#nms-modding
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It was different before tho... or my mind is playing tricks
just in the GCBUILDINGGLOBALS.GLOBAL
Sounds like something in ... yup
I have a diff value though:
<Property name="MaxRadiusForSpaceBases" value="400" />
I'm on the latest experimental branch
Same
Another new experimental on it's way though
where when wat fixes
Actually, I may be wrong, my bad
Let me check something
Let me check something
I am wrong ... let me unpack 3.36 once more
do it
I'd better hurry
Awww, poor NPCs
Either way, you were right that MaxRadiusForSpaceBases used to be a diff value for that matter
so they changed it now with the experimental?
weird stuffs
mm, space bases on their way this year >.>
I don't have all the versions unpacked, so not sure when exactly that changed
It appears I was just on the first release for 3.3 where it was still 400
that's just a switch in spawn table
and the entity
Somewhat, or it's just weird naming as per usual. Maybe they consider the Anomaly and the Space Station all to be Space Bases?
yeh
Exited Steam to ensure unpacking 3.36 is going to finish without issue
Usually exp. will be up around 30mins to 1hr after internal
Might even be a public one with some additional changes?
OverrideRadius appears to be the flattening area
I decreased it a bit and now some building parts get constantly generated inside terrain
It makes sense, although I would have expected to see some other structures have it too then, like the Portal for example
mmm transparency
@waxen cedar Just unpacked 3.36, but still having the 400 value for MaxRadiusForSpaceBases
lol now go unpack 3.37
Yep
Creepy sky.
forgot something
is there a mod that fixes Steam VR performance problem for NMS? someone i know is having an issue related to that
is there a mod that replaces low flight? or is updated for the latest version of the game?
Max radius for space bases was added in 3.0
They changed a single MaxRadiusForBases to two variables: PlanetBases and SpaceBases, which is why I've been predicting space bases sometime relatively soon
Anyone got a save I can look at with expedition stuff completed?
Haven't played since derelicts and I usually spend my time stretching the limits with code
https://www.reddit.com/r/NoMansSkyTheGame/comments/mlqvdm/how_to_save_edit_to_get_a_completed_expedition_in/
Closest I can think of, shows part of the save required to have all missions completed, but yet to claim all the rewards in-game. Changing the "RewardCollected" values to 511 if I recall correctly, basically collects all main Phase rewards. When I say claim and collect here, I mean doing so within the Expeditions game. Redeeming rewards is done on any save in the Anomaly at the QS bot
Following the Reddit post basically results in a finished Expeditions save
Honestly, I just wanted to take a look myself
Already got the stupid gold ship
Looks tacky af lol
Yess, I definitely saw something was off in the buildingglobals
glad to see they are actually doing stuff with space bases
Hey guys, is there any way to remove the photon cannon in say a save file?
i would like to not have it on my ship as a weapon choice
idk if this works here but uh how does the blender glitch work
This proves if you chant something 4 times it comes true.
#nms-modding message
HELLO GAMES: RATS โ RATSโ RATS โ RATS
Splinter ๐
Whoa...whoa whoa whoa. You forgot the 4th "power to the people" fist. Your chant will not work.
HATS ๐ฉ HATS ๐ฉ HATS ๐ฉ HATS ๐ฉ
noice edit
NUKES โข๏ธ NUKES โข๏ธ NUKES โข๏ธ NUKES โข๏ธ
I swear to god, if I see hats on a patch note.....
GCHATSGLOBAL.MBIN
GcModGlobals.MBIN ๐
farmer geks plz?
correction, slaves labour workers underpaid and over worked
walking on tropical planets with huge plantations of geks living with strawhats and shit
GCMICROPAYSGLOBAL
@hearty wasp This sounds right up your alley lol. Quick, make a "Hillbilly Farmer Geks" mod
what mod?
@odd crater Hey are you playing with custom skies?
Better Planet Generation
Custom BASECOLOURPALETTES based on the pre Next version. Does that count?
I was just wondering if your evil sky was a mod or not
Dead planet at night
It is but the filter actually plays a big part in the visuals.
Like here.
And here.
I just love the new filters!
Yea I was thinking it was one of the filters, I just kinda got a little excited that you might be tackling sky themes ๐
Color mods sure are fun
Full color palettes overhaul is next on my list, right after I can finally upload my latest BPG version.
I also have terrain to tackle, tho.
do you use any "automated" methods, like how I use excel to mathematically assemble correlated colors and manage balancing?
In short, I wanna tweak the saturation of clouds, I edit one number and it propogates to 192 ready-made color sets that I can insert into the modded file
No automation. Only the sheer power of insomnia.
you can still have insomnia with my approach rebooting 40 times to try to tune in the fog values lol
hehe thhatskinda why i was asking
I have handcrafted literally thousands of "parts" for BPG. I'm gonna give colors a try.
Last time I checked I was at something like 5000.
you mean like new asset creation or the values within objects files?
Sadly I'm not skilled enough to create new assets (I wish I was).
i actually am, but from what I hear of the nightmare that is NMS's conversion process, I was like NAH fuck that lol
My thing is creating flexible frameworks and feeding them with parts to generate a coherent whole.
Yeah I saw in your files how you configured the biomes and actually used that method in my own mod project that i never finished or released
It was temporarily the method I used for grassfix to try to make it more compatible with other modders biome mods but nobody seemed interested in taking the extra step to play into that so
I integrated new grass settings in all my relevent files. From what I understand I've basically used the same as you?
idk I havent actually peeked on your files in about 2 years ๐
Well, maybe I should take a look at your color MODS before doing anything. I don't know how any of it works yet.
Did you leave your grass settings within larger biomes or did you extract them into grass-only independent files ?
TBH my color mods don't use any of my newer techniques either yet and spring break is coming
I have some complicated excel sheets i use for colors now that I would be willing to share though
Grass settings are applied in both complete tables and modular parts.
Well, I guess I could use the help.
Thanks.
I wont have time to explain them really, but if you bash your head on the wall for a little while you should be able to make sense of it
I'm a quick learner.
you checked on Nexus yet?
"0 files" ?
pls someone?
I asked yesterday dont know if anyone will today. Does anyone have expiditions completed legit and would let me see their save on it? I wanted to look at the code
you'd have better luck asking in #no-mans-sky #nms-questions instead
Dmr, although that's nice info, I do this because I enjoy pushing the limits
Because i havent played in ages, I dont have a gamesave with all the new stuff on it for me to see what weird shit i can do
sure what ever floats your boat
cyberpunk vibes
halo vibes if am being honest
same
What's a good modpack/mod I should get? I'm mostly talking about graphics and shaders mod that will make the game have more realistic visuals
reshade
and whatever you like on Nexus
we don't really have shader mods since HG killed em
so just get some colour mods if you like
Link?
For all those people who find it more convenient to bother you with their question rather than to Google it for themselves.
I canโt not laugh at this
again, just browse nexus if you want to look for some mods you like
you can sort by last updated and browse updated mods
i put a lua script for a mod i have and the .pak for a mod into the AMUMSS script folder and ran the builder but nothing outputs. can anyone please help
regardless of what i do the AMUMSS doesnt work. it doesnt output anything...
does anyone know anything that could help me out???
I found an overhaul mod that works... https://www.nexusmods.com/nomanssky/mods/1742?tab=files&file_id=12077
There it is... If anyone wants it. ๐ Works with expeditions.
Looks pretty good too.
post the REPORT.txt up here
i managed to figure it out.
cool
Just a little mockup idea but for reals. I wonder if it'd be possible to add the bridge scene into freighter warp screen
the warp is just a scene
but since the tunnel's using an additive mat
and if you've previously used image editing software
you'll basically see the tunnel in screen blending mode
you can take a look in the mod testing channel in the modding discord
I've got a meme Ever Given mod put up there that adds a freighter into the tunnel
and it's barely visible
you'd prolly need to change the mat mode of the tunnels
@waxen cedar I know it was just a mockup but if you ask me, there should be minimal or no shaking. Its a billion ton monster freighter, after all
i think static would be an easier mod too lol
Rather than questioning a quickly thrown together mockup I'd question the logic of tiny backpack having more storage space than a freighter or hauler

is there a trigger to play sound on a player death
That would be the HG solution, for sure.
Or add shaking to everything so it's consistent
@vale iron BRILLIANT! A shaking backpack. I knew we could count on you
to be fair, your backpack does actually shake when the personal refiner is running
even the inventory icon ๐คฎ
Backpack go brrrr
Is the 3.36 experimental having problems or what? Looks like its been on our rader for several days now
They keep updating it with more stuff
They maybe intend it to be the last hotfix update and want to get everything in it
Speaking of experimental, I hate that my Nexus is split off. Makes it hard to test some things
split off? what do you mean? @vale iron
Only other experimental people show up for multiplayer, i.e. none right now
I wouldn't mind if this were the last bugfix round for now.
KILL HIM
What good is being a modder if you don't murder people in the safe zones?
He got away. I'm a failure ๐ฆ
can I ask a stupid question
I get that if I am modded, I can still do multiplayer and all that, what I would like to ask is if I were using a mod that ie let me summon multiple creatures at once, would the person I am playing with be able to see all my summons or from their perspective would they see the changes my client is making in the game environment via the animals but not able to see the animals?
additionally IK that if I have a mod that requires its own custom resources ie models, people obviously wouldnt be able to see that object, but would they be able to if the mod used vanilla resources?
I dont think a multisummon mod could even be made
ie
Hardcoded functionality and all that
A Swamp planet. It uses a new dynamic system.
Everything is dynamic (almost)!
looking great
Is it possible to extract a base from an Expedition save and transfer it over to a different save? Im looking to axe my expedition save to do a fresh normal playthrough but I kind of like one of the bases I made, and was hoping to keep it. (Sorry for any ignorance here, i dont know what all has been figured out with the Expedition saves yet).
Only two different planets in these shots. Basically taken from the same spot each time but looking in different directions.
Certainly possible, and actually not all that hard once you know how to do it. Even easier considering this is one of your own bases and I assume you wish to stick with the same exact location/position.
One thing to keep in mind though, is to delete the current base, especially if uploaded, but only after having made a copy of the required data (save) of course.
If you wish I can guide you through. Likely easiest to do in DM. Let me know and I will shoot you an invite
Sure, im not on atm, but will be in 6ish hours if thats fine (or i can wait until the weekend)
In 6 hours it is 23:20 for me, so getting late. I am usually a night owl though, so give it a try. Sent you an invite already ;-)
just use NMSSE
you can literally export your base into a standalone file and import it to any other save
it's absolutely fucking magic I love it so much
Yes, I assume it needed NMSSE, i need to check if i have the updated version though
Yes, sure it's magic, but import/export keeps the original base, which is going to give issues if not taken care of
I personally like to avoid duplicate bases, especially with Expeditions being weird already and basically generating bases in 'normal' mode
nah if you're not pasting at the same spot there shouldn't be too much of a problem
I was planning to move it to my main survival save anyway
even with the same name or the same location the game doesn't really give a damn since the save you're playing takes priority in loading
And the base wasn't uploaded either (because i dont upload bases ๐ )
And that is exactly what appears to not quite be the case ... Like I said, Expeditions does some strange things
then just don't put it in the same spot idk
Make a base in Expeditions, visit it in normal, and it is there, but from a diff owner
not that difficult to put down a base computer somewhere else
Yeah...i like the spot though lol
Anyways, I am sure we'll work it out ;-)
if you have a base at the same spot in the save that you're playing
And again, it would be going to a Survival save
then your current save takes priority in loading
also with NMSSE you'll still need to have an established base slot to have a base loaded into
Only if you do it the easy lazy way ...
but it is easy
Still easy, yes, I do it all the time ... raw JSON
@odd crater those look cool ๐
Thanks!
Can anyone tell me what the actual hell is broken about this? I farmed for hours until I finally got the model I wanted and farmed until I got the S-Class, now this randomly changes back to my old freighter's model and even randomly changes secondary color which I can't change to any other color. Is it possible to fix this by save editing or back to farming?
sounds like a vanilla bug to me
long lasting one, in fact
p sure the colour thing is years old
And is there anything I can do about it?
What does the 'Generate' actually generate?
random freighter seed
as for things to do about it better ask at #nms-questions since the bug report channel seem to have disappeared
Which seed is causing the error? Can I just maybe change the seed up?
Also, I think that channel won't be of much help since my options are to save edit or farm for it again
I think it may have something to do with old freighter in the past
but since yours is prolly a "new" gen freighter I think it's just the game being weird
you can prolly just try to change seeds a few more times if you'd like
I've tried that a couple of times now, the black secondary color just doesn't change and I'm pretty sure the model is going to break the moment I go into MP
oh yeah the blackness is unsolveable if you're in some systems
And now there's an invisible barrier covering half of the entrance to the main room, so I have to jetpack over it
So just try to change system?
yeah you can try
Alright
but yeah report to HG's zendesk will prolly help too
Warping doesn't seem to fix the blackness
then you're prolly stuck with it for a while
unless someone else with previous experience can help you with that
since it's a common occurrence as I've mentioned
restart game didn't fix?
I didn't restart the game but the model thing has been going on for a while, not just limited to this session
I was going to get off but I'll try restarting, why not
@dense rover This is not specific to any particular bug but: MP often causes this kind of thing. When doing anything besides specifically playing with others, you should disable networking
Everything is the same.
Frustrating and unneccessary lol.
indeed
Well I'm guessing since it's fucked already, turning off network wouldn't do anything.
probably not for the already-fucked freighter, but it's a good idea if you intend to re-farm another one
Again though, thats an extremely general tip, and your freighter problem may have exactly nothing to do with MP.
Can i move my xbox nms account to pc? I will be moving to pc once i get my own place and have room for a desktop, but id lioe to keep my expedition limited time collectibles
@dense rover If you have a black (or really dark green) secondary color, that's actually an absence of color and there's no way to change it unless you change the seed values. What was the original appearance and we can try to emulate that?
Huh, I never knew that. Thanks.
ello modders
Hello
do you code?
I would call LUA more scripting
ah i see
I used to do actual coding, but that's a long time ago
c++ and java mostly, for scripting I did LotusScript, javascript, perl, python, html
But that was like 20 years ago
For sure. Once you know a good example of one type of programming, you can extrapolate to others pretty easily
agreed
Gummy is ancient, it would seem
What does that make me kiddo?
Hah, it took me a while to figure out that I was Gummy
mmm I see your color mods have all the best moves
It was blue and white, and do you want a picture for the model?
nmseeds.club
This looks like the closest:https://www.nmseeds.club/Seeds/Search/beyond/freighter/0066FF/
I think changing the home seed might change the color. I know it changes the race of the crew
I'll try this whenever I get on, thanks!
Let us know how it goes
Alright
It worked, everything is back to normal, thanks!
Awesome!
Nvm, the color broke again as soon as I got on MP to trade with someone lol. I might actually just make it black&red and call it a feature lmao.
If the model doesn't break, I'm calling it good enough
That's really weird. I haven't heard of that consistently happening like that and don't know what could be causing it
It's not a bug, it's a feature
@dense rover 100 thousand of seeds here
Btw we now support the new creature and ship export tool on the server above and have a bot setup that will automatically display picture and all infos of the export file if you drag and drop it into the chat.
Tomatoes
pumatkins
pumpamatoes
Tomatokins
what is "usesmallerblackholejumps"
if its new, it may be the override that keeps expedition black holes from breaking games
just a guess
oh yeah that might be the flag to make you warp back to that starter system
just to clarify, my bases are saved under persistentplayerbases and that basebuildingobjects doesnt have anything I want in that folder?
?? IDK what youre lookiong for or trying to do
normal blender building
You should build with construction materials, not blenders
lmao
it's hilarious how not funny you are
nah mate it's pretty funny
Waiting for the laughter to settle
@stark plover Your bases, including freighter base, are under PersistentPlayerBases. Anything in BaseBuildingObjects are items usually build/placed outside a base, like Beacons, Signal Boosters, etc.
cheers
I do work hard at being hilariously unfunny
With Blender you just click one of those numbered folder icon names (any base) and copy all the data inside, to then paste as a base into Blender
alright concept proved time to reduce my pyramid build from 1500 pieces to 15
Scaling parts eh?
Monster pyramids are a vital part of the modding community
7 HOURS LATER
@stark plover Snapping mod?
@hushed bronze something weird going on with the nexus page for stratos? ๐ฆ
i'm logged in and everything - oh maybe it's hidden
Let me just say
I appreciate all the work you guys do
because I am sure that having your mods broken by every single tiny patch is infuriating as hell
Question about AMUMSS tho
do i have to entirely empty ModScript before using it to combine other mods?
I forgot if these two folders were necessary and came with it, or were created by my last merge
Question... can deleting a mod from your folder have catastrophic impacts on your save, the same way deleting a Skyrim mod can?
not really
your base can be covered in rocks if you got terrain gen mods, but other than that there ain't many fucky stuff that can happen
@round sinew No, the newest one is currently an "Old File"
"Fixed an issue that obfuscated information important to modders"
this sure looks corrupted
Whoa... Wtf is that^? Lol.
thomas the globglobgabla
Anyone know if this mod is compatible with Expeditions?https://www.nexusmods.com/nomanssky/mods/1868
Ah, it apparently doesnt
Also apparently some people did manage to tame a sandworm back in Companions with this, but then the game immediately forces a crash once you do
I'm reporting you for repeat offenses of purposely creating nightmare-inducing abominations and unleashing them into the NMS universe with total disregard for players' ability to sleep
they dont have any behaviour outside of the one animation
does anyone have a link to a tutorial about how to interpret base "position" and "forward" in the json
I don't know if there is one, but if it helps, I think the base computer is positioned relative to an absolute point in the system that has a particular facing. All the other base parts are then positioned relative to the base computer and its facing.
nah once the base origin is set you can move the base computer anywhere in blender without changing the base origin and its build radius
A base gets a Galactic Address, a position and 'forward' vector, Then the Base Computer is more or less at 0,0,0, with Up and At vectors. And indeed, all other parts relative to the Base Computer. The vectors are normalised and used for orientation
is the origin changed when you do the save editor swap to signal booster?
In Blender other things happen. Moving a Base Computer in Blender is not the same as doing so in-game
Yes, origins and relative positioning changes when you do so
You'd have to understand 3D Vector math to fully understand and work with doing such calculations manually
nah a basketball player doesnt need a physics phd to make a 3 point shot
im going to slam dunk this fuckin base build so hard
The Blender plugin is real easy to use. The hurdle is Blender itsself lol
If you've never used Blender before it's daunting. Once you get comfortable with it, it's fine. Learn your keyboard shortcuts! Haha
I want to add these in eventually, Zanarkand city inspired buildings
Is it possible to create a mod that gives you more Companion slots?
No
Hey, can anyone help me out...? I been playing NO Man's SKy with the "Fantasy Overhaul Mod" as seen here: https://www.nexusmods.com/nomanssky/mods/1742?tab=files&file_id=12139 and it was working just fine for me for the past 3 to 4 days now, until today... Everything starts up fine, but once I get into the game I can't get my ship to fly. I launch, but then I get stuck in the air and my starship doesn't move at all.
Sometimes even the game itself would freeze up.
I tried to repair the game ((through verifying files...?)), but that didn't work either.
Should I re-download the game completely...?
@open wave There was an update literally today. Just delete the mod for now, and check in on the page until Red releases a new version of the mod for 3.37
He's usually super quick, so nothing to worry about
TLDR: its 98% likely the mod lost compatibility with the game, and your game is not broken (at all)
so hey, I'm trying to combine two mods that both effect gcgameplayglobals. The only thing that effects how long it takes to scan an object or a creature are the property BinocMinScanTime, and the three after that right?
thomas will prevail
Ty. Yeah, I hear ya... To wait it is then. ๐
heh had the same issue last night
forgot to double check stuff after 3.37 dropped, then went afk and sorta forgot about it
on my end, no metrics lines from lo2k was the culprit, but as usual, Lo2k blazing fast on the updates
tends to happen when he's intimately familiar with how to build mods via direct hex edit ๐
Yeah, he does best of both worlds, hex editing and LUA
Stratos actually updated now (I originally dropped a replacement before realizing that update was faulty and subsequently creating a frustrating false alarm for everyone)
https://www.nexusmods.com/nomanssky/mods/1342
@round sinew
Also, with Stratos, you can kiss hard blue night skies goodbye! ๐
(Unless you actually find one that was generated as blue by chance)
Also updated https://www.nexusmods.com/nomanssky/mods/1800
Are there any mods that make flying not absolute hell?
Some exist to make improvements, but the underlying system is junk so there's only so much that better settings can do
In any case, 3.37 broke flight mods, so you will have to wait a few days even for those
Oh boy
@hushed bronze Does stratos disable the instagram filters?
since those aren't needed anymore
custom colours galore
tbh tho the vanilla colour palettes are already pretty extensive barring full R/G/B
but it's still cool to have custom colours relatively easily accessible to the user via presets
TF is that head
the xbox preorder helmet I think
it's not as precious as it was since crossplay means you can actually meet xbox players on any platform
but back in the day it's pretty ballsy
anyway I ran out of things I want to do
maybe I should go back to my actual money-earning work
@waxen cedar it shouldnt do anything to filters, but do you mean the ones randomly assigned to planets?
Because if so, thats a different mod, but also a pretty easy one
really need some help locating my saved files to use a save editor i'm using windows 10 version. i know where my files are but can't get them to show in the editor
@rich harbor What Save Editor are you using and are you on Game Pass or Steam or GoG even?
windows 10 by uwp?
It does? Yeah, one minute
It's not updated recently, so there can be some issues, but it works https://github.com/cengelha/NomNom
Sure, what's up?
i'm a pc noob xD
cant seem to get this going if you feel like jumping in a chat for 5 to help that would be cool as
I don't have audio right now, so can't do voice chat. Did you get the editor installed?
downloaded
i'm a serious noob
i could call and share screen if thats cool?
then you could shout instructions at me xD
LOL
Yeah, I can try to type instructions at you ๐
i have downloaded it and extracted the files but can't seem to find the exe file
you can also post screenshots in #nms-photomode-gallery
that'll work basically just as well
Man, ever since I saw it as "Gummy", all I can think of is a 112yo lady that basically can't open her eyes and some good portion of her face is tucked into her toothless mouth.
@vale iron I keep saying it, I love the JSON, lol
Deleting a multitool from the main window, only changes the multitool > Store > Seed to false with 0x0. It doesn't actually delete it.
Oh I didn't know that. TBH I didn't even know the GUI had a delete multitool function ๐
I don't trust any of those buttons on the main GUI
Many will just get you into trouble one way or another, lol
I feel like we need another channel for save editor
Is there a mod that shows actual distance for waypoints that are far away?
Its actually probably possible
@lean saffron Do me a favor and figure out exactly what distance the game starts displaying a timer instead, and I'll see if I can spot the proper setting for it
Okay, will do next chance I get. Iirc it's either 1000u or 1200u.
i need it as exactly as possible. If its 1150, I wont find it by searching 1200
Hah, apparently it changes to 4:57 as soon as the distance exceeds 1,244u. That's not the number I remember from the last time I checked, but it's what I'm seeing now. (Using a save beacon). @hushed bronze
Ill see if the obvious file has any matches for a number close to that
i don't see any clear hits in the file I was hoping for, sorry
No problem, really appreciate the attempt. :)
I still feel that, if that value can change, its probably controlled through the UI Globals file, but it looks like it may not be as straightforward as just "switchdistance"="1245" or something
Right, makes intuitive sense. Oh, and fyi I was on foot, in case that wasn't obvious.
I know I saw a setting somewhere that looked like that for ships. Something like distancetotime
RE my use case, I'm trying to improve a crashed ship grid search strategy.
Golden ships look DAMN FINE when the lighting is strong enough to let it shine ๐
I still don't know why HG decided to just make the lighting too dim
The brightest vanilla environment is like a cloudy day
Yeah I've been noticing that when testing ships. I've even added a couple of pointLights just to illuminate the exterior of the ship some
Did you turn up the ambient?
You might look for the number for the time instead of distance when looking for the change. Does that make any sense? Doesnโt sound like it to me lol
@vale iron Its a combination global light power from 3 to 4 in the graphics, and high values on the lightcolor in the sky profiles also
๐ thank you!!
man using some bad practice when "coding" rn
at least there are comments
I mean I kinda shove comments all over the place in my lua too lol
cos when I wrote that I somehow forgot what the lines do
and I had to read the lines again
i know the feel tho
and just write em down to make sure I don't forget again
yeah that's middle schooler level programming for ya
forgot lesson one of programming always have something to write down notes
inventory multiplier are Int's not dec's or floats
good to know >_>
you fucking with the hardcore "multiplier"?
I completely forgot how those work
I only know there's a multiplier for most shit for survival
also normal
I remember doing that for my jetpack tweaks too
even with names some of those are ambiguous as hell
im just trying to make a "balanced" invetory for survival
i assume this translate to permq too
yeah I think so
good
๐
yeah the naming conventions are bit odd
but at least readable
so thats something ๐
sometimes they even leave in typos just to fuck with you
yup
it like default =250 ship multiplier =2 so 1k ship storage
well its but more conveluted but :p
but that how it works from how i can see from here
think i figured out most of those values now
trying to figure out how to make a lua but i think i'm missing something -_-
you looked at the example scripts?
nope was kinda testing my mod to see IF it even affects perma
but have had some crashes
so yeah not sure its my mod or other mods
does anyone know of any NMS mods that add visual effects to make it more scawy
I seem to recall seeing a comment in one of the goatfungus commits about pulling stack size changes due to them being tied to game mode.
@merry wasp
reshade
it does work tho in the small scale test i did but now i'm more or less doing a slightly longer test and in complete vanilla no crashes, will try all my other mods first before mine see if it still causes issues. Could be that some other mods is being wonky
why do i forget we have save edit to cheat for testing purposes >_<
@hearty wasp can you link pls? Id appreciate
For all those people who find it more convenient to bother you with their question rather than to Google it for themselves.
dog I get a bunch of different mod results though. is the mod titled "Project V" the one IM looking for because it was the first result @hearty wasp
reshade are presets
you install reshade for your game first
so install reshade
for No Man's Sky
and then you can get reshade presets from Nexus
yeah but googling it doesn't give me the programm
the site should just be named ReShade
it's not a program made specificly for NMS but for numerous games so you won't see "No Man's Sky" in the site except for may be the supported games page
https://www.nexusmods.com/nomanssky/mods/1067
Quick Update
https://www.nexusmods.com/nomanssky/mods/1011
pretty self-explanatory
https://www.nexusmods.com/nomanssky/mods/853
Updated and now allowing custom colours to be set into customisation presets, making applying custom colours way easier
https://www.nexusmods.com/nomanssky/mods/1890
Updated the P I S S
Anything interesting datamined now apart from new launch thruster upgrades and water files?
A new function on the multitool, Spawner and SpawnerAlt
No clue, didn't get much out of it other than a name
are there any mods for vr specifically
does anyone here know of any reshade presets that make no mans sky look scary?
@sleek dune A few, just search "VR" in nexusmods
morning people, is DefaultInventorybalance the only file where you can change inventory size? As making edits in this file seems to cause freezes (tested on my own mod and someone elses mod)
https://www.nexusmods.com/nomanssky/mods/1017
Get your hobos back in your backyard today
also I've never seen a gek hobo
I may need to actaully fix that
@desert forge any advice for exocraft speed mod, or anyone else..? Ones i tried doesn't seem to work
yeah
wait or make one yourself
look on Nexus for any car mods and provide a lua script too
in case the author just haven't gotten around to updating it
since the compiler only came out last night
speaking of which I should make one for my personal ones too
ye.. so wait.. Dunno how to make those for my self..
well if you wanna start to learn you can always start here
https://stepmodifications.org/wiki/NoMansSky:0.2.0
or wait a week tops, global mods are usually p easy to update
I did mine in like 2 minutes
I have 2 questions to use mods do I have to start a new save? And can I play online with my moded save even if my friends doesn't have mods?
- no
@dawn haven I have a LUA for one myself. I can update it and share it with you if you need
Ah. Just saw this, would be cool.. let's talk about this more in another day.. have to go to sleep for now
๐
ight someone mod Maury into a gek
Excuse me what now
@hearty wasp You're up
But he's a mad modder who does things like hobotown, nightmare train cartoons, and peeing
so
good morning I hate blender
dont hate blender, hate math
what pc mod makes it where you can place underwater objects above water
I know Beyond Basebuilding does it
GBase probably does too
@smoky patio This one here
doesnt work still cant buiild above water
Why haven't I used Exosolar's Stratos before?
Totally changes the mood of a planet.
Personally I also like to cut the high clouds ๐
(People complained when it was rolled into Stratos before)
@odd crater Two very different planets there, or is that just you changing the planet up between shots? (I'm concerned about seeing you have two almost identical skies in quick succession like that)
Fourth shot is from a different planet than the first three.
thats what I mean, you got another purple with green clouds. I hope the skies are shuffling properly
Well, I do see this sky often.
I can't properly test planets rn due to borked files, but enough to say I see the purple sky a bit often.
Im working on a new one btw, with a palette for every biome type, since they're separated now which is fantastic
One random desert specific sky
Purple sky with green clouds again.
fancy
Custom ships mod for testing in the mod-testing channel of the modding discord, if anyone wants to try it.
7 ship models from sketchfab made to work in NMS. Razor Crest, Serenity, TIE Silencer, Droid Trifighter, Jedi Starfighter, Batwing, Imperial Shuttle
Select all (A), scale (S), move mouse until they all fit. Just make sure the pivot is set to 'individual origins'.
nah the issue is that nms only scales xyz as a group???? and blender you can scale them individually and it doesn't get along well if you try to make things thinner or whatever
Exactly. You can not scale objects 'per' axis in NMS. So you do not define an axis when you use scaling in Blender (S)
Hi everyone, literally discovered 15 mins ago that nms has mods lol. I'm trying my hand at finding a derelict freighter using no man's connect. The teleporting to location ''works'', but i can't seem to find out where i'm supposed to look for the freighter. Can anyone help me by explaining?
I haven't been playing for long, but you mean that i would have to travel to the location, and then use a signal scanner?
I guess there's another mod that i need to have to reach it huh
no I just mean that you may need to look for the derelict location with vanilla methods
cos NMC takes you to the space station right
Yup, and then there's a base on the closest planet called 'Pyrite mine & 'S'DFr'
The freighter im looking for seems to be a popular one, as it apparently always spawns on the same coordinates?
yeah
so do you know how to look for one in vanilla
cos I don't
and if you don't either, try #no-mans-sky
I'm trying to find it using a space anomaly detector
flying around the planet and hoping it will pop
Uff, this is becoming a lot of work for some nipnip buds
Aaaaand the anomaly detector found a hazard containment field instead -_-
anyway, if you need more help with vanilla mechanics, use #nms-questions or #no-mans-sky
Thanks for the help
Are there any mods that make refining faster?
I'm tired of waiting 20 minutes for a stack of resources to refine, only to check and see that the refiner just straight-up ate all my resources and sent them to the shadow realm
it works for me
yeah it will likely be safe as its basically xml value changes lol
it had to be actually updated like a couple times when they officially sped up refiners
https://www.nexusmods.com/nomanssky/mods/1890
updated the mod to fix a bug
Here is a proof that finally ship seeds have been solved by me, all these (SEED DECODED branded) seeds below produce the same ship form wise for haulers. More infos on the seed discord soon.
0x5EEDDEC0DED035F2
0x5EEDDEC0DED030B5
0x5EEDDEC0DED0B271
0x5EEDDEC0DED2C495
0x5EEDDEC0DED3C7D2
0x5EEDDEC0DED4C6B7
0x5EEDDEC0DED5A36C
0x5EEDDEC0DED6AC60
0x5EEDDEC0DED8FB66
0x5EEDDEC0DED9E2D9
0x5EEDDEC0DED23C97
0x5EEDDEC0DED39CE9
0x5EEDDEC0DED63A56
0x5EEDDEC0DED68EB8
0x5EEDDEC0DED84B6D
0x5EEDDEC0DED140CD
0x5EEDDEC0DED253D3
0x5EEDDEC0DED1242F
0x5EEDDEC0DED2875E
0x5EEDDEC0DED7886E
0x5EEDDEC0DED15798
0x5EEDDEC0DEDA4BAE
0x5EEDDEC0DEDA557C
0x5EEDDEC0DEDA649E
0x5EEDDEC0DEDA9626
0x5EEDDEC0DEDAEA85
0x5EEDDEC0DEDB784B
0x5EEDDEC0DEDC8C06
0x5EEDDEC0DEDD825A
0x5EEDDEC0DEDEAD68
0x5EEDDEC0DEDF0219
0x5EEDDEC0DEDF3CEA
lol, took me two years to realize the game might have public forums XD
I actually joined the discord shortly after, and never really needed the forums before, but yeah, i guess it's good to know there are forums xD
YOU MIGHT WANNA SIT DOWN FOR THIS
I JUST FIGURED OUT THE NO MAN'S SKY SEEDS
No idea what that means exactly, but i am hyped
Mjjstral figured it out, not me. I was just memeing.
Well it simply means you can build your own custom ship finally if that stuff gets polished and put into a tool
One question. Does the game accept any seed values other than ones in that format? For example if I just gave a ship the seed "POTATO"
would it even generate anything
That would be interesting lol
I'm p sure the seeds are in hexadecimal
Rip. So we can't just have ship seed that constantly changes like we can with name formatting
so you either 1. crash 2. have the seed revert to 0x0 3. translated from whatever system the game thinks it is and translate into hexadecimal (pretty sure it's not happening)
I mean you can still try
golden vector seems to have seed 0x1
would be a neat thing to know
Would be funny if 3 worked. Could just have the seed "THEFUNNY" translated into hexadecimal.
How would you even go about modding on console?
mostly you don't 
lol
That depends. If I say the game actually uses the decimal value of the hex someone else comes and says no but the cpu handles it in binary. It is just common we exchange seeds in hex. The savefile takes hex. The rewardtable only accepts decimal. Sure you can convert any phrase into hex as its just ascii code index. But as we exchange in hex we are limited to these if we want to use true words https://nedbatchelder.com/text/hexwords.html
Well thats the next step, to calculate a system glyph adress where you're choosen ships can appear. So you don't need savegame editing or modding
I'll keep that in mind
@tawny coral im calling this a forum
Aah alright, yeah in a certain it is
look, everybody! This is what snow-colored snow looks like in NMS XD
Do we have a mod that changes all the Rasas into Honda civics
Not yet
Tragic
We only have a mod thaf changes all submarines to Honda Accords
Imagine that sentence without context
Actually this entire exchange
then we would need a mod to turn all Honda Accords into Honda Accordions
A few shots showing a random swamp planet.
All from the same world, which represents one of the thousands possible asset / placement combinations.
DUD'S SKY updated v3.37.1
-Updated all mods for compatibility.
-Added headlight to ClassicGoldenFighter
https://www.nexusmods.com/nomanssky/mods/507
DUD'S SKY - COLORS updated v3.37.1
-Updated all mods for compatibility.
-Added solid color nights.
-Added Dead planet thin atmospheres.
-Improved fog.
-Improved storm fog.
-Major rework of fog related palettes.
-Added pure black space with distant suns.
https://www.nexusmods.com/nomanssky/mods/968
just realized the mt spawn function might be related to some expedition reward multitool
for the future
if I have to edit a prop so that it loads first, like a platform under a teleporter, I can just go ahead and change the timestamp on that prop in blender right
I love this channel lmao
Anyone figure out how to affect fog on Prime planets? There seems to be a whole section for prime planet fog, and it seems to do exactly nothing. The regular fog settings dont touch them either
Anyone notice the colors of the loading screen nebulae are different now? Are they loading from an external palette? Hmmmm
I've been seeing more dimmer colours in addition to already existing ones too
Rayrod did something with galaxy map back in the day he might know more?
@steel crypt Changes to the nebula colors was mentioned in recent patch notes
supposedly it was a minor shift to help with visually impaired fellas
No, that's not what timestamps are for
from what I understand watching builder youtubers, while props are ordered alphabetically in blender they are ordered by time ingame and are loaded in that order
Load order is done by the game itself (executable). Not sure if there is any way to control this through modding, but certainly not by save editing
okay how is load order decided by the game
Props are not ordered alphabetically either, in Blender, sure, but not in your save when saved by the game
okay
i clearly understand that
can you just tell me the answer
how can i control my load order
You'd have to look into modding to see if you can actually make a difference to load order. The game makes sure to load things that are required first, to then load other things less required and so on
which would be
I don't know, because I have never looked into it, nor am I willing to look into it because it is likely hard to figure out. Don't see a need personally
why would you give advice if
add pluses to have no priority
add tildes to have more priority
to the beginning of the file names
done
cheersa
We're not talking load order for mods to be added
We're talking load order of objects in-game @hearty wasp
um, based?
make everything you want not disappear have the building cost of a decal
Still doesn't quite change load order
might be worth a shot
That is just 'render cost'
that's because "load order" of said objects are basically based on distance and if they're inside of your FoV
Sure distance can be part of it, but it onvolves a lot more
but if you set to to be always loaded they won't have pop out
Yes, sure I can set an object to not render, but still it gets loaded. And sure you can change LOD to make it render the full LOD as if it is actually close to you, but it doesn't actually make the object closer, therefor not loading it any sooner
yes because it's based on distance to player
want it to get loaded
get close to it
look at it
Anyways, I am pretty sure that it is going to be tough to actually change load order of objects through modding, if even possible, as this is usually part of the actual engine
Why would you want to try this to begin with @stark plover ?
You mean to say, make it always render, which is something quite different
to address people falling through structure props
yeah the loading is pretty sporadic and oftentimes floors and walls will be the last thing to load in
great way to get stuck or die
it seems to be chronological based on our testing
Reporting the issue is a first step, Another thing is to see if you can troubleshoot your system to get better performance, so it is less likely to happen. Maybe lower some settings?
in that indium system I raid in there are tons of examples of buildings only loading half of the stuctures or technologies in a way that would be consistent with an intelligent design
its not an inherent bug, just how the game loads
it loads in order of whats first placed
it might be based on the order in which things are written out in the json
Ok, so this is an issue the player has to solve and figure out?
i could isolate floors and edit them in first and then just paste the rest back in after
I get it ... lol
idk why you still think this is some kind of mod
it's a feature
this is vanilla plus
HG made shit not load or popout to reduce performance impacts
best case is they cycle in pop in / pop out
worst is that they never load or pop out and never come back until reload
yeah case in point, ever scale the holographic galaxy toy up? the outline will load but the actual galaxy graphic doesnt load until youre practically inside it
blender
There ya go
I mean you can't scale past the LOD point in vanilla anywhere lel
That aside, scaling the object while other things may not scale along, or differently, has some odd results at times.
also isn't the toy galaxy only pop up when you're close to it?
that's... an entirely different thing to floors not appearing
yeah of course
Ever tried scaling the pressure pad? Signal/collision detection becomes larger, while you scale down the object to be smaller. So hey, we have an issue, because we do things we were not meant to do...
yeah I mean obviously theres a reason you can't scale some items at all let alone infinitely in vanilla so broken stuff is to be expected
this isnt an issue that is relevant to the scaling
anyways, the only thing that it really affects is that LOD doesnt pop in until you're too close from the player perspective and that extraneous details, like the LOD highlights on concrete walls, don't clip anyways
which is something to be expected
and if anything, my scaled builds take less resources to render and less bandwidth overall, because the entire build only appears to be massive but is only about 400 pieces and so on
I could lower that number if I wasn't so hard for the triangle shapes
I just found out you can format chat text to have no sender name
with emotes
Azure would you like that?
This is only kinda related to modding but, i can't export a model from the game using assimp(fbx collada n stuff).
Im not the coder guy so... yeah, i couldn't even code the thing myself
yes
still trying to figure out how to apply text delay scrolling
but yeah with a custom emote you can just set up a chat message, set disable prefix to true and you can have just any message without your name attached
barring censors
neato
string fields are limited to 32 characters tho
you can input longer strings with save editor tho from my understanding. Unless the game just cuts the rest out
it's the limit of the struct
ah
since it uses 0x10 sized strings
pisses me off cos now I can't write new interactions
without modding the language files
It says couldnt find Mbincompiler...
OH
yeah it's not even in the current documentation
but it's always been in there monkeyman just didn't really write that down
Normally i have this side window thing open
xd
Thanks
Uh
Blender being a smalll lil' sh*t
Has a error
you on 2.9?
2.92
try 2.82
Uh
NMSDK's not updated for 2.9 yet
Duck
2.83 lts working too?
I mean it should
Same error
Ima keep it short
File [blender 2.83 addon path] line 801 in execute settings=keywords
Filenotfound: [scene mbin path]
file not found as in the geometry or the scene or something else?
I assume you unpacked everything already
Not being able to send images hurts
it should be fine if you defined it
you saves the settings right
else it could also be a permission issue
I defined the pcbanks because it told me too
nono do the unpack
monkeyman's a dumbdumb cos he assumed everyone unpacks to pcbanks
well is the file in the path specified?
also you HAVE TO unpack at least models, materials and textures
I did
OH
Another big dumb from me
I saved node mbin that isnt the actual--
Let me try with the actual thing
More errors
Now it cant add an empty to the scene
IM GONNA SNAP https://imgur.com/a/c4A0GgH
It just says draw hulls clear scene blah blah
try uncheck import recursively
Okay lemme do zhat
else we'd have to actually try to find the descriptor
Blender is freezing
Thats a good sin
Yep
It worked
For some reason now it doesnt wanna save the mbin compiler path
could be a permission thing
I don't remember if there's a file you can manually edit for that
Yeah
may have to go into your appdata for that
And no materials are imported but ig i have to do that0
Now back to the original problems
No bones
you in material view?
Yep
Selecting those is hard doe
everything moves rotates and scales around em
Hm
if you want bones you can prolly just
make a bone and set moving to snap to veticies
rinse and repeat?
I haven't touched bones ever
yes
I learnt Blender solely for kitbashing for NMS

but yeah you want anything extra you gotta start doing it yourself
mesh and textures and NMS related stuff is the best it's gonna do
well since you have both your unpack and compiler
you can trace the texture paths pretty easily
you're importing polo, yes?
you can check the directory of where the scene is
there should be a folder with the same name as the scene
decomp the material files
open em
scroll to bottom
texture paths are specified there
there is a "MASKS" texture path and its red channel is metalness
And you need to channel pack the texture
Also gloss is the opposite of roughness
So its directx normals
blender intern uses OpenGL normals
which have the opposite of DirectX
on
the
uh
Z channel
X Y Z
yeah I mean the textures
red green blue
they are entirely black
normal map
because blender thinks they have 0 alpha
or channel pack it
I have zero idea what that means
you mean you have to separate the channels before they'll work?
so blender thinks it has alpha when it actually doesn't?
the entire image?
i think its -1 alpha embedded somewherer in the image
yes
just choose on the alpha "none" or channel pack and youll be fine