#nms-modding
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not the damage they can take
anyway it's not really my expertise and I haven't looked at those files for years
that is good my thought would not be an issue was thinking cur_hp > 0 not dam = min(max_dam, taken_dmg)
it wasnt letting me build in terrain though
i wanted to build in the side of a huge canyon
@grim arrow i can think of two situations where you wouldn't be able to do that: either you're inside the base building area of another player's base (and building permissions are being denied), or you're hitting bedrock
other than that, i can't think of anything rn
weird
it refuses to connect to the place with stone
but i seem to be able to mine that stone
when in create mode with the terrain manipulator, right?
i see
yes that way i think
not sure what's happening there
hmm not even sure if that screenshot is also a bug?
meaning shuttles will always be "small" never medium or large due to 1 letter difference
Seamlessly building with Planetary Archive platform parts, coming in Eucli-ea's next update
the platforms in the center and the right are modularly snapped; the big tower layer blocks are modularly snapped; the walkways and the stairs are modularly snapped; the feet of the arch in the middle are modularly snapped; this's set's modularity is only limited by the fact that I can't make 0.5-unit sized objects
I'm struggling to decide if I want to add the actual archive building
Can't hurt to add it?
it'd be really fuckin huge
i know
but im sure some people have idea's to build around it
btw is there a specific property that make Living Ships not upgradeable in space stations?
I'll think about it
Build many archive buildings on top of each other to make a mega building
sometimes it's just boring to add the thing just for the sake of it lol
people could build cities
or am i just overlooking things

people can already do that
it's not like Eucli-ea doesn't already have a thousand other objects 
well nexus parts are kinda city like
but those can't be entered really
oh right, it had the small buildings too, right?
yeah
I gotta ad the wall caps to em some day
I just get constantly distracted by the new things
I just realised there are like 30 scenes for each building
67*
is anyone else experiencing the mods not loading at all?
the mods were working just fine last week, when I started the game (since yesterday), i'm no longer getting the mod warning on startup and the mods are not running in game
@round sinew how is your ship coming along?
They replaced DISABLEMODS with 3.38
ashamed to say that i haven't started on it yet :/
but i do want to though
@vale iron sorry to bother you but might you have some insight on how to make a LS upgradeable in the Space station?
I saw you mention that earlier. Unfortunately, I'm guessing it's related to the property that tags a ship as living ship, so probably not able to make them upgradeable. I might take a look some though to see
Right, that's what I was thinking of. I'm guessing they check to see if it has that property
Yeah, it's a boolean. it controls what tech can be installed for one thing
kinda went overkill with my ship bonuses ๐
1.5K HD on my explorer
didnt know that i could get 20k HD with 6 S mods
gotta retweak that
Hah, yeah, though really do you need to tweak that? It's still a lot of jumps to the core
I think explorers should have a much bigger bonus to HD than they do now, for sure
_<
that why i making this mod
will make the invetory changes aditonal
thats the changes i did rn
(excluding freighters)
hardest parts is going to be how to rebalance the pricing -_-
Shuttles should be basically free, just they suck so bad you still don't want them
Just kidding, they need a niche of some kind
Otherwise there's no point in having them in the game
that what i changed them too
the "cheap" exotic
good thing about expeditions is that its the best way to start a testing save XD
@hushed bronze you got any experience in editing Spaceships?
not really
When you mod nms are you completely cut off from online play?
No, you can still play online and with others. Mods change things client side only, although some changes may be visible to others as well, they are not truly affected by them
Dope
Are there any mods that make things render further/faster
I remember being annoyed by that last time I played while back
Any mods for wind power?
you checked Nexus?
snapping is a perfectly working system with no flaws whatsoever
They are cool.
But I need to make them bigger.
Greetings. I'm trying to use the save editor to fix my inability to claim Expedition Phase 2 Final, and Phase 4 Cleansed by Fire. I imagine I should be under PlayerSaveData\SeasonState. However I don't know what to alter to clear the flag on both that say "inventory full"
just empty your invetory of all item to you space ship
and cargo
if its "empty" you can claim it
the snapping system is working perfectly and has no flaw whatsoever
and yes I'm IN THE CLOUDS
literally at least 750u away to be able to snap this fucking shit
at least it looks fucking cool
are you entertained azure
Is this already available? Would love to try it out
you see that and tell yourself "I'd like to go into the clouds and snap a giant spike onto nothing"? That is some guts
I'm not that kinda person so Imma see if we can find out a way to decrease the minimum distance an object can be snapped
either that or I just enable all the tower pieces to be placable on ground
I need to fix this hard
Bad advise, as this has nothing to do with inventory being full or not (trust me).
@ancient mural I would report it and wait for a fix and only use the Save Editor to fix this issue as a last resort. There is still time to wait before the Season ends. If you insist, feel free to @ me for details.
weird, i had the same issue, i just emptied my inventory of all non tech related things and i could claim it
@merry wasp The issue is caused by a combination of mistakenly receiving a 'KnownSpecial' and a value mismatch for phase completion
Either the phase completion value(s) requires to be correct, or the KnownSpecial(s) require removal. The latter solution allows and requires re-claiming the rewards as declining will trigger the issue once more
whelp I've seem to found the right setting to crack this
pretty much every layer of the tower is modularly stacked and snapped except the base which I can't really deconstruct further
and they're mostly vykeen tower parts becasue korvax ones are just big spikes or one big schlong
This is so awesome, omg
Need the mod to see the pieces?
alright so I've got 84 empty slots in my suit (12 slots taken up by living ship parts), and 26 empty slots in my ship, and I still can't claim them
but I saw Devilin's response and I guess I'll have to submit my save
see what @fallow meadow wrote (scroll up a bit)
is there a land combat mod?
fight pirates on land
would love to do bounties like that
The tri count is prolly similar to an outpost
They're just blown up pieces, a triangle is still a triangle
Hello, small question, is there a mod that gets the old graphics back?
by old graphics I mean the pre-Atlas Rises graphics
if you mean colours then there are plenty mods on the Nexus
I mean just look at dem pics above 
but if you mean post processing and all that then I don't think you can get that except maybe using reshade to emulate
No, what I mean are the less-detailed textures and simpler models
like this https://dntuz6gxyj1f6.cloudfront.net/NMseeds/Images/e1495540ae1682ef8a4de7b97985a65d.jpg (I send an URL because I can't post pictures here apparently)
or the old cockpit like this one
https://static1.gamespot.com/uploads/original/1406/14063904/3108346-no man's sky_20160806113042.jpg
Why is that? :O
Alright, let me ask a few things first
Which phases have you finished? As I prefer to fix it with an actual completed expedition. You still have some left?
I'll be 100% tonight.
4 more Explorer Standing
1 more discovered system
2 more Frigate expeditions.
27 more Hypderdrive Warps.
I got enough Warp Hypercores stocked last night to make the trip.
Is that all still last phase?
No. Piece meal between 3 4 and 5.
Ok, so at least phase 1 and 2 finished and completely claimed
Yes
Do you still want the MT from the phase 2 reward, or not?
It's not a great one, but you never know
The Multi Tool? Yes!
Ok, then we will have to change fixing tactics
Can you make sure to make a backup of your save(s) first.
Yes. I'm not at my computer for the moment, but I can follow the instructions you state when I get home.
You do use NMSSE from Goatfungus, correct? (not NomNom)
GoatFungus, yes.
Okdk
So you open the file for 'edit' in 'Raw JSON', then on the left you will have to look for KnownSpecials
You select it and look on the right side for "^BLD_EXPD_BASE01"
It could be there are more 'KnownSpecials listed
In that case, depending on where it is in that list, it may have a 'comma' at the end too. If it is last in that list, it won't
That knownSpecial is the actual Pioneers Flag which it unlocked as a building item
The full line for it needs to be removed from the KnownSpecials
If it was the last in the list, also make sure the one above it (now last) gets the 'comma' at the end removed. This is important, due to formatting rules in JSON
Once removed, you can close the editor, saving the changes.
Then save once more to actually get the file saved
Then make sure to accept the MT, or else you will have the same issue again
I see, so it's about making the full reward claimable.
It is about removing a KnownSpecial which got rewarded, but did not update the phase value correctly at the same time. This causes the UI to show Inventory Full.
It is a combination of two things, but can be fixed in 2 ways, depending on wanting to actually get the MT or not
You can have 3 tools fine, just make sure to NOT decline, but accept it after the fix
Yeah, the problem before was I didn't want to exchange the multitool I was on.
I wanted to exchange a different one.
I totally understand. So make sure to switch to a tool you want to exchange with
I didn't consider the possibility it was a one-time offer.
So apply fix, swap tool to the correct one, then claim rewards, making sure to now accept the MT offered
Awesome, thanks for the instruction!
If you still need assistance when you get back home, just let me know
I'll keep you posted. :3
Okdk ๐
HG has updated their geometry and scene (manifest of the geometry) format several times, first to accommodate Xbox launch, second for mp/crossplay. As a result, every single model has changed where those from different versions are incompatible with another
so unless someone is to make NMSDK compatible with pre-Beyond, re-export them into the new format, you're shit out of luck
I built the tower so tall its tip is in the fucking clouds
If someone with little building skills like I can build complex-looking structures and webs of platforms like this, then imagine the possibilities when these are available to the players
now if only HG's system itself don't break half my snappoints when I add 300 snappable objects, it'd be perfect
cos I had to retweak the current snappoints I have in my ~300 objects to make sure they actually snap
there may be a limit to how many snappoints the game can actually have
Absolute madman - looks fun
I had some gripes with the tri platform piece in the middle that kind of makes the walkways hard to connect with each other but since I've added cap-less stair pieces as well using them to connect weirdly angled walkways have been pretty cool
Is there a way to find out how many Atlas words I know? I was told to ask here
you can prolly use a save editor to check
Is there another way to mod no mans sky on ps4 I've been using save wizard but it doesn't have much options only max money and max inventory items
Like is there a way I can go change my ships colors on ps4
Like I also have been using hxd with save wizard and stuff but just don't know where to find the ship color in the files
I've heard you can edit console saves with a save editor but it was anecdotal
where would one go about finding the files that contain data on biomes, specifically the chances and amounts of species that can spawn? I have the modding stuff set up
specifically, can I find what I'm looking for in here/with this?
I'm looking to try and find what the exact chances are for some things and what the caps are, like the maximum amount of species a planet can have
oh you just
look at the file names and decomping files based on guessing
but generation params are usually in metadata
or one of the globals
just decomp em and start reading line by line
yeah that's what I'm doing now
well, keep doing it
using knowledge in English would probably help since I assume most in HG are English
does anyone know where the file "GcCreatureGenerationWeightedList.xml" is located?
that's a struct
not an mbin
it's located inside an mbin
if you know what struct you want to look for you can use AMUMSS Explorer to search for it
what is AMUMSS Explorer?
For all those people who find it more convenient to bother you with their question rather than to Google it for themselves.
well you don't have to be a jerk about it
well, it's still easily searchable
if being reminded of google existing is an insult then hey I'm sorry, ok
I mean I usually just drop a link when someone asks me a question like that
I find LMGTFY to be kind of rude
what I'm not seeing is how this tool will help me
I went ahead and converted all the mbin files to readeble ones and opened them all at once in notepad ++
I then did a search across all the files for "GcCreatureGenerationWeightedList" and it only occurs as references to "GcCreatureGenerationWeightedList.xml"
I'm not entirely sure what I'm looking for
but regarding that, they all show up as this "<Property name="Archetypes" value="GcCreatureGenerationWeightedList.xml">"
then how do you know GcCreatureGenerationWeightedListis what you're looking for?
which is a reference
because it's a repeated reference that seems to take the place of where a max spawn cap would be
ok so back to my question
I was told to investigate and explore myself, so this is what I'm doing
did you click into the result and look at the data after said line
yes, I'm doing that with some of them
I'll be here all day for all of them
it would be more helpful if I knew what a struct looked like and started with
well, sometimes nobody know the exact thing that you're looking to change
so it may just be up to you to dig around
well same thing, sometimes nobody knows the exact thing that you're looking to datamine
@hearty wasp do you happen to know where to look/what I'm looking for? because I'm not interested in trying to make my own mods, but rather in helping with documentation, especially for use on the wiki, which feels like everything was done off observation and not data mining
so you don't know then? if so that's fine, I just wish you would have said that sooner
but what I've been telling you would be the exact approach that I take
I mean I never said I know exactly where it is lol
no, I haven't dealt with that aspect of creature proc gen
man discord is positively shitting itself
yeah but I felt like you were trying to lead me on to find it myself and you did know; I know some people do this with good intent because they want the user to learn and not just copy, but in a case like this, it would have been annoying (if that's what you were doing, which you weren't)
is the building snapping mod thingy downloadable on nexus yet btw?
Would like to give it a try
no I've just been teaching you what most of us have been doing for years
I'm making icons for like
40 objects?
or 50?
million parts
now, that'd kill me for sure
I do wish this stuff was better documented; the wiki right now like "here's what we think based on what we saw" and has basically no data mining done
well, now you know why lmao
out of all video game wikis I've used, by far the most useless has been the NMS one
well that doesn't have people regularly updating all of the info. NMS wiki has stuff scattered from way back
some of the things that even we did our own research on are based on experiments rather than datamining
the player vehicle/tech damage and all the MP modding behaviour doc are all experiment based
one thing I do see pop up a lot is density
but tracing density back to its roots again only reveals values such as "Low" and "normal"
the formatting of text in fields that players can type in was just a lucky coincidence too
Enough with the colorful Lush planets.
Behold my procedural shitholes!
just experimenting for funs
I need help coming up with some more key words to help find these numbers I'm looking for
that's the density of spawning on planets
just for one type of creature
yeah that's what I guessed
tbh it could be based on creature type for all I know
so density isn't a good word to use; I tried max as well and went through everything that was used in, and that didn't help
makes me wonder if these caps are more hard coded and aren't in the mbin files
I'm wondering when someone is going to hack the hard coded planet sizes again. Didn't rayrod do that some years ago?
since when I added the hobos they just spawned in addition to the existing creature types
he's prolly busy in other aspects atm
colours I think
I'm starting to think what I'm looking for is not in ecosystem
saw him jacking into the memory to make palettes recently
say what you will, but I actually like leafless trees
would be neat to see some station-sized planets
like really small?
yup
I'm gonna prank people by having only dead trees spawn on lush planets.
okay I did find this, it's close but not what I'm looking for
<Property value="GcPlayerExperienceSpawnTable.xml">
<Property name="Event" value="FIEND_EGG" />
<Property name="ExperienceSpawnType" value="Freighter" />
<Property name="ResponseRate" value="1" />
<Property name="PerSpawnDelay" value="0" />
<Property name="Destroy" value="False" />
<Property name="Spawns">
<Property value="GcPlayerExperienceSpawnData.xml">
<Property name="Archetype" value="BUG" />
<Property name="AppearAnim" value="HATCH" />
<Property name="SpawnLocator" value="" />
<Property name="SpawnLocatorScanEvent" value="" />
<Property name="FaceDir" value="TowardsPlayer" />
<Property name="MinDist" value="0" />
<Property name="MaxDist" value="0" />
<Property name="MinNum">
<Property name="Unspecified" value="0" />
<Property name="Normal" value="1" />
<Property name="Creative" value="1" />
<Property name="Survival" value="1" />
<Property name="Ambient" value="0" />
<Property name="Permadeath" value="1" />
<Property name="Seasonal" value="0" />
</Property>
<Property name="MaxNum">
<Property name="Unspecified" value="0" />
<Property name="Normal" value="1" />
<Property name="Creative" value="1" />
<Property name="Survival" value="1" />
<Property name="Ambient" value="0" />
<Property name="Permadeath" value="1" />
<Property name="Seasonal" value="0" />
</Property>
<Property name="ActiveTime" value="-1" />
</Property>
</Property>
</Property>```
I think this is related to how creatures spawn around the player, and not the total species per planet
What are you looking for exactly?
Perhaps I can help.
There are no specific values for that.
so basically I'm looking for the max value, or if there is none, what the chances are and how they relate to the numbers
The number of species per planet is equal to the ground table + the air table + the cave table + the underwater (if any water) tables
but do these individual tables have maxes?
Each are spawned per biome with different probabilities for each species to spawn.
it's basically just spawning according to the types allowed by the tables right
yes
multiply those by 100
yeah that's sorta what I guessed back in hobotown days too
where can I find the chances for the water biome? it seems impossible to find a planet that has more than 5 aquatic species, and I want to see what's really going on regarding that
The game picks a table per ecosystem type and it selects a species (or none) according to the table rules.
Look at the under water table in the ecosystem folder.
okay
The max number of UW species is equal to the number of entries.
Who thinks this year we're going to see some form of wfc in the game
Each entry has a probabilty to be active or not.
If you want more UW species, add entries.
Add entries by copying any of them and set the rules that you want
I mean yeah but then other players can't see that and yada yada yada
A specific type of animal, predator, prey.
I wasn't doing this with the intent of making a mod
but rather just finding out what you can and cannot find in vanilla
You can set filters for a random selection or force an ID
now someone make a mod where planet atmospheres reach far out in space and fill the entire system
so lets see if I can find the total for a planet using this method by combining the possible tables and picking a planet that can have all of them
CREATUREDATATABLE will tell you every info you need about every existing species. Its ID, if it's considered a predator or a prey, stuff like that.
so anyone who (not anyone here specifically) who said they found a planet with 6 fish was lying lol
No
please clarify
There is an additional UW table that spawns the crabs added with Abyss
you said the max was the number of entries
oh right
the crabs
they're so buggy I wasn't counting them lol
but fair point
(Literally every crab I run into gets marked as extinct)
looks like for crabs its 3, but they're so buggy that I'm not sure you can even get more than one
one of many HGs oversights
if they weren't bugged, you could potentially find a planet with 8 aquatic species total
HG changed the way the ecosystem is handled with Origins. It actually has more flexibility now. But some things were not handled correctly.
correct me if I'm wrong but origins planets can't be moons right?
question @odd crater; lets say I did mess around with these values and made it possible for more fish to spawn; how would that impact existing saves coming from vanilla?
and that's why nearby origins planets will likely collide with each other
since the other one is supposed to be a moon but origins planets can only be full size
I don't think origins added moons
okay so that's why origins planets likely collide
You would mess up the planet's ecosystem. Warping out of the system and coming back will reset it but uploaded species will stay in your log.
what do you mean by reset it? like would it work after you left and came back? and what about systems you haven't been to yet?
It's not so much about the save but more about the atlas "discoveries".
It might not perfectly sync out of the box.
But it does eventually.
asking from a non multiplayer stand point, like if you disabled network
and again, what do you mean by reset?
Again, not about the network. Say you discovered 2 species on a planet and then mod it.
there is a maximum number of discoveries stored locally anyways, at some point it'll start forgetting the oldest ones
Those species will appear for a time in your log.
yeah but I don't care about the log; I mean on the planet ITSELF
Warping away and coming back will reset it completely tho
like seeing with your eyes and running into
It's immediate.
rip planet
Modded ecosystems are immediatly changed on a gameplay standpoint.
like they don't work? what about them is wrong?
Only the metadata needs a refresh.
other than the discovery stuff
because unless I'm misunderstanding what you're saying, it seems like Rayrod's Multiverse won't work at all
and he's been working on it for years
If your world has only blobs and you scanned some, then mod it to have dinosaurs, the blobs will be physically gone and replaced by dinosaurs but will remain for a time in your log.
okay but lets ignore the log for a second and talk only about going to new planets
how do they work?
so if I modded it to have say, 20 fish, and went only to new planets, it would be fine?
yeah!
interesting
is there a way to clear a log in a save game? like keep your character, ships, freighters, inventory, etc., but make it so you've never been to a system before?
don't know
I mean I know you could just delete all your bases and warp to the middle of no where
maybe save editing?
but I was wondering if there was more technical way of doing it
@odd crater I got one more question for you: lets say I do this and go to a planet with 20 fish; how does this impact other players? I'm assuming if they went to the coordinates, they'd just see the normal amount of fish, but would they even be able to like join me in a group?
although I don't have any friends who play NMS anyway lol
I'd guess as long as the creatures are completely vanilla and not totally new scenes it should work since creatures do get sent over
but other people couldn't encounter them, only the ones synced in your surroundings
Modded ecosystems are only shared around the modded player, I think.
that's so weird
I was expecting them to just not see them at all (assuming they use vanilla stuff)
now I'm feeling really tempted to fix ocean biomes
make it possible to have at least 10 fish
the discovery log is stored in the save file yeah
and add more freaken rocks and plants and shit
ocean biomes suck so much right now there's like 4 total varieties
to supplement this, from the doc we have:
Animals will sync between clients. It is because of the seeds for the animals are generated with the planet seed, of which the generation options can be changed. The positions and seeds of the modded animals are synced. However, as the modded animals spawn only around the modded player, other players may only see the modded animals when in proximity of the modded player. If the client also has a terrain mod installed, the animals may also float in the air for other players. If the modded player is the host of the session, the modded discovery data will also be synced across players, resulting in players without the mod not being able to discover certain modded animals.
that's really weird lol
that's what I thought
I think it's because of the net replication component
what if the other player has the same mod? does it all work normally then?
since the position and seeds are replicated to the other clients the creatures will exist as long as they are spawned
animals make ships
anyway if I can finish the icons tmr I'll prolly release the update then
but now I sleep
@odd crater do you know if the folder called "DEPRECATE" in "ECOSYSTEM" is used? it seems to have some stuff in there that I don't think is used, like tables for whales
I'm assuming it's not used due to the name
anyone know what the audio trigger for expeditions starting music is?
aren't whales some pre-release stuff? They have never existed in any public builds afaik
so, assuming the deprecate folder isn't used, looks like we have: ```5 (aquatic)
3 (aquatic crabs)
2 (air snake)
2 (air common lizard)
2 (air common)
3 (air busy)
2 (air bird)
3 (cave)
2 (ground herbivore small)
2 (ground herbivore medium)
2 (ground herbivore large)
1 (ground herbivore giant)
2 (ground butterfly)
2 (ground bone)
4 (ground alien)
1 (ground predator medium)
1 (ground predator large)
1 (ground player predator medium)
1 (ground player predator large)
1 (ground maybe butterfly)
2 (ground herd medium)
total: 43```
but given the chances of all of these individual spawns, I don't think anyone is going to find a planet with 43 species on it
some of these may also prevent others from spawning; this wasn't entirely clear in the files
@fallow meadow The steps I had to follow weren't exact. I had no "KnownSpecials" list. I found it under KnownRecipes.
But it worked. Got the multi-tool.
would be nice if someone could add the other creature species into the can be companions list. the mod on nexus hasnt been updated and doesnt work for the new creature system
The game picks only one table per type at max. Sometimes none. So it's 1 ground, 1 air, 1 cave and one underwater.
Also yeah. Deprecate folder is for pre Origins files. Don't use them.
Good to hear you got it working even though I have never heard of KnownRecipes.
hope you're ready for this
51 new objects
Planetary Archive structures
1111 total objects
https://www.nexusmods.com/nomanssky/mods/367
You're insane man
that's not inaccurate
I still can't get over how boring vanilla base building looks
I think HG is a bunch of hard working, talented nerds.
But they seem a little behind in terms of game design.
Art is cool, tho.
eh, if the laymen would go automatically awooga apeshit when they see 30 circular pods stacked into 6 pillars, I guess they wouldn't need to work harder anyway
It's kinda the case in every aspect. A sizeable chunk of the community is amazed (rightfully so) by the game despite its simplicity. Why bother, then?
I've seen thousands of pictures on reddit showing the same trees, same grass. People keep saying "iTz mY HoMz nAw".
To me it is all boring.
No. I take pride in my autistic, obsessive personality.
fair
Would anyone know what type of save editor I could try to use for nms I've tried using save wizard to export my file and put it in no mans sky save editor and nun happened anyone have another idea
NomNom would be the Save Editor that can handle converted PS4 saves. Not sure it has been updated to work with Expeditions though
https://github.com/cengelha/NomNom
why am I not surprised the volcano is literally just a scene
I mean, may as well make it buildable
just wait until HG makes a scaled down volcano into a quicksilver item
will happen
100%
I gotta double check what other plants are in vanilla buildables
people are asking for more trees again
I've got like a goddamn hundred already
and people want more
the heck
P A I N
Ya sadly I'm gonna get a PC instead of upgrading to the ps5 tho so that's gonna be a plus won't be tell down the road tho bc I'm gonna go into the military so won't get it until after that
@fallow meadow ty for helping me out means a lot
hey what version does Rayrods overhaul v10 work on?
I think its AR but im not entierly sure
It is
Is there mods for custom headgear?
Darn.
I want a rabbit-eared helmet.
I mean it is technically possible so you can make it yourself if you want to
I have neither the skills, nor the software. :/
Though if you know someone who does possess the skill and software, please DM me a way to contact them.
(and enough money to pay for someone else to do it for you)
^ kinda what's on my mind.
When terrain edits are done, are the ones for your base vs the whole planet counted separately?
@fallow meadow I tried using NomNom for my ps4 save and made sure I used save wizard first and when I opened up NomNom I cannot see my save there
Might not be up-to-date with Expeditions, so not sure it works. I have not used it myself yet, but heard some reports.
@lucid lichen You may have to wait a bit for it to update, so keep an eye on that github
@fallow meadow aghh I see ty for helping me will have to wait to see whenever they update
should be
depends on base radius of course
actually I haven't checked the related part for a long time
I am sure the creator is still active, so hopefully some time soon
@fallow meadow I think I may just be stupid and not know how to use this bc I went over and got a nms save from November 2020 and it's still not doing anything
@lucid lichen I personally do not really have a lot of experience with NomNom, let alone using PS4 saves. Make sure to read the github info and see if you missed something or did something wrong. I know it needs converting with SavWiz first before being able to use with NomNom.
Maybe someone else with PS4 save experience will chime in. If not, try ask again another time?
@fallow meadow alright will do it's hard to find anything about it since there is no videos about it
@lucid lichen You can also try ask for help in the NMS modding Discord perhaps.
Hang on
!moddinglink
Thank you I will ask there
I haven't followed up in a while, is the save editor useful for unlocking expedition milestones or it doesn't work?
you can edit the json and advantage the mission stages manually
oh good enough, took me a bit to figure out which ones to mess with haha
anyone know how i could go about changing my player size with save editing to freak people out? nothing too big or destructive, just wanna make myself noticeably larger than other players
Using the handle 'Ted Kaczynski' really reinforces the idea that you have no ill intent
you can't

@rich briar The save file used to hold terrain edits for bases in the base section but it looks like it doesn't do that anymore.
Must have been at least pre-Next? Terrain edits for both Multi Tool and Base parts have been stored in the same location outside of Base data for as long as I remember and first did research into it.
@rich briar Not sure how this has changed with recent updates. Used to distinguish MT edits from edits caused by base parts. 10k for base parts causing terrain changes (Base Terrain Edit Limit) and 5k for MT edits for a total of 15k edits.
You used to be able to overwrite Base part edits with the MT after you reached the 5k limit for it. This would result in the Base Terrain Edit Limit to get freed up again oddly enough. Not sure this is still the case though.
If interested, here is a topic that includes my research from back in the day. It's lengthy and complicated ... Things have changed somewhat since, with the inclusion of so called protected edits.
https://forums.atlas-65.com/t/terrain-edit-limit/6966
you can
not with save editing at least
thats what i did tho
@left sentinel apologies for the double ping, just wanted to show how I did it in the end.
Oh ok, did know it'd actually just scale lmao
yeah
Thought it's just a anim pose index, seems I remember wrong
i was surprised it was that straight forward
you change the scale of the outfit you want
done
hm?
the ability to change the scale and collision of your player model?
yeah i dont know
bad actors? lol
where can i get the pathfinder 1.24 update folder?
piratebay
actually, you prolly can't over there
just get the GoG version and you can get previous patches afaik
ask in #forever-archived-legacy
If on Steam, you'd prolly want to look for something called SteamRE DepotDownloader
Thanks!
@west needle posting links to direct game downloads, whether old or new version, is not a smart thing to do
alright, thanks for letting me know
i deleted the message
either the add command just ignores me or i'm doign something wrong
coolio! do you happen to have an AR version download I could use?
All the same planet?
prolly not
literally redone these wall cap snappoints just to make em fit onto other races' outposts
still gotta fit vykeen into these tmr since they're elongated rather than square
but fuck do I need sleep
No confusion, here - looks terrific
Thanks.
This is in a testing environment where everything is "at max". Most planets are not that full.
I want them to be somewhat rare.
I love what I have seen, thanks for sharing all the previous stuff as well
mmm, chimera buildings
this is such a pretty image
What is โsilly weaponโ
forced to reduce some snappoints because I've apparently reached the quota and can't add anymore new custom ones so now you can make these monstrosities
literally pushing the limits of the game here
Isn't that what we're supposed to do?
wowee
Seconded
I use beyond building and can't seem to put a 4 way hallway on the first floor of my freighter. Says out of range... I can use em no problem on the second floor. Has anyone ever experienced this? Could it be mod related?
Is it safe to remove the mod mid build to test?
It is safe to remove the mod temporarily, yes. I don't think it's because of the mod, though.
Ah, do you think it's just an nms bug?
Yes, those pieces and the first floor are problematic, if I remember correctly
Ah ok, I won't worry about it then. Thanks!
you can't farm these shit in vanilla right?
Correct
Able to be farmed?
yeah
Wow, nice
I remember placing those once
don't think they require extra fiddling with the growth
But don't they instantly grow back when loading in
like in vanilla?
@odd crater You're really taking an axe to this problem arent ya
What do you mean?
nice bait
not sure if I need to make more farmable plants
cos the health/tech/shield plants are p obsolete
any mods to increase grass render distance ?
That is what I want. I want mine to the max. I can live with 40fps lol
some fireflies to boot
Anyone know what vehicle is the Hovercraft? It isn't the Nomad (have tested that)
That would be the BIKE
There's also the thing named hovercraft that was never released, if you're talking about that
Does anyone know where in the save data is the class and hyperdrive distance for the freighter? I have an A class freighter that Iโd like to mod into an S class with S class stats.
Like what strings should I search for?
It's at the end of PlayerStateData\FreighterInventory. Look for FREI_HYPERDRIVE
@spiral nebula
class is just a little bit before hyperdrive, in the same area
Ok, thanks! Iโll try this!
I remember someone making a plain replacer for it back in the day
lowest effort shit I've ever seen lol
the submarine model?
ye
Ok. I'm almost getting the perfect placement settings.
But maybe I should tone down the scale a bit.
I'm gonna get hired by HG and secretly turn every Lush planets into procedural shit holes for the next update.
lord I wish that was true
I'm gonna make it my next goal in life.
ik
but the walls don't touch seamlessly with the vanilla ones
that's prolly why they haven't added em in vanilla
even tho they already made the thing
anyway
https://www.nexusmods.com/nomanssky/mods/367
47 New Objects
new freighter rooms including double height freighter room
more farmable plants
Spend less, Furnish more.
most bases in vanilla re just 12 circular pods stacked together
haha true
I think the only good two I've seen recently are the one that built a light rim around a hexagonal roof and one that looks like a seaside resort
i stopped using buildings quite some time ago, these days i just grow outdoors and use cuboid foundations to build stuff on, like extractors or silos
yeah I only build to make screenshots for Eucli-ea nowadays
actually I only open the game for Eucli-ea nowadays
although i must say i'm interested in agriculture, and putting food on the table is important so, i might give eucli-ea a go sometime - definitely keeping it under my radar
๐
I mean it's just plants lol
hehe yeah
tbh I just added em cos I thought it'd be cool to learn how they work all over again
since the old knowledge we had on farmables was long obsolete
they look cool
oh yeah they sure do
snappable on planters too, tho it's really just for conformance
the ones I added don't need power and just grow anywhere lmao
hehe
I think I do know how to make em require power but frankly it's just more restrictions that people don't really need
agreed
can someone help me install mods?
I love this lmao
Wow
I found a video on youtube with a guy trying to take credit for BPG lol
It's pretty amusing
lmao what
reminds me of FO3
that fucking green tint in FO3 turns me off so goddamn much
I hate it
Yeah, the planet was actually quite colorfur. Purple and stuff.
purple is better than green
Why not both?
Filters during storms or extreme weather are ok.
On a simply random basis, not so much.
I just dislike having FO3 flashbacks is all
Get the mod here: https://www.nexusmods.com/nomanssky/mods/1942
This mod boosts Rocket Boots range, speed, and jetpack capacity, including:
Increases Rocket Boots power by ~200% through:
๏ปฟIncreasing boost force by ~150%
Increasing max boost speed by 200%
Increasing boost time by 200%
Increasing boost height by 33% - 100%
Decreases Rocket Boost ...
Get the mod here: https://www.nexusmods.com/nomanssky/mods/1941
Inertia Drifto boosts exocraft performance, including:
Increases Top Speed of all exocrafts between 208.333333333% - 312.5%
Increases Top Boosting Speed of all exocrafts between 50% - 200%
Increases Acceleration of all exocrafts between 127.2727272727% - 150%
Increases Boosting cap...
Have fun actually flying with rocket boots, and actually drifting with speed
Anyone ever try to change how far away planets are?
someone used to
turns out it wastes your time flying
so no one updated it since 2018
Who wants new sky colors?
Like a bowl full of cherries it is ๐
Actually it gave me anxiety walking around in it.
It's a very proud planet
feel like the sheen is a bit too metallic
it's really difficult to make metallic car paint look actually like car paint
since NMS's metallic and roughness PBR kinda just makes it a choice between being reflective or being plastic
I think it looks gooood
I think Imma make it plasticky and see if it looks better
this does look more ok because of the colour tho so Imma just change the white
and maybe the rims since they look too matte as well
nice! did you see what rayrod's doing with the improved sky color blending?
I'm sure he did
now that I made a car I suddenly want some roads
like I already have these flat pieces of shit paveways but they're all rectangular and drifting on them don't make me look radical enough
:O that's creepy and amazing
Download the mod here: https://www.nexusmods.com/nomanssky/mods/1948
I love naming mods
Seriously, why?
Itโs just a test bed for testing sky color parameters on different planet/weather types. Believe me, you donโt want to have it in-game. Your eyes will bleed. I mean really it hurts my eyes as I feel them recoil from the intensity.
is that a challenge
Yes
DUD'S SKY updated v3.38.1
https://www.nexusmods.com/nomanssky/mods/507
DUD'S SKY - COLORS updated v3.38.1
https://www.nexusmods.com/nomanssky/mods/968
I wanna make a few more cars
maybe have em released as is and provide no further updates but making cars feel like a decent idea
is there a mod that can allow me to find portals quickly?
I am not aware of such a mod. You could try Nexus Mods and do a search, or maybe one of the mod developers feels inspired to create one?
you can prolly do it p easily with how the scan tables work nowadays
DUD'S SKY - COLORS updated v3.38.2
(Fixed stupid bug that happened because I left a file in testing mode. If you downloaded 3.38.1, please redownload.)
(Adjusted cloud speed and formation.)
https://www.nexusmods.com/nomanssky/mods/968
is there anyone with the NMS save editor?
Was wondering if someone could send me the expeditions milestones json (provided you finished all the milestones)
You can get the json by
- opening the expeditions save file in the save editor
- clicking edit -> Edit Raw Json
- PlayerStateData -> Season State (select this)
- copy the json
I have been incredibly busy and have no shot at getting the reward I want, thankfully nms is a casual game so hope its not too unethical to cheat it in
Been trying to manually modify it, still not giving up, have 5 to sort out hehe
wellp, guilty
don't worry, won't forget to leave the solution
{
"MilestoneValues":[
1.0,
1.0,
1.0,
1.0,
20.0,
1.0,
10000.0,
900.0,
1.0,
1300.0,
1.0,
35.0,
1.0,
1.0,
30.0,
1.0,
6000000.0,
1.0,
1300.0,
10.0,
15.0,
5000.0,
2.0,
4.0,
1.0,
5.0,
1.0,
1250.0,
50.0,
2.0,
1.0,
30.0,
35.0,
30.0,
1.0,
1.0,
1000000.0,
10000.0,
1.0,
50.0,
1000000.0,
1.0,
60.0,
50.0,
1.0
],
this should work, but then again it might not
kinda a "it works on my screen" type thing
How do mods and the whole universal-multiplayer-thingy aspect of nms work together?
The server entierally relies on the client for information. I can tell the server I have x stuff, and the server just says thats chill
@hearty wasp hope you don't mind a zoom in
wish I had that before I put 1 hour and 30 minutes into manually converting all the stuff over to a array
I bet ;-)
honestly the openness of NMS is terrifying
That is so cursed
Reminds me somewhat of the Jetsons :)
is that supposed to be a reskin of the nomad?
Awesome, now I can go to Tosche Station to pick up those power converters!
I'm running out of modding inspiration (not that I have enough time right now). Brainstorming time! Ideas?
@hearty wasp was watching Episode IV last night - and this came into mind, using the speeder as the nomad skin ๐
๐
and, is that a power converter in this man's hand? heheh
Iโm trying to figure out what Mark is wearing on his coat. Itโs like some kind of little tree.
Maybe itโs pot.
That man is Luke Skywalker ๐
I wouldn't put it past him
make a mod that makes the player shit
I was about to say "That's more Winder's territory", then I saw the poster ๐
should I do a lada or warthog next
Someone suggested Portals showing, instead of having to find them
<#nms-modding message>
Cybertruck
Wow what's that?
fancy
warthog
tbh I'm quite enjoying making the cars
it's a perfect case of doing something while actually doing nothing and it just feels like another form of procrastination
think that'd be more for the colossus
yeah, they are still kinda long so I'm going to try doing it
didn't feel like releasing on nexus. this increases fog and temperatures on lava planets.
send pics
That's some wack terrain. Looks like it would be fun to drive through
https://www.nexusmods.com/nomanssky/mods/1951/
Another one
currently eyeing a mako replacer for the colossus
but man I saw an APC model and I love it
@hoary drum yeah you ainโt driving in it. Itโs in areas though. Between the patches of this are flats. Every once in a while you get a mountain range. Then more very large flat desert areas.
Dang
All of my terrain is made to work quite well with gameplay. Including the โprimeโ planets that donโt have gameplay friendly terrain in vanilla. I like tall sharp mountains, but you have to have valleys big enough to drive through and places (ridges) on the mountains.
does anyone know a mod or save file edit method so that i can edit the expedition milestones to be complete? i have no time and i am missing some rewards
5 votes and 10 comments so far on Reddit
I love seeing people doing this the hard way
Awesome, looks similar to the planet Im currently exploring, except the grass is green and glows yellow, and the shrooms are red and pink instead of blue. Red, pink, orange, and pale blue at the colors of the plantlife there
@iron stratus Fast Start Skip tutorial - Optional Random tool and Ship (new HARDER versions added)
https://www.nexusmods.com/nomanssky/mods/1651
@fallow meadow your a true hero
Might be slightly off-topic for this channel - but - riding pets is usually the best way to get around in extreme terrain
as long as you don't have to go through water, at least
nah just use rocket boots
that doesn't work too well when the cliff's entirely vertical and you keep skidding down when the jetpack runs out
and that's why you should get ED-E, Rocket Boots and Jetpack Booster
no purchase necessary 
This is a longshot I know, but is there a mod that adds exocraft geobay blueprint unlocks to planetary interaction reward tables? (Crashed exos would be even cooler, but that's probably a much bigger longshot).
wouldn't be a difficult thing to do tbh
Cool. My interest is fairly casual, fyi. I'm testing the impact of Exos on game balance in the early parts of the game.
Dunno how much of a demand such a mod would have, generally.
prolly p small
Yeah
except for the people who wants to skip the base quests
Well I'll just stick with the save editor method, since it works. But thank you, I was curious about how trivial/difficult such a thing might be.
anyway, you'd just need to know the reward ID for the reward to add a subentry under it
which, in your case, prolly gets called by an interaction, defined in alien puzzle table
which interaction type is called in the entity of the terminals
p simple, really
Nice
would be a neat idea, maybe igmi'd be interested in it
think they released a mod call The Traveller a week back?
Having exo access while skipping the Radiant Pillar has been super interesting. Been playing around with variants re which bps I allow myself to have.
I have no idea what any of the quest names means but I am happy for you
or sorry that happened
Oh, I meant a challenge someone else came up with: ignore the Radiant Pillar at the very start of the game, and instead venture out and hunt for some other ship.
Oh, and I just fixed a typo I made earlier :)
oh that's the name of the starter ship
Yeah
my memory's still stuck in rasa
Ah right, forgot about that name
When marooned on a planet and ship hunting without the aid of another ship, you might walk for ages before finding a crash site. Hence my throwing exos into the mix.
iirc the starting scene may be a standalone scene rather than a crashed ship scene with a specific seed
now I haven't really seen if HG every changed how car summoning works but but if it is now entity dependant rather than basebuilding table dependant then there is a chance one can just put a reference there
Yeah, maybe, it's hard to tell, in-game (I was testing that at one point, using scans and maps, and that site wasn't coming up, but that wasn't a great test).
oh wait I think they did change it
yo fuck me HG actually did something that make sense
So you're saying exocraft summoning is entity dependent?
I'm saying maybe it is now but I'll need to certainly test it again
Ah gotcha
from my knowledge back in the day it should be reliable to just have one garage entity anyway
so say if you just reference the roamer garage
you shouldn't have any trouble
anyway I'm going off tangents
but yeah there are prolly more than one way it can be accomplished
Well, I appreciate your giving it some thought. May not be a "If you build it they will come" situation, unfortunately. :)
well I assure you that most people don't and won't care
but it's not like it ever stopped me from making memes
@odd crater ๐๐๐๐
lmao dem cubes
Yeah, i think they are supposed to represent the way a real element takes perfect cube shapes.
Can't remember which one it is, tho.
salt?
I mean salt crystal are cubes too
but they still have that monolith rock texture right
that's what I remember about it
oh they can?
lmao
New Winder biome :
Dead trees and giant cubes.
nice
<@&233305774745583618> Can we have someone temporarily mute DawnShadow? We can't get him to stop fighting over his audio
he's left, nevermind
this is for modifications, not moderation related stuff lmao
yeah, I was just looking for a chat channel. hah.
I'll let them decide which channel'd be more appropriate lol
Cool, let give us a shout again if they show up and cause an issue. Each of the VC's has an associated text channel, so you can ping us from there, e.g. #go-live-1
ty
anyway I'm working on something that I can't get to render properly in blender
I don't know how lights work, apparently
yeah
had to read up on the back cover panel before knowing it's a solar panel?
also had to literally transplant the interior from another cybertruck model to this one cos this one doesn't have it
cybertruck exocraft?
yeah, a Supra Murray Kratt
anyway here it is
the steel turned out ok
spent like 2 hours on unwrapping the tires
anyway I wanna know if this looks too bright still
cos from what I've seen the solar panels on the real thing are almost like acrylic dark
if you take a mod out do you need to put the disable_mods back in
no
ok good
If you want to update your mods for q new release toy have to rewrite everything right? I have some a few months old
idk, i only use the 10x refiner mod, idk the status of it though
that;s basically how it works if the structs involved are changed
All my mods I made are outdated people keep asking me to update them ugh
Like who has the energy to go into every file, re-download it into the station, and remember what changes you made
you get p good at it when you do it more
another one
Is the Icarus Fuel System pre installed?
the car one?
yes
I don't think so
Do you guys know any mods that make the planets more distanced from eachother?
I answered it a couple days ago: #nms-modding message
Oh thanks, also do you guys know any cool mod that replaces the ships with more realistic looking ones?
not realistic but Gumsk's GShip has star wars ones
and we're waiting for Kibs to finish up his new ships before releasing Ships of Moar again
that's gonna be another month or so since he's real busy
we have speedboats that fly, it's pretty realistic looking
alright, i'll take a look at them thanks.
Eh, the GShip mod i found made all my other mods not work
or i either found the wrong one, could you provide a link?.
You sure you didn't just now get the update that replaced DISABLEMODS and made all mods not work?
Also, I haven't tested with 3.4, so it might have issues
for some reason, when i installed that mod, all my other mods stopped working.
like, i had a black space and no speedlines
scenes didn't change
and when i installed it, they just came back
I was figuring it was safe, as the changes seem pretty small
Maybe? i didn't know about the update
well, check it
that's probably why it didn't show the mod warning
yeah,, that would be why
No worries. The summoner might actually have conflicts if you try to use that
How does it work, in the description it said that you dont find them in the wild, do you need to download both summoner and New ships?
You can either save edit to set the seed on an existing Golden Vector, or use the summoner to summon a Golden Vector with the right seed value
Once you have what you want, you can uninstall the summoner
You have to save edit to set the seed on an existing Golden Vector
Surprising, since I ran it last night
it looked like a really well made mod.
Let me double check
Or maybe, i have some other mods
