#nms-modding
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o nice ill try to do that
You know where to find the file?
...\steamapps\common\No Man's Sky\Binaries\SETTINGS\...
Open the file with a text editor, then look for a part that lists:
<Property name="UnlockedSeasonRewards">
Include the below for Ship and Jetpack inside that list, as you likely already have a few others.
<Property name="UnlockedSeasonRewards" value="EXPD_SHIP01" />
<Property name="UnlockedSeasonRewards" value="EXPD_BACKPACK01" />
Mind spacing and formatting, maybe even make a backup of the GCUSERSETTINGS first, just in case
thanks!
well my findings are correct
If a Product has a DeploysInto you won't be able to stack them
As the Deploy/Consume interaction overwrites the craft more option
That's what saves are for :)
i didnt notice
lmfao
my gcuser settings reverted
when i did the unlock things
i spaced them correctly like the others tho
It does indeed revert to 'default' if not done correctly, which is why making a backup is advised
@fallow meadow i tried it as well doesnt work
Why would you edit a backup? That would make a backup useless
I wonder if changes were made?
It works, if done properly
Like you pointed out, it's easy to mess up a space or bracket or something
For as far as I am aware, yes, unless HG 'fixed' things with losing stuff when you lose the file
I'm on my phone or I would, sorry
@proper briar you prolly didnt remove the / on the when it doesnt have anything inside it it has a / and its supposed to not have anything in it <Property name="UnlockedSeasonRewards">
Pretty annoying in my opinion, to have to keep your own backup of the settings, as cloud doesn't, which makes using another device or having multiple accounts on same PC cause issues
Yeah they didn't implement it well
mildly put
Hehe
I am actually wondering if the Twitch rewards are the only thing functioning correctly in that file
ey it didnt revert imma go check the anomaly
how do you even get the twitch rewards? i placed the thing also lol
You can only 'bypass' the fact they are account locked, by disconnecting internet as you go redeem them
where do you redeem them?
Qs merchant
Anomaly
alright thanks
Am I the only one that thinks it should be spelled Anamoly, based on pronunciation?
I am afraid so
yh lol it reverted to default
and i didnt back it up oh well
i aint to bothered
<Property name="UnlockedSeasonRewards"<Property name="UnlockedSeasonRewards" value="EXPD_SHIP01">
is that what it should look like
all on one line
aww still cant get the retro backpack
wait
how do i get the normandy?
it seems to be not in my fleet
@indigo imp The full SeasonRewards list should look like this (season 1+2)
<Property name="UnlockedSeasonRewards">
<Property name="UnlockedSeasonRewards" value="EXPD_FIREPACK01" />
<Property name="UnlockedSeasonRewards" value="BLD_EXPD_BASE01" />
<Property name="UnlockedSeasonRewards" value="EXPD_TITLE02B" />
<Property name="UnlockedSeasonRewards" value="EXPD_HELMET01" />
<Property name="UnlockedSeasonRewards" value="EXPD_DECAL01" />
<Property name="UnlockedSeasonRewards" value="EXPD_DECAL02" />
<Property name="UnlockedSeasonRewards" value="EXPD_BACKPACK01" />
<Property name="UnlockedSeasonRewards" value="EXPD_TITLE01" />
<Property name="UnlockedSeasonRewards" value="EXPD_SHIP01" />
<Property name="UnlockedSeasonRewards" value="EXPD_BANNER01" />
<Property name="UnlockedSeasonRewards" value="EXPD_BANNER02" />
<Property name="UnlockedSeasonRewards" value="EXPD_TITLE02A" />
<Property name="UnlockedSeasonRewards" value="MYSTERY_TRACKER" />
<Property name="UnlockedSeasonRewards" value="EXPD_SPEC02" />
</Property>
oh thanks
ayy that worked thanks
i guess i cant really get the retro backpack
it isnt in the qs guy and on the apearance
wheres the normandy tho\
@indigo imp You have to select to claim expedition rewards, then claim the reward, then check the Appearance Modifier to change the Jetpack.
For the Normandy, you are required to have a Freighter on that save with less than 30 frigates to be able to have it added. (Normandy is a frigate)
ye it says claimed but it isnt in my fleet rip
Oh, and retro backpack is a QS item, not a reward
The new small backpack with wings is an expeditions reward
i dont see the retro backpack to buy too tho
So you have a freighter and no more than 30 frigates?
Could very well be, and considering it appears to be broken, might as well remove it?
retro backpack should be from the QS items list, quite a while back. Let me have a look
aight thanks
im jus blind lol thanks!
This is the expeditions reward 'Streamlined Jetpack Unit'
not sure if it still works
whats the value of normandy?
need to remove it from the properties real quick
says claimed but not in my fleet :(((
Can anyone point me to a repository of old NMS PC banks repositories?
Specifically, I need the PC Banks from the No Mans Sky version that was active during August 2019
@indigo imp Are you using NMSSE?
could use that if i get a hold of its seed
What properties are you referring to?
Because to remove the 'claim', it has to be removed from the save data
oh thats easier
You can download NMSSE, then make sure to create a backup of your saves. I can then tell you exactly what to do
ok ill do that
It is the only way I know of
Probably easiest to just change one of your current Frigates to the Normandy within the Frigates tab of NMSSE
GCUSERSETTINGS is a settings file, nothing to do with the game saves, which you can find here:
Save File Locations
GoG: %appdata%\HelloGames\NMS\DefaultUser\...
Steam: %appdata%\HelloGames\NMS\st_<Steam64ID>\...
Game Pass: %LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...
Note: When sharing saves in a report to Hello Games, it is best to create a package/archive of the full folder shown for your platform above (.zip/.rar).
Shared by: @fallow meadow
thanks
Just make a copy of the full folder and put in a location you can easily find again
You just open the correct slot, it will be the latest
where should i go?
It is not showing the save slots by default?
Top left, click File, then Open File/Path
i filled my deutrium XD
Ok, once you have opened the correct save slot, you select 'Edit' at top left, then 'Edit Raw JSON'
wait i want my deutrium to save should i click save changes first?
Sure
mk
Scroll all the way down
ye
You should see 'RedeemedSeasonRewards'
yup
click the +
Then click on the numbers that open below
You check the right side for each of the numbers present
is mystery tracker the normandy one?
look for the number that has "^EXPD_SPEC02"
If the number on the left has that on the right, make sure to delete the full data from the right side.
Then click on the left side elsewhere again. It will say there have been changes
ye
Save the changes, then close the window, save changes, then save once more to actually have it saved to file
Now the game no longer shows you have already claimed it (QS Bot on Anomaly).
Sure, open the game and try claim once more, assuming you have a freighter on said save and less than 30 frigates
alright thanks for going an extra mile helping me
No problem, you're welcome. Now did it work?
i can customize my multi tool here right? i dont want to go and hunt for the modules again lol
still loading
You can do a whole lot with the save editor. Just be warned for how powerful that tool actually is, as it can completely ruin the fun, as well as your save data
The tool does create backups as well by the way, although I prefer to make my own
ayeee it worked :D
yeah im just gonna turn a blind eye to that one haha just want my multi tool back xd
Sorry for a late reply. This is indeed probably the easiest way for someone new to the tool without any guidance. Thanks for the suggestion, appreciated
i saw one and gave some seeds but he said its only cosmetic
Well, have fun ... any specific questions, do not hesitate to ask again
Ha, it's fine, it's fine, glad you managed to guide them on how to do it
You can save edit the stats on the things you add in to make them "legit", though most people just use models and seeds for cosmetic purposes. It's all preference in the end
oh cool
I think i messed something up quite badly with my game and a mod that was meant to reduce space distances in systems (deleted it but effect seems still active), would anyone have 20 minutes to spare with me to check a couple of things?
ty i tried that, i even tried reloading a save that was made before the mod was used (only a couple days old) but it still seems to be active nonetheless, tried warping to different systems
then maybe you haven't actually yote the mod
get disablemods txt back via verify game integrity and try again
mod is deleted, mod folder is empty and disablemods.txt is here (no mod alerts at startup) which is why i dont get it i kinda thought it would simply restore distances, maybe not in systems ive already generated but maybe at least new systems i warp to
maybe the mod didn't work in the first place and you're thinking it did?
hallucinating it is a small possibility but planets are VERY close together ( like 400k for some of them ) and lua code seems proper, when installed it made a noticeable effect. Which i why id love for someone to invite me to a system and we could compare distances
hey guys
would it be considered self promotion to place a video link here pointing to a video presenting a reshade preset in play?
its technically modding in that most games have reshade settings in workshop but sadly nms doesn't have a workshop
๐ฎ i found the workshop...
nope, no i didn't
hey team, so I still have the issue with black holes not appearing on my galactic map. I had it for well over 1000 hours of gametime but they randomly disappeared. "RevealBlackHoles" is set to true in my save file.
Any ideas? I wasn't sure what the "GalacticMapRequests" values might mean
can anyone with black holes properly displaying on the galactic map check and see if all your values are set to false?
@abstract heath they are all set to false for me
thanks for checking
this is driving me bonkers
I've completed the atlas path every which way from Sunday, I've tried setting the revealblackholes value to false and redoing it, etc.
@abstract heath probably stating the obvious but, have you tried to complete atlas on a different save?
yes, no issues with the other save ๐ฆ
@abstract heath do you use nms save editor? if you send me your save i can give it a look
can do!
on another note, i'd still be looking for someone who would help me 10mn to see if i've fixed my space distances issue
I cant seem to find a mod that makes it so you can type in the number of things you want to buy, or at least speeds up the arrows. Any idea?
No such mod exists afaik. But if you want to buy a full stack for example, just click one down from 1 and it will loop to full stack
also clicking and holding down the button will slowly increase the num speed
Oh thanks!
Also with the mod that adds everything to traders, do you have any idea if theres any way to customize that?
I want to not have absolutely everything, just certain things.
if the mod provides a lua file, should be quite easy to modify values and run it through AMUMSS to pak the changes into a usable mod file, yeah
reshade is fine here
good morning yall!
@hearty wasp i ended up totally reinstalling the game then had a player compare their distances to mine in both a game i would host and they would host but at list i'm fine with yesterday's issue ^^
cool
While waiting for that i picked up on a very interesting issue camros has , if you scroll up a bit. I checked their save json, all the markers for atlas quests are what they should be, star seed is crafted and in inv but it shouldnt matter, revealblackholes flag is set to true, no syntax error anywhere, other saves blackhole seeing work fine on their end. You seem to be a lurker, got any better ideas? @hearty wasp
idk could be just bad luck
hahaha
talked to Nada about it?
if Nada doesn't give you black holes then ur fkd
tbh if there's some mishap in your quest save data it can interfere with functionality
but it's a labyrinth if you dunno where exactly you're looking for
Oh, theres a mod/cheat menu i came across yesterday that lets you instantly go through a blackhole. That could help maybe? @celest holly
I'll relay that, tell me what it's called please? @cerulean fulcrum
I have a code reading question to edit this mod real quick.
From what point does each entry start and end?
No i dont, but that works, thank you!
Once i finish editing this file, do i throw it in the build scripts folder and run the batch file in order to give me the working .pak file??
I put the mod and the script into ModScript, then ran the BUILDMOD bat file, but no paks were created?
You may want to use Modding Station if you're unfamiliar with how to manually use psarc or mbincompiler
Also see this tut
https://stepmodifications.org/wiki/NoMansSky:0.2.0
is there a mod that increases refinery stack limits for survival?
@late plank is there one for normal?
Not one that only touches refiners
What else does it do??
it increases stacks for everything
Could you link it for me please?
it edits one file
Im going to increase the basecapsule storage multiplier by 4 and see what that does
yes?
It doesnt mention anywhere that it does anything for normal.
The name of the mod it self is "StacksSurvivalIsNormal"
I never said it did anyhting for normal
Thats what i asked for..
Ah I thought you were asking if there was a refiner mod for normal
alright im confused lol
I was asking if there was a mod for normal, that affected the refiner stack size, and you said "not one that only touches refiners", so i asked you to link it.
xD Miscommunication is fun.
Do you know of a mod that changes stack size and refiner stack size for normal?
No. Theres no mod that I can find that changes refiner stack size only, and looking through the files, I dont think its possible
I think refiners are linked in the code to the "BASECAPSULEPRODUCTSTORAGEMULTIPLIER"
It doesnt matter if it affects other stack sizes
does to me. I want to maintain the integrity of survival stack limits, I just think refiners only being able to hold 250 in slots is dumb
Fair but im asking for normal, for myself lmao.
i accidentally selected the chaos galaxy in the new beginnings, is there any way i can go back in the mission using a save editor?
you can just switch galaxy instead
yeah just give yourself the 7 emeralds
@hearty wasp Im following the instructions word for word and it even says its successful but i dont get any mods in the "CreatedModPAKs" folder.
sorry, what?
Oh yes, it did. I didn't notice that.
[BUG]: lua.exe generated an ERROR... Please report ALL scripts AND this file to Nexus page
ignore me, just making a sonic reference
anyway you can reverse the progress with a save editor but in practice it gets insanely buggy so I wouldn't recommend doing it for that step
well that'd be why
that a lua from a mod
or did you script the lua yourself
I edited the lua script myself.
ah alright, i wont reverse.
also you can just switch galaxy with NMSSE anyway
why touch the mission data when you can do that
It says i can just edit it myself, but maybe i screwed up somewhere and bugged the code?
I assume you can't upload the lua here but you can get more help over at the modding discord
how do I call up the link again
!moddinglink
Ah thank you!
oh that's it
i'm in nmsse, where would it be located?
in json or is it in a menu
perfect, im in eissentam! thanks
I lost the ability to see black holes. I had it for around 1000 hours of game play after completing the Atlas path. Randomly, the icons on the galactic map that denote black holes disappeared. I've tried everything in game one could imagine: completing the atlas path again (numerous times both ways), moving star seed and remembrance everywhere.
My "RevealBlackHoles" value is set to true in my JSON file. Do any of you professional mod folks have any idea what might be happening? I'm happy to send you my save file or the raw JSON file if you want to take a look.
Alternatively, are there any mods that "replace" the icon on the galaxy map for black holes?
from ealier today: #nms-modding message
thank you - polo can provide my black holes coords and atlas stations. Taking either will allow me to find either one. Going through them does not yield back the ability to see them, ๐ฆ
so you get a waypoint but no hole when you get there?
the black hole is there, but after taking it (or even before taking it) I'm still unable to see black holes on the galaxy map
talking to polo is the only way for me to find a black hole
so you just can't see em on the galaxy map
correct - it's like the icons just up and vanished
could be just locked out by a mission
if you've never seen em pop up then it's prolly the atlas path cos that's what reveals blackholes right?
I don't actually know anymore, they've fucked with the quests so much
I completed it a few years ago - I had the ability to see them for a long while but they just disappeared ๐ฆ
could be the save translation when changing version fucked it
anyway not much can be done since you dunno which quest is locking it out
is there anyway to just reset the whole freaking quest line? I'm happy to do it again
eh, I wouldn't recommend that
I'd say make a similarly progressed save and just copy and paste the entire mission data block to your OG one but your frigate missions/misc missions will be going to die
not sure game'd be happy about that but hey you're welcome to try
ugh, I have over 2,000 hours in this save
"RefinerSubsMadeInTime" value="250"
Do you guys think this has to do with the stack cap for refiners?
for survival
that's time
says right in the name
survival have multipliers in different globals
for different drain and item stacks
some maybe hardcoded
I cant find specific stack caps for refiners. That example I gave above is the closest I got. Do you know exactly what that variable means? Seems to me its value is 250, and the default stack cap for refiners is 250
The other file is DEFAULTINVENTORYBALANCESSURVIVAL
Which only has (x = multiplier):
-DefaultSubstanceAmountx
-CargoSubstanceAmountx
-ShipSubstanceAmountx
-FreighterSubstanceAmountx
-ChestSubstanceAmountx
-BaseCapsuleSubstanceStoragex
-DefaultSubstanceStoragex
Not sure what Refineries would fall under there
I wouldn't know either tbh, this is not really my field
I only know the multipliers exist
you can prolly test it by making a lua script
since you know these param names already
I was just gonna make a quick pak file and test in game
yeah go ahead
The other mod im working on is updating a View Distance mod, but that involves editing 40 - 80 xml nodes per file for 130 files lol
Im writing a python program to automate most of it, since I dont know of an existing program that does what I want
you mean something like AMUMSS?
but if python's more your language then hey as long as it works lol
IDK if AMUMSS syntax allows for me to do what I want to do
At least, not without manually inputting hundreds of file names
ah, I see what you mean
If you're familiar w/ C# you could try NMS Mod Builder. It will handle unpacking the game .pak files, converting mbin to in-memory object tree, your C# script then changes object tree values, it then handles converting back to mbin and creating a new mod .pak and saving it to game MODS folder. There are helper methods to search for pak items by name using regex pattern.
Ah ok cool, thanks!
Any idea if theres a mod that stops every ship flying off when you exit a side room in the space station?
Can you play with mods and also play multiplayer? I want to experiment with modding but I also want to play with friends.
Yes
what happens if I add the quantity of it?
so that i could get more than 6 ships
or the game would likely to crash?
Likely delete the extra entries. Otherwise, crash
O all right
Is there a mod that just bumps the spawn chance for s class freighters?
I'm in my 8th hour of reload roulette for an S class and losing my mind.
The everything is s class mod should fix that, I believe. Once you get it, uninstall the mod
@round sinew Lava biome colors:
Swamp colors, now with proc gen coloring of mushrooms (no more static pink mushrooms only):
is there any software that would quickly tell you what mods need to be updated/have newer versions available?
or do you always have to do it by hand
vortex
that's the one thing is actually does best
for NMS, at least
else you can just track mods on Nexus site itself
Hi. I'm trying to use the mod builder, and it keeps closing without doing anything. when I run it with console, I get stuff like this: \Steam\steamapps\common\NMS_mods\ANUMSS\MODBUILDER was unexpected at this time.. anyone got any pointers?
that's AMUMSS
Mod Builder's cmkushnir's
also are you running the batch by double clicking BUILDMOD
i've tried that, I tried running it through CMD which is how I got the error string instead of it instantly closing
so when you double click run it the thing closes instantly
only after giving it some instructions to do
what if you just double click run it normally
it opens and asks for instructions, which I fill out, then it closes and nothing happens.
ah you mean the Ys and Ns
yes, those.
could be a permission issue
try moving your entire AMUMSS folder to your D drive root folder
meh.
doesnt look like permissions, if running as admin wont fix it. but i'll try moving it to root. doubt it'll change anything
I was looking at someone else having the same problem and it looks like it could be path name related
and windows is know to have a thing for that
if you have any spaces or special character in the path it may cause problems too
C:\Program Files (x86)\Steam\steamapps\common\NMS_mods\AMUMSS
well it's there
looks like the program has issues with spaces
just batch in general
prolly need a pair of quotes somewhere
again, window's problem
since windows don't automatically add quotes when referencing local paths
improperly formatted string parsing ftw
work now?
I think it might specifically be the presence of parentheses
works fine in c:\program files
unfortunately, my knowledge of .bat syntax is atrocious, so I can't fix something like this
no need to fix what's working (under current directory)
meh, dropped amumss in program files and made a link to it. not pleased at having to >.<
If parenthesis are an issue in a batch file, this is because they are likely seen as an operator. A way to solve this is by escaping with an interim variable. ^
you mod long enough you start seeing patterns and you just make a folder to circumvent those patterns altogether
'D' drive aint too smart a choice to call anything, volume names arent static and not everyone has more than 1 volume on their disk. heh. I don't.
if I do, they're all hidden recovery/boot partitions
A better way imo to fix problematic strings in batch files is 'delayed expansion'. Sure finding a way around the issue altogether works too, oh well ...
SETLOCAL EnableDelayedExpansion ENABLEEXTENSIONS apparently the .bat has this one on the 2nd line. this what ya mean?
Sounds like it, but still has to be used correctly to parse file/folder structures
mind ya, the last time I looked into BAT stuff was years ago when I needed some very specific batch processing.
well, i'm not the one who wrote this stuff anyways. i'm used to working with lua or c++
I do a bit of everything ๐คช
mostly i'm just lazy and play video games, sometimes I do codework for mods for other games.
Sounds like a good balance ๐
spent the last few weeks on and off working on a weapon mastery system overhaul for one mod...the guy that was making 'em decided to shove 'em all in weapon scripts when they didnt need to be >.<
err...if a mod somehow alters generation of modules (when I have nothing that -should- do so), is any text permanently baked into the module? got one saying UPGRADE_0_STAT_COMMON_DESC
trying to figure out if this is just vanilla or a mod issue
I believe that if an mbin contains an Id string that isn't found in the language files then it just assumes the Id is really literal text. I don't see UPGRADE_0_STAT_COMMON_DESC in any language files so it's assuming it's literal text. Check to see what mod mbin sets that value.
well, problem is I didnt get any mods that DO change module stuff (to my knowledge)...so I want to know whether the text is 'baked in' or not. because if it isn't, that means I landed on a dud somehow
... fwiw, 1 - 4 do exist, but not 0.
"to my knowledge" ... so either a mod is setting it or a game pak has the error (possible).
wouldnt be surprised if it were a vanilla bug popping up, as I keep landing on them
is the mod on nexus, I could take a quick look if it doesn't have a lot of items
- Craftable Modules
- ExtendedExocraftAndShipScanner
- Freighter Defense Reward
- IntroLogoSkip
- MultipleFreightersMultiplayer
- ScanTimesAndRangeImprove
- _Beyond Base Building v3.50
``` these are the mods i'm using...in a combined mod, though at the time I was using the prepackaged versions of everything except the intro skip (that was part of a different thing)
all stuff from nexus
How is the combined created ?
AMUMSS
So all of those have lua, or did you create lua to merge them ?
all had lua
and if you search all the lua you don't find UPGRADE_0_STAT_COMMON_DESC
newp
@slate veldt
then if the only mod you have is the one you build using the lua, and the lua don't contain that text then it's likely in a game file
Will test later. Thx
Ran a script to go through all game mbin and search for UPGRADE_0_STAT_COMMON_DESC, none were found. Suggest you recheck the mods you have installed.
i'd have to unpak and decompile the mbins wouldnt I?
@viral oak Or use NMS Mod Builder which will unpack the mod .pak and decompile the mbins in-memory.
Run it, select the game icon from top-right to load game data, pick mod pak from pak combobox in PAK Items tab, select mod pak items to view them,
umm...where's this again?
What are the expected results on this?
Gonna check it as soon as I get on pc
might fix issue with freighter mods
hmm, multiple freighters in a system mod or? What issue?
no
just the installed mods
not dispalyign stats correctly or smthign
roar knows more
i just saw mismatched id's
which this tiny lua fixes
so this might fix the issue or might have 0 effect at all
Xd
call me clueless but I can't find that
specifically 'nms mod builder'
it's complaining about the framework 'microsoft.windowsdesktop.app' version 5.0.0 not being found. I installed 5.0.7
I guess it explicitly requires 32 bit? -.-
d'oh, installed the console ones by mistake
@rapid sandal on the 'gear' icon, putting an asterisk in that textbox is causing it to force-close
var regex = new Regex(search, options, System.TimeSpan.FromSeconds(2)); "*" is invalid regex pattern, causes it to throw. will add a catch to handle. thanks.
ever used npp's compare plugin?
Don't recall, haven't used NotePad++ for a long time (10+ yrs). Why ?
I know it had a ton of plugins to do syntax highlighting and stuff for many languages ...
there's this 'compare' navbar...it's basically a colored bar, colored based on change type
ah, so you can scroll directly to changes
mhm
... yes, I wanted to add something like that but many files have more lines than vert pixels on monitor so you can't just make a bitmap w/ each vert pixel mapping to a line and color the pixel if the line changed, since when you shrank the bitmap many of the change colored pixels would disapear.
.<
... unless you know of a better way ...
... i didn't do a lot of research on how other editors handle this issue
'doppler' just popped into my head for some reason
well that's odd, may want to see a doctor
well, distance based scaling
I'll keep it in mind when researching how others do it, but fundamentally you want at least 1 pixel to be colored for each changed line. where a bunch of line changes are close together this is fine, but when you have 1 line changes scattered around a file with 100,000+ lines, I'm not sure how you ensure they are visible w/o custom code to create the bitmap bar.
... is the compare navbar a plugin or standard w/ npp, do you know ?
whole plugin is not standard
do you know which plugin is providing the compare navbar, link if possible, so I can look at the code to see how they do it ?
thanks
they don't do distance based scaling, but it more or less works
and...as to the issue which sparked all this...it's not any of my mods.
so probably just the usual BS: Khe lands on almost every bug at least once
Think https://github.com/jsleroy/compare-plugin/blob/master/src/NavDlg/NavDialog.cpp is the file. Looks like NavView::create creates a bitmap w/ as many vert pix as there are lines then NavView::paint uses StretchBlt to stretch or shrink. If correct this will likely have the issues I outlined for large files.
That's odd, because I've seen similar issues w/ a language Id string being displayed, and they have always been in a mbin, either mod or game. ๐คทโโ๏ธ
I checked my mods, no sign in any of 'em
I believe you, just saying it's odd, first time encountered something like that.
I just have a 'knack' for finding the most obscure bugs... -.-
... just noticed the direct you sent .. 15 min ago ... sorry ๐
also, the 'select game location' pane is 'always on top' and doesn't except keyboard input. I hate being forced to select by mouse >.<
The popup dialog to pick the game folder ?
yes
That was a complete hack because .NET WPF doesn't have a Select Folder dialog. I'm not going to reinvent a proper Select Folder when the vast majority should either have a standard steam or gog install. Lazy.
I'm also lazy
Did you need to use it or were you just testing ?
If you needed it then I'm assuming you don't have a standard Steam or GoG install - correct ?
...does it automatically find things by default? my steam install is in the standard location
I also just had a realization...it might've generated the module description not as a direct string, but a derivative by code
Yes. If you have a standard Steam and|or GoG install it should find it and display the icons on the toolbar.
string replacing in something like UPGRADE_<stat count>_STAT_COMMON_DESC
That sounds possible.
would make more sense why we cant find it...somehow the game gave me a mod with 0 stats
lines up perfectly with my bug magnet problem
I'm happy w/ it being a problem due to code generating the Id, good thinkin'.
... so, Steam install. Like to figure out why you don't see Steam icon on toolbar.
top right? has steam icon. didnt realize that's what you meant. also, didnt notice anything change when I push it
It takes 8 - 15 sec to load a game instance. I mention it in the cmkNMS.pdf in the download .7z, although I mention it for Pak Viewer not Mod Builder.
though that's not much help when I don't know what i'm supposed to look for in the first place
... did you read the .pdf ?
nope, I got distracted by a phone appointment.
๐ The stuff in the .pdf that talks about Pak Viewer also applied to Mod Builder. Pak Viewer is a stripped down version of Mod Builder that basically just shows the PAK Items tab.
Little faster to load game instances but don't get the language, game item, or scripting tabs.
unfortunately, my body is being the usual jerk, and i'm starting to fall asleep. again. last few days I spend 4-6 hours awake, then asleep, then awake, then asleep again...guh. but at least we more or less figured out the issue, even if it's not something we can fix
i'll have to play with the mod builder later to see waht it can do
๐ always nice to have progress. later.
aye, have a good one
Never mind, found them.
is there another savegame editor that isnt nom nom which is broken?
I wonder
saw this mod
just wondering if a friend will be able to see it since it's using vanilla model
Looks like its a duplicate of the vanilla model, so probably not
I'm on a new pc, can someone link me the gamefile unpacker and the mbin to xml thing? ๐
so there are currently no tools to transver a PC save to a console one or vice versa?
am I correct?
Correct, for as far as I am aware, this requires NomNom to be updated
"get stuck in air in landing gear anim" that happens plenty just with vanilla
Not unless he has the mod
@rough tulip Not sure how familiar you are with save editing, but you will not be looking for actual icons. It looks like there are duplicate active missions
Oh, I'm well versed in it and staring at the relevant JSON entries already.
Just not in NMS's specifics.
Best way to get to figure out what you might be looking for in terms of MissionID, would be to make the mission active, than save, then check for CurrentMission.
That's the thing, the mission itself is already completed and was removed from the log itself.
Ah ok, so a bit more complicated. If you need further assistance I am sure someone is willing to help. I don't know the mission ID for the farmer off the top of my head, but can be looked for in source
Let me pull it up real quick, really I was just curious as to if I should progress the mission state itself or simply remove the markers from the MarkerStack list. Odds are I've bugged out the quest slightly due to completing it as quickly as I did, so some of the triggers to clear the mission markers simply didn't fire.
..I tend to break a lot of things.
If removing from marker stack would work, they may return again as the state may not be satisfied?
So best would be to get the completion state I would think
But also figure out why it shows up multiple times
Looking at the code itself, the end-loop of the conversation may be screwy. But I'm also noting there's 10 farmer missions and my progress overall across the missions is set to 9.
In case this is of any help, I have this in MissionProgress with following Progress values
DM_FARMER 1
FARMER1 11
FARMER2 - FARMER10 all 9
FARMER_LOOP 1
Yup, duplicate values on my end.
So if the overall mission state is completed, it does make sense that the markers not being cleared was due to some buggery on my end.
Could be, but no idea what you did to make that happen.
I beta test games :u
My proximity to them causes new and exciting bugs to reveal themselves.
This game has been a big test for sure ;-)
I just tend to break stuff, so I'm used to it. Hence why I've learned how to fix it.
Why did I even say 'has been' while it still is, after all those many hours
It's great fun to break things, I know all about it. Also fun to manage to fix it again though.
An unrelated note, and story. In the first week of the launch of CoD:MW, I found a bug that crashed entire servers, and anyone's console who happened to be on it at the time. So I have priors in this field.
..And provided a 2000+ word detailed writeup to the dev's, and got some free stuff thrown my way. Good times.
I feel like I find the game breaking bugs just in normal play, not even TRYING to test, specifically ...
'Engineers like to solve problems. If there are no problems handily available, they will create their own problems. ''
Anyways, you did get it fixed by removing some dupes?
Doing it now, was double-checking the JSON formatting. :u
Worked to remove the icons from the galaxy map, now to ensure they don't reappear after talking to the farmer again
But yeah, I genuinely think what happened was that due to my rapid-firing the missions one after the other after the other, it did the cleanup of only the last mission I did, rather than removing them individually.
Yup, no reappearing icons. Just me doing things too fast.
Alright, all sorted then
NMS is incredibly finicky with missions and their activations. Like when you've selected the "check the base computer!" mission, and it just gives you the default UI for the base computer, rather than spitting out the next objective.
Many thanks for the help. โค๏ธ
Not sure it was needed ๐ ๐
Since #nms-questions ignores my crying for help I will try with you guys:
I am having a graphical glitch that is driving me crazy. Details are flickering. The problem I am seeing is visible here - https://youtu.be/6hw-1-CCC8s
I am getting so extremely frustrated by this glitch.
It makes the whole experience unbearable. it is like scratching nails over the blackboard or farting in public.
I checked every single setting. Even upsized the resolution to 150%. Tried DSR up to 2x.. still no change.
What setting should I change?
This is something I encountered before but after latest PC upgrade I have no idea how to disable it.
I posted it on reddit, posted it on nms-help and now posted it here. I have no idea how to get rid of that mess but it is driving me crazy.
This is bugging me quite a bit ... haven't found an answer yet ... Where is your NMS friend code actually stored, on a Steam installation?
couldn't find it in any of the settings files
I mean in general, what file is it in
because I'm not seeing it in the mxml files anywhere
mostly just need to know for backup purposes
@clever schooner The edges of the railing shimmering like that, yeah?
And some specific stuff like ship engine covers?
Nothing specific. Just small details (mostly horizontal)
Similar to something like this: https://youtu.be/EJ2GstXWda0
Minus it being tied to character movement
Yes
I tried that as my first guess too. But even wiuthout AA i got the same problem.
It is like my POV is "breathing" a pixel up and down all the time.
Tessellation, is the term
Wait a second...
You may have to dick around with your NVIDIA settings to resolve it, I just live with small graphical errors like that.
brb
it is just unbearable for me. The whole screen is flickering all the time.
What GPU do you have?
Changing the tesselation settings changes nothing.
EVGA 1080Ti SC2 11GB
Im making a View Distance Mod. Pretty sure I changed all the values that need to be changed, but Im not seeing a difference on my end. Not sure if its due to the game pass version
wish I could attach gamefiles. If you want to help, PM me and ill give you the LUA/Pak file
its the TAA implementation causing the edges to do that
they are still there if you turn it off, but thats just normal aliasing
DLSS actually fixes it, but with its own tradeoffs; as well as the 1080 ti cant do it
there was a mod i saw on YT as "in development" that fixed the shimmer by changing the TAA settings, but ive never seen it released, or any other attempts at modding it
This problem has been resolved by disabling caching over steam.
...really? that turns a lot of what i had understood on its head, especially since mine has always been off from the start
all TAA ever do is make your game a blurry mess anyway
can't see an edge if you can't see anything
anti aliasing quite literally blurs edges
Are the colors of chromatic effects on Red/Green/Blue biome worlds (so-called mega exotics) totally random, or can they be predicted somehow without having to visit them?
mostly asking on behalf of @jovial root
<#nms-questions message>
Hello, I just got the game and I like to play on the numpad, but I don't seem to be able to map the keys there properly. Can anyone recommend a third party key remapper? Preferably an easy to use one, as I have zero experience with such apps.
DUD'S SKY - COLORS updated v3.52.2
Added Lava biome custom flora and terrain colors.
Added Swamp biome custom flora and terrain colors.
Added Swamp biome custom cave colors.
Added Swamp biome procedural coloring for mushrooms.
https://www.nexusmods.com/nomanssky/mods/968
awesome jason
Let me know what issue you specifically have with trying to rebind to Numpad and I might be able to help out. Make sure to @ me in case I am not around
that's caused by the anti-aliasing method you're using. Try the other settings until you get one that won't cause flickering
That's my guess anyways.
Happened to me at least
later in nms-help, user reported issue fixed after disabling/reenabling steam shader cache
turn off TAA, switch to DLSS if you have the option, or FXAA (doesn't do a good job but at least it wont give you motion sickness of TAA)
anti-aliasing settings
also they fixed it already #nms-modding message
I can definitely notice ghosting with TAA p much anywhere
no I mean I dont see the difference between no AA and FXAA
oh ok
TAA ghosting is still prevalent for sure, I turned that off on Geforce Now and switched to DLSS, its so much better
it looks more ragged with no AA for sure
true
question about seeds. I'm using a save editor to make all my frigates look uniform, but I'm unclear on the two seeds, home and model used for the frigates. I found some seeds at https://www.nmseeds.club/Seeds/Search/beyond/frigate/exploration/ but I'm not sure which codes go in which box in the save editor.
Are the seeds on that site "home/model" or "model/home" ?
I believe it is 'model seed' first, then 'home seed'
thanks
Just found out it only shows seed when you click the little icon here:
so i'm also trying to unlock the disabled tech slots on my exocraft. I'm looking at the json file and I see the inventory has a "class" associated with it and the value "isCool" is set to false.
Is it possible for me to edit this file in such a way that i unlock the full inventory grid on my exocraft?
Some slot restrictions are handled by the game, but most can be edited to max size with NMSSE. You may have to go into 'Test Mode' though to actually allow making that edit.
With 'Test Mode' enabled, restrictions imposed by the save editor are removed, allowing you to enable all slots.
Do make a backup of your saves before messing with the editor (just so I said it)
save editor is a little buggy when it comes to editing inventory slots, for me
Buggy in what way?
yeah, I've made backups. I'm just gonna leave the exocraft alone. i guess with all 10 of my storage units in my freighter remotely accessible, it matters a little less. just kinda bugged me is all.
I was trying to resize and fix my freighter's inventory, and when I edited the lower row, the...UI broke. hit 'enable' to disable or enable tiles, and...idk how to describe this
it's like every freaking element in the entire editor decided to rebuild at my mouse's location
or rather, cascading from top left, to that mouse
and it kept rebuilding it, so it had a haphazard rendering look where the portions outside that 'square' were stuck
screenshot it
I have seen editor UI issues before, like with the Fleet/Frigates. Some appear to have been fixed though. You may want to report such issues on the GitHub page.
Did restarting the editor fix these issues again?
can't embed the image here
it 'fixes' in that the error is no longer there, but it will repeat if I do it again
Feel free to use #nms-photomode-gallery to post an image
Yeah, best to report with Goatfungus on GitHub
Yes, seen it happen before after checking your screenshot. You can include any errors shown in the Command Prompt Window when reporting the issue (use Ctrl + A to copy).
Let me see if I can repro the issue
the only stuff I see is 'WARNING: name mapping not found:' for several things
Those are fine, just info, not an issue. I have reported the new Name Mappings for a future update already.
@viral oak What version of the editor are you using?
1.7.7
Are you running it with 64-bit Java8?
idk?
Try Java tab, then click 'view' to check for user and system
1.8.0_291, x86-64
Java versions installed for 'user'
only one entry
You do have 64 bit latest
I am trying to reproduce the issue, but have not been able to yet
What steps are easiest to try reproduce?
It wonโt recognize most of the the non-number keys in the numpad, it only recognizes the ENTER key, but does so as regular ENTER, not NUM_ENTER like other games do. The numbers themselves are also recognized without the NUM (tried with NUM LOCK on and off. The non-number keys apart from ENTER are not recognized at all.
expand a freighter to 7 by 6, then right click on the bottom right corner
ok, let me try
instantly broke the program for me
Will help you in a moment ;-)
Thanks!
hmm, after playing with clicks it appears to be primarily a rendering problem...
clicking on the tabs causes everything to render normally until I move the mouse again
I really can not reproduce the problem. My freighter is already 7x6 with a disabled slot at bottom right. I can click all I want but nothing happens
i'm just gonna point at that link to the issue on the github and say 'same shit as that'
OS Name Microsoft Windows 10 Pro
Version 10.0.19041 Build 19041
i'm on win10 home
I have yet to update to the new 21H1
I don't know, but something must be different for your system, which makes it hard for me to figure out. All I can suggest is to describe the issue and provide as many details as possible. I believe they at least read the issue created, not really seen any other activity for that matter.
...I just did a thing, and it works
And that 'thing' was?
.conf. inventory scaling. set it to 0.5
it looks specifically to be an issue with right clicking certain regions of the window
Interesting. What resolution monitor are you on?
Now that is useful info to include
1080p I think it's called, widescreen
So it is scaling and widescreen I can imagine being a problem
I have normal 3840 x 2160
Alright, so making some changes to the .conf helps solve the issue
BINGO
perfect repro case
the bug happens when the program tries to render the context menu below the window's bounds
so -that- is what is doing it.
though it seems to need to attempt to render a certain percentage of it over
Yes, keybinds for Numpad is limited as the Numpad is somehow locked to the 'on' state when in-game. Changing Numlock on/off in-game does nothing. This means it recognises the keys as plain simple numbers (same as the main number row) and default symbols.
also, just to put it out there, I consider myself to be a large bug magnet >.> because, go figure, I attract a LOT of them. codewise.
@sage hearth I don't understand why the keyboard is not utilised to it's full potential. NMS having been console focus is no excuse in this day and age in my honest opinion. Opinions aside though, this is what we have to work with, and still offers some options.
We can make custom keybinds within the game and add some more by editing the TKGAMESETTINGS to allow us to get things to work. I can look up specific references for keybinds which appear to not be available in the default 'control' settings if need be (GCINPUTBINDINGS_WIN_KEYBOARD).
Third Party software would likely be able to do even more, different, or easier, but would still be limited to how input is handled within the game.
the solution to sloppy coding and design isn't "fix the sloppy coding and bad design", anymore. it's "throw more stuff and better hardware at it"
you see it everywhere, if you pay attention
I had to rebind the scanner cycling keys because having the scanning visor open doesn't suppress the quickslot keybinds. set them to scrollwheel, which the game's keybind UI doesn't support
and I rebound 'secondary attack' to one of my extra mouse buttons because sometimes the menu hooks that suppress that get stuck for certain capabilities, such as plasma grenades
i'd rebind their atrocious inventory window cycling if I knew how. Q and E to cycle, when E has a context action, is idiotic. too many times, it's swapped the window over when I was trying to move a tech in the same tab
Yeah, the Input management is terrible, which makes no sense for keyboard/mouse users. I feel sorry for left-handed players and feel sorry for the forced limitations in general. As said though, there is still some room left to work with if you know how.
looks like I might be able to make it worky
Thanks! Upon searching last night I found the Sharp Keys app. It's a pretty straightforward "one-key-to-another" remapper, but what you said about the numpad being locked in-game worried me a little. Does it mean that, for instance, if I remap NUM_PLUS to E as I do in most games, the game won't recognize me striking the NUM_PLUS key at all?
Remapping to those keys will most likely not work.
@fallow meadow do you happen to know where in the game's packed assets the keybinds are stored?
Bummer.
.> and right as I ask, I finally find it. NMSARC.86055253....
If you unpack all the game files, you'd be looking for 'METADATA > INPUT'
Not sure which .pak that would be in specifically
above file, /metadata/input/bindings/
Yeah, that's where all the platform bindings are listed
yes, and it's likely what I need to address my particular issue
What issue would that be?
why the hell is E 'change tab' AND a context action? results in the game deciding to change tabs 'randomly'
I understand you'd like that different, so what exactly is the issue you are having with remapping this?
Being my usual fluffy fuzzbrain self, I have the annoying problem that it is very, very difficult to go from point A to point B without gnawing everything on the way and napping on side-furniture. in short: i'm poking and prodding the issue until it cooperates, and only have half a clue. I -wanted- to rebind the tab change to scrollwheel...but just decided I want to rebind the context action instead.
trying different key enumeration thingies to see what responses I get from the game.
well, the giant yellow warning icon is a wonderful sign. I rebound Fe_Alt1 to Mouse5 successfully. yay!
Keep in mind that there are several groups with keybinds, depending on the situation or UI you are in at the time. So 'E' can change tabs when inside UI, but do something completely different when being inside a vehicle
yes, which is why action sets are a thing, yes?
Yes
i'm only changing it for menu stuffs
Some are just not present inside the default options, so you'd have to create them instead. Like for example you can not change vehicle control to use the arrow keys, but it is certainly possible to do this making a custom edit.
By the looks of it, there are 13 control sets
For keyboard that is
based on what I saw looking at the raw data, yes
just staring at the raw text of nms.exe can show you that though, but that's being silly (which is something i do a little too much)
So apparently I neglected to ever join this server, how does one get the modder + content creator roles around here?
I can't remember. I had it at one time and might still, but my color changed so....?
I don't know how to look at what the roles are. (I'm old)
You can ask Singular. I think he can do it? @frail fable
I see them all listed in the information section, but it has zero info on how to get them. A little odd. Thanks @steel crypt
They really do need to develop a silent ping though - tagging somebody for a role just feels wrong
I'll make some noise for you ;-)
<@&233305774745583618>
self sacrifice and heinous acts
I'll speak for Haz, he helped make Eucli-ea possible with me
Bahahaha, I'm already sore and lacking coffee....I'll see if I can round up a goat though
That's weird, I didn't get this ping for some reason. Role added, anyway @frail fable
O-O i got ping from this channel
Excellent, thanks!

Could it be because I had to edit the @ because Discord made it somethingelse?
oooh, yes I think if you edit in a role ping it goes wonky
yup
No idea how it came up with what it did, but good to know for next time
slowly rolls away guess it was nothing
they only somewhat recently fixed it for @user pings
looks like you need to make us a fabulous mod now Pirate
Yes, with cannons and ale for everyone!
Okay, I still have the modder role. I just leveled up.
so...does anyone know any specific details about what changed in the recent update? because their release 'notes' are barebones. i'm wondering if anything actually changed
was just a hotfix
1.1 gig download for that...
sometimes it do be like that
luscious fur is demanding
Donโt tell me furries are a species in no mans sky now
they apparently have been for quite some time
So once you stop being robust, you're lost as a modder. Good to know if I ever feel ambitious
It's very limited - I just updated the testdata files for mbincompiler, and it changed x2 files and added x1. A tiny update in comparison to the past few weeks.
ugh...i'm cringing a bit right now...constant reminders that their shadows are...bad.
which files, if ya know?
game isnt rendering any shadows whatsoever past about 50u
GCAISPACESHIPGLOBALS and a SHIPEXPLODE model. Added in a new model for ASTEROIDDESTROY.
Pretty much in line with what they posted for patch notes
I would have guessed SPACEEFFECTS.MBIN changed. That's a surprise.
this is driving me nuts...it's like the shadowing is being selectively culled by distance from me >.>
and @waxen cedar It was not AA. Even with Anti aliasing turned off there was flickering. The thing that caused it was surprisingly Steam pre-caching.
In the end this is before:
https://youtu.be/6hw-1-CCC8s
And this is after:
https://youtu.be/8zbCdHr04Ts
Both have the same TAA + FXAA enabled.
@solid basin Are you wanting to give moving Base Computer a try with a Save Editor?
Yeah, but not sure how to even start
I will guide you through. Before we do anything, I want you to make a backup of your save files though
Save File Locations
GoG: %appdata%\HelloGames\NMS\DefaultUser\...
Steam: %appdata%\HelloGames\NMS\st_<Steam64ID>\...
Game Pass: %LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...
Note: When sharing saves in a report to Hello Games, it is best to create a package/archive of the full folder shown for your platform above (.zip/.rar).
Shared by: @fallow meadow
I'm not currently at my pc and stuff so I can't actually do it in real time
Ok, understood. Would be best to do in real time though. So maybe ask again in here or @ me when you do have time to give this a try?
Alrighty
Just so you know, I am in Europe when it comes to time zones and expected availability for that matter
what is 'steam precaching'?
go to the top menu, Steam>Settings>Shader Precaching
When a saves backup is performed using the goatfungus editor, is it supposed to preserve a variety of files in the backup, or just a xxxxxz_save.hg file?
It creates a copy of the save (2 files) as well as a text file with some generic info, prior to actually saving the changes made
So it does not create a backup of all saves, only the one you changed
Would you have some time to help @mossy perch , @fallow meadow ? I hit a wall trying to determine if their save could be....saved. ๐
The save they have came from Steam Cloud, and it's just the st_#######etc.save.hg file
I can at least give it a try. Any additional info or discussion I can catch up with?
@lean saffron So no mf_save?
They experienced a game (or possibly system) crash while playing, recently. Then relaunched the game and the game showed no saves.
Right, no mf_save
I think we have had this issue before on here, although has luckily been rare
Let me look for a link that described how to fix
@lean saffron @mossy perch Link that discribes how to re-generate a missing mf_save:
https://steamcommunity.com/app/275850/discussions/0/4652759797631538907
Before trying anything, make sure to backup what you currently have, so nothing can get lost attempting a fix
Yeah, I performed a special backup of my own stuff before doing anything else, earlier.
Okay, just read through what you linked a couple of times, and I think I understand what to do. Going to give it a shot. (Will require trying Permadeath for the first time in a long while, lol.)
Just to be clear, the save in the Steam post was an Expeditions save. If the save that needs fixing is any other game mode, make sure to match that of course
Exactly. (Hence my reference to Permadeath. That's the game mode this file seems to identify as.)
Alright, good luck, fingers crossed
Thanks!
i was accompanying the issue as well, glad to see this progressing
Yes, thanks to @round sinew as well
tbh, sounded like the issue was originally caused by a hardware failure.
i wouldn't continue using that drive without taking a good look at it
@lean saffron @round sinew Does PD actually use auto & manual save?
Died in my first attempt to run to a save opportunity. :)
But you raise an interesting question, given how the solution in your link was described. Hmm.
Well, if that trick relies on an extra save created to be able to fix it, PD might be a bad mode to try this with
Yes
@lean saffron Just give it a try first and see if it works regardless. If it doesn't, I might have to think about some other tricks, changing game mode possibly to later change back, not sure yet
Ok here goes. This is interesting. :)
So far it looks like simply replacing this new, valid save.hg with the version I was given worked just fine. I loaded back in with different inventory contents, a fully repaired ship/multitool, slightly different story mission progress (one or two steps advanced), and a different camera setting (third person). So it's still super early in the save, but appears to be the correct save.
Great news then :)
๐ฅณ
Maybe, unless it's an older save that lacks other progress they had made
But the method works, I think
So I guess goatfungus wouldn't have a problem with the save now!
If Quintessa actually had even more saves, to get them back up and running correctly, fake new ones need to be created first, then replaced after.
I think this may be all they have
Not sure, was reading back and saw a mention of a backup having been made at some point
The file I was given was apparently downloaded from steam cloud and nothing else was available
The Cloud image I saw did not contain anything but a single oddly named file though
Ok, so did that weird file turn out to be this one?
Yes, it had a bunch of characters before save.hg. I renamed it to save.hg before overwriting the new save.hg I created in-game.
And l didn't touch the game-generated mf_save.hg
So I'm guessing now would be a good time for @mossy perch to chime in about how much progress should actually be shown
You were successful with what you were given at least. 
even if some progress was lost, couldn't goatfungus add that progress back in now?
shouldn't have a problem with the save now
Once it is a correct save mf_save pair again, you can edit all you wish for
Yes, I'm sure they could add items back in, advance the main missions, etc. pretty easily
but
hold on
mf_save*.hg and save*.hg are a pair, but PD still creates both, even though there's only one save slot in that game mode?
@round sinew mf stands for Meta File, which is basically nothing more than a checksum for the save itself with some meta data
i thought mf_save* was the autosave, and save* the manual save, or vice-versa, can't remember
A normal Slot pair has save.hg and save2.hg and matching mf_saves too, so 4 files total
ah; was just looking at the files in my save dir, and yeah, it's like you just described ๐
One thing I just realized: I forgot to note galaxy/star system before overwriting with Quintessa's save. So I'm just assuming I'm in the correct galaxy/star system.
X/Y location on planet is definitely different, though
From where I was
If most things you noticed changed, than it is pretty 'save' to assume you did it correctly, which has changed it all, as you overwrote the previous data part of the save part
yeah
I'll dm them to get their attention
I think they went to bed. Thanks again for your help, @fallow meadow and @round sinew
Vanilla meteor showers are pathetic. Has anyone seen where they define their size and damage radius?
There is a weather effects hazards mbin
Every time I see them they just rain around me but never on me
A bit shite innit
The respurce channel in the modding discord have users giving out reports of which files being changed
Usually Lo2k
Modding Channel:
"I need to be killed by meteor strikes. WHY WON"T THIS GAME KILL ME WITH METEOR STRIKES!?"
This is the most descriptive picture of this channel I ever gotten
Where is link for the submarine Accords?
It's the Honda Sea-RV
brilliant
It's from Car Boys
aye
Only kids do what they should. Adults do what they want
I need a mod that materializes beef jerky for me IRL
mate
i just wanted to say,
THANKYOU SO FUCKING MUCH TO WHOMEVER HELPED ME FIND A WAY OUT OF MY SAVE FILE PROBLEMS
it means the world for me
LMAO WHAT?
i am just coming back into NMS after a long break so i am asking
oh ye, there are
be sure to only trust mods from nexusmods
and also avoid using vortex, its very easy to manually add
why must avoid using vortex?
Well I'll have to give the Nexus site a gander
It can't be that hard to manual mod it compared to FNV or ESV
so can these mods like be played while online?
they have to played offline, right?
vortex probably doesnt fully support nms and could cause a host of issues
so having like lets say quality of life mods or visual mods, would they get me banned or prompt issues or something bad?
Exist a mod that let you spawn a specific type of animal?
i found an image that clearly shows it. So based off that statement, a mod that modifies the values of some items like say damage or resource gain would not result in me getting banned. Not in multiplayer to be specific
you can click on the image and click Open original
it's a 2mb png
mainly because of how people zip their files, and the fact that you'll need to put those paks into AMUMSS if you want to use the lua inside them anyway and vortex doesn't do that for you
so at the end, you'd need to go into the Vortex folders for your NMS mods, unzip it, and drag it into AMUMSS's ModScripts
which is no goddamn different than doing this shit manually
unless you're ok with your mods conflicting then hey, use whatever you want
@lean saffron , @fallow meadow
Has anyone tried to mod the neon blue water recently or is it not possible with Prisms?
I wanted to try it myself but no idea where to start
Its the only thing I think looks off about the game, the foam textures that glow etc. Thanks!
To start with modding, you'd be looking for PSARC for unpacking the source files and MBINCompiler to decompile the mbin source files. You can start with a very useful tool that has PSARC included already, called NMS Modding Station. Or if you prefer LUA you can have a look into AMUMSS. I can provide some links if you wish. Also a link to the NMS Modding Discord
!moddinglink
Thanks for the info. I will look into the modding tool, I would appreciate any links/info you have here
PSARC Tool:
https://github.com/periander/PSArcTool
NMS Modding Station:
https://www.nexusmods.com/nomanssky/mods/320
MBINCompiler:
https://github.com/monkeyman192/MBINCompiler
AMUMSS:
https://www.nexusmods.com/nomanssky/mods/957
Oh ive been using vortex and found no conflicts or errors yet. But ye, just in case there are conflicting mods, i might start to put them manually
All right, thank you so much for @lean saffron @fallow meadow. If there is anything I could help, please let me know.
@stoic wolf Atemp2 is a personal mod of mine that changes the opacity of the water and the movement of the waves and a couple other things. The water colors mod is from DUD'S SKY - COLORS (a mod of mine available on Nexus mods), it is....water colors. Either you'll like this or you can use it as a reference for making it how you want.
Thankyou!
I'll try it.
unfortunately I don't think it works with high LOD
but thanks anyway!
I don't know why HG have neglected the water so much especially when most of the game looks amazing
While i'm here, any working cloud mods floating about?
There is a mod that let you spawn a specific type of animal?
what mods can i use, while still being able to play multiplayer?
@tulip carbon all of them
^
i did not realize
are there any prisms mods that modify the build camera?
@tulip carbon I think I mentioned gcam to you earlier over in #nms-questions. I haven't used it myself, but it sounds like it might be a good fit for you.
https://www.nexusmods.com/nomanssky/mods/1436?tab=description
DUD'S SKY updated v3.53.1
https://www.nexusmods.com/nomanssky/mods/507
huge
is there a mod that allows more than 6 ships?
can't
you can use NMSC to export your ship tho
thats really lame
life's lame
so i need help regarding how to decompile and compile mods to make them work to be merged and stuff
you mean in exml or in lua
or do you not know what either means
I do know what they are
then read this first https://stepmodifications.org/wiki/NoMansSky:0.2.0
get your basics in
Okay. .the delorean is pretty cool
how lmfao
mods
what does the interior look like, just the usual thing?
is there tech stack and stack multiplier mod with a lua?
interior's an entirely different scene and we don't change it since we don't care
oh ok that makes sense
final one tonight
Nice work @hearty wasp
is it possible to mod sentinels off of a planet?
Should have called it Gentinels
Ive seen someone call in a freighter while they were standing on a planet. Is that an upgrade or just an older version of the game? If its an older version, is there a mod that restores that ability?
It is in vanilla, no mod needed
I should've specified, only on a specific planet, not universally. Also, is there a way to change the fauna spawns to a specific fauna type, or would I have to directly edit the save file?
its an in game feature, open the quick menu and go to the summon option and in there one of them will be for freighter
You can't edit any element of specific planets; that's not how the engine works. If you make a change that does affect one planet, it will necessarily also affect other planets that fall into the same category.
can i run AMUMSS merged mods with other mods that weren't merged?
Yes, as long as they don't conflict with each other
from wipeout, apparently
Did you have to decimate those? The wipeout models I saw were overly complex
nice
could we use the animations from npcs (like checking data pads etc) to create emotes for ourselves?
just had the idea, i don't know how crazy it is
๐
and there's a high probability it's been attempted/done already, i just don't know which mod might have that ๐
Do all of the exterior keep rendering while you go in 1st person?
thanks @hearty wasp
@slate veldt
I have a question about mod directory location, for some reason i have one folder in Gamedata and one in PCbanks. Which one to use?

