
if it's a creature
Yeah figured out how editing companions works I just don't know if I wanna attempt sandworms I could see that corrupting a save file if it's too big and causes the game to auto crash
model's size is an illusion
the only size that matters in the files are the size of the data
okay Ill try putting in a sandworm then
but it can cause weird behaviour
What other fauna would be nice to have that we can't already?
like the sentinel quad mentioned above
idk you tried Polo?
slavery is not ok but I'm not a moral compass
Haven't tried polo is he a creature in the data?
and it's not like we pay our base employees after we "hire" them anyway
don't remember
im honestly surprised sandworms are
afaik the param is just a file path
so who knows
maybe you can put in a chair
sit anywhere
I honestly haven't digged enough into the issue to know the restrictions lmfao
Does this still jive with recent updates?
I need to do some galaxy map astronomy and I think this could help a ton
did we even get an update in the last month
now for something completely different
there're like, 4 people in the whole world who'd recognise this
anyone know the creature ID for the flying snakes and their descriptors?
sorry for the late reply! the one i'm using was built 27-02, and the upload here was also on the 27th, so it should be good π
what mod
My Beta terrain (voxgen) mod. Here is a copy. It is Beta, might change or something....who knows. It has been fairly stable for a while. Just recently made some changes to underwater. Been working on it for more than a year now LOL.
cool
@blazing crescent Here's a couple of pics of terrain type stuff. Don't have many "terrain" pics.
https://www.nexusmods.com/nomanssky/mods/1398
I tried updating this but I wasnt sure if I did it right. Not my mod.
I ran the .pak through the PSarctool and it made no .Luas
Trying to follow this guide
Im mainly curious if there's an up to date mod that has creature distance really high, I used to have a mod that did so but it got outdated
if the author didn't include a lua why tf would it throw up a lua when unpacked lmfao
anybody here use the save editor and have a 10 10 10 10 illegal hazard protection upgrade?
i would like to know the ID 
you can prolly just mod the tech table to get more juice out of the ogs too
but I assume it's not as easy
So, I'm 700+ hours into my current save and I've run out of things to do save learning all the words.
I'd like to get into save editor. Where do I start? Is there a guide out there?
@lime mesa Just copying the data from the old mod won't work the same because the way creatures spawn has changed. If you want to make a mod for this then you will have to experiment with distance values to see what works for you/is the same sort of thing as the old mod.
I mean, the title of the mod says x6, wouldn't that just mean you should just be able to get the vanilla number, multiply by 6 and theorectically have it work
but then HG could've just replaced the param with another purpose altogether, tho that's rare
Back it up then :P EZ
Im out of the loop but ive seen some cool stuff here lately. Has anyone figured out how to animate the non-exotic ship types yet? Like rotating engines, wings etc
animations in NMSDK is not yet done
Ah, ok. What are the limitations of ship model replacements? Does it replace specifically the active ship or a group of ship types or?
wym
can we replace parts of a ship? sure
can we replace whole ships? we've done that before
also spinning doesn't need anims
just an entity
so if you make, say, a multipart engine, you can make it spin with an entity
Yep, i meant this. Thats awesome, i need to see what ones are available then.
For the ship animations, I meant the landing and take off animations that exotics have. There's a lot of non-exotic ship parts that look like they should move when landing/takeoff, but dont. I wasnt sure if that was possible with the current DK tho
I think the only one released so far is the Razor Crest. If you look at the old Ships of Moar, that's not far off from being released with 40 different ships. If you have ideas, post them and people will see what they can make.
that's a fancy way to say "ignore"
but yeah they're in some testing rn iirc
*wanders in after like six months* hey does anyone know if there are any working stack mods atm? I wasn't able to find a concrete answer searching message history haha
How can I start to use mods? I saw some NMS mods on nexusmods.com but some of them havent been updated since 2016. Is the a better source or way to get some mods?
@hearty wasp Something changed ....somewhere around maybe Next???? I used to have a mod like that for creature spawn distance, so I'm familiar. Something changed with the way they spawn and how that value was used. In other words, I could use the same values for the same variables after the change and the distance was different. Something changed in the exe. All I'm saying is that if that mod was made before the change and you use the same values now, the distance will be different than it was with the original mod. Some tweaking might be necessary to get the same distance.
Thats not a white hole. How you gonna go and warp into a non white hole
just replace every warp with the default loading icon
π
That would look very nice
is there a mod that lets you browse through your buildable structures better?
the default menu is annoying imo
no
tho regrouping objects into your desired groups can be quite easy if you decide to do it yourself
ok
I wonder how a radial menu would feel like when building
that'd be p cool actually
I mean it's still largely irrelevant on pc since you can scroll wheel so quickly
but I guess being able to see all the icons will help a lot still
what about a grid view
you could navigate it quickly but moving your character at the same time would become quite difficult
what about a phone app
you choose what you want to build on your phone and you build it in the game
just make a UI like Mincraft creative mode and let people search for parts and be done with it
Freecam while building tho
isn't that already a thing
yeah...
yeh
I'm always using it when building
never bother to stay in 1st or 3rd person unless I have to place something precisely in front of me
press "c" while in base-building mode
Anyone know which files references the skybox nebulae texture and where that texture is stored under?
you tried TEXTURES\SPACE?
Is there a mod that makes landing more reliable?
I don't think anyone's released one, but I have some changes in my personal mod that makes it a lot easier. If you want to make one, I can share the settings
Oh jeez. I got no clue how to mess with that stuff
start learning and you'll have some clue in no time
@heavy merlin Hey you still around?
Yup
Are they both functional and do they go to the same place?
Hi all, I wanted to ask if there is a mod that strongly connects No man's sky and Factorio
i dont do much modding, but generally speaking the mods that are made are pretty simple. usually just mild gameplay improvements or replacing sentinels with thomas the train. however, i may be corrected by someone more experienced.
I have no idea what that means
what i said? or what neko said?
but with procedural generation
that's a game that you can actually play
im not a coder, but that sounds like making an entire game in a mod π
nms is not modded like minecraft.
I mean monkeyman's working on making something called sketchnodes work
basically a higher level scene / material action thing
but that doesn't mean anyone will use it
because not many has time or arse to actually mod this game
also there's a reason vanilla doesn't have elevators and makes you walk up stairs
what is that?
what is that?
so now in entites we have a basic sequence maker called Trigger Actions
it's a multi instance (sometimes) but mostly sequential and linear thing that lets the entity interact with limited stuff like hiding a part of the model, giving the player a reward, play a sound / animation etc
and there is no variable we can use but only triggers provided to us like proximity and time to start a subsequence
this is a lot of big words
sketchnodes from what little I've seen looks like a more advanced sequencing data type that has counters and forking
yeah I'm not a good explainer
I make mods, not tutorials lmao
im not a good listener
gumsk'd prolly be better at it
i came back, and i see the words "Trigger Actions, Multi Instance, etc"
and i didnt even try to keep reading
yeah, NMS be complicated like that
it's complicated at the same time as not allowing much to do
and it's generally a big turnoff
and if you think that's complicated, you haven't heard of the quest tables
I would do mods if I had better RAM
my PCs turns itself off twice daily
I barely have a grasp on trigger actions and state changes. Sketch nodes scare me.
hopefully monkeyman makes a tool for it π
else I wouldn't be touching it in a while I like do quest tables
tbh NMSDK already has trigger action editor as well iirc
I just haven't ever used it
my game used to crash multiple times, but since i upgraded my gpu its running beautifully π₯Ί
i didnt even notice i was on max settings beccasue of how nice the fps was
ive only crashed once
I'm p sure I just have a shitty PSU
turns out using 80+ white isn't a very good idea
when the imposter is plant! π³
90% of the plants in the game have an imposter node
THEY ARE ALL IMPOSTERS
they truly are... amogus
OMG
Anyone else bothered by the fact that exocraft hitbox has been a rudimentary rectangle ever since Beyond?
At least for the roamer
or it might be just the old hitbox left under the enlarged model
you tried the truck?
the collision's been half-sinking into the ground for forever
HG hasn't updated the colls since they blew up the models
also their colls are defined in vehicle globals iirc
ffs, even I could fix that if that's the case. I know they have a list of fixes a mile long, but come on
NMS modding....1 mod I want to make, 3 vanilla fixes.
No, it's not possible
Well, at least there's this. https://www.nexusmods.com/nomanssky/mods/1879
Was just hoping for something a bit more elegant.
I guess you can always email HG about it
Not possible, or not practical to implement and maintain?
On the surface it seems like it would be a pretty simple edit.
I think there's a mod that increases inventory size.
...to the maximum that the game allows which is 48
I can't understand why they haven't added cargo slots to ships
Those are the most logical place for a cargo hold to be in. Not some tiny backpack
Especially haulers.
Does anyone have a really solid proc gen mod? i tried this one https://www.nexusmods.com/nomanssky/mods/797?tab=files and was kind of disappointed, didnt find any really interesting planets like the pictures on the mods page.
@blazing crescent there are a handful of other attempts, try redmas's version
isnt that one the fantasy mod or whatever its called
@hearty wasp you can already use NMSDK to create entity files with action triggers π
it's been possible for years
just no-one uses it π’ haha
yeah I know that lel
when downloading mods, it downloads them as .7z files instead of .pak and they don't work?
7z is a zip type
@granite knoll Theres an app called 7zip that you can DL that makes .7z files. It will also open rar and regular zip
its just like .rar or .zip, .7z is an archive
ahh okay thank you ill download it
It does. You just double click to open it in explorer. Assuming it is using the standard compression method.
Is it possible to make your freighter a place you can warp via base teleporter?
nope
well you could always set a temporary base computer up there with its own teleporter
Since when were base computers a freighter placeable item?
since you remove all the base restrictions
What?
Oh, let me just casually mod the most difficult game to mod ever.
wait that's not difficult. It should already be in the settings that don't even need unpakking
GCGAMEPLAYSETTINGS
or something like that
Have you tried this yourself to make sure having an actual base moving around doesn't cause issues? I suddenly get the feeling HG didn't add freighter 2-way teleports for a reason.
you can't obviously move the base
that would be a terrible idea but the only way to actually have some sort of tp back to freighter
Moving around as in jumping with the freighter. Besides that, you're sure removing the base doesn't delete the entire freighter? How does the game know what's supposed to be a part of the base inside?
or in graphics settings tbh
or does that not work on that particular thing
I don't remember where it was. Removed the restricts long ago and never bothered to look but they are still available for anyone in the MXMLs under binaries
I think
they prolly can't because I think your location within the freighter is just your position in space
iirc reflected in save location data
The game has this little feature when 2 bases collide. You can middle click and it will switch the base that you're editing. Parts that are already placed under the freighter base won't be deleted ofc
I'd rather just see if there's a mod that just makes freighters support using their teleporter than this hacky and probably risky workaround.
that would be the best
@hearty wasp can we actually force specific locations into the teleporter list with mods? It seems very tricky especially when talking about constantly moving location
I never looked at the teleporters
but I think teleporters just store their relative location to base computer
so we can rule out the use of teleporters
I don't remember the big portal tps
what about a function that teleports the player to a set of coordinates when using a quick menu binding
don't remember if you can set coords in reward table
quest tables can be possible since there are more options there
there are the short range teleporters and scripted events in story where you get teleported to a pre-determined xyz within your current system
Is it possible to make a teleporter fetch whatever a freighter uses instead of a base computer?
but if anyone want to dig into that hellscape then hey go ahead
yeah that's what I meant by quest table
not sure about coords buuuuuttttt
I think it was possible to tp to a specific system
space station or planet, random local coords
it's so powerful the only downfall is that it's the most complicated structure to make
I have no idea what you mean by that
but the answer is likely "not really"
didn't the big tp thing worked tho
I don't remember too well I last used em 2 years ago
What a freighter uses to determine what counts as the buildable area
past the loading area
the loading area is the base computer equivalent
the "2 doors" thing
your base quite literally gets unloaded when you get out of it
I suppose you could get freighter teleporters to use that instead of base computers?
I still have no idea what you're talking about
like you wanna use the big tp thing to go to that?
You said earlier base tps store the destination using their position relative to the base computer they're linked to
yeah, and you can't tp across bases with those
there's a reason everything you short range tp to is part of the same base
you can't make an object move dynamically
not without ram manip, of course
I don't follow
When did we start talking about short range tps
I mean if you mean the one you have to go into a dialog for that's another story lol
I don't remember how those work but you can turn off basebuilding restrictions and try out yourself with ease
Yeah, I want to be able to warp to my freighter via an actual base tp.
p sure even back then you can tp from freighter to bases
Is there no way to hack the game into letting you warp to a freighter?
I mean, if you can hack cheat engine enough, anything is possible
By hack, I mean modding the game no matter how shoddy it is and how many shortcuts you need to take to get to-freighter teleports working.
no I mean literally getting into the memory and changing the values
@edgy ivy Its a job for either the devs or an absolute master programmer with open source code, so no, its not reasonable to expect that possibility.
k
The game currently is only set up to manage warp destinations for static positions and has no ability to track one that relocates without additional code framework to support that. (Though I would agree that the concept doesn't seem to complicatied and the devs should easily be able to pull that off)
People have used hax to drop a base computer on a freighter, which works until the freighter moves, because the computer and its teleport target dont follow along
You know, I do think I had a reason to worry about having a bc on a freighter.
HG should get multiple freighter within one system working first 
@edgy ivy I guess if "any means necessary" flies, bc's work great but you have to re-do it anytime you move that freighter
That's much easier to mod in but unfortunately the second freighter to warp in ends up using the same palette as the first freighter :/
yeah that's why I said "working"
@hearty wasp I think both of these features should have been implemented very early on in the existence of freighters. Both crucial capacities for the darn thing
that's not what you'd call "working" for a released game standard lel
two freighters being inside each other is not "working" 
If there was any more foresight HG wouldn't have let NMS' release fall into the hands of massive corps ran by bullies
Well thats nearly all games with a budget shortage. Its pretty much unavoidable most of the time
But Freighters were released almost four years ago. Its not "foresight" anymore
I do think HG should fix what's already been dished out before pumping out more random fluff to prevent an overrun of broken content.
Did we drop NMS-future channel or am I just a blind dipshit?
@edgy ivy We all been sayin that for ages lol
It's been renamed to #nms-the-future because Sean dropped a hint that points to more pointless filler.
Im curious about said pointless filler, where can I find that
Compass emoji.
Although I agree with the philosophy of polish-before-new-content, Lately their updates have been coming out more refind/complete and with less collateral damage
Right. Of course it would be another single emoji....
i would have lol'd if he used the exact same egg as for living ships, again with companions π
I just hope they don't kill more of modding
HG might be making a turn to polishing, but I'd say it's a bit of a slow turn. Some aspects of the game are still as broken or flawed as they were 4 years ago.
@hearty wasp Are you referring to vulkan/shaders?
I think that was mostly incidental, i doubt there was any intent to interfere with graphics mods
or any mods tbh
whether they mean it or not, the effect is there
these work just fine, tried with a full group and it had no performance impact
yup
mm double bridge
that's literally the only issue there is apart from the other bridge exterior getting also hidden when you enter your freighter
Both are also easy to pull off by HG. I don't see any practical reason why they keep this feature locked by default
I do wish HG could reduce the dissonance between the interior and exterior.
For me the 2nd freighter ends up taking the colour palette of the 1st.
Yeah, really disturbing imo to have the freighter interior scene completely misaligned from the exterior
Doesn't feel like they were planed out well enough.
I have a feeling they were alright pre-next and the freighter interior overhaul
I prefer the old freighter layout.
that seemed like sort of rushed thing. They didn't even care about making the hangar uglier
Not sure if it was misaligned back then but the current layout doesn't give the bridge enough space to rest where it should.
Blegh!
I've been OOB many times when mapping my interiors but the dissonance never fails to disgust me.

I'll check if there's dissonance in PF.
Ah you got separate versions installed?
Yep
I'm almost sure HG did this to make room for the 'better' walk to the bridge
the old look was visually more pleasing
I especially enjoyed the window to your hangar
Well there's that, so it can't have been mismatched.
Oh man, the SFX are so much more 70s. I don't get why Hello Games is actively sabotaging its charm.
Without a hyperdrive map transition to use to clip the camera out of bounds, there's not much I can use to confirm that old layouts were better.
well there is that upper corner of the back wall in your hangar which had no collision
you can literally just jetpack your way out of the freighter hangar
or was it fixed in PF
Oh, I'll try that
@waxen cedar, where is the collision gap specifically?
Well I've tried several corners, which one specifically?
Oh, the middle? I'm out now, thank you
Would you look at that
It fits
"UseLegacyFreighters"doesn't do anything right? @hushed bronze
This proves they rushed the freighter interior with NEXT
The goal might have been to blend the walk to the bridge with the new freighter specialised parts, and it was a decent tradeoff from the Euclidean geometry but I'd rather just have both.
I really hope it does, and I really hope this wouldn't break the interior I built.
OH SHIIIITTT
Why did HG not try to not to sabotage this in trying to introduce freighter parts?
how I missed clean windows
not the ugly mess which blurs between different lod levels all the time
old warp thing
You can't manage fleet etc
but at least you have visually pleasing freighter
How do structures look?
Buildable area? Is it useable?
craaap.
ah, so beatiful and right where it should be
there is a slight issue
your ships won't exit
they just take off and bounce around in the hangar like balloons
well it was too good to be true
This old hangar looks so comfy compared to the empty dark hall we got now
RIP
yeah, they changed and removed so many things
next is the biggest example
the game lost all of it's original aesthetic π¦
i want my 1st person warp back
the terrain gen
colors
Made a big rant in #nms-the-future about the lost potential NMS has...
HG only took notes from the worst parts of 70s sci fi like the planes-in-space and the horrible multicoloured skies
There's nothing to compliment that.
but they changed it to a more generic 'realistic' route
Like, why??
i don't know............
i remember some people saying that the game looked "cartoonish"
but that was the POINT
idiots
and HG listened to those people
and made it more "realistic"
Wide screen, film artefacts, 70s audio distortions, logo reel reminiscent of 80s Doctor Who or a 70s Hollywood studio, black holes that resemble big water vortexes...
Anything else to add to that list?
I've done it too many times in #forever-archived-legacy
Hyperspace isn't interesting, just space puke. Elite II lets you see the hyperspace portals you're leaving and entering and Star Wars has the cool starfield transition...
Maybe this stuff should be moved to other channels instead of modding tho
I guess there
@full niche do you have any update on nomnom? it's been a long time
it needed one?
I think someone switched it on and it just swaps the hanger for the old style one, how it was in Foundations thru NEXT
just tried and confirmed it works up there
So it does what I thought? Swaps in the old school hangar layout?
Have you tested if all the collisions n stuff are correct? @waxen cedar
IDK if you're into moderate-effort mods, but if you dig up the two scenes and figure out how to push the important mission-givers from the bridge into the oldschool hangar, I bet it would be a mod people like
If the mod is removed, theoretically, it all is shifted back to the location of the modern bay, right?
I would assume so.
Everything would transform so the block just behind the bridge is moved to the airlock behind the docking bay, right?
I'd assume this mod would tell the game to transform each block relative to its og position so everything works out nicely
One more thing, might objects in the bridge transform backwards a bit to end up in the legacy bridge?
Fastest way to know for sure is to try it
There's definitely a problem with it. The hallway to the bridge doesn't line up properly with the old style hangar
You could probably get around that, but I guess you would need to go messing with the SCENE file
at least that's my recollection
yeah thats kinda what I was getting at, You would have to make some changes to the scene to make it viable in current NMS, and its all not really worth it to most people, to do so much work just to mildly change the hangar
I just really miss this
and the fact that the bridge was actually perfectly aligned with the exterior bridge
Not really. Most I have done is to add stuff to the build table
and played around with the globals and some textures
NPCs are literally just locators
they're some of the easiest shit to do with proc gen scenes
i know but its stil work to be done beyond "UseLegacyFreighter"=tru
all i was sayin
I didn't try to make them playable. Just wanted to see if the legacy freighters could actually be in modern NMS...The entire exit door is broken and you can't fly your ship out. When summoning the freighter from space the game will crash.
I'll happily leave it to more experienced modders or people who have more time on their hands rn
those people are known as mythical creatures
what is nms code for survival mode?
What
I don't remember...
π
I remember mapping all the codes for each mode at some point, but I don't remember it now...
GameMode Version In-GameMode
1 4616 Normal
2 5128 Creative
3 5640 Survival
4 6125 Ambient
5 7176 Permadeath
found it
^ worth a pin?
I was told to ask this here: can you get in trouble for switching from survival to normal? The game has a lot of multiplayer/crossplay stuff which is why I'm asking
I don't want to like get banned from the official NMS servers or something like that lol
no
Hmm, the save editor refuses to save. Found a new ship, I want to make a few tweaks to it.
Those values change with some releases, so a pin would need to be updated occasionally. Not a big deal, just saying
I think normal is 4639 now
Uh I'm not sure, driving atm
ok
ima reformat it rq
GameMode Version In-GameMode
1 4639 Normal
2 5128 Creative
3 5640 Survival
4 6125 Ambient
5 7176 Permadeath
*Credit to @monkeyman192#7076*
@spring vessel could this get a pin?
Everyone has texted while driving at least once
and whatif said peopel have never driven?
loophole
Btw how has the pattern been with updates that got datamined before being announced? Like were there any files related to Desolation before it was out?
Just wondering if HG only lets the smaller things leak like pets and mech.
are there even people datamining
I don't think many people've been caring to dive into the files for a while
except the NMS tubers that spoil the quicksilver items
Doubt they even found them but rather just unlock everything and scroll through the build menu
I mean they're incredibly easy to unlock
used to have a mod just to unlock em early
I named it "Consumerism"
have a lua for it now, actually
I haven't noticed anything
but then I haven't dived into much else other than the things I'm updating
with model viewer it's incredibly easy to just dive into the files and see models
What happens if you set an invalid value?
Currently not but it will definitely come soonβ’οΈ. Nothing big as you might expected after that long time but I had to take a break and started a side project that I'm about to finish. After that I will work on NomNom again
@spring vessel @tropic wind
Fixed
iirc the other four values all shift too, Gumsk mentioned it
@vale iron did they all change?
anybody using the "Deep Space" graphical overhaul mod? if so, is it worth using?
yes, that
That mod released 19 days after NMS itself. Unless you're getting this mod specifically because you have the launch version on your PC, don't expect it to run.
fair enough. I was just looking for something to make the graphics look a bit less plastic-y
oh well. I'll just not mess with it lol thanks
Keep looking, yw
@devout inlet what do you mean by plastic
and yeah Deep Space V2 has been nonfunctional in current NMS versions for over three years. The fact that it continues to get voted top page is just baffling
Prolly cos mod users don't realise they left Steam offline since NMS left launch phase
On a more serious note, any modders willing to work on legacy freighters?
Alright, I have a question. Just out of curiosity:
How difficult would it be to make a mod that lets you turn in an entire stack of food to Cronus at once rather than one at a time?
I would if I had the skills or time to learn more in-depth modding...


