#nms-modding
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ohgodno
remember you turned off recursive reference?
yes?
you mean import recursevly
yeah
since the bike isn't a proc gen sene
so it shouldn't need to read the descriptor
just import it again lol
thats literally what i am doing
lol
yeah I really dunno why it doesn't save :/
thats not the issue
ok so did you set your unpack path to pcbanks again
or did you move your unpack to pcbanks
lol
oh those are the decals
at least the materials imported ok this time around
nice to know how the decals are meshed lmfao
though the colors of the thing...
actually is p useful
oh yeah
the ingame colours? added on by the game
cos you can customise em
so they're tinted with reference to the blue channel of the mask texture
white's for primary and grey's for secondary colour
could be grey or black tbh lol I'm not very knowledgeable in terms of proc gen / character customisation colour appliance
me neither
I'm only good at buildable colourisations lol
xd
NMSDK 's way of import is a bit weird like that
but if you export it'll be smooth
you can even export to obj and then reimport and you'll see smooth lmao
huh
@vale iron did you already managed to get expedition game mode completly work by editing the save, so that its usable for offline only players?
@paper stone
ah, thank you
Hey all. I've been running an experiment related to crashed ship sites in a system where I've marked 121 crash sites. It seems that at the 120 mark, or thereabouts, I've hit a cap of some kind, and new waypoints are no longer visible on the HUD. Is there a mod or some other way for dealing with that?
Yeah I got an existing save converted to expeditions and new saves setup to pretty much any point. I'm not sure if it would be playable offline, though
@vale iron do you think you can give me an instruction what i need to change (maybe as pm if it's to much to post it here), so that i can try it for an offline only save?
The first problem being that you can't even start a save, correct? I would say create a normal save, or take an existing one, then we will change the version number and paste in the necessary data that's not in a normal save
that planet is red n stuff
Released my new ships mod: GShip Custom.
https://www.nexusmods.com/nomanssky/mods/1891
awesome stuff
i created a new save in normal mode, changed the version number. But i know nothing about the other stuff π
Crap I don't be at my computer for several hours. If someone can help, there are two folders at the end of playerstatedata that aren't in normal saves. I think it's the presence of these folders plus the version number that gets you started.
If you mean the SeasonalData and SeasonState, they should both be present with zeroed/empty values for most of it. There are likely some specific values required in some spots. Not looked into it myself though. I guess I could create a new Expeditions save, then quit to get default start data?
Yeah the stuff like expedition end time is in there for an expedition save but not a normal save. I think that's one of the main components
Are you around or in a hurry to try this @odd stag ? I can likely help get you started
Will see and help if need be, else I'll leave it to you, if that's ok
@hushed bronze this particular planet, the sunset colors don't really match - idk how i feel about that, but i realize that's probably out of your control π¦
like uh, daytime bright(er) green, night time darker green, but sunset sky turns light blue
it was just a bit weird seeing a sunset on this planet hehe
π
@round sinew In the currently-posted version, I discarded the old hack where "dusk" was technically night and night was removed all to hack the game into doing custom nights
the reason being that HG solved the underlying structural stupid that made that a necessity
However, I haven't caught up to the point of actually making custom dusks yet so for the time being it gives you vanilla
Sadly, when I do make some dusks, I still have no way of actually making them link up so the combinations of night, dusk, and day will still be rando
but at least now I dont have to mess up everyones flashlights and headlights with a night-deleting hack XD
hahah
π
well, at least when you do add some dusks into it, we will have the chance to see even more colors on sunsets so that's good π
indeed
well to be fair, on planets like earth, the sky is light blue by day, dark blue/black at night, but turns red and orange at sunset
so it makes sense that an alien planet could have a sunset that's a different color than the sky during the day/night
what happen
is there mod that makes us able to buy multiple suit upgrades at 1 station?
no
that's for the former question, not the latter
whenever you think a thing that has more than 3 specific features, the answer is 99% "no"
the remaining 1% is when you beg someone specifically to make it for you, or when you make it yourself
Does anyone have a proper shadows mod? (To have lights in the game cast shadows)
I'm not sure we can change how light works in the this game other than making them volumetric
also they don't cast shadows? I never noticed
do lights really not cast shadows tho? I was pretty sure they do
Only the sun does
at least the quadratic falloff ones
In my experience at least, everything on ultra
Inside spaceships and so on I've never seen a shadow on any character models or envrionment models...Or even the flashlight at night, it doesn't cast any shadows
It just makes everything look very flat and floatey despite the great unique colors and looks
I just looked at relight and yeah there's really no shadows lol
I assume it's too resource intensive for em
truly we learn something new everyday
but still since we can't edit shaders I'm not sure if there's a switch we can turn on to have additional shadows
Ah, too bad. Did they mention any plans to allow for new materials/shaders? I've only seen post processing mods like reshade so far
Well I know how to turn a expedition mode into perma death just wish I could turn it into a normal save then Iβd be good, If anyone knows how that would help π
If you know the Permadeath code, I think normal is 512 lower than that
I'm out for the day but can look it up later
@hushed bronze can u build on an abandoned station with BBB? 
No

There is one really stupid exception, which is to make the space station a buildable base part and put one on the ground π
works for me π
The scaling makes sure it pretty much doesn't work at all XD
it seems like freighter structures r not part of BBB? 
.. nor r gas extractors any more
the build menu on freighters all screwy or im doing it wrong 
nvm .. its under specialist
cant find gas extractors tho
I think the one managing the updates had slightly different ideas about the industrial pats than I do, but the lua is available and should be set up for easy customization
that seems like work π€
ofc its also possible an eror was made, idk
idk, I didnt make the lua
-- If O2_ATMO_HARVESTERS_ANYWHERE = true, adds Oxygen and Atmosphere harvesters to the list of parts buildable anywhere (not only on bare terrain)
But yes, buildableonfreighter=true lets the thing be built on a freighter
buggy for extractors tho
I had them set up before .. they worked geat
I would guess the build-anywhere includes terrain types
I wanna build a Moon Pool on my Freighter 
.. also, on a side note .. I'm wondering if there is a way to vault the ceilings in Freighter Rooms 
like some stuff is just too big for standard size room
Use cuboids
and domes
And the line you posted above is commented out. I'm guessing you would need to get rid of -- on some lines
Make sure you either have a mod that makes space safe or you use the Minotaur so you can survive
Scale the shroom
rather scale the rooms
no, vulkan shaders are precompiled and there is currently no way to edit them, not really up to HG except allowing OpenGL rendering again, which they can but won't cos why waste time maintaining another rendering system lol
there're double height parts in derelict freighters
I was thinking on adding em but I'm still waiting for the current release of the big one
finna be soul crushing to figure out how to integrate them into the existing single height rooms
can u scale parts?
"snappoints" never really worked that well imo 
they used to work ok when then they snap at point of attachment
I still have build trauma from the old days π©
ye, but the bigger and more complex u get, the worse it is imo
it's a messed up system
speaking of which I better take some screen shots on how to snap big stuff
freighter build system is slightly better imo
predefined structure and none of that messy wiring bs
anyway the problem for double height freighter rooms doesn't lie on scalability lol
it's more of a "how do I seamlessly connect double height with single height rooms while keeping double height rooms expandable"
Yeah I could never get rooms and halls to snap properly over about 150 to 200%
infuriating build system π‘
only time I rage quit NMS was the first day i used the new "wires"
@hearty wasp they can be decompiled into readable format, edited, and recompiled properly. There have been a couple of tests. Problem is, everything is really obfuscated now and branched off into many files from one. If you really know shaders well, you could probably guess right on what a lot of it is. I donβt lol. I have personally decompiled and looked through some of it and said yeah right.
@vale iron @fallow meadow take your time, I'm just curious how to get this to work (if possible) for offline saves. Cause we have on GOG a large community of offline players that would also love to know how this could be done π
If you're still online in about 3 hours, send me a reminder and I should be to a computer by then and can lookup the folder contents
Hopefully only two, as I want to test this ship summoning LUA and get it posted up with my mod
good to know. still sad to see the state of current shader editability tho
I did some shader modding. Didn't understand it a whole lot but did some "easier" stuff. I looked at it now and there is no way I could follow the spider web because I'm just not familiar enough with how shaders are usually done. There were a couple dudes pretty good at it that did some tests with me and they both tried and said maybe, but hell with the time it would take.
I feel ya
@vale iron would be awesome if you could have a look at it. I'll have to go in 10 minutes, don't know when I'll be back, but maybe you can quote me if you have time to look for the folders
in random news, custom languages are working now
basically makes quest mods actually possible with custom lines cos goddamn they'll need it, that 0.2 of a person who'd want to make a quest mod
that one's in Chinese cos I was forced to have multi-language support
Does the hidden Ambient Mode still work? I haven't tried it yet.
camera flyaround or something
It's basically camera flying around, no real playing
There is a TKcolourpalette file somewhere, but me cant find men stupid
which palette are you looking for
has anyone ever tweaked ClassProbability?
cause seems oddly interesting to modify π
Yes. It does exactly what you would expect.
I'm certain there're already at least 2 mods on Nexus that set every ship to S class via this
would the json file be able to be edited in nomnom? for a w10 file. i'm trying to move my companions from one save to another
NomNom has the ability to edit save files from Game Pass. I am however not familiar with it yet, as I still for now prefer NMSSE
@rich harbor I am actually not even sure if NomNom has been updated to properly support Expeditions. Shortly after release those saves would end up becoming Permadeath saves, so there may be an issue
yeah i'll keep hunting maybe i'll find an answer
Yes, I am afraid you'll have to wait a while for a proper release
but also nomnom 100% is not up to date as it turned an expadition save into a perma death one lucky it was not my main one π
I can't stress this enough, make backups
that seems overkill like a lot of mods
why are most mod like MAX everything and not like lets "balance"
you assume I care
it's also just a way to answer your question with examples
thx for that π
nope but any idea where i might change a gamemode from expadition to normal in the json file? W10 version
New to datamining. Which files might I want to look at, and can I use a text editor such as Sublime?
depends on what you wanna mine
Planet generation, probably
Building data, possibly
mbincompiler and NP++, then
or AMUMSS explorer
but NP++ has styled format text so it's easier on the eyes
tbh tho there ain't much to "mine" other than stuff that's been there for years and people just didn't care to use
atm at least
Ok so mbincompiler for the conversion, and N++ or equivalent to browse what's inside
yeah basically
just don't expect it to be fun often if mining is all you're doing lol
Cool
Looking for crash site info, which may be a white whale
crash sites are uhh planetbuilding table stuff maybe
Yeah, so I hear
Heh
@lean saffron Could also use Modding Station if LUA is not really your thing. For a beginner just wanting to start looking into source files, I think Modding Station is a great tool
Sublime may work perfectly fine, as it is pretty similar to a decent code/text editor
Nice!
AMUMSS explorer just let one search for and view specific mbins without unpacking
it's great for the lazy
I still have to give that a try by the way, as disk space may become precious
I don't use my OS drive for stuff like this, but I do use it for the games I currently play
I mean sure unpacking might be faster on my main drive, but it's gonna take a while anyway and I would have to keep moving it elsewhere to prevent it running full. Games I play I want to be fast
does anyone know how to access another account file using nomnom please its stuck to my account save location and i can't figure out how to change it. ty
With Game Pass this is likely due to the way Microsoft does these things.
Oh I got it already had help from nomnomβs creator
Ah nice, if anyone would know, it would be zencq
YUP
I've got a couple hours free finally. Was I supposed to do anything for anyone?
BUY ME A PIZZA
Join us and catch up on #the-fall-chapter-2 !
I think that's going to take more than an hour or two π
well you can try
I've been looking in occasionally to try to follow along. I'll do more reading on the 5-hour bus ride home later
And jeez, running a compare on save files takes a little bit of time
How do you use NMS PCBANKS Explorer to view the files w/o unpacking ? I can view what files are in a .pak, but I don't see a way to view a mbin|exml without first unpacking it ?
I'm afk but AMUMSS Explorer lets you search specific mbins and unpack just those for viewing. So the user doesn't need to unpack the entire game files is what I meant
Ah, ok, i'd be kicking myself if it allowed viewing w/o unpacking, that's why I created NMS Pak Viewer.
It's just self-contained enough that it doesn't feel like unpacking lol
I notice that by default, NMS on steam has a folder labeled "MODS"
Do I just... place the mods there or something

you make a MODS folder inside PCBANKS and put mods there
and yeet the txt inside while you're at it
So is it fake, or just... placed in the wrong spot
Oh
just ignore it
Mmkay
You know what it is https://www.nexusmods.com/nomanssky/mods/367
https://www.youtube.com/watch?v=kMm6gXERY2U
A mod that adds over 1000 new base objects, including decorations, new outpost and basic structures, flags and decals.
Download the mod here: https://www.nexusmods.com/nomanssky/mods/367
ε«ει’¨ FacebookοΌhttps://www.facebook.com/winder.gaarli
ε«ει’¨ TwitterοΌhttps://twitter.com/WSLTP
Any material in all videos published is used under Fair Use or Creative Commons (Details stated in the video).
All work created by this channel can be licensed under a Creative Commons At...
sad I can't post the vid in #no-mans-art
Amaaaaaaaaaaaazing π π π
is there a mod that lets you toggle the scanner instead of holding the LT button?
autohotkey maybe
So I've never used mods in NMS, how does it affect multiplayer?
Oh, I'm trying to zoom in but my squinty eyes of blindness fails me. Is that really on the startup on NMS because that's a lot to read and not enough time to read it when it passes by when you boot up the game? Lmao.
you can click "open original" to see it in the original size
also I just implemented the documentation into the startup image
you can see the original image here https://www.nexusmods.com/nomanssky/mods/824
I clicked open original already and tried to zoom in as much as I could. I managed to read it all with my face up to the screen. Haha π
Okay, thank you. Uh. Is there a building mod you'd recommend that doesn't add anything new to NMS? I'm taking a look at this one: https://www.nexusmods.com/nomanssky/mods/1096?tab=posts and I'm reading the comments, seems to be an issue with things snapping with each other according to one player but that's only one player so far.
that one don't add anything, no
snapping is just a placement system change
at the end of the day objects are saved in a corrdinate system
these look great, keep em coming!
does anyone know what type of space ship are matching ingame with their Property name in files? I assume Freighter = Hauler, Scientific = Explorer, Shuttle = Shuttle, Royal = Exotic , Alien = living ship. I have no idea what DropShip or PlayerFreighter are meant to be tho. So am i in the right ballpark or am I km's off target?
Dropship = Hauler
does anyone know of a mod that lets everyone in the sesh see what's in the storage containers?
i don't like that they're instanced and my boyfriend can't see what i put in and that i can't see what he put in
I was stopping in to see if someone can explain why my game is crashing if I try to mod it. I can't even load in
I am using mods from the Updated recently category on nexus so I know they aren't old
Joew's Mod Manager detects no conflicts
But when I try to launch the game, it crashes on either the splash screen or the loading screen
It could be one mod specifically that wasn't updated correctly and is causing a crash
it can take a bit of time, but try removing all mods, and then putting them back in either individually or one at a time to see if you can figure out which one is causing the crash
@hushed bronze do you know if it is possible since the Expeditions update, to change the amount of sentinels that spawn in each wave?
holy cow those modded screenshots ππ©π
@odd stag Seems likely but I haven't tried or looked at the relevant files. I feel like I've seen a modder mentioning editing that since 3.3, but I'm not sure
@odd crater There he goes again with the hypertrees π
Does anyone here know how to use AMUMSS? It seems to just close out of the program as soon as it asks if it should automatically place the combined files in the MODS folder. idk what I'm doing wrong
This is what the log dump says
[1;31m[1m??? Would you like to COPY the created Mod PAKs to your game folder and DELETE [DISABLEMODS.TXT] [0m [Y,N]?Y
\MODBUILDER was unexpected at this time.
Does your AMUMSS folder have a MODBUILDER folder in it?
What's wrong with building sized palm trees?
@round sinew for what you want to do, yeah you need blender to start, for sure
Buta slightly older version. Let me see which one
nod
2.82 is what I'm using
latest available for me is 2.92, i'll see about downgrading that later
You need that because you need compatibility with NMSDK, which hasn't been updated for 2.9 yet
yeah, np
Could always just get the portable version so it allows you to install several versions of Blender if you wish
i'll just build/deploy a package for an older version, oldest i have in cache is 2.90
nmsdk = https://monkeyman192.github.io/NMSDK/ ?
Yeah, we'll do what we can with that, then address any problems that come up. I don't know exactly how out of date that one is
The next part is the fun part of just browsing through Sketchfab to find something you like (then praying it works for what you want to do)
then we import it into blender and export it as nms model file?
Yeah, but probably a lot of cleanup to do between those steps
NMSDK wants things in a very particular format. One texture and material per mesh, get rid of all the empty nodes, things like that. I should have written all this down when I did one
oh, that's what you meant by cleanup
yep, i understand
i think this will be fun
haha π
Yeah, I enjoyed it for the most part, though it was a lot of learning for me. This was the first I had ever worked with NMSDK and not far from the first I had worked with Blender
same here, eheu! no real experience with either π
Luckily, we have an endpoint that we know works now, so less trial and error
Here's the one I started working on, but haven't finished
π
All I really did was delete the pilot that was sitting at the front, split the cockpit mesh away so I could move it into closed position
was reading some of the intro docs in github.io
oh so, the ships you've did recently, have their own cockpits?
No, just that this one had the glass top open, so I needed to close it
right, i misunderstood, sorry
but yeah, i get the example
of some cleaning up that might need to be done
I only borrow models, can't do my own work. The Razor Crest is the only one with a modeled interior that maybe I could make use of?
And it would look sloppy up close
i think i'll leave building my own models to much later haha
i'm in no way capable of doing such a thing rn
Yeah, I think I'lll leave it to never, probably π
You are both missing out, as it is great fun creating your own once you get somewhat familiar with Blender
I just think I lack the skill. Maybe someday, but I doubt it!
Then again, I had been working on a game and it just needs so many models that borrowing makes sense if you want to quickly get something done
I have thomases
choo chooo
but an evil choo chooo
is it just me or the camera is slightly tilted to one side?
like, the monitor right of the center display
the upper border, and the "line" behind it (from the hangar wall)
now compare to the monitor left of the center display
my eyes aren't deceiving me, are they
There's definitely a tilt coming from somewhere
once i notice this, i can't stop seeing it
it gets really annoying after a bit
this is the same thing that happens on moons
the slight tilt
tilted to the right side, as well
i'm pretty sure this will also happen in vanilla
if it's the same case as with moons
Maybe they accidentally tilted the camera a bit? Some things are rendered on top the camera view, like the cockpit, but the freighter isn't. So the cockpit will always be fine no matter how much you rotate, but surroundings will look tilted
i've reported the moon issue before multiple times
i'll add this to my next report as well i guess
i haven't seen many asking about/reporting this though
I had not noticed it myself. Can check to confirm if you wish
when you get to it, sure, i mean, no rush or anything
Do you get the same on a Space Station?
i'll check, have not noticed it there yet
i guess it's one of those things that a player won't see if not really "looking"
if that makes sense
I get the same thing
can you see if you get the issue when looking at a building on a moon, please?
My fighter in 2nd landing spot, so a bit harder to see, but appears straight once you can see passed the shadows
Ball Exotic 1st spot
(trying to find a screenshot of a moon)
I think just have your torch on when you enter the ship
I think so, but I could be mixing up something with exocraft
One of them leaves your torch until you take off or move
The exotic looks a little bit titled but hard to tell
Torch shows for a brief moment after getting in ship, then turns off. Upon exit it takes a brief moment to turn on again
Turns off as soon as cockpit fully closes
Ahh that must have been what I was thinking of, thanks
hmm, i didn't do anything, ship lights are usually on when landed ?
can't find that moon screenshot, i've got way too many screenshots
lol
I recall having seen it, but wasn't that way more of a tilt?
Yeah thought that was like 30 degrees
it's really easy to see on a trading outpost, looking to the side ramps (with your back to trading terminal)
Maybe I'm thinking of a different bug
Yeah that's a wee bit
i'm used to not get any replies from zendesk but you know, for something like this, it would be nice lol
Any mods installed @round sinew ?
after a new update, i always do a run without mods - and take the opportunity to test a moon out
(for example, ran expeditions for a week without mods)
Hmm I hope the attached entity files on the space encounters maintain the animations. That jellyfish would be cool to fly
hehe π
The drone had an entity but I stripped it out, so not sure what it does
Odd issue then with the tilt. Must be something that caused it and somehow sticks to your game too
i'd have to clear all saves and test that i guess
The other night I could not for the life of me use my visor until I restarted. Would be a pain if an issue like that got stuck
because this happens in the expeditions save as well, not just my main save, yeah
anyway, i realize this whole thing was a bit offtopic for #nms-modding
Ok, back to behaving properly again
thanks @fallow meadow
@odd crater ok, i gotta ask, what's that mod
π
Thats modding alright
Mine?
No, I mean it's my MOD, Better Planet Generation. It's on the Nexus.
anyway, looks great π
I usually just lurked.
i don't normally use terrain gen mods and stuff, but i definitely want to give them a go sometime in the future, most likely on my next playthrough
By the way, how could I get a Modder status on Discord?
probably ask one of the admins
π
I wish there were a non-emergency ping option, like "hey admins, if you're free, but no rush"
heh yeah
Wouldn't that be a ping to the mods
I don't think the mods can grant roles can they?
not sure
I meant 'non-emergency' and I think they can, or at least for some roles
I have no clue how that works, but AdamB has been giving Pioneer roles as well
Let's ask! <@&233305774745583618> Can you give @odd crater the modder role for Better Planet Generation? Or escalate the request, if appropriate?
Oh I need to get pioneer I guess, but deleted that save. I'll make another one this weekend
i'm close to finishing

I did a clean run through then deleted it to make room for one where I can mod and save edit
@vale iron Nobody noticed the huge numbers for some of the accomplishments shown on the final stats ... lol
I caused a fuss.
I think someone is watching us, shhh
only need to complete explorer guild, extreme weather and sentinel killing milestones i think
Woah thanks!
aethena on point
As always
Oh my, guess who turned pink!
Thanks
Pioneers completed! Distance travelled: 0ly, Systems mapped 0, Distance walked, 0u ... etc. lol
Haha yeah, thought about making one and fixing all that up so it at least looked legit
I was lazy and got it passed security protocols
I'm trying to figure out how to edit a normal save to expedition, but still hitting one road block
The tooltips don't show for the missions and they won't trigger
Glad I actually started using your research done on it Gumsk, because a day or two after I found a diff way that wouldn't even require an Expeditions save
I noticed a hash field. Hopefully they aren't actually using that
Noticed that as well
So just creating a normal save, then copy the season data from a new expeditions save over to that normal, changing mode too, does not work?
It partially works, enough that you could edit the completion, but not to play it
It's not reading the mission milestone requirements I guess
I should take a closer look at that season data, maybe there's a boolean in there that might do something
Yeah they made a couple more changes after Goatfungus updated
So you think there is an actual back and forth with the server as you play?
I'm not sure, as easy as it was to edit completion, I would guess not
Yeah, I sure never expected that to be the case.
I might give it a try tonight, see what I run into
Yeah I just had the three changes: version and two season folders
Did you use the filled in season 'folders' from a new Expeditions save?
16 bytes for the hash, with only 8 used? Would that be some sort of ID being registered with the server?
I did use the filled in folders from a new save, yes
However tempting, I am not going to mess with it now.
Yeah that's what I'm doing, resisting messing with it, need to sleep early :p
@north nebula Have you finished all of Expeditions?
Yeah, so I have one save (65hrs) that's completed it without any issues, I did it first, but was messy and inefficient. my second go has been much more clean and efficient (and is the save I wanna go forward with for "normal" mode), but unfortunately I think I declined a multitool at one point, so I'm stuck on the phase2 completion not giving rewards. I don't "need" those rewards, I can get them from the quicksilver vendor cause I've already earned them the first go. I just need the inventory full to go away so I can zero out all the phases and have it finished.
@fallow meadow ^^ sorry forgot to mention ya.
Very clear description and common issue sadly enough. I am sure Hello Games will get this sorted with a future update.
Make sure to first create a backup of your save files!!!
As for what requires changing, is part of the SeasonState data, which you can find and select on the left side in the Raw JSON Editor (NMSSE from GoatFungus).
On the right, after selecting SeasonState, you scroll down and should see something like shown in the image below when Expeditions is fully completed. The highlighted part is where the issue lies for you. Verify and see if this 'second' value within "RewardCollected" is NOT 511, then edit it to 511. Close the editor window, verifying to save changes. Then back on the main window, make sure to save once more to actually save the changes to the save file.
If the value is actually already 511, let me know, because then we may have to take another look.
Do keep in mind though, that even though this should properly finish your Expedition, the save will still wait on the season to finish before being converted to a 'normal' save
Note: As you made clear you do not care about the rewards, the above solution is not allowing to re-claim the Multi Tool, which requires a different solution. You will however already have the Pioneer Flag unlocked as a buildable and Anomaly redeemed item on this save.
thanks. Only the first entry was set to 511, the rest were like 250(somethign). I changed the 2nd one to 511, and it is now marked as complete. I moved on to phase three, accepted the milestone reward for the phase3 meet up point (can't spell that word) , then same inventory full error on phase 3. so at this point, if I just jump to the various meet up places, collect those inventory slot rewards, then go back to json editor and set all those values to 511, I should be complete in game correct?
I do know that each value represents the separate phases, with a value 511 meaning it is fully completed. When those are all 511 this should not result in the 'Inventory Full' showing. I asked if you had finished Expeditions to ensure all rewards would have at least been attempted to be collected, as well as knowing all phase end values. If you have indeed done so, then I don't think editing all 5 values to 511 will be an issue.
perfect. I'll give it a go and let you know. like I said last night, this is more of a cosmetic thing than a necessity. I have a finished save I can use going forward, i just like this 2nd save better cause it cleaner with far fewer sidetracks than my first run. thanks again!
Well, it may actually be an issue, even though it appears to only be a cosmetic UI failure showing Inventory Full. I am not sure if those specific values play or will play a further role. Full completion should have them all at 511.
@fallow meadow yeah, it worked. I hit the remaining 2 meet up points, claimed those rewards, verified that stages 3-5 were inventory full, then saved/exited/and set all values to 511, then returned to the game and was able to claim a second golden ship. so I'm good 2 go unless this methodology conflicts in some odd way with the new expedition when/if they choose to make one. Thanks again!
FYI, another possible solution in the future: sometimes it is knowing the recipe they are trying to give you that is creating the Inventory Full message. If you take that item of known specials, it sometimes frees up claiming.
Thanks for taking the time to reply! Yes, it has that folder. Itβs a fresh download from the nexus
It is actually the combination of a value other than 511 together with having received a KnownSpecial. Just removing the KnownSpecial you were given is not solving the problem, because going to the Anomaly to get it there will give the KnownSpecial once again, being back to square one
What path do you have the AMUMSS folder in? I think I remember people having much better luck putting it at a root level, like C:\Amumss
But if you remove it, then claim the expedition, it should give the rewards and set the value in one go, right?
FYI, I'm just up for 30 minutes until I fall back asleep, so answers might not be 100% :)
@fallow meadow I did indeed stop by the anomaly right from the start and claimed all the rewards up front, just cause I could. so that makes sense.
Yes, but that would mean you have to rely on players doing so. I'd rather make sure to not have them ask again
if I had to give advice for subsequent runs, I'd say claim ALL multitools it offers, don't decline, and don't claim any rewards from the anomaly until you finish...
Sure there are workarounds to avoid the issue, which an experienced player might be fine with. Most important is just to report these issues, so they can be fixed instead.
right.
C is just a boot drive. I have it as
E/AMUMSS (NMS Mod Patcher)
I left myself a note because I WILL forget what AMUMSS is and delete it
@vale iron I don't mean to come across the wrong way. Your info has been really useful in pointing in the right direction when it comes to this issue. If done correctly as you said, it does work fine as a solution. I just found it wasn't quite fool proof. Then again, what is fool proof when talking about that magic tool to begin with ... lol
You didn't come across in any negative way, no worries :)
Hmm that should work as far as path length issues go. I'll try to think on it more, but I may be out of middle of the night ideas
Alright ;-) I am actually curious about the intended way. If you do not run into the issue, you would not receive a single KnownSpecial unless you visit the Anomaly to actually redeem there
Thatβs fair. Get some sleep, Gumsk. π
Iβll be back later to poke around for help.
Inside your MODBUILDER folder, is there a mbincompiler.exe?
Ahh there is a note that a firewall might be blocking curl.exe from getting the new version
Pretty sure, yeah. I canβt access my PC at the moment
When you get back, take a look at the two items in yellow in the installation notes:
https://www.nexusmods.com/nomanssky/mods/957
Iβm having issues beyond just AMUMSS not working. The only mod I can get running is a simple one to remove the click and hold delay. Installing a second mod, any mod, causes the game to immediately crash
That's really weird. Even if they conflicted, that shouldn't cause a crash
For example I had the delay remover and one to increase Pulse Drive speed. Game has encountered an error. Possibly a mod conflict. Please remove mods
It generally crashes on the splash screen but sometimes it will get as far as loading in, but immediately crashing as soon as my character model is visible
Hmm when we're both at computers we should test this a bit more to try to get it resolved
I really appreciate your help so far. Itβs hard to find someone to help with technical issues on discord.
AMUMSS is really important for us, so gotta make sure it's working properly :)
@hushed bronze do you have any idea in what file that could be stored?
@odd stag ROBOTGLOBALS is the easy guess
Unfortunately its not in there π¦ At least i didn't found it.
but i made a new mod:
You all know that expeditions added more sentinels to the battles, but they reduced the amount of health and damage each sentinel does.
I made a mod that changed those values back to the ones in Pre-Expeditions, while keeping the extra drones:
https://www.nexusmods.com/nomanssky/mods/1926/
ugggghghhhh send this to Hello Games zendesk π©
Would anyone be able to help me use AMUMSS for installing mods? I am having trouble getting it to work
@odd crater Is your mod compatible with stratos or does it include more sky colors?
I'm using it with stratos and i haven't gotten any conflicts if that helps at all
It is fully compatible.
what mod would i need to download for local teleportation please? [from what I've seen it gives a circular marker where i would end up]
isn't that vanilla
no idea+
just seen someone with it, never seen it before
me either looks fun
if you haven't seen it then how do you know it's a thing
lol i seen it then but never before
I have no idea what you mean any more lol
facepalm
got screenies?
nope but just before they done it a blue circle would go out to the point they ported too. if there still here i'll get one
I mean with enough memory manip you can prolly hijack the in-base teleport to do that
cos those things have the blue circles too right
yeah i believe so, could be a personal mod someone made themselves
maybe check out cheat engine related forums
can't see them anyway. but i will do, ty
Asking for @desert forge :
Does anyone know if the GCSPACESHIPGLOBALS defines the Min- and MaxSpeed for starships in Space, Planet, and Combat? Does this also mean that these are actual 'hard' speed caps? I mean, if you manage to upgrade your ship past those values, it will not actually have any effect?
What MBIN would that be, because that looks pretty much like the one I mentioned above
spaceship globals
I did however notice there being a few 'Control' variants that only slightly differ, but Control bonuses per class as well, which I believe to be cumulative values
Yeah ok, I got that one
So looking at some of the achieved values with Tech on that reddit link (https://www.reddit.com/r/NoMansSkyTheGame/comments/hta17a/study_of_adjacency_bonuses_from_polo_ship_trails/) this means pretty much all of what I see would be far above cap? Might have to do some actual research instead of looking at source data compared to some tables, considering the fast differences
Some speed multiplier involved for SpaceEngine at least? 1300 max boost speed seems way off when an s-class fighter shows like 6000 without even pushing the tech too much
Ok, never mind, appears to just be base values, not hard caps/limits.
You could do that with my infinicam
but it requires trickery to have the anomaly left loaded in when exiting it
then fly to a nearby planet, set up a base and fly up to the loaded in anomaly with build cam. There you can place any base part in there but they won't sync to other players afaik
it can be used to also set up short range teleports between 2 planets or between a planet and space station
ah that's VR comfort setting!
People in VR can use teleportation instead of smooth locomotion. That's just to prevent motion sickness
OH ok thats cool
standard vr stuff. Not really that fancy when you're in VR but ye, looks cool to others around you
sweet thanks for the reply bud
np
@fallow meadow Heyo, just pinging you about the season rewards - Any help would really be appreciated; I'm looking in the Seed Central Discord but haven't had much luck yet
Hi @hollow oar You want me to tell you here, or prefer PM?
Shouldn't be too hard to explain though
@fallow meadow Whichever's best for you is all good with me!
I'll send you an invite
Yup, gotcha
anything hidden in the latest experimental?
does anyone know the ID for the title "the sixteenth"
That would be SPEC_TITLE28 from the Product table
cheers
not that we've seen
@vale iron π <#nms-photomode-gallery message> awesome, you did it!
Still needs a tiny bit of work. The animations are a little messed up
What about no man's Qyrae or Titan?
And how do I edit them into existence
I think the special hazard is at the scrap guy
Gekdj is in
Bytebeat
Not sure about korvet and vykeen don't recall those
So not like buildable on their own
Not that I have seen anyways
Actually I think I've seen the vet one in the nexus egg machine
Vykeen's prolly in nexus somewhere too
Not sure if anyone wanna build em but I ain't gonna bother since they're boring to do
Can anyone rip the freighter alarm sounds (or sound)? It's a really cool sounding alarm.
Google "bnk unpacker" and "wem to wav"
you can extract sounds from the bnk and convert any audio with those
I don't have NMS on my computer. Only on my XBOX.
Wait...could I rip sounds from my XBOX?
no.
even if you have game pass you can't open the files because of the stupid xbox encryption
just get a version from the seven seas
The Seven Seas...?
What is that?
it's too illegal for me to say
Oh. I may know what it is now.
Time to smear your grime all over the floor,
and walls,
and ceiling.
It's an Eucli-ea update
https://www.nexusmods.com/nomanssky/mods/367
stupid question i guess, but how to i change values like these in a lua?
currently wrote it down like this, but that doesnt work obviously
If you know the value you can target the property value directly
So you can make it {"24", "20"} in value change table and so on
ok
are the recipes for stuff like orange wall panel in derelict loot tables now?
since you can't purchase them from anomaly nor blueprint research machine anymore
Hey so I am playing modded NMS, and I came into a weird issue: while I am in my ship, my scanner absolutely refuses to recharge, and only will do so after I get on foot. Any tips for solving this?
Nvm, i figured out the mod, it was the Instant Scan mod that was causing the issue
how far apart do I need to place sr teleporters to stop them from crossing wires
Can you explain what you mean with crossing wires?
SRTs currently do not need any power due to a bug introduced with Desolation. All you need to do is hook up the teleport wire between a pair
oh so my entire thing relies on them functioning correctly and not being always powered
nvm
Well, they have some additional issues aside from the power requirement being bugged
You will notice the power requirement icon showing regardless. You'll also notice that entry is fine, but exit turns view in exact opposite orientation.
They screwed up those SRTs badly
Hmm, I wonder how hard it would be to hide the power indicator and rotate the exit point
Prolly not too hard. I just fixed the SRT to actually use power again (single value change in entity file). If you want to keep it free from power, removing the icon is prolly not that hard either. I think you'd just need to make it actually not require power, other than the value change they mistakenly made. The exit rotation I am not sure about, but some compares to previous version where it worked may give a clue? No idea why they now broke another part of the SRT.
the what
exit point may either be based on a locator of root orientation of the object aka location data in save
former, rotate the locator, latter, rotate the entire model to make people rotate the thing themselves
I would sadistically love it if it was some locator rotation that they didn't expect.
"Huh, what? Why on Earth would that be rotated 90d?!?"
It's a full inverse of view orientation, so kinda hard to solve by rotating the object in-game.
hi can u install reshade in no man sky?
ye
anyone that uses a reshade that can help me
nvm fixed it
@paper breach Its specific to any mod that affects "GAMEPLAYGLOBALS" that wasn't updated after ver 3.35
I specified that because it actually affected a ton of mods that have nothing to do with scanners
you can't build em anymore?
you can if you got the blueprint over a year ago
it disappeared from the blueprint store sometime last year I think
along with some other parts I can't recall
if you can build it they're still in base building and product tables
Indeed but I was wondering if they moved the recipe unlocker thing to derelict loot
since you can unlock recipes via that
I don't think I've seen orange screens in the derelict freighter scenes
the green one purchaseable
that still is
what is some good mods that do not effect planet gen?
go on Nexus and sort by last updated
fair, had a look over the list and got a base building and relightbut nothing else really jumped at me
i did not want cheaty cheaper or max slot mods
@light horizon Most of mine are "non-cheaty" mods. https://www.nexusmods.com/nomanssky/users/58018181?tab=user+files
I mean this would be an advantage if you like Thomas https://www.nexusmods.com/nomanssky/mods/1011
I use your building mod that is nice, but it makes all refiners face away from me when snapped to a wall and the rotate key does not work
strange since I added rotations to the snappoint lel
I'll check it later
when snapping to which wall, again?
the round room for planets, or any frieghter rooms
it says rotat by pressing r/t a the bottom but nothing happens
oh I think I kinda remember that
had something else not rotate either
try rotating before snapping for now
the snapping system is just broken since they changed it waay back when
that is good to know, i do have a work around, but thanks
good to nkow you know you know
my refiners are snapping ok
do you have other machines that are having problems I can test out
not off the top of my head
but thanks for looking
and not in the middle but along the walls
oh it is Beyond Base Building-1096-3-37c-1619018521 that gave me issues
some confusion cleared up YAA
for future reference you can skip those numbers its just some id nonsense nexus.com tacks on
As for BBB, the snap points shouldn't be edited at all so it would be odd to cause rotation problems
ofc currently someone else does the updates so maybe he did something
i was lazy and copied the file name, but it also showed the version
i still love the bbb mod it is great
I have not tried to make windows n the frieghter yet but i want to do that
not being able to add windows to the freighter in vanialla was a missed point
they can't add windows because you'd see the outside of the freighter
but... but... that is the point
The outside of the freighter from the base position is not a finished model and it can be hard to get a clear view outside with windows that doesn't show model seams and the wrong sides of 1-way polys
my freighter has gaps in the flooring and the hanger roof has manifested in the floor of the second level
I should replace it but i have spent time decorating
but when the chairs sink a foot in to the floor it is very odd
and i cannot place carpets some places because they place under the floor
and yes i have restarted many times
@light horizon The hangar is actually too high and honestly, the rooms you probably cut out near the bridge you should put those back but its up to you
this is int he cargo room that is in all ships by default
and above it
i did not go in the the invisable wall area
ok you should be good then
Ah okay, that makes sense, thank you!
I playwith GnomeAnn's skymods and multilpayer enabled, will this get me banned?
no, you can cheat all you want in NMS, the game is primarily SP the MP is more or less COOP
is altering the sky considered cheating? I don't benefit from it π
that should just be a clientside visual change, no?
also, cheating is not a bannable offense in nms
@thorny tide Literally nothing is considered cheating as far as the servers are concerned. There is no trace of "security" so you're free to mod however you want.
how should i write it in lua to only target Ship_hyperdrive for B class
currently got this
add another pair of special key words for "B" and "Gc-etc.dot xml"
before the pair you already have
interesting
we assure you, it's much more boring than you think
grievers can't cheat for shit even with the tools available to em
fml adding that 2nd pair of keyword didn't work, probably "coding" it wrong
I heard that targeting xml names can be weird
yeah im noticing that
i got it to hit the right section of code but not the exact section
Updating GShip Custom with 9 more 'ships', mostly the deep space encounters, but also drone, corrupted drone, and the Atlas
did the update break any mods?
Ones that use UIGlobals, mostly
Has anyone tried messing with creature color pallets
worst I've seen was someone flying with ship and shooting at people on ground


so, i've had this working before, didn't really change anything. trying to update my galaxy map mod, i now get warnings from AMUMSS saying:
[INFO]: Processing file: GCGALAXYGLOBALS.GLOBAL.EXML
[INFO]: Based on PRECEDING_KEY_WORDS: >>> [RaceFilterColours], [Traders] <<<
[INFO]: -- >>>>> Could not find ["PRECEDING_KEY_WORDS"] = [Traders] by following file tree map!!! <<<<<
[WARNING]: -???- Using Last_Resort algorithm... (You may want to review your key_words) -???-
[INFO]: -- On line 347, found it as a PROPERTY NAME with a value of [Colour.xml], DISCARDED
[INFO]: -- On line 397, found it as a PROPERTY NAME with a value of [Colour.xml], DISCARDED
[INFO]: -- On line 447, found it as a PROPERTY NAME with a value of [Colour.xml], DISCARDED
[INFO]: -- On line 497, found it as a PROPERTY NAME with a value of [Colour.xml], DISCARDED
[WARNING]: PRECEDING_KEY_WORDS not found, skipping this change! [[RaceFilterColours], [Traders]]
what i'm asking it to do:
["PRECEDING_KEY_WORDS"] = {"RaceFilterColours","Traders"},
["VALUE_CHANGE_TABLE"] = {
{"R", "1"},
{"G", "0.92"},
{"B", "0.20"},
{"A", "1"},
}
},
GCGALAXYGLOBALS:
<Property name="RaceFilterColours">
<Property name="Traders" value="Colour.xml">
<Property name="R" value="1" />
<Property name="G" value="0.962" />
<Property name="B" value="0.37" />
<Property name="A" value="1" />
</Property>
what am i doing wrong?
@round sinew Maybe "RaceFilterDefaultColours"?
what do you mean?
what i mean is that amumss used to work fine when i asked it to search for two preceding keywords for the same table, and now it seems it won't
like, if there were multiple properties named "Traders", it would apply the changes in the value_change_table on all of them, and not just the one inside RaceFilterColours
at least, from what i understand
I just thought it would be the keyword you were using that may have changed
Then again, I am not that well versed in AMUMSS. I am sure someone else will know better
no worries
i'll go get some food, and look at this again later
not getting anywhere right now
oh, that property name hasn't changed
maybe AMUMSS just changed internally that fucked up how dem keywords are detected
since params values with -.xml sometimes don't get detected
i'll try to redownload amumss zip entirely and try again
maybe something in the syntax available changed
yeah, i'm going to eat, and look at this again later. thanks for the input guys
you'll have better luck in the modding discord
wbertos should have a way better idea on how AMUMSS is detecting the keywords
MapFileTrees folder should have the map trees of the file too
so you can look it up manually
Hey im kinda new to NMS and ive been looking for a mod where the Warp has a Dark appearence which is available for the latest version
you checked Nexus?
yes but the newest mod was last updated in 2020
and i do think that it could cause errors
if it's just a texture replacer then it's timeless
check if it says it's replacing a DDS
seeing how the comments are saying it don't work no more
@round sinew I just checked the Galaxy Globals, but it seems there is no "RaceFilterColours" to be found, which is kind of what I meant. There are several sections using "RaceFilter<INSERTNAMEHERE>Colours" which all have "Traders" inside, followed by RGBA Colour values. That part works, it just isn't finding "RaceFilterColours" to be preceding that
I doubt it work anymore
same some real old warp texture replacer are forever gone because NMSmods deleted them
I used to love CJ's warp
weird. i extracted GCGALAXYGLOBALS and there is RaceFilterColours, i even pasted it here
can you recommend anything that changes this awful warp colour
@fallow meadow i think i see what you meant:
however, convert GCGALAXYGLOBALS.MBIN to EXML and:
which is what i meant
Hmmm, interesting to see them all bundled up inside a single property 'RaceFilterColours' without the specific parts separated there
this is how i always saw them
so you can understand why i don't understand what's going on π
Even my EXML hasn't got them bundled like you got
no clue why
Ah yes, I can then totally understand
i just copied over the PAK to make sure i'm on the latest
(which i had already done earlier, tbh, but decided to copy it again)
I haven't really looked all that closely, but you might be good with removing that first PRECEDING_KEY_WORD and just leave it at the race names?
Unless those races are identically named elsewhere too (didn't see that being the case with a quick glance)
i was interested in understanding why it won't go with 2 preceding key words as before
ahuh
because i wanted to prevent exactly that, even if there aren't multiple hits
'Atlas' would likely be no good (if you wanted to use them) > 7 matches
i've tried once changing Atlas, didn't change anything in the galaxy map
had hoped it would color atlas stations systems differently, but didn't
lol
Likely overwritten by some race?
Oh well, good luck getting it sorted. Won't hold you up
All good ;-)
great success on the snappoint front
now we know how to hide specific snapgroups with snappoints
see how when 4 pieces are snapped together, they have zero railings between them
yet we are able to maintain a railing for a corner piece when the diagonal piece is not placed
it is only possible with the new discovery on snapgroup hiding
ok, i think i got it working
for some reason, there was an extra { in the lua down at the end that borked it :\
i need to restructure this, in a way that's not as confusing
π
result: i didn't get it working
first of all, for some reason, i was working with an outdated EXML.
even when i had previously made sure PAKs were the right versions
now that that's cleared
i know which properties i need to change
but amumss isn't changing any of them
could someone please take a look at my lua file?
Yeah, you have the report file, too?
Missing a bracket pair inside Modifications, first observation
curly bracket I should say
yeah, i was going to ask if it was the curly bracket
there's one missing?
hmm
ok, i'll re read the code, i gotta find it
oh i see
Coolio
i had that in
but got confused
and removed it because i didn't know what i was doing i guess
π
eheu
It helps me to think of them all as containers that I never use, but are there if I need them
So it's almost always {{ }} , but maybe someday I'll want {{ },{ }}
ok, so i've added the missing bracket, now looks like i'm missing another curly bracket at "MBIN_CHANGE_TABLE"
Strange if you had no issues before. Not a table is usually a missing comma or bracket. Attempt to call a nil value is either an undeclared variable or more missing comma/bracket stuff
got it
Yes, looks like you are
here we go, now i see changes being done
gosh
so dumb
btw is there any file that dictates gridsize of ships and exocrafts?
slaps himself around with a large trout
Nah, just learning stages, though save that trout, it might be useful later...
thank you Gumsk, really πββοΈ
I think that's DefaultInventory, but I can't recall
right will check
in INVENTORYTABLE iirc
Oh, for exocraft it's harder I think. They made that a pain
im busy in inventory table
i made explores have smaller inventories but MUCH bigger HD range bonus but in-game it won't "excute what i ask it to (yet)
Yet is always the operative word. It will always yield to our demands eventually!
18 slots for S explorers
muhahaha
but 35 tech slots
and 1.5K HD bonus
will make the invetory/tech slot changes optional IF i figure it out
Considering portal interference is gone, might as well give them a huge bump, like 10k
explo S class is cheaper tho
it always has less slots
great thing about expeditions, best way to test mods π
so even if you set max Inventory capacity to 18 it will use a grid of 4x5 making the max inventory 20
but at least it does what i ask it to do π
@vale iron where cani find that default inventory file?
if you mean DefaultInventoryBalance it sadly not the correct file
does anyone know of a mod that lets you build into terrain
you don't need a mod for that ... but because terrain can get regenerated - I wouldn't recommend it
^
is there a mod that removes the need to repair frigates? I am happy witht hem taking damage, I just dislike landing on them and fixing them
Thanks @light horizon -- that's my spouse asking on behalf of me β€οΈ
frigates only get damage when sent on missions right
I remember there is a frigate related global that handles the max/min damage sustained
so i could hook at debrief and set all fregates damage
I'm not that well versed in this aspect but I think one should be able to just set the min/max damage to 0 and not have your frigates not receive any damage ever
alternatively you should be able to repair your anything with save editor too
unless setting max damage to 0 makes them perma broken
