#nms-modding

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fallow meadow
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@indigo imp You can add them by editing your GCUSERSETTINGS file if you wish?

indigo imp
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o nice ill try to do that

fallow meadow
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You know where to find the file?

indigo imp
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nope but ill look it up later

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xd

fallow meadow
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...\steamapps\common\No Man's Sky\Binaries\SETTINGS\...

indigo imp
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alright thanks

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the gold vec comes as s class right

fallow meadow
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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

indigo imp
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thanks!

merry wasp
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well my findings are correct

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If a Product has a DeploysInto you won't be able to stack them

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As the Deploy/Consume interaction overwrites the craft more option

indigo imp
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LOL

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IT ACTUALLY GAVE ME THE GLITCHED THING

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NOO

vale iron
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That's what saves are for :)

indigo imp
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i didnt notice

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lmfao

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my gcuser settings reverted

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when i did the unlock things

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i spaced them correctly like the others tho

fallow meadow
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It does indeed revert to 'default' if not done correctly, which is why making a backup is advised

indigo imp
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oh i shouldve just edited my back up so i have my previous configs

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XD

proper briar
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@fallow meadow i tried it as well doesnt work

fallow meadow
indigo imp
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nah i meant copy the backup back to the dir i and i didnt use the backup

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lol

fallow meadow
vale iron
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It works, if done properly

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Like you pointed out, it's easy to mess up a space or bracket or something

fallow meadow
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For as far as I am aware, yes, unless HG 'fixed' things with losing stuff when you lose the file

proper briar
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could you post a screenshot

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thanks btw

vale iron
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I'm on my phone or I would, sorry

indigo imp
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@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">

fallow meadow
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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

vale iron
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Yeah they didn't implement it well

fallow meadow
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mildly put

vale iron
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Hehe

fallow meadow
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I am actually wondering if the Twitch rewards are the only thing functioning correctly in that file

indigo imp
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ey it didnt revert imma go check the anomaly

indigo imp
fallow meadow
indigo imp
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where do you redeem them?

vale iron
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Qs merchant

fallow meadow
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Anomaly

indigo imp
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alright thanks

vale iron
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Am I the only one that thinks it should be spelled Anamoly, based on pronunciation?

fallow meadow
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I am afraid so

proper briar
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yh lol it reverted to default

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and i didnt back it up oh well

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i aint to bothered

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<Property name="UnlockedSeasonRewards"<Property name="UnlockedSeasonRewards" value="EXPD_SHIP01">

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is that what it should look like

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all on one line

indigo imp
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aww still cant get the retro backpack

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wait

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how do i get the normandy?

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it seems to be not in my fleet

fallow meadow
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@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>
indigo imp
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oh thanks

proper briar
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ayy that worked thanks

indigo imp
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i guess i cant really get the retro backpack

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it isnt in the qs guy and on the apearance

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wheres the normandy tho\

fallow meadow
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@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)

indigo imp
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ye it says claimed but it isnt in my fleet rip

fallow meadow
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Oh, and retro backpack is a QS item, not a reward

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The new small backpack with wings is an expeditions reward

indigo imp
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i dont see the retro backpack to buy too tho

fallow meadow
indigo imp
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yup

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i think its because of that mod

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xd

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shouldnt have used the mod

fallow meadow
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Could very well be, and considering it appears to be broken, might as well remove it?

indigo imp
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yeah

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ill try to remove it and try to claim it again

fallow meadow
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retro backpack should be from the QS items list, quite a while back. Let me have a look

indigo imp
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aight thanks

fallow meadow
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Here is the 'retro' backpack

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3500 QS

indigo imp
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im jus blind lol thanks!

fallow meadow
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This is the expeditions reward 'Streamlined Jetpack Unit'

static wind
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How sketchy is this?

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would it be worth a shot?

left sentinel
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wouldn't trust that site

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just try to find its equivalent on nexusmods

merry wasp
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not sure if it still works

indigo imp
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whats the value of normandy?

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need to remove it from the properties real quick

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says claimed but not in my fleet :(((

late plank
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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

fallow meadow
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@indigo imp Are you using NMSSE?

indigo imp
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could use that if i get a hold of its seed

fallow meadow
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What properties are you referring to?

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Because to remove the 'claim', it has to be removed from the save data

indigo imp
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oh thats easier

fallow meadow
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You can download NMSSE, then make sure to create a backup of your saves. I can then tell you exactly what to do

indigo imp
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ok ill do that

fallow meadow
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It is the only way I know of

indigo imp
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gcusersettings data

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is the save right?

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or another file?

sterile walrus
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Probably easiest to just change one of your current Frigates to the Normandy within the Frigates tab of NMSSE

fallow meadow
hardy auroraBOT
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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

indigo imp
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thanks

fallow meadow
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Just make a copy of the full folder and put in a location you can easily find again

indigo imp
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aight im opening the nmsse rn

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which is the autosave save or save2?

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nvm its save

fallow meadow
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You just open the correct slot, it will be the latest

indigo imp
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where should i go?

fallow meadow
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It is not showing the save slots by default?

indigo imp
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its good now

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im in

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xd

fallow meadow
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Top left, click File, then Open File/Path

indigo imp
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i filled my deutrium XD

fallow meadow
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Ok, once you have opened the correct save slot, you select 'Edit' at top left, then 'Edit Raw JSON'

indigo imp
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wait i want my deutrium to save should i click save changes first?

fallow meadow
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Sure

indigo imp
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what should i try to find

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in the json

fallow meadow
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Once ready, you should see something like this

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Click on the + for PlayerStateData

indigo imp
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mk

fallow meadow
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Scroll all the way down

indigo imp
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ye

fallow meadow
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You should see 'RedeemedSeasonRewards'

indigo imp
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yup

fallow meadow
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click the +

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Then click on the numbers that open below

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You check the right side for each of the numbers present

indigo imp
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is mystery tracker the normandy one?

fallow meadow
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look for the number that has "^EXPD_SPEC02"

indigo imp
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ye

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im in here now

fallow meadow
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If the number on the left has that on the right, make sure to delete the full data from the right side.

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Then click on the left side elsewhere again. It will say there have been changes

indigo imp
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ye

fallow meadow
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Save the changes, then close the window, save changes, then save once more to actually have it saved to file

indigo imp
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done

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should i try to open the game now

fallow meadow
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Now the game no longer shows you have already claimed it (QS Bot on Anomaly).

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Sure, open the game and try claim once more, assuming you have a freighter on said save and less than 30 frigates

indigo imp
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alright thanks for going an extra mile helping me

fallow meadow
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No problem, you're welcome. Now did it work?

indigo imp
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i can customize my multi tool here right? i dont want to go and hunt for the modules again lol

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still loading

fallow meadow
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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

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The tool does create backups as well by the way, although I prefer to make my own

indigo imp
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ayeee it worked :D

indigo imp
fallow meadow
indigo imp
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i saw one and gave some seeds but he said its only cosmetic

fallow meadow
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Well, have fun ... any specific questions, do not hesitate to ask again

sterile walrus
sterile walrus
indigo imp
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oh cool

celest holly
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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?

hearty wasp
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trying warping to a few other systems, save, and then go back

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I'm going to sleep

celest holly
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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

hearty wasp
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then maybe you haven't actually yote the mod

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get disablemods txt back via verify game integrity and try again

celest holly
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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

hearty wasp
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maybe the mod didn't work in the first place and you're thinking it did?

celest holly
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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

lime moat
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hey guys

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would it be considered self promotion to place a video link here pointing to a video presenting a reshade preset in play?

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its technically modding in that most games have reshade settings in workshop but sadly nms doesn't have a workshop

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๐Ÿ˜ฎ i found the workshop...

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nope, no i didn't

abstract heath
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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.

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Any ideas? I wasn't sure what the "GalacticMapRequests" values might mean

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can anyone with black holes properly displaying on the galactic map check and see if all your values are set to false?

celest holly
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@abstract heath they are all set to false for me

abstract heath
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thanks for checking

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this is driving me bonkers

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I've completed the atlas path every which way from Sunday, I've tried setting the revealblackholes value to false and redoing it, etc.

celest holly
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@abstract heath probably stating the obvious but, have you tried to complete atlas on a different save?

abstract heath
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yes, no issues with the other save ๐Ÿ˜ฆ

celest holly
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@abstract heath do you use nms save editor? if you send me your save i can give it a look

abstract heath
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can do!

celest holly
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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

static wind
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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?

waxen cedar
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also clicking and holding down the button will slowly increase the num speed

cerulean fulcrum
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Thats all i needed too, thank you

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Not that much though

static wind
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Oh thanks!

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Also with the mod that adds everything to traders, do you have any idea if theres any way to customize that?

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I want to not have absolutely everything, just certain things.

round sinew
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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

celest holly
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good morning yall!

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@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 ^^

hearty wasp
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cool

celest holly
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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

hearty wasp
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idk could be just bad luck

celest holly
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hahaha

hearty wasp
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talked to Nada about it?

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if Nada doesn't give you black holes then ur fkd

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tbh if there's some mishap in your quest save data it can interfere with functionality

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but it's a labyrinth if you dunno where exactly you're looking for

cerulean fulcrum
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Oh, theres a mod/cheat menu i came across yesterday that lets you instantly go through a blackhole. That could help maybe? @celest holly

celest holly
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I'll relay that, tell me what it's called please? @cerulean fulcrum

cerulean fulcrum
static wind
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I have a code reading question to edit this mod real quick.

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From what point does each entry start and end?

hearty wasp
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You know markup languages?

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Starts with a <Something> and ends with a <Something/>

static wind
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No i dont, but that works, thank you!

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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??

static wind
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I put the mod and the script into ModScript, then ran the BUILDMOD bat file, but no paks were created?

hearty wasp
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You may want to use Modding Station if you're unfamiliar with how to manually use psarc or mbincompiler

late plank
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is there a mod that increases refinery stack limits for survival?

cerulean fulcrum
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@late plank is there one for normal?

late plank
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Not one that only touches refiners

cerulean fulcrum
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What else does it do??

late plank
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it increases stacks for everything

cerulean fulcrum
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Could you link it for me please?

late plank
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it edits one file

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Im going to increase the basecapsule storage multiplier by 4 and see what that does

cerulean fulcrum
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this is for survival though..

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Not normal.

late plank
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yes?

cerulean fulcrum
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It doesnt mention anywhere that it does anything for normal.

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The name of the mod it self is "StacksSurvivalIsNormal"

late plank
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I never said it did anyhting for normal

cerulean fulcrum
late plank
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Ah I thought you were asking if there was a refiner mod for normal

cerulean fulcrum
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Well i was.

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Lmao.

late plank
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alright im confused lol

cerulean fulcrum
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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.

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xD Miscommunication is fun.

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Do you know of a mod that changes stack size and refiner stack size for normal?

late plank
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No. Theres no mod that I can find that changes refiner stack size only, and looking through the files, I dont think its possible

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I think refiners are linked in the code to the "BASECAPSULEPRODUCTSTORAGEMULTIPLIER"

cerulean fulcrum
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It doesnt matter if it affects other stack sizes

late plank
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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

cerulean fulcrum
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Fair but im asking for normal, for myself lmao.

late plank
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try this

muted grotto
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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?

hearty wasp
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you can just switch galaxy instead

left sentinel
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yeah just give yourself the 7 emeralds

cerulean fulcrum
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@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.

muted grotto
hearty wasp
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what does the report say

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did it vomit any errors

cerulean fulcrum
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Oh yes, it did. I didn't notice that.

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[BUG]: lua.exe generated an ERROR... Please report ALL scripts AND this file to Nexus page

left sentinel
# muted grotto sorry, what?

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

hearty wasp
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that a lua from a mod

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or did you script the lua yourself

cerulean fulcrum
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I edited the lua script myself.

hearty wasp
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why touch the mission data when you can do that

muted grotto
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oh you can?

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awesome

cerulean fulcrum
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It says i can just edit it myself, but maybe i screwed up somewhere and bugged the code?

hearty wasp
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how do I call up the link again

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!moddinglink

hardy auroraBOT
cerulean fulcrum
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Ah thank you!

hearty wasp
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oh that's it

muted grotto
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in json or is it in a menu

hearty wasp
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think it's edit on the top

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coordinate something

muted grotto
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ah right

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ty

hearty wasp
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if it's not there you can always change your galaxy index

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in jason

muted grotto
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perfect, im in eissentam! thanks

abstract heath
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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.

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Alternatively, are there any mods that "replace" the icon on the galaxy map for black holes?

hearty wasp
abstract heath
hearty wasp
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so you get a waypoint but no hole when you get there?

abstract heath
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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

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talking to polo is the only way for me to find a black hole

hearty wasp
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so you just can't see em on the galaxy map

abstract heath
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correct - it's like the icons just up and vanished

hearty wasp
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could be just locked out by a mission

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if you've never seen em pop up then it's prolly the atlas path cos that's what reveals blackholes right?

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I don't actually know anymore, they've fucked with the quests so much

abstract heath
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I completed it a few years ago - I had the ability to see them for a long while but they just disappeared ๐Ÿ˜ฆ

hearty wasp
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could be the save translation when changing version fucked it

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anyway not much can be done since you dunno which quest is locking it out

abstract heath
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is there anyway to just reset the whole freaking quest line? I'm happy to do it again

hearty wasp
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eh, I wouldn't recommend that

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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

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not sure game'd be happy about that but hey you're welcome to try

abstract heath
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ugh, I have over 2,000 hours in this save

late plank
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"RefinerSubsMadeInTime" value="250"

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Do you guys think this has to do with the stack cap for refiners?

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for survival

hearty wasp
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that's time

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says right in the name

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survival have multipliers in different globals

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for different drain and item stacks

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some maybe hardcoded

late plank
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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

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The other file is DEFAULTINVENTORYBALANCESSURVIVAL

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Which only has (x = multiplier):
-DefaultSubstanceAmountx
-CargoSubstanceAmountx
-ShipSubstanceAmountx
-FreighterSubstanceAmountx
-ChestSubstanceAmountx
-BaseCapsuleSubstanceStoragex
-DefaultSubstanceStoragex

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Not sure what Refineries would fall under there

hearty wasp
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I wouldn't know either tbh, this is not really my field

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I only know the multipliers exist

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you can prolly test it by making a lua script

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since you know these param names already

late plank
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I was just gonna make a quick pak file and test in game

hearty wasp
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yeah go ahead

late plank
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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

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Im writing a python program to automate most of it, since I dont know of an existing program that does what I want

hearty wasp
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you mean something like AMUMSS?

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but if python's more your language then hey as long as it works lol

late plank
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IDK if AMUMSS syntax allows for me to do what I want to do

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At least, not without manually inputting hundreds of file names

hearty wasp
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ah, I see what you mean

rapid sandal
# late plank IDK if AMUMSS syntax allows for me to do what I want to do

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.

late plank
#

Ah ok cool, thanks!

static wind
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Any idea if theres a mod that stops every ship flying off when you exit a side room in the space station?

tulip carbon
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Can you play with mods and also play multiplayer? I want to experiment with modding but I also want to play with friends.

static wind
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Yes

mossy perch
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what happens if I add the quantity of it?

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so that i could get more than 6 ships

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or the game would likely to crash?

vale iron
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Likely delete the extra entries. Otherwise, crash

mossy perch
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O all right

sharp musk
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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.

vale iron
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The everything is s class mod should fix that, I believe. Once you get it, uninstall the mod

steel crypt
#

@round sinew Lava biome colors:

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Swamp colors, now with proc gen coloring of mushrooms (no more static pink mushrooms only):

fleet osprey
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is there any software that would quickly tell you what mods need to be updated/have newer versions available?

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or do you always have to do it by hand

hearty wasp
#

vortex

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that's the one thing is actually does best

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for NMS, at least

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else you can just track mods on Nexus site itself

viral oak
#

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?

hearty wasp
#

that's AMUMSS

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Mod Builder's cmkushnir's

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also are you running the batch by double clicking BUILDMOD

viral oak
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i've tried that, I tried running it through CMD which is how I got the error string instead of it instantly closing

hearty wasp
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so when you double click run it the thing closes instantly

viral oak
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only after giving it some instructions to do

hearty wasp
#

what if you just double click run it normally

viral oak
#

it opens and asks for instructions, which I fill out, then it closes and nothing happens.

hearty wasp
#

ah you mean the Ys and Ns

viral oak
#

yes, those.

hearty wasp
#

could be a permission issue

#

try moving your entire AMUMSS folder to your D drive root folder

viral oak
#

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

hearty wasp
#

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

viral oak
#

C:\Program Files (x86)\Steam\steamapps\common\NMS_mods\AMUMSS

hearty wasp
#

well it's there

viral oak
#

looks like the program has issues with spaces

hearty wasp
#

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

viral oak
#

improperly formatted string parsing ftw

hearty wasp
#

work now?

viral oak
#

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

hearty wasp
#

no need to fix what's working (under current directory)

viral oak
#

meh, dropped amumss in program files and made a link to it. not pleased at having to >.<

hearty wasp
#

I have a folder in the D drive just for mods

#

and tools

fallow meadow
#

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. ^

hearty wasp
#

you mod long enough you start seeing patterns and you just make a folder to circumvent those patterns altogether

viral oak
#

'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

fallow meadow
#

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 ...

hearty wasp
#

if you don't have a D drive at least you'd still have your C drive root folder

viral oak
#

SETLOCAL EnableDelayedExpansion ENABLEEXTENSIONS apparently the .bat has this one on the 2nd line. this what ya mean?

fallow meadow
#

Sounds like it, but still has to be used correctly to parse file/folder structures

viral oak
#

mind ya, the last time I looked into BAT stuff was years ago when I needed some very specific batch processing.

fallow meadow
viral oak
#

well, i'm not the one who wrote this stuff anyways. i'm used to working with lua or c++

fallow meadow
#

I do a bit of everything ๐Ÿคช

viral oak
#

mostly i'm just lazy and play video games, sometimes I do codework for mods for other games.

fallow meadow
viral oak
#

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

rapid sandal
viral oak
#

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

rapid sandal
#

... 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).

viral oak
#

wouldnt be surprised if it were a vanilla bug popping up, as I keep landing on them

rapid sandal
#

is the mod on nexus, I could take a quick look if it doesn't have a lot of items

viral oak
#
- 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

rapid sandal
#

How is the combined created ?

viral oak
#

AMUMSS

rapid sandal
#

So all of those have lua, or did you create lua to merge them ?

viral oak
#

all had lua

rapid sandal
#

and if you search all the lua you don't find UPGRADE_0_STAT_COMMON_DESC

viral oak
#

newp

merry wasp
rapid sandal
#

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

slate veldt
rapid sandal
# viral oak newp

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.

viral oak
#

i'd have to unpak and decompile the mbins wouldnt I?

rapid sandal
#

@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,

viral oak
#

umm...where's this again?

waxen cedar
#

Gonna check it as soon as I get on pc

merry wasp
#

might fix issue with freighter mods

waxen cedar
#

hmm, multiple freighters in a system mod or? What issue?

merry wasp
#

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

viral oak
#

specifically 'nms mod builder'

viral oak
#

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

rapid sandal
viral oak
#

ever used npp's compare plugin?

rapid sandal
#

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 ...

viral oak
#

there's this 'compare' navbar...it's basically a colored bar, colored based on change type

rapid sandal
#

ah, so you can scroll directly to changes

viral oak
#

mhm

rapid sandal
#

... 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.

viral oak
#

.<

rapid sandal
#

... unless you know of a better way ...

#

... i didn't do a lot of research on how other editors handle this issue

viral oak
#

'doppler' just popped into my head for some reason

rapid sandal
#

well that's odd, may want to see a doctor

viral oak
#

well, distance based scaling

rapid sandal
#

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 ?

viral oak
#

whole plugin is not standard

rapid sandal
#

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 ?

viral oak
rapid sandal
#

thanks

viral oak
#

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

rapid sandal
rapid sandal
viral oak
#

I checked my mods, no sign in any of 'em

rapid sandal
#

I believe you, just saying it's odd, first time encountered something like that.

viral oak
#

I just have a 'knack' for finding the most obscure bugs... -.-

rapid sandal
#

... just noticed the direct you sent .. 15 min ago ... sorry ๐Ÿ™‚

viral oak
#

also, the 'select game location' pane is 'always on top' and doesn't except keyboard input. I hate being forced to select by mouse >.<

rapid sandal
#

The popup dialog to pick the game folder ?

viral oak
#

yes

rapid sandal
#

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.

viral oak
#

I'm also lazy

rapid sandal
#

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 ?

viral oak
#

...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

rapid sandal
#

Yes. If you have a standard Steam and|or GoG install it should find it and display the icons on the toolbar.

viral oak
#

string replacing in something like UPGRADE_<stat count>_STAT_COMMON_DESC

viral oak
#

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

rapid sandal
#

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.

viral oak
#

top right? has steam icon. didnt realize that's what you meant. also, didnt notice anything change when I push it

rapid sandal
#

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.

viral oak
#

though that's not much help when I don't know what i'm supposed to look for in the first place

rapid sandal
#

... did you read the .pdf ?

viral oak
#

nope, I got distracted by a phone appointment.

rapid sandal
#

๐Ÿ™‚ 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.

viral oak
#

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

rapid sandal
#

๐Ÿ™‚ always nice to have progress. later.

viral oak
#

aye, have a good one

edgy meteor
#

Never mind, found them.

late plank
#

is there another savegame editor that isnt nom nom which is broken?

vale iron
#

Goatfungus, if you're on Steam or GOG.

#

@late plank

late plank
#

What's up with these names lmao

#

Thanks!

waxen cedar
#

I wonder

#

saw this mod

#

just wondering if a friend will be able to see it since it's using vanilla model

cobalt condor
#

Looks like its a duplicate of the vanilla model, so probably not

odd stag
#

I'm on a new pc, can someone link me the gamefile unpacker and the mbin to xml thing? ๐Ÿ™‚

waxen cedar
#

so there are currently no tools to transver a PC save to a console one or vice versa?

#

am I correct?

fallow meadow
viral oak
#

"get stuck in air in landing gear anim" that happens plenty just with vanilla

fallow meadow
#

@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

rough tulip
#

Oh, I'm well versed in it and staring at the relevant JSON entries already.

#

Just not in NMS's specifics.

fallow meadow
#

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.

rough tulip
#

That's the thing, the mission itself is already completed and was removed from the log itself.

fallow meadow
rough tulip
#

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.

fallow meadow
#

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

rough tulip
#

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.

fallow meadow
#

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
rough tulip
#

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.

fallow meadow
#

Could be, but no idea what you did to make that happen.

rough tulip
#

I beta test games :u

#

My proximity to them causes new and exciting bugs to reveal themselves.

fallow meadow
#

This game has been a big test for sure ;-)

rough tulip
#

I just tend to break stuff, so I'm used to it. Hence why I've learned how to fix it.

fallow meadow
#

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.

rough tulip
#

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.

hollow mist
#

I feel like I find the game breaking bugs just in normal play, not even TRYING to test, specifically ...

rough tulip
#

'Engineers like to solve problems. If there are no problems handily available, they will create their own problems. ''

fallow meadow
#

Anyways, you did get it fixed by removing some dupes?

rough tulip
#

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.

fallow meadow
#

Alright, all sorted then

rough tulip
#

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. โค๏ธ

fallow meadow
clever schooner
#

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.

hollow mist
#

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

clever schooner
#

It is a Steam install

#

Not sure if you are talking to me tho..

hollow mist
#

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

rough tulip
#

@clever schooner The edges of the railing shimmering like that, yeah?

#

And some specific stuff like ship engine covers?

clever schooner
rough tulip
#

Minus it being tied to character movement

clever schooner
#

Yes

rough tulip
#

That's anti-aliasing.

#

Or rather, an issue with it.

clever schooner
#

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.

rough tulip
#

Tessellation, is the term

clever schooner
#

Wait a second...

rough tulip
#

You may have to dick around with your NVIDIA settings to resolve it, I just live with small graphical errors like that.

#

brb

clever schooner
rough tulip
#

What GPU do you have?

clever schooner
#

EVGA 1080Ti SC2 11GB

late plank
#

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

finite vine
#

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

clever schooner
#

This problem has been resolved by disabling caching over steam.

finite vine
#

...really? that turns a lot of what i had understood on its head, especially since mine has always been off from the start

hearty wasp
#

all TAA ever do is make your game a blurry mess anyway

#

can't see an edge if you can't see anything

granite goblet
#

anti aliasing quite literally blurs edges

lean saffron
#

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?

sage hearth
#

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.

steel crypt
#

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

round sinew
#

awesome jason

fallow meadow
waxen cedar
#

That's my guess anyways.

#

Happened to me at least

round sinew
#

later in nms-help, user reported issue fixed after disabling/reenabling steam shader cache

left sentinel
#

anti-aliasing settings

hearty wasp
#

FXAA is better than TAA

#

change my mind

left sentinel
#

I dont see the difference

#

does it even work in NMS

hearty wasp
hearty wasp
left sentinel
#

no I mean I dont see the difference between no AA and FXAA

hearty wasp
#

oh ok

left sentinel
#

TAA ghosting is still prevalent for sure, I turned that off on Geforce Now and switched to DLSS, its so much better

hearty wasp
#

it looks more ragged with no AA for sure

left sentinel
#

true

sharp musk
#

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" ?

fallow meadow
sharp musk
#

thanks

fallow meadow
#

Just found out it only shows seed when you click the little icon here:

sharp musk
#

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?

fallow meadow
#

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)

viral oak
#

save editor is a little buggy when it comes to editing inventory slots, for me

sharp musk
#

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.

viral oak
#

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

brittle zinc
#

screenshot it

fallow meadow
viral oak
#

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

fallow meadow
fallow meadow
#

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

viral oak
#

the only stuff I see is 'WARNING: name mapping not found:' for several things

fallow meadow
#

Those are fine, just info, not an issue. I have reported the new Name Mappings for a future update already.

viral oak
#

well there goes any hope that this might get resolved. check the dates.

fallow meadow
#

@viral oak What version of the editor are you using?

viral oak
#

1.7.7

fallow meadow
#

Are you running it with 64-bit Java8?

viral oak
#

idk?

fallow meadow
#

Ok, let me explain wher eyou can find this

#

Control Panel > Programs

viral oak
#

'about' doesnt tell me whether it's 64 or 32

#

ah, program list. 64 bit.

fallow meadow
#

Try Java tab, then click 'view' to check for user and system

viral oak
#

1.8.0_291, x86-64

fallow meadow
#

Java versions installed for 'user'

viral oak
#

only one entry

fallow meadow
#

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?

sage hearth
viral oak
#

expand a freighter to 7 by 6, then right click on the bottom right corner

viral oak
#

instantly broke the program for me

sage hearth
#

Thanks!

viral oak
#

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

fallow meadow
#

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

viral oak
#

weird

#

there's no errors showing, either. what OS you on?

fallow meadow
#

Are you running the Save Editor through the default .bat file?

#

I am on Win 10

viral oak
#

i'm just gonna point at that link to the issue on the github and say 'same shit as that'

fallow meadow
#

OS Name Microsoft Windows 10 Pro
Version 10.0.19041 Build 19041

viral oak
#

i'm on win10 home

fallow meadow
#

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.

viral oak
#

...I just did a thing, and it works

fallow meadow
#

And that 'thing' was?

viral oak
#

.conf. inventory scaling. set it to 0.5

#

it looks specifically to be an issue with right clicking certain regions of the window

fallow meadow
#

Interesting. What resolution monitor are you on?

#

Now that is useful info to include

viral oak
#

1080p I think it's called, widescreen

fallow meadow
#

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

viral oak
#

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

fallow meadow
viral oak
#

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.

fallow meadow
#

@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.

viral oak
#

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

fallow meadow
#

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.

viral oak
#

looks like I might be able to make it worky

sage hearth
fallow meadow
viral oak
#

@fallow meadow do you happen to know where in the game's packed assets the keybinds are stored?

viral oak
#

.> and right as I ask, I finally find it. NMSARC.86055253....

fallow meadow
#

Not sure which .pak that would be in specifically

viral oak
#

above file, /metadata/input/bindings/

fallow meadow
#

Yeah, that's where all the platform bindings are listed

viral oak
#

yes, and it's likely what I need to address my particular issue

fallow meadow
#

What issue would that be?

viral oak
#

why the hell is E 'change tab' AND a context action? results in the game deciding to change tabs 'randomly'

fallow meadow
#

I understand you'd like that different, so what exactly is the issue you are having with remapping this?

viral oak
#

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!

fallow meadow
#

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

viral oak
#

yes, which is why action sets are a thing, yes?

fallow meadow
#

Yes

viral oak
#

i'm only changing it for menu stuffs

fallow meadow
#

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

viral oak
#

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)

frail fable
#

So apparently I neglected to ever join this server, how does one get the modder + content creator roles around here?

steel crypt
#

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

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

fallow meadow
#

I'll make some noise for you ;-)

robust spruce
#

I'll speak for Haz, he helped make Eucli-ea possible with me

frail fable
#

Bahahaha, I'm already sore and lacking coffee....I'll see if I can round up a goat though

spring vessel
daring mulch
#

O-O i got ping from this channel

frail fable
#

Excellent, thanks!

daring mulch
fallow meadow
spring vessel
#

oooh, yes I think if you edit in a role ping it goes wonky

viral oak
#

yup

fallow meadow
daring mulch
#

slowly rolls away guess it was nothing

viral oak
#

they only somewhat recently fixed it for @user pings

robust spruce
#

looks like you need to make us a fabulous mod now Pirate

frail fable
#

Yes, with cannons and ale for everyone!

steel crypt
#

Okay, I still have the modder role. I just leveled up.

viral oak
#

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

spring vessel
#

was just a hotfix

viral oak
#

1.1 gig download for that...

spring vessel
#

sometimes it do be like that

robust spruce
#

luscious fur is demanding

drifting peak
#

Donโ€™t tell me furries are a species in no mans sky now

viral oak
#

they apparently have been for quite some time

fallow meadow
#

So once you stop being robust, you're lost as a modder. Good to know if I ever feel ambitious

frail fable
#

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.

viral oak
#

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

frail fable
#

GCAISPACESHIPGLOBALS and a SHIPEXPLODE model. Added in a new model for ASTEROIDDESTROY.

#

Pretty much in line with what they posted for patch notes

steel crypt
#

I would have guessed SPACEEFFECTS.MBIN changed. That's a surprise.

viral oak
#

this is driving me nuts...it's like the shadowing is being selectively culled by distance from me >.>

clever schooner
fallow meadow
#

@solid basin Are you wanting to give moving Base Computer a try with a Save Editor?

solid basin
#

Yeah, but not sure how to even start

fallow meadow
#

I will guide you through. Before we do anything, I want you to make a backup of your save files though

hardy auroraBOT
#

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

solid basin
#

I'm not currently at my pc and stuff so I can't actually do it in real time

fallow meadow
#

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?

solid basin
#

Alrighty

fallow meadow
#

Just so you know, I am in Europe when it comes to time zones and expected availability for that matter

viral oak
#

what is 'steam precaching'?

left sentinel
#

go to the top menu, Steam>Settings>Shader Precaching

lean saffron
#

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?

fallow meadow
#

So it does not create a backup of all saves, only the one you changed

lean saffron
#

Would you have some time to help @mossy perch , @fallow meadow ? I hit a wall trying to determine if their save could be....saved. ๐Ÿ™‚

#

The save they have came from Steam Cloud, and it's just the st_#######etc.save.hg file

fallow meadow
#

I can at least give it a try. Any additional info or discussion I can catch up with?

#

@lean saffron So no mf_save?

lean saffron
#

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

fallow meadow
#

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

#

Before trying anything, make sure to backup what you currently have, so nothing can get lost attempting a fix

lean saffron
#

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.)

fallow meadow
#

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

lean saffron
#

Exactly. (Hence my reference to Permadeath. That's the game mode this file seems to identify as.)

fallow meadow
#

Alright, good luck, fingers crossed

lean saffron
#

Thanks!

round sinew
#

i was accompanying the issue as well, glad to see this progressing

lean saffron
#

Yes, thanks to @round sinew as well

round sinew
#

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

fallow meadow
#

@lean saffron @round sinew Does PD actually use auto & manual save?

round sinew
#

AFAIK, no

#

Just 1 save slot

#

That didn't occur to me tbh

lean saffron
#

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.

fallow meadow
#

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

lean saffron
#

Yes

fallow meadow
#

@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

lean saffron
#

Ok here goes. This is interesting. :)

lean saffron
#

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.

round sinew
#

Great news then :)

fallow meadow
#

Sounds like another party to be had?

#

๐Ÿฅณ

round sinew
#

๐Ÿฅณ

lean saffron
#

Maybe, unless it's an older save that lacks other progress they had made

#

But the method works, I think

round sinew
#

So I guess goatfungus wouldn't have a problem with the save now!

fallow meadow
#

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.

lean saffron
#

I think this may be all they have

fallow meadow
#

Not sure, was reading back and saw a mention of a backup having been made at some point

lean saffron
#

The file I was given was apparently downloaded from steam cloud and nothing else was available

fallow meadow
#

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?

lean saffron
#

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

fallow meadow
#

You were successful with what you were given at least. exoheart

lean saffron
#

Game progress (missions, inventory, etc.)

#

I think so

round sinew
#

even if some progress was lost, couldn't goatfungus add that progress back in now?

#

shouldn't have a problem with the save now

fallow meadow
#

Once it is a correct save mf_save pair again, you can edit all you wish for

lean saffron
#

Yes, I'm sure they could add items back in, advance the main missions, etc. pretty easily

round sinew
#

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?

fallow meadow
#

@round sinew mf stands for Meta File, which is basically nothing more than a checksum for the save itself with some meta data

round sinew
#

i thought mf_save* was the autosave, and save* the manual save, or vice-versa, can't remember

fallow meadow
#

A normal Slot pair has save.hg and save2.hg and matching mf_saves too, so 4 files total

round sinew
#

ah; was just looking at the files in my save dir, and yeah, it's like you just described ๐Ÿ™‚

lean saffron
#

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

fallow meadow
#

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

lean saffron
#

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

waxen cedar
#

Vanilla meteor showers are pathetic. Has anyone seen where they define their size and damage radius?

steel crypt
#

There is a weather effects hazards mbin

hearty wasp
#

A bit shite innit

hearty wasp
#

Usually Lo2k

hushed bronze
#

Modding Channel:
"I need to be killed by meteor strikes. WHY WON"T THIS GAME KILL ME WITH METEOR STRIKES!?"

hearty wasp
#

This is the most descriptive picture of this channel I ever gotten

hushed bronze
#

Where is link for the submarine Accords?

robust spruce
#

It's the Honda Sea-RV

hushed bronze
#

brilliant

hearty wasp
#

It's from Car Boys

robust spruce
hearty wasp
#

aye

robust spruce
#

oh sorry Winder

#

figured you'd be sleeping

hearty wasp
#

yeah I fuckin should be

#

took melatonin a bit back I should get to bed after a piss

hushed bronze
#

Only kids do what they should. Adults do what they want

#

I need a mod that materializes beef jerky for me IRL

mossy perch
#

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

cloud wadi
#

there are mods for NMS

#

???

mossy perch
#

LMAO WHAT?

cloud wadi
#

i am just coming back into NMS after a long break so i am asking

mossy perch
#

oh ye, there are

left sentinel
#

be sure to only trust mods from nexusmods

#

and also avoid using vortex, its very easy to manually add

mossy perch
cloud wadi
#

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?

lime mesa
cloud wadi
#

so having like lets say quality of life mods or visual mods, would they get me banned or prompt issues or something bad?

left sentinel
#

no

cloud wadi
#

that font is too tiny and blurry lol

#

but i am happy to know that

crisp copper
#

Exist a mod that let you spawn a specific type of animal?

cloud wadi
# left sentinel

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

hearty wasp
#

it's a 2mb png

hearty wasp
# mossy perch why must avoid using vortex?

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

round sinew
stoic wolf
#

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!

fallow meadow
#

!moddinglink

hardy auroraBOT
stoic wolf
#

Thanks for the info. I will look into the modding tool, I would appreciate any links/info you have here

mossy perch
mossy perch
steel crypt
#

@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.

stoic wolf
#

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?

crisp copper
#

There is a mod that let you spawn a specific type of animal?

tulip carbon
#

what mods can i use, while still being able to play multiplayer?

lusty nymph
#

@tulip carbon all of them

hearty wasp
#

^

tulip carbon
#

i did not realize

tulip carbon
#

are there any prisms mods that modify the build camera?

lean saffron
steel crypt
lime mesa
#

huge

late plank
#

is there a mod that allows more than 6 ships?

hearty wasp
#

can't

waxen cedar
#

won't

#

never will

hearty wasp
#

you can use NMSC to export your ship tho

late plank
#

thats really lame

hearty wasp
#

life's lame

cloud wadi
#

so i need help regarding how to decompile and compile mods to make them work to be merged and stuff

lucid temple
hearty wasp
#

or do you not know what either means

cloud wadi
#

I do know what they are

hearty wasp
#

get your basics in

hearty wasp
#

8 hours later

lucid temple
#

Okay. .the delorean is pretty cool

hearty wasp
#

newer X wing cos why not

brittle zinc
#

how lmfao

hearty wasp
#

mods

brittle zinc
#

what does the interior look like, just the usual thing?

cloud wadi
#

is there tech stack and stack multiplier mod with a lua?

hearty wasp
brittle zinc
#

oh ok that makes sense

late plank
#

My view distance mod has entered Beta!

hearty wasp
#

final one tonight

vale iron
#

Nice work @hearty wasp

gusty current
#

is it possible to mod sentinels off of a planet?

robust spruce
#

Should have called it Gentinels

late plank
#

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?

magic lava
#

It is in vanilla, no mod needed

gusty current
#

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?

left sentinel
late plank
#

Lmao I guess I've missed that this whole time

#

Thanks!

vale iron
cloud wadi
#

can i run AMUMSS merged mods with other mods that weren't merged?

vale iron
#

Yes, as long as they don't conflict with each other

hearty wasp
#

from wipeout, apparently

vale iron
#

Did you have to decimate those? The wipeout models I saw were overly complex

hearty wasp
#

I just found some <100k tri ones

#

Ones I found lately are all low poly thankfully

round sinew
#

nice

round sinew
#

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

#

๐Ÿ˜„

#

and there's a high probability it's been attempted/done already, i just don't know which mod might have that ๐Ÿ˜„

hearty wasp
#

you mean like Extra Networked Emotes

#

a mod that's existed since emotes are a thing

waxen cedar
round sinew
#

thanks @hearty wasp

merry wasp
humble wedge
#

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?