#nms-modding
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Any idea where to start? never made anything like that ever
here to start https://stepmodifications.org/wiki/NoMansSky:0.2.0
if you don't need anything fancy you can just find a multitool material and copypaste the whole thing to the pipe material
thanks alot
https://www.nexusmods.com/nomanssky/mods/367
small update
Hmm so If I do the weekend mission at nexus and I come to collect reward.. After I collected I reload and have my previous quicksilver but I can do the mission again ๐ค
is that modding related tho
Is there a simple way to reverse this issue, does Goat's editor work to fix this, or anyone's mod?
Can you elaborate on the issue
This is not a simple answer but....given the info it's all I got.
Given relativity, we can see that reversing entropy will "undo" this. The problem we now need to solve is how we're going to get your human brain to understand it's happening as information is being removed from it.
AKA difficult to understand problems = difficult to understand answers. (otherwise known as E=MC2) That's relativity folks.
to reverse entropy, I think the only thing that may theoretically reduce entropy are white holes
Hiya. Was looking for a cloud improvement mod for the most recent update, anyone know any working ones?
I was also wondering if I can manually increase my fov past 100 in the config too
I did find the config with it, but wasn't sure if it would break ๐
- lo2k has some tweaks, search cloud on Nexus
- yes
Cool for both. Does #2 have a limit?
I tweaked my fov literally since launch
you can set it to 360
the game does not have remorse
Haha okay
only thing that can get fucked by it is the ship communiactor
you just won't see the hologram npcs
Ah gotcha. Im running his trueclouds btw but they still look chonk
I wasn't sure if any of the old ones that made them fluffier still worked. They went to a new engine right? Or just shader rework
aint much we can fuck with iirc
Yeah these clouds suck lul
beyond switched to vulkan so shader mods are now fucking dead
Rip
Can I edit bloom by itself too or just Nvidia
There's 2 that looked real good on nexus but they're probably outdated. I'm on mobile but I'll link after I finish my cig
Better clouds for visions and rifts better clouds
If I try it and it doesn't work will it corrupt my save? Or is it not that deep of modding
mods don't really fuck with your save
sick. you know how some games are, is all
always a monkas swapping mods
is the game literally forcing input lag <Property name="MouseClickSpeedMultiplier" value="0.500000" />
Okay, i thought it was clear to veteran players, i cannot talk to some NPC aliens, i'm blocked from normal interaction, the 'Story' does this early from what i've heard, it blocks normal communication (as the pic shows) with "3 aliens", unfortunately i spoke to several NPCs that i want to interact with, maybe something to do with "16", and i'm looking to fix this issue asap.
Feels like it, it got worse in the latest updates, inputs are wayy slower, and i have to hold buttons really long.
that's the mouse click hold time
as a veteran player I know that bug and it happens very occasionally and is not related at all to modding
which is why I asked you to elaborate if you messed with the game in a certain way that made every NPC say this line, or its this old bug
From what i've been told it is the Story itself that imposes this restriction on 3 NPC aliens during everyone's play-through, i do not have this issue on every alien conversation, it is the same aliens every time, and i imagine an editor or mod could locate these aliens and modify the situation back to normal, possibly just redirect the restriction onto some other random aliens, as i assume the "3 NPCs" are identified in my save-games somewhere.
hmm I guess you could with json editing
Can anyone help me with the save editor?
Yeah ik i read the top seconds after sending that
Such is the miracle of text messaging, afterall
Aint it lmao
Am i able to fix my missions with a save editor?
like make them work again
@hearty wasp
you can often advance the stage number by one to bypass a bugged section but that's about it
in the json
people like gumsk or devi would prolly be able to tell your more since I don't really bother with quest shit
but it's essentially along the lines of going to the quest that's bugged in json and adding 1 to the quest stage number
Ight man gn, thanks for the help
Been playing awhile now, so some questions: Is there any way to undo the auto-pilot's control of Ship? Is there any way to stop the water from going opaque and keep it translucent? Any way to turn off Shadows? (I've tried every setting and they're just in the way, imho).
Is there any way to undo the auto-pilot's control of Ship? I assume you mean during landings? I think this would be possible, hmmm maybe, but would be a massive undertaking because the autopilot is not the ship but the landing node itself and it is many nodes spread across the game.
Is there any way to stop the water from going opaque and keep it translucent? Yes. Easiest way is to modify Water Global.
Any way to turn off Shadows? Not sure about this one. I think there have been "no shadow" mods but not sure if they are shader mods which will no longer work.
i had a gripe with landing but founda mod to fix it.. the nose going up made no sense to me, a mod called "flat landings" fixes it
those few seconds i'm landing, my ship is level, and when i'm in vr i can look around and get a better idea what i'm about to step into
About the "auto-pilot" i want to kill/disable, it's not for landings, it's the issue of rotating my ship as i approach the ground nose-down, the AP will try to rotate my ship and veer off course... i need to stop that.
How do i modify "Water Global", does someone already have a mod created for this?
Yeah, Shadows are really a bother, and actually so are Reflections, i thought i disabled them in Settings, but i'll have to check, seemed like they're still occurring...
if you have disabled reflections in settings then it shouldn't occur
only the old school "reflections" will be there which I dont think you can disable
@vale moat One of my mods DUD'S SKY - COLORS has a mod in it called WaterEffects. It does this and a couple of other things. You don't have to use all the mods, you can just pick and choose which ones to use.
https://www.nexusmods.com/nomanssky/mods/968
This one?
yes
At 5000U the Planet drops its Label, the water was transparent iirc down to the surface, but recent "updates" did a ton of quality removal to make the game easier on consoles/PCs, or i'm guessing that was the intention, so now they make water opaque to remove details under the water until you're actually in the water, shame.
Ty, i will load it immediately!
Crap, Nexus needs an acoount...
That would make sense and is a good assumption, but all the underwater stuff is loaded anyway. I'm not sure why they did it. Just like the aquatic animals are rendered transparent while not in water but they are there anyway taking processing resources.
Wow, that's like... hey, is it my imagination or did my scanning distance shrink last updats?
Yeah, you need an account. It's easy to set up and Nexus is really THE place for any kind of quality mod. Other sites suck for one reason or another.
Some of that scanning distance is related to planet detail settings. When an object is an imposter, it can't be scanned.
No no, i have an account, it's on another PC, so it's a hassle atm, could take me an hour to get it...
I'm trying to send you the mod in a DM. I can't upload it for some reason. Do you have that blocked or something? I have never had this issue before, so I'm not sure exactly what is happening. @vale moat
Sorry, was afk... finally got your file, will try it now...
downloading BAAA atm, thank you @hearty wasp
Mod loaded, but this is the same...
We need a Clear Water Mod... to remove the OJ/soup look.
Load Abyss then
https://www.nexusmods.com/nomanssky/mods/1326
@vale moat Not exactly crystal-clear but not fully opaque like vanilla
its not a clearwater mod, just a little clearer than default
Ok, i will try it, it may be a bigger mod than i need, and just to be clear (pun) i'm looking for transparency at altitudes...
the main issues with transparency at great altitude are 1) the objects aren't visibly spawned from that far, 2) if the water is clear you really just end up seeing the seabed awkwardly and 3) Being able to see the ground clearly through the ultra shallow seas just crushes the illusion that these planets have oceans at all
Continuing on 2), there are also several water shaders of the fog and fade variety that don't function at long range also, and they suddenly load in when you get closer, causing you to transition from a totally clear surface to something hazy and optically confusing, and fairly abruptly
i guess we'll see, it used to be clear at altitudes, but just recently it went to a milky nothingness...
...instant crash, would your mod have issues with a hover mod maybe?
it wouldn't
Well, it is more than a little clearer, lol, it's a really good Mod for water, i do like it, but it really slows down when i'm flying at water in general, here's a comparison screenshot... @hushed bronze
i removed the Hover Mod and the game didn't insta-crash, i would have to say that your(?) Mod is quite a good mod for water, but it extracts a heavy game speed toll, i do not think many will mind who like the improvements though. Btw, those pics are just comparisons, not exact, or how the two Mods compare at what they do best, just altitude shots where both may not fix HG's shader(?) changes...
Interesting, I wonder why your system has slowdowns with it, I havent heard of it before
I'm thinking that every system NMS plays on may need something created to improve playing response, i think this because on my Win10 PC there's a period of time before the game gets going, then it plays well, and if i make a big change it needs more time etc., then it plays well, i dunno it's a guess based on observations.
Oh yeah,first time shader loads n things, NMS does a lot of stuff at odd times
Both Hover Mods i dl'd from Nexus crash NMS at start... ๐ฆ
What was the last updated date?
Mid April.
Yeah, that's not going to work. You tried Dazaster?
Looking at it, it's a bundle of tweaks, just wanting a solid hover ability.
I just commented out everything else I had in there except minimum speed. It should do what you want, if you only want hover
restarting NMS... (did you see link?)
Yeah, that had some other stuff, and a couple of things I wasn't aware of, but you should be good with just minspeed
Ty, works!
No problem
Start using amumss or mod builder and you won't have that problem for these small mods next time lel
But I guess I shouldn't overexpect anything
has anyone had the link for this discord channel?
it comes from here. i tried looking the link by myself but seemed couldn't find any
discord.gg/AEXcap6
nice, thank you
Is that based on Spaceshipglobals?
is there any guide to unpacking PAK and how much are you allowed to do so for self use only (depending on the mod ofc)? I just want to take Long Range Freighter and reduce the jump from 1000 to 300-500, giving me reason to work on the modules still and make the jumps worthwhile
I know he has his permissions posted but i solely wish to just see if its even possible right now, and likely not even distribute it ever ๐
hey is there any mod to unlock every item for purches in the trade shops
If you unzip the download you'll see it includes a lua script (text file) that you can use with AMUMSS to recreate the mod pak for the current game release. You can take that lua, adjust the jump distances, then either use AMUMSS (drop the lua in it's folder and run the bat file) or use the bot on the No Man's Sky Creative & Sharing Hub discord (feed it the lua and it will generate the pak for download).
Hey is it easy to put mods on
heard! will give it a shot. thanks
Yes
if dragging a file to a folder is easy for you, then yes
@hearty wasp Did you try that SpaceshipSpawnFreqMultipliers variable the other day, and did it give any results
I'm messing with it now and it seems to give more ships coming through, but I haven't done any significant testing yet
not rigourously
bands of spaceships feels a little more frequent but that's it, don't really have concrete data
didn't get the time to play until today, and haven't even gone to space yet, but that interstellar black hole looks amazing, even from a planet ๐
it looks more janky the closer you get to it
oh it that all it it yeah thats easy
where do you find the legit mods though
it can get more complicated when you have more mods but that's the basic thing to do
Nexus Mods
they donjt effect the game itself like missions? theyre just cosmetic stuff and new items?
nexusmods.com? theres only like 5 mods for it and theyre just basic
go to the top, click Mods, click Browse All
https://www.nexusmods.com/nomanssky/mods/2002
uploaded a full body rigged FBX, feel free to use it in 3D chat or whateverthefuck
Sean is gonna hate you.
Love this tree type; awesome!
you say as if everyone doesn't already
oh god please
it's out of my hands now
Sean shall manifest in janky vr hairless form
Must have mod?
Bobble head when?
anything you like from the Last Updated list in Nexus
I can prolly replace one of em tbh
Just hinting at ideas
I just constantly forget they exist
Might do well as merchandise too, but it's fbx, not stl
Not that the latter is an issue though
Trying to use Save Editor to make a Surv save into a Normal/4646 but I'm erroring every time I close the box. Version 1.7.7
Ignore me. Figured it out
is there a way through modding or editing or else for reducing timer mission to instant?
After over a year of testing/modifying, the long awaited release is finally here!
DUD'S SKY - TERRA FIRMA v3.53.3
Massive terrain overhaul (voxelgen).
https://www.nexusmods.com/nomanssky/mods/2022
dang nice i want to see gameplay
legend
What box and what error?
You can adjust your system time while offline, but that causes other problems. For mods, it depends on the mod; I think there's an updated living egg mission timer, but not sure.
is using vortex a viable option for a mod manager? or should i use something else to launch my mods from?
You can, but it's usually easier to just do it manually. It's just dragging a file into a folder
@steel crypt amazing stuff, congratulations! ๐ฅณ
Thank you. Glad you are enjoying it ๐
@pastel copper I use Vortex all the time, it helps to mark and control mods as they break with game updates and then get fixed.
add naked Sean
And they're all un-naked above their clothes
exactly
guys you're makin my brain hurt!
i wonder if my brain wears clothes, and if so, does it have style
Thats what a hat is
Without a hat, you're brain-naked, or "baked" for short
thats how stoners get high
@halcyon dock
your skull is your brain's clothes
Hey. Is there are any mods than over here than ONLY make the Freighter able to be in the same system as while there is another player's freighter and working with last expansion?
The Multiple Freighters file under Optional Files here:
Ah thanks you very much! I was searching pretty much XD.
is it only mods that don't affect the game play too much in here or are there mods where you can give yourself items and such
You can go to Nexus Mods and see for yourself 
Channel description doesn't specify.
@half charmThe first thing. The modders cannot (meaningfully) edit the executable. A few have achieved something interesting with .dll's and the like
any mods worth getting for this
Thatโs a very subjective question. Some people think so. Some people donโt play without them. I suggest going to Nexus Mods and searching by last updated. Make sure the mod says it works with the current version. There are several very good mod makers.
The NMS save editor allows you to do whatever you want. You can even change quicksilver.
You can import ships, too.
If you do run mods make sure to backup your saves ๐
Iโve had 0 issues but some friends have had saves corrupt from funky building related mods. Itโs rare tho
that doesn't even happen anymore since 2 years ago
last time I had that happen was before AR
hi any mod for increase density of props and tree compatible with prisms like shaidak generation?
theres "fine lod" or "view distance increase" but the latter is in beta and has a major bug so for now finelod is your best bet until the dev fixes it
@fringe glade The only thing I am not seeing in that reddit guide, is a mention to delete any uploaded bases on the previous platform first before editing your save to create duplicates, which then require to be uploaded again. So without doing so, you will end up with identical bases on both platforms, which may cause an issue.
yes, if the base uploaded it would most likely create some issue i think
still thinking whether its worth the effort, lol
or just add my other account as friend and then i assume i can visit the base ?
Other than that, the guide is pretty complete and correct.
yup, pretty straightforward
Whether it is worth the effort is up to you.
Yes, that is another option, where you leave those bases be if they are finished anyway, to just be able to see them as a visitor instead. Of course that data should then not be duplicated and removed from the new platform save to prevent issues.
I personally have 2 accounts, both on Steam, which allows me to have more bases uploaded (exceeding the global part limit of 20k). So whenever I finish a base, I copy it to my other account for upload, which makes my main account a visitor.
Either way, you have options here and things to consider, up to you what you do with it
thats interesting, especially when you see it from base limit perspective
There are other ways to keep bases, but avoid any limits. You can for example just upload a base, to then delete the save, which will then make you fully rely on the server, with no way to ever edit it again (unless you have backups).
Not sure if the server imposes any limits though.
But normally, without deletion, knowing upload limit is 3k parts, you can have about 7 bases per save slot, making that 35 total.
I love building, which made that 2nd account well worth it
thanks
i guess this would be the spot to ask, are there any custom difficulty settings or something i can do to customize my experience? I want survival resources/prices/gains but Normal's forgiveness on death & start
I am sure there are mods that alter various things to change difficulty or treat things differently. I am not too familiar myself, but you could just browse the mods you find on Nexus Mods (I suggest to sort by last updated)
of course, i just wasnt sure if i could edit it myself easily ๐ thanks either way
Sure, if you have special wishes, you could try get into modding yourself. Doesn't require a huge understanding of everything to create some mods. You can also sort of look how others do things, copy what you'd like and implement for your own.
To get started you need .NET5, MBINCompiler, Modding Station (Includes PSARC) or AMUMSS (LUA scripts). You can check some tutorials here:
https://stepmodifications.org/wiki/NoMansSky:Tutorials
or ask here or join the NMS Modding Discord
!moddinglink
i've been looking for sure! ive got a bit of exp in modding elsewhere but wasnt sure if it was just a simple .xml/txt file like the configs somewhere ๐
could only find 1-2 difficulty mods that werent "all s class everything" etc so figured asking here about it was next best bet
First you unpack the game files, which then results in MBIN files, which are then decompiled into EXML which is reasonably easy to understand and follow. NMS is somewhat different in the way you mod things compared to most other games, but you'll just have to familiarise yourself a bit. Once you made changes to the EXML, you recompile to MBIN and turn it back into a .pak to include in the MODS folder ...
Do not hesitate to ask if you still have questions ๐
hello, I was wondering if it were possible to bring lighting/textures/tergen from the Foundations to the current version? I personally consider Foundations to be the best in terms of chill exploration and having atmosphere, so having that in VR would be a dream
This is likely going to be really hard to reproduce and not as simple as just a replacement with what was used back in the days. The change of graphics API (Vulkan), has resulted in huge changes as well as difficulty to make some changes (shaders). I bet it is still possible to come close, but will require a lot of time and effort as well as knowledge of shaders to get anywhere close.
are there any mods that make the VR hud follow your head?
for some reason the devs thought that every person is a robot and doesnt turn their head
are there any mods for signposts
or indicator decals with lettering
Don't pay too much attention, there's logic gaps all over this game XD
there's a newly updated mod that replaces quicksilver items with expedition items in the anomaly if you missed the expedition/s.
i installed it to see if it works, and it does, but the items are expensive.
You can mod this game..?
no
no
aren't they like 800-2000qs
p standard for qs items, been like that since dawn of the special shop
Could someone with every title in the game share the titles portion of their GCUSERSETTINGSDATA.MXML file?
Iโve shared mine but I have yet to find the code for Iteration 1
Does anyone know if theres a mod that lets you customize a ships color?
you can go to the seed discord and look for a same looking ship with a different colour instead
@hearty wasp Message auto-deleted
whelp, can't post the link here but you get the idea
I pinned the message in the modding discord discussion channel
Anyone use the save editor? Iโm trying to give myself Remembrance because the atlas path is bugged for me and I canโt fix it, but any changes I make in the editor donโt show up in the game. When I reload the save in the editor it still shows the changes, but I donโt have it when I start the game up.
rememberance is craftable, yes?
try adding the ingrediants and craft it in game
there may be some checks that yeets your items on load
I tried both, adding the recipe and adding the remembrance itself (I have the heart of the sun, the quest glitched out on me right at the end). I also tried adding other random things just to make sure it wasnโt working, nothing got saved.
so no crafting recipe?
you may just be editing the wrong save
auto/manual are 2 saves, afterall
how do I change my difficulty with a save file editor?
think it's gameversion in the json
check pins for the numbers
you can prolly just search for the number of the mode your save's currently in
and just replace it with another number
https://www.nexusmods.com/nomanssky/mods/1198
is this ever getting a Prisms Update? ๐ค
is it not working?
last update April?
well the comments explains things p well
read em yourself and find out why it's not updated ๐
so, "no" ? ๐
I checked both my auto and manual saves, neither had anything I edited in.
"A recent update (3.35) to NMS caused ALL mods based on the GameplayGlobals file to cause an effect where the ship scanner would not recharge. This effect does NOT case a permanent save glitch. Some people believed it did because they had more than one mod affecting GameplayGlobals, and by removing only one, the bug did not go away, causing the false impression that the save had been permanently affected.
THIS mod, quick-scan, has been updated since 3.35 and works normally."
saves locked from access?
I even downloaded a different editor (nomnom) and it still shows the items in the editor, but not when I load the game. Iโm not getting any errors or anything, just nothing is showing up.
try running the editor with admin privileges
although NMSSE should already be since you launch it from bat
can anyone suggest a similar mod to "QuickScan" that I might try? ๐
check the full mods list sorting by "Last Updated"
Nope, still not working
have you only reloaded the save in editor or closed the editor, open it again and loading the save again
tho I doubt that'd make a difference
Iโve done both
tried going into the game, save the game, and then check again in editor?
Iโm pretty sure I have, because Iโve hopped in and out of my ship while trying to edit it. Still shows stuff I edited in the editor, but not in game.
then you prolly loaded the wrong save
since if the game yeets something in your save, it wouldn't be in your save anymore
I only have the one save. Iโve checked both manual and auto save.
try removing both saves from your save folder
copy one save in
and then edit that one
Think I figured it out - turned off Steam cloud saves in the process of trying to remove them from the folder because steam kept replacing them with it on. Remembrance seems to be there now. Thanks for helping me troubleshoot
oh lel
weird since I have steam cloud on and it doesn't seem to do that to me
it seems to actively fuck with some people's saves
is it like a setting or sth?
Yeah no idea why it was giving me trouble, but turning it off seems to have solved it
No idea, I just told steam not to backup my NMS saves
anyway it's good to know steam fucks people over
If anyone has or know of a mod that gets rid of the black vehicle windows, primarily for ships, so that you can see inside the cockpit, please let me know
what's the missionindex in the json to see the NPCs that have the "we do not speak of it" dialogue?
@oblique sand There is no "inside the cockpit" From outside the ship
nonono let em see the nothing inside
they'll definitely be happy having their immersion broken 
ID: ?NPC_MYSTERY_SECONDARY from NMS_DIALOG_GCALIENPUZZLETABLE
The text itself has the ID: DNT_ALL_MYSTERY_SECOND_LANG which can be found in NMS_LOC4_ENGLISH
yeah, basically trying to figure out if you can remove the flag
Remove what flag?
the quest override interaction, I presume
which doesn't work that way
you simply advance the quest stage and it'd be un-overridden
You can mod the outcome or completely alter the quest
There are 3 NPCs it will mark as never talk-to-able again. I think they mean that
Yeah what Gumsk said
I was wondering that, too, recently
I removed two out of the three
and those two went back to their old dialogues
apparently some user had more NPCs get stuck in that dialogue because someone in multiplayer messed it up
I can see that happen, considering the mission loops back to itself through 'NextInteraction'
well hello hello, someone told me to ask about a mod to skip time here anyone got something like that?
There's not one to skip all time, but there might be one to skip time on a certain mission. What are you wanting to skip?
Let me check if it's updated, one minute
dw about time, you still have minimum 60h before its of no use to me XDDDDD
Good point ๐ It doesn't look like it's been updated recently, but I'll look at updating it quickly
take your time and thanks a lot <3
Try this
Just found a mod from February, fixed a comma in the script, and recompiled it
thank you i am going to try this right away ;p
If that doesn't work, there's a save editing way around the timer
uhhhhhhhhh sooooo where exactly do i put this file XDD
Put the .PAK in PCBANKS/MODS folder (you have to make it) and delete PCBANKS/DISABLEMODS.TXT
is that in .roaming or in steam library or something else?
One sec
C:\Program Files (x86)\Steam\steamapps\common\No Man's Sky\GAMEDATA\PCBANKS\MODS for me
Yep
and then i just start my game and everything should be set?
Correct. You should get a red warning about mods when you launch
launch the game or savegame?
When you launch the game
and if it didnt appear?
You're on Steam, right?
Then either the disablemods.txt is still there or the MODS folder isn't detected, I believe
Double check both of those, make sure PCBANKS/MODS. There's one that already exists in GAMEDATA/MODS that is wrong
yea no my dumbass just put the pak file in pcbanks folder and forgot to create a mods folder to put it in XDDD
It happens ๐
alright got the warning thanks a lot for everything !!!
i swear the community of this game are all literal GODS
Well, demigods maybe
dont underestimate yourself <3
Rank 0 divinity in D&D still comes with a lot of perks!
omfg no way you are interested in dnd as well yep this confirms it you are above gods as well you might as well just be the dm of this world
I worked on it, actually ๐
XDD
Living Greyhawk Circle, if that means anything - probably not, this far after
dude you actually make miracles happen, ive been having graphic glitches since i started to play the game and putting the mod in fixed it????
Ok, that has to be a pure coincidence. I like being awesome, but I didn't fix that!
well thats a once in a lifetime coincidence then jesus christ XDDD
i bet you this one comma was the change of everything for my game XD
We'll just run with that idea
and that wasnt a choice ;p
i've just installed my first mod, will this cause issues with my save if i remove the mod later? also, am i still able to play multiplayer or will things break?
i installed https://www.nexusmods.com/nomanssky/mods/1316?tab=description
DUD'S SKY - COLORS updated v3.53.4
Improved rain and snow particles.
https://www.nexusmods.com/nomanssky/mods/968
what are the best mods for more realistic graphics
simply set everything in your graphics settings to ultra
it is, but id like it to be more realistic
less cartoony
sadness
Does anyone know of any decent mods to populate bases and freighters with NPCs? I spend most of my time in a rather empty freighter, and I don't even bother with anything more than the basics for bases I rarely visit.
Ideally something that lets you choose the NPC race. I'm rather fond of my little Gek buddies.
yeah, Eucli-ea
Awesome, thanks. I wasn't having much luck searching Nexus without knowing what I was looking for, but this is exactly it.
does anybody know some good performance increasing mods? I was going to try project potato but it says it doesnt work anymore.
@left sentinel Mind sharing exactly what you changed to clear up those NPCs yesterday?
He bribed them
How is this done? I asked this awhile back and didn't get an answer, i want to mark the 3 NPCs as being able to talk to again, please let me know!
I looked up where that line occurs in the save file JSON within SavedInteractionsDialogTable, its something like this:
{
"Hash":"0x38011017345EBF85",
"Dialog":"^?NPC_MYSTERY_SECONDARY"
},
I removed every occurence of it (should be 3)
Ahh perfect, thanks
that "tap the sign" thing is not %100 accurate. there are mods that while they "work" in multiplayer, do nothing for the other player.
like planet changing mods
ship changing mods
Hello all! anyone that can help with FOV?
...which the second line describes accurately
You are indeed correct, dang the text is tiny, though
click on the image
even doing view original, it's so small
click "open original"
i did! XD
oh you're on the phone
oh, a browser that doesn't support viewing in original size?
cos I use both chrome and firefox and both work
that's at full size
i have several zoom addons that make sure i'm viewing at full size, it's just such a large image with small text is all
i. am. viewing. at. full. size.
the image is 1080 wide
if you can't read it even then, it's not really the image's issue
then your browser is not actually viewing at full size
mine isn't going as wide as yours for some reason, yeah
which I did suggest as a possibility
hm. it says it's at %100 zoom.
is that edge?
huh, firefox looks like it has a max height limit
ah, that's it i guess
but fyi you can use ctrl + scroll wheel to zoom
yeah i did
yeah
anyway if you're ever troubled by the meme, you can check out the source at Intelligence Enhancer on Nexus
that's the public depository of the doc
you got a link?
this?
LOL! Thanks for posting that message, gave me a good laugh this morning
MODS WORK IN MULTIPLAYER.
- Procedural generation is mostly client-side, generated in real time with the seed provided by the game. As the seeds are almost never changed by the mods, most mods which change generation are changing the options of which the game selects in generation.
- As a result, these mods are client-sided, changes by which other players in the same session will not see without the same mod installed.
- Terrain mods will not sync between clients as terrain is generated client-side,however, terrain changes made with the Terrain Manipulator will sync, resulting in possible floating balls of terrain to others.
- Flora and rocks will not sync between clients as they are generated client-side, but the destruction of commonly generated fora and rocks will sync.
- Animals will sync between clients. It is because of the seeds for the animals are generated with the planet seed, of which the generation options can be changed. The positions and seeds of the modded animals are synced. Other players may only see the modded animals when in proximity of the modded player.
- If the client also has a terrain mod installed, the animals may also float in the air for other players.
- If the modded player is the host of the session, the modded discovery data will also be synced across players,resulting in players without the mod not being able to discover certain modded animals.
- Colours will not sync between clients. The colour options and the generations are client-side only.
- Technology changes depend greatly on the way the tech is modified.
If a vanilla tech is modified with new or modified values, the effects will be synced from the modded client to the other players. It is because the damage and otherwise effect data are simply sent from the client and received on the other end. - If the tech uses custom made, new projectiles, other players will not see the projectile, but will feel the effects of it.
- Character model parts will sync between clients as long as the model is an existing vanilla model. Otherwise the respective parts will be invisible to other players.
- Animations are synced between clients as long as the animation ID exists on both clients.
- If the other players are using the same modded files, the generation and otherwise experience will be identical. However, as the modded animals spawn only around the modded player, Base objects will not sync between clients, as the base object placements are based on their IDs, modded objects will not show up for other players. Any already existing vanilla objects will still be visible, as they are already in the game.
MODS DO NOT IN ANY WAY HINDER THE ABILITY TO CONNECT TO OTHER PLAYERS' GAMES.
nice! thanks for the link, and posting this. wondering if we should pin this type of info so other users can refer to it.
cc: @hearty wasp @lucid temple
definitely pin since its like all the common questions in one post
which isnt an image you have to zoom in and read
can spruce it up if you need to
exactly what i was thinking. the image of text prob makes it more challenging to read in a variety of screens, taking mobile devices into consideration.
aye
i'll pin yours for now and may put together another version or a command with a link. thanks again! 
no problem!
tbh its main utility is to let users see em everytime they open game so they can be reminded of the fact that mods do in fact work in multiplayer
i understand. i see you post it quite a bit, so hopefully the pin can help clarify some of the concerns you seem to address when you share it. 
Anyone, how are the .hg savegame files turned into JSON files for editing and then back into .hg files again?
don't need to be
they're already in the json format
save editors just deobfuscate field names and prettify the text
Ty!
Hello
Hello guys. Sorry if its been already discussed but where can I download the time skip mod? Specifically for the living ship quest. THank you very much.
Use this one
Dumb question but. How do I use it? Window just blinks and nothing happens
Seems like I dont have the right program to open it
I just download it and thats it?
go to steam and right click NMS> manage>browse local files
Download the .pak file, then put it in the below location:
<Steam Library Location>\steamapps\common\No Man's Sky\GAMEDATA\PCBANKS\MODS\...
If the MODS folder does not exist, you have to create it first
Do not use the already existing MODS folder in GAMEDATA, as this is an imposter
So I created a folder in PCBANKS called MODS
and I put it there and thats it
It has a weird fucking format tho
It literally has Internet Explorer icon ..
Now rename the DISABLEMODS file and you should be good
So in PCBANKs I create a folder called MODS
And put the file there
I go back
and rename the DISABLEMODS.TXT to what?
DISABLEMODS_old or whatever, as long as it is different
dude its fine, no need to call yourself that extreme
The game checks to see if that specific named file is there, and if not, it assumes using mods
||I desperately want to emoji react a :susimpostor: but i dont have nitro||
Can I go multiplayer with mods? Can I do everything normally with that mod?
yes
Mods in general only affect the game locally, although some mods are also visible in MP.
yea thats great
What about the icons being internet explorer? Whats that about?
Am I missing a program like word or some shit?
The game will now start with a warning, which means it detected use of mods.
It did start with a warning
yeah you need a specific program for that but you dont to worry about opening it or anything
Nothing to wrry about with the icon. Just a file extension that has no specifically registered application. The game will know what to do with it though
And when I am done with it
I can just delete the file and rename the thing back to original
To remove mods, just remove the .pak files from MODS. To disable mods, just name the DISABLEMODS file correctly again
You can also verify game files through the Steam Client, which will put the correct DISABLEMODS back again, but will not remove any mods
im here lol
but my problem may be fixed. i will close and start it again. i always the command java -jar /home/makem/NMSSaveEditor.jar in a terminal
forgot to mention i use linux so start it via a terminal
restarted and path is still present ๐
will do ty
Ah Linux. Not sure if it was meant for a diff OS, but as long as it works, all fine. If not, like I said, check the NMSSaveEditor.conf which defines the path, but uses double backslash \\ between folder names in the path
will do ty
Sorry about that ... ;-)
We do not speak of it!
Heya gang any chance you guys know of a mod that sorts items when placed in storage?
I seem to waste so much time reorganizing items between myself and containers. Like if I collect carbon and send it to my carrier it'll place it in the first open slot instead of a partial stack I have elsewhere on the ship
Can someone link the freighter multiplayer mod? i cant seem to find it
apparently theres a mod that llets you own several freighters
Jordan was talking about it earlier
Are you sure that was about owning more than 1 freighter? I think they may have been showing an image where multiple players spawned their freighter, not a single player spawning multiple freighters
I asked "So its possible to own multiple freighters? With the mod, i mean?" and they replied "yes"
then they replied wrong
you can have multiple freighters?!
I guess they misunderstood your question
Jordan is French so its not crazy he just misunderstood something slight
!moddinglink
what mod will allow me to place stuff upside down
Maybe I confused Eucli-EA with Kibbles 'n Bits/Bytes, give that a try instead:
https://www.nexusmods.com/nomanssky/mods/1627
Placement restrictions would be GBase or Beyond Basebuilding, I think. I think the other two are more for parts access aren't they?
Or do they do placement as well?
I think Kibbles 'n Bytes is without the custom parts but has placement features
I am not well versed with all the mods out there. Main goal for above user is to be able to rotate parts otherwise not possible. In this case Light Fissure
@vale iron Are the new QS fireworks functional in the game already?
Just ruling out the possibility of them needing to be properly patched in
I believe so, but haven't really checked. I'll look a bit
Thank you. Would be a positive surprise if they weren't there since that would mean a patch has to be pushed out before T1
They work already
rip
Only tested the first one, wasn't too impressed by it. Just a pinwheel pattern
Anybody who uses Blender with the mod know how to make circles easily? I tried watching a guide, but the math for it is above me...
you choose how many sides you want the circle to have
then divide 360 by that number
you then compound that number for each side you place
as the rotation
See, that last bit is what confuses me. So if I was wanting to use 16 walls, I divide 360. How do you go about compounding that? Iโm sorry, math isnโt my strong suit.
Place the next part at a 22.5 degree of rotation
So the number I get before compounding is how far out I place the item, then 22.5 is just the degree as I move it around? Interesting!
I should have done more Blender training in the past. Having so many issues. Ha ha
in blender you can do math right in the transform fields
so you can just type 22.5*2 and it'll get the angle for the second side
et cetera
So, the last part of the equation I don't understand is how to figure out how far from the cursor in the center things need to be.
And on a side note, how can I get an item to snap or get them right where they need to be after I rotate them? For instance, I made my circular building using triangles to help. Now I want to build a roof of sorts that slopes upwards at an angle. However, when I put them at a 45 degree angle, if I just lift the item or scoot it over I'm not sure if it's in the /exact/ right position. Can't pop pictures in here so it's hard to show exactly what I mean.
1m = 1u
for reference, nada is exactly 2m tall
which is the size of the default cube
you can try this for snapping tho I'm not sure it'll work since the mesh maybe children of an empty
or you calculate its position with trigonometry
I'll check that option out. When I used snapping from the addon it took away the 45 degree angle I gave the window.
that's because snapping in game works that way
you can prolly snap it onto position and then rotate it instead
I was trying, but then it rotates it weird and if I lift the the item again it's not touching the original piece.
Kind of like if you had two boxes and rotate one to a 45 degree in their same spaces, they suddenly won't be touching the right way.
if that's the case then yeah, snapping, rotating and then moving it again based on trigonometry would work
or I'd just eyeball it cos pieces drift in game anyway and all precision is meaningless
anyway good luck I'm going to sleep
Thank you so much! You have a good night!
Anyone have a high-res version of these star system icons, or know where I might find them without unpacking game files?
you can extract files with AMUMSS's explorer without unpacking
Ah OK, will look into that.
that's system info icons right
Right, screen-grabbed them from the Discoveries tab
try either TEXTURES\UI\HUD or TEXTURES\UI\FRONTEND
May be a combo of: TEXTURES/UI/FRONTEND/REFRESH/PAGEDISCOVERY/DUI_SYSTEM.DDS and TEXTURES/UI/HUD/MENUS/DOT.GREEN.DDS (and BLUE, RED, GREY).
... may be wrong about dot, need yellow not grey according to your pic.
... NMS Mod Builder will allow you to view all pak items (includes mbin and dds viewers) without having to extract, decompile, or unpack anything, it does it all in-memory and on-demand. A C# scripting system also allows things like searching for pak items (and saving to disk if you want) using regex expressions. https://github.com/cmkushnir/NMSModBuilder
Managed to grab all five items. Thanks to both of you. ๐
Not sure what's up with the grey-vs-yellow, but that's not really an issue. They're also fairly low-res, but that kinda makes sense given how/where they are used and how big they need to be in-game. But the silver lining is I understand better how/where to find stuff like this.
I have after long time opened Nexusmods page of No manยดs sky and found...this in list of most popular mods in latest 30 days. https://www.nexusmods.com/nomanssky/mods/2003

Thatยดs unfortunately true.
unfortunately
In case of good or interesting mods, which we now canยดt play due being outdated, in some cases.
Aww, i wanna be Sean, but now everyone is Sean, i wanna Mod that makes me Sean to everyone.. ๐ฆ (pout pout)
Hey modding, is there a way to see the upgrade table for modules? More specifically, where youi at on the table and how many to go until you get to a desired stat?
@hearty wasp I've got an idea. Space station exterior which is just a huge Sean head and you fly in through the mouth

And a bit creepy
don't think this can be seen in the files
think KnB already fucks with scaling multipliers so I'm not gonna have it in Eucli-ea
getting used to how frigate lods work, but they are working
gonna decide if I want interior in these buildable frigates later
actually, prolly not
since I want em to be scalable
im trying to do some stuff with AHK, ive never used it before
the script is doing w hat its supposed to do in notepad, but in no mans sky the keys dont do anything
mouse buttons work fine but when it should press e, nothing happens in no mans sky
if i use it somewhere else it presses e perfectly fine tho
What is E bound to in NMS and what is your script?
I remember switching my objective to just exploring and not doing the main mission, can I go back to doing the mission? because im not finding how to
is this something i should do thru the save editor?
is there any mod to make the emptiness of space dark instead of all glowy?
ty
E is bound to... E?
By default E will do interaction and usually requires to be held for some time to take any effect, unless you are in some specific menu. Seeing the script would be useful too.
I did it using the Logitech gaming software
I wanted to do something in the build menu
All good, I use the same (macros) for my Logitech G700s
you should buy a boat
full sized buildable frigates because they have interior
just scale em down if you need em small
whoa
didn't know normandy had any lods. At least they don't get applied at all
it has 5
weird
they're just not noticeable because it's at max a 30-40% tri decrease from eyeballing it
ah
you can view it in model viewer and see how little it changes
also a question about the frigate base parts
are the interactable parts interactable? Like landing pads etc?
or is it just the model
would be fancy if you managed to keep the actual landing pads in tact
Anyone here using GUMSK's Base Building mod?
It says you can build all items everywhere so does that mean u can also put builds that are not allowed to build in freighter. Also does that affect multiplayer somehow
yes, no
lets say if i put a short range teleproter in the freighter and my friends comes there will he see it or it will be empty place
the former
okay thanks
frigates have interiors?
have you not a frigate in vanilla
Frigates have interiors but they're fairly unimpressive. The repair tasks will have you wandering around in them a bit
why cant i land on frigates then
Is the modding part NMS only for pc?
Yes
๐
Good morning channel, I want to transfer my Xbox save to steam.
Ready, Go!
...
Nomnom.
NMS save Editor.
And then, something about Java 8.
No experience with this.
Here you'll find NomNom:
https://github.com/cengelha/NomNom
Carefully read through the info.
Then here is a reddit post that pretty much explains the process:
https://www.reddit.com/r/NoMansSkyTheGame/comments/lk6yk6/how_to_move_a_gamepass_save_to_steam/
Any additional questions, feel free to ask.
NMSSE will not work to transfer, as it only handles Steam saves
Now I could just mod my save to be more like my Xbox save, yes?
Of course there are different ways to go about it.
You can of course just have your Steam save and add stuff you used ot have on GP
I've been reading up on this for the last few days. I still feel like I don't have enough information.
So are there any special conditions to run the No Man's sky game save editor?
Nomnom wanted java8.
What's that all about.
The source code is created using Java8, so you want the 64-bit installed on your system to be able to run NMSSE
๐๐ป.
So the save editor..
I'm on GitHub right now
Sorry, confused me there for a bit. NMSSE has Java8 required
NomNom requires .NET 4.8 and possibly soon .NET 5
More things to learn.
You just need to learn to work with either Save Editor ;-)
I am going to mess with the save editor.
I don't want to screw up a thousand hours of gameplay.
Bringing my steam account up to speed seems more logical.
I do appreciate the clarifications you gave me.
Make backups before messing around!
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
Can and will ๐
"Introducing Fleets"
Updated with MBINCompiler 3.53.0.2
Added new Sentinels category under Additional Decorations, and moved all sentinel parts under it
Added 22 new decorations:
Under Vehicles:
- 2 Exomech models
- 3 Pre-release freighter models
- 3 Small freighter models
- 6 Frigate models
- Sentinel Ship model
Under Sentinels: - 3 Sentinel Drone models
Under Additional Decorations > Faction Decorations > Miscellaneous Factions - Euclid Trading Company Emblem
- Project Facade Emblem
- Artifices Caeli Wall Flag
- Project Facade Wall Flag
Allowed vanilla orange monitor to be buildable
Reorganised Decals again since last reorganisation accidentally grouped all decals under Miscellaneous Decals
Fixed Gek Radio Tower Roof having no snappoints
Fixed minor recipe issues
https://www.nexusmods.com/nomanssky/mods/367
Spend less, Furnish more
Wow
So I'm looking into stuff for when I buy NMS next sale. I know you can use mods to get previous expedition rewards, but what about twitch drop exclusives?
Pretty much the same thing, although slightly different, still possible to get them.
btw, i was able to run goatfungus save editor the other day with openjdk-16
i have tried several times and it's not possible
have you never had to repair your firgates
Im guessing he's just blind enough to not see that the frigates have huge, active landing pads on them. Probably smacking into other parts of the ships like a fly that cant find the open window ๐
or, if you truly can't land on em
report it to HG
or maybe they only have theNormandy
in which case fair
Normandy is unlandable? Is it also able to do missions without ever being damaged?
I think so.
can u play multiplayer with mods?
sure, all you gotta do is get them on your friendslist and coordinate a time
coordinate a time?
if that's meant to be a joke, let's stick to #off-topic-bond-james-bond or #memes๐คก.
likely a joke. as mentioned by Stychis, check this channel's pinned info on nms mods and multiplayer.
link to relevant pin: <#nms-modding message>
God I wish NMS Ps4 had modding.
Lo
What's modding
whatever you want it to be
A mod (short for "modification") is an alteration by players or fans of one or more aspects of a video game, such as how it looks or behaves. Mods may range from small changes and tweaks to complete overhauls, and can extend the replay value and interest of the game.
Modding a game can also be understood as the act of seeking and installing mods...
You live to serve the community ๐โโ๏ธ
I aim to google
Does anyone use Woody Montana's "Better Planet Generator" mod...? https://www.nexusmods.com/nomanssky/mods/797?tab=posts&BH=1
I need some help with it... I'm trying to get it to work, but for some reason it's not working for me.
For example: I log into the game, load onto the planet I'm currently on with no mods active...
Then I log out, exit the game... Turn on Woody Montana's "Better Planet Generator", and log back into the game, but the planet still looks the same!
And I'm pretty sure I've done everything right too... I got rid of the "disabledmods" in my mod folder.
So, it should work...?
Would there be any other mods that are keeping this mod from working? What's going exactly? Help would definitely be appreciated.
@open wave Are you getting a mod warning when starting NMS?
Yep
And the mod is put inside ...PCBANKS\MODS\ and not inside the other imposter MODS folder ?
Yep.
It sure is.
I'm wondering if I should put it into the "Put Disabled Mods Here" folder...?
Maybe try the mod on it's own to ensure no other mods interfere?
Appears you are doing it correct
What exactly are "NMSARC.2FD..." files...?
I have a lot of those in my PCbanks folder...
I'm scared to get rid of them too... In fear of fucking the game up, lol.
Excuse my french! ๐
Those .pak files in PCBANKS are from the game itself
So, keep those then?
Oh yes
The only things you touch in PCBANKS are making a MODS folder and getting rid of the DISABLEMODS.TXT file. Leave everything else alone
You only mess with the MODS folder inside PCBANKS
Ok, got ya.
What about the file "BankSignatures.bin"? That is located in my PCBANKS as well...
Leave it be
Is that one normally in NMS...? Because I've downloaded a number of mods, and I can't remember which is which! Ahahaha...
That is a file from NMS
Your mods should not be there among those
You go into the folder and that's where all your stuff should be
C:\<Steam Library Location>\steamapps\common\No Man's Sky\GAMEDATA\PCBANKS\MODS\...
Basically the way it works is the game will be loaded (everything in PCBANKS), then it checks for a DISABLEMODS file, and upon failure it will load any .pak inside MODS on top (overwriting what exists), and in order it finds them inside your MODS
Ok, got ya.
Any luck?
Testing it out now...
I'll definitely let ya know, here in a moment.
Nope, doesn't work!
I'm going to try to unninstall the game, and then re-install it.
Then re-place the mod back into the mod folder ((Within the PCBanks Folder)).
A verify should be enough, just be aware it will put DISABLEMODS back
And hopefully that works...
Right, I know that. ๐ I do appreciate the heads up though!
Fingers crossed for ya
Ty
Weird...
So I uninstalled the game.
Re-installed it.
Now I have no MODS folder in that PCBANKS folder...
So do I just create a new one...?
How do I go about doing this?
Yes, just make a new one, PCBANKS\MODS
What mod are you trying to install, btw?
Nms
You guys should add seasons to the planets
It would be a great characteristic of the planets and their worth
I think that would have to be done with a script hook or a modified .exe. There are a couple of people now entertaining the idea of making a script hook. It would still require a more advanced programmer to do it.
I'm trying to install this mod here... https://www.nexusmods.com/nomanssky/mods/797
And so far, it doesn't seem to be working.
Hello... What 'Advanced' mode really do in NomNom? I did not see any differences when is ticked or unticked
I believe it allows you to set 'unsafe' changes that might not stick
I see three possibilities: 1) Mods aren't working at all for you (have you tried installing a mod with a very obvious effect that would test this?), 2) BPG is working but you aren't recognizing the changes (have you tried multiple planets with and without the mod to look for changes?), 3) BPG isn't working, in which case you would need to ask the author.
Yeah, I'm guessing it's the mod... All other mods work just fine. So it's either 1. The effects are taking place on certain planets, and only certain planets... or 2. The mod is broke. I doubt the problem is coming from me though... Oh well. ๐ฆ
Can't wait until we get another diverse environment mod... Either from RayRod or Fantasy's, but I doubt Ray Rod's Multi-verse is coming out anytime soon. He's taking a long time with that mod, lol.
No Man's Sky ((IMO)) just isn't fun, when you have to experience the same old copy/paste planets over, and over, and over, and over again.
But with a diverse environment overhaul, no planet is truly the same... And some are very neat/and creative looking... Some of the planets I've seen inspire my own creativity.
There are a few biome overhaul mods that work. Terrain generation I would have to check
Yeah, but that only changes the terrain...
It helps though, don't get me wrong.
But just not to the extent that I would like.
And thanks for the heads up on that. ๐
@open waveYou can try Jasondude's new terrain generation mod: https://www.nexusmods.com/nomanssky/mods/2022
Yeah, already have it.
mods only work in MP when both players have them installed right?
Yes, if you want other players to see exactly the same, they need the mod too (in many cases, but not always). Check the top pin for all the details about mods in MP
๐
So I wanted to install mods, but how do they affect the game? I mean, do they affect performance and cause issue when there are updates?
Check the top pin for details on how they affect the game. As for issues with updates, yes, mods will most likely break whenever the game updates, and require to be updated as well.
Thank you
Just one more thing, I saw a mod for purchasing the expedition rewards with quicksilver, unfortunatly i wasnt able to get them, so will the mod create bugs? You can uninstall it once you get the rewards
You can safely use the mod to add any of the rewards it offers. Once added, they will remain in the save, so the mod can be removed after if you wish.
There are other ways to add the expedition rewards as well
So after i uninstall it and return to the expedition reward they will show as claimed?
Oh really?
Yes, the rewards are stored inside a file called GCUSERSETTINGS, which can be edited with a text editor.
Important: Make a backup first, in case you make a mistake!!!
I see, thanks
I can explain what to add/edit to make it work that way, if you wish.
You dont have to, dont worry
I am not worried at all and explaining is no bother
Well in this case
I would need some help :)
Alright.
Is it a long process tho?
Let's first locate that file and make sure you have a backup created in case it all goes horribly wrong ;-)
No, it's pretty easy, matter of copy/paste basically
Oh good
Settings Locations
GoG: <Game Install Location>\No Man's Sky\Binaries\SETTINGS\...
Steam: <Steam Library Location>\steamapps\common\No Man's Sky\Binaries\SETTINGS\...
Game Pass: %LocalAppData%\Packages\HelloGames.NoMansSky_bd190hzg1sesy\LocalCache\Local\Microsoft\WritablePackageRoot\Binaries\SETTINGS\...
Shared by: @fallow meadow
You are on Steam, right?
Yes
Ok, so locate the SETTINGS and make a copy of GCUSERSETTINGS.MXML to paste as a backup in another location you can easily find back again
Once you have done that, go back to the original file and open it with a text editor of choice. Then have a look over what is shown to somewhat familiarise yourself with the formatting
Have you done any of the expeditions?
Wait i cant find steam library Location
Default perhaps?
C:\Program Files (x86)\Steam\...
Ok, you are looking for the part that says 'UnlockedSeasonRewards'
Found it
Are there any rewards listed for it, or is it empty and directly followd by 'UnlockedTwitchRewards'
Empty, i started playing recently, after the event
Ok, so it shows as follows:
<Property name="UnlockedSeasonRewards" />
Note the /> part at the end (self-closing tag)
Exaxtly
Ok, now before I paste the full block as text here for you to copy, I will show you what it should eventually look like
This part at least ...
Note how the self-closing has now changed to just > instead of />
The closing now happens after the block of rewards by using:
</Property>
To then continue with what comes after ... in this case twitch rewards
Also note how the rewards themselves, inside the block, are spaced once more
So what do i have to do now sorry?
Each reward self-closing
Well, you will replace the single line you have,which does not have the rewards, with the full block I am about to give you
Oh
Then you check and make sure the formatting is correct and you should be able to run your game and get the rewards
Its that easy
Here comes:
<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>
It is indeed that easy, but if done wrong, the GCUSERSETTINGS will reset to default, losing anything else you had in there. Now that would be bad if it wasn;t for the backup you made ;-)
So i just save now
So once you have replaced your single line with the block above and checked to see if done right, go check the Anomaly and see if you can claim any of these rewards
Yes, save once satisfied and willing to go try
Let me know if it worked
Im trying now, anyways, is it the same for the twitch rewards?
Not quite. The copying process is the same, but these are checked server side. This means you need to rule out the server by disconnecting from the internet to be able to claim them. If connected to the internet, the server will correct the file and remove the additions for Twitch
So Im in the anomaly and everything works fine, but I still cant get the rewards
Strange
How do you mean you can not get the rewards? Is claiming Expedition rewards an option now?
No
The QS shop basically has 3 options to start with, normal QS shop, Twitch Rewards, and Expedition Rewards
Ok, maybe a mistake was made in the settings file. Can you go check if it reverted to default?
If it reverted, it will look like a whole lot has changed back
So I need to put the old one back right?
So quit NMS, then overwrite it with a copy of the backup
Then you need to try again, making sure to not make any mistakes
One thing, do I need to only replace the property string?
If you wish, you can drag the file in here, for me to make the change. We can delete the posts after we're done if you wish
(if that works with your role level)
I can try to
Look at the images below
So your line is just a single line without the full block
Then it needs to become like this
Of course this is just a part of the full file, focused on what we're changing
it looks like this
<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>
<Property name="UnlockedTwitchRewards" />
any error?
Only the spacing is not quite how it should be
The closing
</Property>
needs to be in line with the opening
<Property name="UnlockedSeasonRewards">
Then the
<Property name="UnlockedTwitchRewards" />
needs to start at the same spacing as
<Property name="UnlockedSeasonRewards">
Other than that, the formatting looks good
Usually spacing is not an issue, although I am not sure if the same with NMS
I'd say give it a try once you think you got it right. If correct the changes made should stick
For whoever just asked, I'll just say that Biological Horrors are referred to as FIEND in the source files (Spider Rig if I recall correctly). Doesn't help removing questions ... Oh well
MODELS\PLANETS\CREATURES\SPIDERRIG\FIEND.SCENE.MBIN
@dull cedar ^
Ah, thanks Gleam, I wasn't sure
Np
My bad, I actually found out soon after I sent the message and intended to delete to clear it, but I guess I should've of just said something about how the question was answered. Apologies.
It's all good, no worries, I am well aware a question can be removed for various reasons, with having found the answer being one of them. Was just about to post as I noticed it gone, figured to do so anyway, just in case.
Hi.
BPG adds new dynamic worlds alongside the vanilla planets.
You might just have loaded your game on a vanilla one.
Ahhh. Okay. I got ya. Thanks for clearing that up Woody. ๐ I appreciate it!
np
And thanks for bringing these mods to us too... Not enough people ((it seems)) are bringing more diverse-environments mods to the game, which literally ((for some of us)) changes the very foundation of the game itself ((for the better, of course))... I just wanted to thank you man, that's all... I'm not very good at showing appreciation, so if this thanks feels half-ass... I do appologize, but just know it comes from the heart. ๐ People like you do NMS community a real service... IMO. Take care.
My pleasure.
๐ Namaste. ๐
Hi, does anybody here use the NMS Collections Backup and Restore Tool? I'm asking to confirm whether or not this mod/software is safe to install and use. My antivirus flagged it and VirusTotal displays 1/68 possible trojan (I scanned the Nexusmods files). I just wanna confirm from others who've used it whether or not this is just a false positive and if the tool is 100% clean. No offense to the creator of the mod if he is here but the design reminds me of early 2010s bloatware so I'm just being cautious.
The mod NMS Collections Backup and Restore Tool is safe to use:
https://www.nexusmods.com/nomanssky/mods/1879
Alright thanks.
Start here :#nms-modding message
(10 hrs ago or so)
Hey, last question... Does anyone know of any cheap construction mods...?
I use to have one downloaded, where everything costed just 1 carbon to build.
Can't use it anymore, not since Prisms...
Why not just play on Creative? @open wave
hey are there any mods that turn your ship into the tardis from doctor who
yes id love a tardis mod
I have all my expedition unlocks on my non-creative profiles, and I'm too lazy to go into game folder and manually edit them back again. Lmao...
I likely will sooner or later though.
Ships of Moar
you'd think you'd check the 2 mods that does custom ship models
i scrolled through 73 pages of no man's sky mods on nexus mods
and not sorting by "last updated", apparently
or searched the word "ship"
live and learn
What are the sites where nms mods are present? (such as GitHub and nexusmods)
Pretty much the only site for NMS mods is Nexus Mods.
When it comes to tools you'll mostly find them on GitHub
I meant both tools and mods or whatever categories there are is there any more sites?
I rather use tools then mods so I'll probably decide myself but thank you for quick reply
actually MBINcompiler has a github but you can just google that
but AMUMSS is on Nexus and auto fetch the compiler
so you can indeed grab everything off Nexus
Pretty much, yes
I don't trust any programs unless they have source and nexus doesn't let you do that am I right
Most mods are .pak files, which requires tools to check the source. Most actual tools, have a repository, usually on Github, but often also provided through Nexus Mods
I doubt a pak getting loaded by the game can infect someone's computer but I'd love to see someone try
Feel free to ask again if you can;t find the source to something. I bet someone on here knows
I am trying to imagine all kinds of things now, but 'worried' is not one of them
Is the game loading the packs or there is external program?
As for actual programs and exes etc found on Nexus, I guess I can imagine being hesitant if not familiar
hi, does anyone know if there's a way to grab a system's galactic coordinate if it's a discovery on your list, perhaps from the save file?
I'd think the easiest way would be to set the system as a waypoint, then look for it in the save data under:
GameKnowledgeData > Waypoints
It will likely have two sets of data in there, with one being GalaxyWaypointType: User
You can then note the Address data, ie.:
"Address":{
"VoxelX":-1730,
"VoxelY":5,
"VoxelZ":-394,
"SolarSystemIndex":239,
"PlanetIndex":0
},
With the above calculating to the following Galactic Coords:
013D:0084:0675:00EF
See wiki link below to calculate:
https://nomanssky.fandom.com/wiki/Galactic_Coordinates
oh excellent, that's really helpful, thank you!
There are possibly other ways to do this too, but might get more involved
@rugged hinge Another way would be to check the PlayerStateData > TeleportEndpoints, but this would only work if it is in the Teleporter list in-game. If so, you can select that data and do a search on the right for the name or something else unique and identifiable. You'd end up with the same UniverseAddress data requiring calculating to Galactic Coords. Just works better for having to do a lot of them.
I don't trust any programs unless they have source but you're running NMS.
These .pak files you download as mods can be unpacked and you can look at the contents.
This is my launch day system from 2016 so unfortunately it only exists in my discovery list. It also seems to have moved across the galaxy at some point, so if I can get the coordinate at least I can get an idea of the distance. But your first solution should hopefully do the trick!
I know it has a way of listing Discoveries, but I am not sure if those decimal values are useful in any way to revert to Galactic Coords.
The above way should work by setting it as waypoint, which of course only works if actually in the same Galaxy. If you really like ot get fancy, you could just add it to your TeleportEndpoints, and jump there right away from a Space Station
Or just Edit your current spawn, which NMSSE can do as well, once you got the Galactic Coords
Or, what I often do, is manually edit my spawn, since it uses the same AddressData, so calculating would not even be needed
hmmm I didn't realize adding it to the teleporter list would be that easy. I'm on PS4 so I'm not sure if that would break stuff, but if it ends up really far away I might try it
Ah yes, I just realise that also means you are using NomNom then? Not quite the same as NMSSE, but similar, at least for the Raw JSON. Best be careful and do it correctly, but I assume it would work more or less the same as on PC, apart from the extra tools and conversion required before being able to have a go at it.
Either way, travel has been made a piece of cake anyway. Once you have the Galactic Coords, you can convert to Portal Glyphs and travel that way
Make backups! Good luck on your trip down memory lane ๐
thanks! I'll let you know if it works out
hey you know AMUMSS its not working for me is there anything like that i could use for windows edition
well, it sounds like everything is against me. it looks like the normal save editor doesn't work with PS4 save files, and Nomnom is PC-only and I use Mac. oh well, back to warping
spin up a windows vm
if wine is available on mac, roll with that
yeah wine's on mac
after installing needed dependencies to the prefix it should work; last resort, windows vm
hmm didn't think about Wine, I'll look into it thanks for the suggestion
can someone hep me
people would only be able to help if you provide more information
you can prolly read this too https://stepmodifications.org/wiki/NoMansSky:0.2.0
tho I don't remember if gamepass or whateverthefuck works as of now
it's cheap on steam anyway
ight
Hi, is there a proper procedure to safely uninstall mods? I played around with some and decided to no longer use them so I deleted them from the PCBANKS folder. After doing so, my game started to have visual glitches, start to drop frames and lag 5 minutes after loading; sometimes, it starts lagging when I'm loading into the save file. Anyway to fix this?
what folder were the mods originally in?
steamapps/common/No Man's Sky/GAMEDATA/PCBANKS/MODS
