#nms-modding

1 messages · Page 212 of 1

steel crypt
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Okay, so you didn't delete anything in the pcbanks folder except the mods in the MODS folder. That's the way to remove mods. I'm not sure what's happening. Maybe post a list of your mods and someone more experienced with those mods might know something. Unless it is a weird mod you were using that IMO is doing something it might not should be doing, there shouldn't be any issues. The only thing I can personally think of is maybe some mod that added building pieces that you used for a base?

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Maybe the guys that make building object mods will have a better answer.

dull cedar
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Hmmmmm. The mods I was using was AtmosphereHover, PurchaseableExpeditionRewards, and PetUnlocker.

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None of them really changed any graphics

steel crypt
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Just for a test, can you start a new game save and see if it does the same thing?

dull cedar
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Sure, but I should mention that the graphical glitches occur in the main menu, not in a loaded save file.

steel crypt
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I don’t have steam. I think there is a way to “verify” the game files. You might want to try that to see if something accidentally got deleted or corrupted. I’ve never heard of this issue. Stupid question but have you tried a pc reboot?

dull cedar
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Nah that's a fair question, I actually did try verifying the integrity of the game files and restarted my PC. Right after, I tried attempting to load the game and seeing if the issues persisted, and now I'm here.

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Also, the new save file lagged as well.

steel crypt
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I'm not 100% positive, but this really doesn't seem like an issue related to modding or a crazy messed up mod or anything. I'm kinda at a loss at this point like you. I would try in #nms-questions , there are dudes in there more experienced with this area.

dull cedar
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Gotcha, thanks for trying though.

rugged hinge
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ugh well I'm about done trying to get NomNom working on Wine Crossover. I got far enough that I see the startup image and then it crashes

fallow meadow
fallow meadow
rugged hinge
# fallow meadow If there is anything I can possibly do for you, let me know.

I appreciate it, not sure what can be done. Nomnom requires .NET 4.8 which I installed, so there could be something there. The crash log says it's a System.Runtime.InteropServices.COMException and this is part of the stack trace at System.Windows.Media.Composition.DUCE.Channel.SyncFlush() at System.Windows.Interop.HwndTarget.UpdateWindowSettings(Boolean enableRenderTarget, Nullable`1 channelSet) at System.Windows.Interop.HwndTarget.UpdateWindowPos(IntPtr lParam)

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I know very little about Windows debugging so I'm at a loss as to what's going on

fallow meadow
hearty wasp
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can always use vm

lime mesa
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hi i heard that i can modify game files to get expedition items

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can any one could help me with this?

fallow meadow
lime mesa
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i mean its not a problem i just want to be sure

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the file i am suposed to edit

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is GCOUSERSETTINGSDATA?

fallow meadow
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GCUSERSETTINGSDATA.MXML, yes

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Can be found here:

hardy auroraBOT
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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

lime mesa
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ye i found it thats why im asking okay

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thank you

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ill be asking more for a moment

fallow meadow
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Do make a backup first though, really can't stretch this enough

lime mesa
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i did

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how can i ulock these twitch rewards too?

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and what are dose

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those*

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okay i pasted 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" />

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now i just have to launch a game or some more steps

fallow meadow
lime mesa
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???

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could you help me with that too>

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?

fallow meadow
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You did put the full block in place of the already existing line or block?

lime mesa
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in existing line

fallow meadow
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If so, you should be good to give it a try. Any save, go to Anomaly and see if you can now claim the Expedition rewards.

lime mesa
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are those twitch rewards are just the quicksilver rewards?

fallow meadow
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Mostly yes

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Nothing really all that special in my opinion

lime mesa
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nothing new?

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like exclusive?

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something that i cant get for quicksilver

fallow meadow
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So basically QS rewards that already exist and several ships and multitools, which you should be able to hunt for yourself as well

lime mesa
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okay i already have most of them so i dont need these

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expedition rewards worked so realy thank you for help

fallow meadow
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You're welcome, have fun

lusty nymph
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@fallow meadow you have a list of all the UnlockedTwitchRewards I can copy paste 😄

hushed tree
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Is there a way for console user to benefit from mods or gear? ,like Borderlands 3

rugged hinge
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@full niche Have you ever heard of someone running Nomnom under WINE or Crossover? I installed .NET 4.8 and got as far as the welcome panel to appear, but it then crashes

hardy auroraBOT
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@crisp sky Message auto-deleted

rugged hinge
fallow meadow
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Yes, sure. I just have my privacy settings quite high. I will send you a friend request.

forest cypress
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If anyone wants any ships, mods, money etc and wants invite to my discord let me know

forest cypress
hushed tree
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@forest cypress okay,il check it out,thanks for the info👍

full niche
fallow meadow
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@rugged hinge @full niche I am not a Linux expert, but installing winetricks prior to installing the various .NET requirements to get 4.8 (rated 'garbage') to work, appears to have the best results. Likely still will not get every application to work though.
Check HowTo/Notes here:
https://appdb.winehq.org/objectManager.php?sClass=version&iId=38203
Winetricks:
https://wiki.winehq.org/Winetricks
As for .NET5 and Mono, it should improve things a lot:

.NET Core and .NET 5.0 are different from .NET Framework 4.x and earlier. They are no longer implemented as an OS component, and as such they can work just fine alongside Wine Mono, or alongside earlier .NET Framework versions. Applications relying on .NET 5 will usually include the runtime, meaning that it won't be necessary for users to install it, but the installers should also work fine.
https://wiki.winehq.org/Mono

forest cypress
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Anyone want free stuff?

fallow meadow
twilit smelt
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hey, all. i just picked up the game after a good six months or so away, and i found that some of the mods i was using no longer work. now, the sorry state of affairs is that i made at least one of them myself; i just have zero recollection of how to make, modify, or update mods for new versions of the game (which i did have to do before) after getting wrapped up in the modding systems for a couple other games. can someone link me to a doc/wiki/etc on "derp, how to make mods"?

fallow meadow
rugged hinge
full niche
# rugged hinge Cool, appreciate the response. Unfortunately I realized that because my save fil...

Can't help you with that unfortunately as I don't have a PS4. I just got the files from SaveWizard/Save Mounter from others and implemented it accordingly. Even if it's not from one of the tools it should still work if there are meta data for all saves at the beginning of the file and the real save data after that (compressed or not).
But I guess you're talking about the PS4 encryption itself

rugged hinge
smoky wing
hearty wasp
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don't worry, they prolly will

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looks so much better than vanilla tho

smoky wing
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ty

round sinew
smoky wing
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Neat, you playing around with choppiness or some other globals settings? I currently have a few of those hard-coded, but I'll likely switch those back out to an mbin tweak

round sinew
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nope, but i'm reshading the game

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sorry, i do have other mods running

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i can get a list, but it's mostly due to dud's sky colors

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i think some of them touch globals

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yeah, _MOD_DUD_Skies_v3534, and _MOD_DUD_WaterEffects_v3532

smoky wing
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Ahh, probably, the waves in the screenshot are cool but look much higher-frequency than default. That's partly why I currently hard-coded a few things - was hoping to avoid conflicts with mods that were trying to make the vanilla water better.

round sinew
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i do appreciate that

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i did check for conflicts, but literally i just had to move your mod pak in

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also, it fixes this

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(when we're swimming and then walk out the water)

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❤️

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much much appreciated 😄

smoky wing
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Yeah, unlikely to have file conflicts (no one else is modding shaders), but some variables in waterglobals might.
You mean how the waterline rises & falls weird in vanilla? I still don't know what HG were trying to do with the line that caused that issue. :}

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It's also a texture issue, hence the included custom dds

round sinew
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how the waterline rises & falls weird in vanilla?
yeah, that

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to confirm, yeah, having a great time with the mod. oh, didn't take any screenshots, i forgot, but underwater also looks great, much better when looking up

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(in a short gaming session)

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i'll grab some underwater screenshots later, just searched for a water planet to see the effects real quick, but am going to take my time with it later 🙂

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if vanilla water looked as good as this, console users could enjoy it too

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I still don't know what HG were trying to do with the line that caused that issue. :}
not sure why they haven't fixed it yet either

smoky wing
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Well I figure with my luck, HG will have finally redone their water in the soon-to-be-released anniversary update, making my mod pointless 😉

round sinew
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hah! yeah, well, you fixed it first 😄

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very cool, great work really 👍

smoky wing
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Thanks much!

hushed bronze
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@smoky winghow did you get that working past 1.78?

steel crypt
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Willpower

magic lava
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Ingenuity

hushed bronze
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Fixed beaches and fixed the screwy slope blending, and then they not only changed the actual shaders underlying that but they initially did it really badly too. lol

smoky wing
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Long story short... Was able to get the new global Uniforms structures and syntax changes from the decompiled Vulkan shaders (the only stuff that isn't obfuscated). I converted the original 1.77 GLSL shaders to use the new required structures/syntax. Also did my best to compare the decompiled code to the old to include any new necessary changes (found a couple VR-eye-offset additions). Then added in my original changes (and continued to develop from there).

hushed bronze
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idk if you want it, but feel free to include my water mod's color table

smoky wing
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The sunlight shader edits were trickier (that's where the high altitude depth effect is done)... had to directly mod the decompiled sources for those. Fortunately I eventually managed to track down the right things to change there too.

hushed bronze
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I saw that in your sample pics, beautiful

smoky wing
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Thanks, though color mods should be perfectly compatible already so I'd certainly encourage using both

hushed bronze
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Mine includes changes to waterglobals and skyglobals for what I did with effects

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it would have to be cracked open and the globals pulled out

smoky wing
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I didn't touch the globals, not yet at least. Figured that'd help keep it compatible with yours and others' mods. I did have to hard-code some value overrides though, like waterheight and fresnel settings.

hushed bronze
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I guess someone would just have to run both and see what happens then

rugged hinge
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does HG apply chromatic aberration to the water shader specifically? there's always something kind of weird about the coloration of their water since NEXT and it might be that

steel crypt
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@smoky wing Nice job on the water! Been looking at all the details. Overall, it seems like a high quality mod. Appreciate you sharing it. Thanks.
P.S. you better keep this shite updated cuz it looks like it will easily be a "must have" mod for me.

rugged hinge
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i wish HG would just make mods "official" and support them on consoles

tawdry veldt
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Hey y’all, I might have asked this before but has anyone discovered every MXML code for titles? I’ve never actually found any info on this anywhere and after giving out my title codes I realized I was missing Iteration 1 (obviously) and like Titan and stuff

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Interested in completing the list

vale iron
smoky wing
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@rugged hinge Thanks! There's no chromatic aberration, but some other aspects might give a similar effect. I've noticed it a bit myself, and think I even ended up enhancing it with some of my changes, heh.

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@steel crypt Thanks very much! I'll do my best to keep it updated. Kinda like your color mods, if no data structures are changed by updates, it should keep working (though minus new features).

hearty wasp
hearty wasp
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search it up on Nexus

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or purchaseable expedition rewards

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think that's 2

fallow meadow
ionic plinth
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How do I use the nms save editor?

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Never mind, it's super easy to figure out

amber fjord
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I tried Eucli-ea, and it was nice until things started breaking.
Are there any mods that allow you to add NPCs to your base and do nothing else?
Also I hated that half the NPCs generated by eucli were sitting.

left sentinel
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haha it works on my pc too but too ugly

hushed bronze
vale iron
uncut vault
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Hey, I’m not really sure if I am right in this channel but I wanted to know if it’s possible to buy/rent an own NMS server, that could be whitelisted.

vale iron
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Make a MODS folder inside PCBANKS and put it in MODS

vale iron
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Then make sure you delete or rename DISABLEMODS.TXT in the PCBANKS folder

crude cave
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got it, thx

uncut vault
magic lava
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never know!

crude cave
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will having mods disable achievements?

vale iron
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No, everything else will work normally

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Oops, that should be named GSound_Portable_Refiner not Personal. No big deal

crude cave
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my fault for saying personal refiner in the first place lol

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wait it is called the personal refiner

vale iron
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The one in your backpack or the one you can pick up?

crude cave
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backpack

vale iron
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Ahh, yeah, that's personal. Sorry. I'll have to find that one

vale iron
hushed bronze
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For a while I was even careful to include that link inside the mods I uploaded too

midnight roost
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I didn't even know modding was a thing in NMS. Does it get you in trouble for using in online play? And what are the main sorts of things people mod?

vale iron
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Check the first pin in this channel for information on using mods

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To see what people use, you can sort NexusMods different ways. If you are looking at things like trending or most popular, be sure to limit to the last 30 days or so, otherwise you'll be looking at a lot of old and broken mods

hushed bronze
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For some reason, a few extremely outdated and invalid mods continue to get upvotes and remain popular lol

round sinew
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i usually sort by "last updated"

vale iron
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Last Updated has been kind of weird lately, with some things not showing up. I couldn't see ArghWater yesterday

round sinew
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oh, weird, yeah

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maybe because it hasn't been updated once yet (i think, haven't checked, but makes sense to me)

ionic plinth
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Are there any save editors that I can use without having to close down my game?

vale iron
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Both GoatFungus and NomNom work without closing the game. You just have to save the changes and then reload the save. If you mean live changes, you want CheatEngine

ionic plinth
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Alright, how do I get cheatengine?

vale iron
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Can't help much there, unfortunately. I've barely used it

hearty wasp
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Try searching "cheat engine" on google

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They should have a literal website

ionic plinth
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Nevermind, disregard that 😄

crisp rapids
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Can quicksilver be added in inventory as a tradable item with save editor?

heavy merlin
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I think no... IIRC the tradable version doesn't work, and can't be converted to actual quicksilver.

hushed bronze
fiery owl
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Hm. Where can I find info on arghWater?

fiery owl
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okay I am confused. I am gonna install this ArghWater mod thing and its my first mod that I am installing

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do I need the Mod manager download?

glossy patrol
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Vortex Mod manager is garbage

fiery owl
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Heh. Noted! And thank you!

glossy patrol
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No problem. I miss Nexus Mod Manager. Was simple to use and was no where near as buggy as vortex.

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Was useful modding fallout 4 when dealing with almost 600GB of data

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God I hated when Todd Howard would micro update F4 one mod would go sour and take the other 250 with it 🙃🤣🙃

sharp musk
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anyone know if there's a mod to allow for scanning of buried tech/caches while in the mech suit. It's nicew i can dig them up with the mech suit, but a bit annoying that I have to hop out every time I want to scan around for the next buried site.

vale iron
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Unfortunately, I don't think it's currently possible

rapid sandal
crude cave
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why doesn't NMS use the steam workshop for mods?

heavy merlin
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There is no official modding support... I think if they had the choice, HG would prefer no mods at all.

vale iron
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They have been adding things to the code that indicate future official mod support, so I doubt they are against mods

heavy merlin
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Yeah, they may have changed their minds.

steel crypt
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While devs usually don’t like dealing with the issues that come from people using mods, they also understand it helps sales.

hushed bronze
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I thought HG openly supported the prospect of mods since way before launch

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I think its just hard to maintain clean mod support alongside development and sometimes it gets neglected

hearty wasp
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if "not wanting parallel universes" is supporting, then yes

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you can prolly count how many times HG has publicly acknowledged the modding community's existence with your fingers

steel crypt
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On any given mod page on Nexus you have people telling other people not to download because “it broke my PC” or some such shit. Now imagine HG constantly getting reports from these types which probably go something like “yo dawg fix your fucking game, it crashes. No reason it should since I play GTA on the same pc” when they have a list of 120 conflicting mods, half of which are from 2016. So that bug report goes in the trash. Now you have 2 popular mods that conflict and it causes an actual issue. You could easily have a thousand people reporting the same issue which seems like it might be a legit issue. Just a headache.

On the other side, it definitely promotes sales and longevity. Also they can farm ideas of what is a popular change they could make from popular mods because some modders do some good work.

I think it’s like a necessary evil.

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And they do pay attention to the mods and the mod discord. We have seen evidence of this many times.

rugged hinge
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when a starting planet is determined for a new game, how is the planet chosen? does it generally stay in the middle of the galaxy vertically, or can it be anywhere top to bottom?

vale iron
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Good question, not sure if anyone has ever looked into that

steel crypt
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There is some variance. It's not just one plane. You can do your best (flying in space) to align the planets in a ring, and they pretty much do most of the time, but there will be some offset. I guess this is what you mean because I don't know what vertical is in that situation.

rugged hinge
steel crypt
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Well if I could comprehend what you typed, I would have understood it's "galaxy" not "system". LOL
It seems like to me (no real proof) that it is at/near the middle. Any time I've started it's been that way and I also see a lot more already/player discovered systems in the middle that far out and not much above or below. So...???

hushed bronze
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@hearty waspWell, they repost modded photos all the time, and many of them are very obviously modded. You would figure that Sean and HG know what their own game looks like so I feel doubtful that they just don't notice which shots are modded

hearty wasp
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you'd be surprised how many players don't

hushed bronze
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Im not surprised when players can't tell the pix apart, they often cant tell apart pre-launch images either (somehow) But I was talking about HG's own twitter feed sharing distinctly modded photos, which I assum is managed by members of HG, and not random players

twilit smelt
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hey, folks. figured I'd ask here, since some of you will be pretty familiar with save file guts.
When i started playing NMS, i was using XBGP. I had a few problems with occasional save corruption and crashes, and combined with XBGP modding being a pain, I bought the game from Steam and never looked back.
I still have the old save files from XBGP, which the NomNom editor can open and export raw JSON from. I'd like to be able to visit that first planet from that first save. However, the galactic address for the base on that starter planet isn't a typical-format galactic address like 0x0123456789ABCD - it's just a 16-char decimal number, no 0x. All of the other bases are the typical galactic address format.
I saw a reddit post that mentioned this is probably a galactic/regional seed as opposed to a true address. I tried copypasta'ing an entry into my teleport destinations section, but it isn't usable.
Does anyone know of a way to translate a base entry with this format address into something usable? Portaling, teleporting... heck, i'd also settle for warp jumping. don't care.

vale iron
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You can just use a decimal to hexadecimal converter on the decimal format that is stored in the file. Then convert that hexadecimal to a portal address or use something like NMS Coordinates to teleport yourself there.

twilit smelt
vale iron
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That's fine

crude cave
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is there a mod which lets me cycle multitool functions with the scroll wheel?

hearty wasp
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tried remapping it in game?

crude cave
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yep

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it doesn't bind to scroll wheel movements

hearty wasp
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only thing I can think of is prolly either autohotkey or your mouse brand's config software, if it has em

crude cave
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the most important thing i need here is the ability to cycle backwards

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so i don't accidentally press g and have to cycle through everything to get back to what i need

hearty wasp
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oh

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then no

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if vanilla doesn't have this ability, we cannot make it

twilit smelt
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@vale iron ok, so that dec to hex conversion i did yesterday was correct, it would seem - it's just that between 3 things, i had no way to know it was the right place:

  1. the planet has apparently since been re-discovered and renamed by someone else, so it doesn't show as discovered by my XBGP account, even though it was my starter planet
  2. my Steam account couldn't see the existing XBGP base, despite it being uploaded
  3. the planet appearance is totally different, likely thanks to Origins' biome updates
    I signed up for XBGP again ($1 for the first month, worth it), and once i joined that session with my Steam account, I saw the old base as well as the portal indicator from yesterday's travels. So, you were absolutely correct on the dec-to-hex translation being all that was needed to get to the right place, though it didn't show me the base.
left bison
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How exactly does terrain manipulation work? Does it just create/delete terrain vectors around/in the projected shape?

fallow meadow
fiery owl
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hi guys! question. a Player showed me the frigate summoning mod so that you can have more than one in the same system.. but when I tried to install it the game wouldn't start up. From what I saw there's multiple versions? Do I have to download and install ALL of them?

vale iron
twilit smelt
# fiery owl hi guys! question. a Player showed me the frigate summoning mod so that you can ...

a word of caution with that mod - i used it previously, and occasionally your freighter's appearance will get swapped with a pre-existing freighter's appearance. It went away after leaving the system and saving/reloading. ...Usually. At one point my freighter's appearance was swapped with the other freighter's, and didn't come back. I tried a lot of save file hacking to get it back, but ended up just getting a new freighter.

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I maintain regular save file backups now so I think I'd have a much easier time with restoring the original freighter now, but still. careful.

fiery owl
fiery owl
fiery owl
twilit smelt
fiery owl
twilit smelt
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Not even sure how that's possible. If it happened now, I'd be comparing save file Json from before and after.

fiery owl
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hmm. Well what was confusing me the most was that after downloading there wasn't just a .pak file but a .lua file and I wasn't sure WHERE the .lua goes

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that might be why my game didn't start up because I didn't put the .lua wherever it is suppose to be

fallow meadow
twilit smelt
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You need to convert the lua to a pak, for instance using amumss

fallow meadow
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As for the Freighter change, most important for looks is the actual seed, not as much the home seed (NPC crew)

twilit smelt
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But you probably just need to get the mod in pak form from somewhere else

fallow meadow
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On NexusMods, the lua is just extra for those who know how it works. The .pak is the actual mod

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Both are often provided though

fiery owl
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so then is .. let me get the link

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I take it that 3.5 is the latest and I should try just installing THAT instead and not worry about the .lua file?

fiery owl
# twilit smelt correct

alright when I finish this paper up for school I will give it a try. Thank you both @fallow meadow and @twilit smelt for your feedback! hopefully it works!

fallow meadow
fallow meadow
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The thing messing up Freighter looks is mostly caused by Multiplayer, which is part reason you likely want this mod to begin with. It sometimes tends to mess up what belongs to who ... can't really blame the mod for that though

twilit smelt
# fallow meadow The thing messing up Freighter looks is mostly caused by Multiplayer, which is p...

exactly. the only thing the mod is doing is changing the MultiplePlayerFreightersInASystem value to True; it's false by default. I hypothesized it was disabled for a reason and the original intent was to just let players have their freighters wherever... but it broke, and the typical dev thing to do (since i work with devs) is to just turn the capability off and pretend that was your intention all along. 😏

fallow meadow
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You'd enable things that have been fully implemented. There may be more to it than just the MP thing, like making sure you can't spawn them inside others and whatever else involved. It somewhat works, but indeed, there are some issues as well. Who knows what the future brings ...

rugged hinge
fallow meadow
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Was it still named the same?

rugged hinge
# fallow meadow Oh wow, that is awesome and quite an accomplishment knowing how hard it must hav...

Haha yeah it was hours and hours of warping. I basically just went south 2500 ly at a time without a path, being very sure to stay at the same Core distance and matching the vertical minimap position to the old screenshot. Eventually the waypoint flipped direction suddenly so I followed it and there it was. I did a longer writeup if you care to read but that's the jist of it https://www.reddit.com/r/NoMansSkyTheGame/comments/p194ke/i_returned_to_my_launch_day_system_again/

rugged hinge
fallow meadow
fallow meadow
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In Galaxy Map that is

rugged hinge
#

yeah it was still the procedural name for an hour or two while exploring the system before I noticed it had changed to my old custom name. was so happy when it did

rugged hinge
fallow meadow
#

At least you had the waypoint though, which has probably been your saviour

rugged hinge
#

Absolutely. The system ended up being a few hundred light years above where I was traveling so I probably would have missed it, considering it was very hard to tell between the old minimap and the new one if I had gone too far south or not

fallow meadow
#

Any idea what could have possibly flipped direction of the path? Was it crossing an axis of some sort?

hushed bronze
rugged hinge
#

I think it's because I just literally blew past it. The weirdest part was the system where there was no path at all. I thought maybe NMS was glitching so I restarted. But no path existed. Come to find out I was below the system and I guess the pathing mechanism couldn't figure out how to get there. So I went one warp further south and the path was back and flipped like a magnet

fallow meadow
#

Interesting and pretty cool story. Repaeting myself with what I posted on Reddit, but happy 5th and grats on making it all the way back

rugged hinge
#

Thanks, and again thanks for the help. This really felt like a community effort to get me there

#

And it was also great to get it done in time for the anniversary

hushed bronze
#

I wouldn't even know how to figure out what my starting system was

fallow meadow
hushed bronze
#

I had no emotional attachment whatsoever to it so I wouldn't have been able to find it even a few hours after first bootup lol

#

The only thing THat was like a hallmark for me was that first creature I found

fallow meadow
rugged hinge
#

I definitely had some feels when I saw all those icons show up on the galaxy map. It took me a minute to process that I was looking at my home system

hushed bronze
rugged hinge
#

after warping hundreds of times, through thousands of stars lol

fallow meadow
hushed bronze
#

Ah, so when you get close certain icons start to appear then?

hushed bronze
rugged hinge
#

I don't even know what the exclamation point marker means

fallow meadow
#

Ah, those icons. Starter System and ... hmmm, what was that again ?

rugged hinge
hushed bronze
#

there's an ICON for starter system?

fallow meadow
#

Discovered systems (the circles) likely no longer show, unless refreshed and re-visited

fallow meadow
hushed bronze
#

Is that new?

fallow meadow
#

No idea, but I remember having looked for this not too long ago

#

Textures > UI > FrontEnd or something alike

rugged hinge
hushed bronze
#

That star region I was naming out had sooo many circles lol

fallow meadow
hushed bronze
#

yes theres a rollover eventually

rugged hinge
#

ahh...perhaps there is some limit

hushed bronze
#

Still though, because I was naming everything in a dense cluster, it was gettin crazy

#

Does NMS still have an issue with people being able to overwite older discovery data ?

fallow meadow
rugged hinge
#

I wonder if the exclamation point icon means it was merged with other platform data?

hushed bronze
#

Is that for the file or is it like a true first-ever steam account visit

rugged hinge
fallow meadow
#

I am trying to find that exclamation mark icon

#

@rugged hinge Found the icon, which is named CUSTOMMARKER.DDS

#

The other icon is by the way the same as for a Beacon.

rugged hinge
#

oh nice!

#

is that the custom waypoint marker then? I guess I've never used one to the end before

fallow meadow
#

Ah yes, that's it, why did I not think of that.

#

I know why, it's late here, I should be fast asleep

rugged hinge
#

lol, I've been there many a time. a few nights caused by this journey in fact

fallow meadow
#

Well, with that, I am going to call it a night. Thanks for getting back at me with the great news.

rugged hinge
#

Goodnight and happy 5th!

hollow mist
#

What key and value do I need to edit in my save file to turn the galaxy map's display of black holes back on?

hushed bronze
#

@smoky wing Our two water mods coexist quite nicely 🙂

merry wasp
#

@vale iron i assume it has somethign to do with this

vale iron
#

Yeah, that's it

vale iron
merry wasp
#

yeah you got a mod of it already?

#

cause otherwise i'd make it to one if i got the time/

vale iron
#

I just have it as part of GTech

merry wasp
#

Gtech

#

will take a gander

vale iron
#
    ["SPECIAL_KEY_WORDS"] = {"ID", "SHIPGUN1"},
        ["VALUE_CHANGE_TABLE"] = {
            {"Core", "False"}}},
    { --Multitool Mining Laser Deletable
    ["SPECIAL_KEY_WORDS"] = {"ID", "LASER"},
        ["VALUE_CHANGE_TABLE"] = {
            {"Core", "False"}}},```
merry wasp
#

yeah kinda want it stand-alone as that seems more "usefull" for peopel who just want QOL change

vale iron
#

People would probably appreciate a standalone

merry wasp
#

^^

vale iron
#

I tend to include too many things in one mod 🙂

merry wasp
#

same

#

but this has bothered me for so long now

#

so i was like before new update

#

gotta add

#

or you can do the honours

#

as you already have the code

vale iron
#

No, please go ahead, I don't need something else to keep track of 😛

merry wasp
#

true dat

#

im already annoyed having to recompile 6 mods each update

#

XD

vale iron
#

I'm venturing into modpacks lately and that is a nightmare for updating, but can't think of what else to work on

merry wasp
#

well fully customizable upgrade mods

#

if i could figure out how templates works

#

i think that would be possible

#

i always wanted a few rocket launcher upgrades

#

XD

vale iron
#

I don't think we have any access to edit or make templates, which really limits things. I changed templates on a couple of proc tech items, but it's less than ideal

merry wasp
#

ah sad :/

#

oh well at least i got my upgrades mods

fallen plover
#

i would really like to get shaders running in game, but im unsure whether to do that via modding or programs such as ReShade, what would people recommend?

#

my hardware isnt incredible so i would prefer something with decent optimisiations, but it can nonetheless run about everything pretty well

hearty wasp
#

there's like, one shader mod for NMS itself

#

and reshade is just postprocessing so you can use it with whateverthefuck you want anyway

fallen plover
#

so should i go for the mod?

#

if so do i need a modinjector or do i just download and paste it in a folder somewhere

smoky wing
#

@hushed bronze excellent, beautiful!

fallow meadow
hollow mist
#

it had turned off at some point after I had removed the star seed and remembrance, but it didn't turn back on after that.

hollow mist
#

I can't even find that key in the file

fallow meadow
hollow mist
#

I don't have the savegame editor - I'm looking in the save file

fallow meadow
#

And are you planning to hex edit?

#

I am somewhat confused, as using an editor is the way to go

hollow mist
#

Steam

#

I'm looking in the save.hg file

#

it's literally one large JSON file

fallow meadow
#

The plain save file is compressed and minimised, making it really hard to edit directly and correctly. Not to mention the metadata file that comes with it, which would normally be re-generated after changes are made.

#

I would honestly recommend using a save editor, whether you go with NomNom or NMSSE

#

I am not saying it would be impossible to edit directly, but why complicate things if there are tools created to make life simple

#

Let me see if I can figure out what the obfuscated field name would be and what a boolean would look like in a plain save file

#

@hollow mist Ok, the obfuscated/simplified name for RevealBlackHoles would be tSD So you would be looking for a part in the save as follows:
"tSD":false, which needs to be changed to "tSD":true,

hollow mist
#

says it is already

#

(also downloaded the editor)

fallow meadow
hollow mist
#

I reinstalled both items

fallow meadow
#

I did check real quick for what I believed to be the mission, but shows as default for me, which is often the case after completion. Not quite sure what else to look for ...

#

Let me know if the issue persists.

hollow mist
#

well it has been already over several restarts of the game

#

even went and talked to the atlas again and put in a new heart of sun

#

that still didn't even fix it

fallow meadow
#

Yeah, you can endlessly birth new stars

#

Looks like filter or destination settings in the Galaxy Map have no influence either, black holes always show once revealed

#

I don't even think the item requires to be installed.

#

@hollow mist Do you have any mods installed?

hollow mist
#

no

fallow meadow
#

You are not seeing that blueish/purple icon with the white swirl in it anywhere around in the Galaxy Map?

hollow mist
#

not at all, no

fallow meadow
#

Are you in MP?

hollow mist
#

when I ask Polo for coordinates it highlights it with the line, but no symbols

#

multi's off

fallow meadow
#

Let's double check the mission progress in your save

#

When you open the Raw JSON editor, with the top field selected (savex), hit <ctrl> + <F> and search for the following:
"Mission":"^AP_BLACKHOLE",

#

Can you tell me what shows directly below for 'Progress'?

hollow mist
fallow meadow
#

Did not need the full data for that field, but ok, it shows Progress as -1, which I have as well, and is the default after completion as it should then have set the boolean for the other value we discussed earlier

hollow mist
#

which was set

fallow meadow
#

If it says 'true', it should reveal black holes, yes

hollow mist
#

it is - they're not being displayed still

fallow meadow
#

I am trying to figure this out, but for now have no clue ... Must be bugged somehow. Going to do some searching. You are not by any chance already in a BH system?

#

In the save data you can see this at the top part, which shows location with Universe Address and more, amongst which it will have SolarSystemIndex, which If I recall correctly would be either 121 or 122

hollow mist
#

no it's been happening constantly, regardless of what type of system it is

fallow meadow
#

I was just thinking out loud, that maybe the game stops showing them for some reason if you are in a BH system

hollow mist
#

it had been showing them in that case before, though

fallow meadow
#

For now, I would say you got hit with a bug. I will see what I can find or can come up with and get back at you

hollow mist
#

none of the stuff I found on searches told me anything useful, was pretty much all old info, or just "do this quest" ... which is so damn annoying

fallow meadow
#

Best to just report this issue to Hello Games, describe the issue, let them know what you have tried thus far, and include your save files

#

One last thing. Are there many icons shown on the GM for you? Like discovered systems and other waypoints or alike?

hollow mist
#

not any more than usual, no

fallow meadow
#

Have you done any core jumps prior to the issue?

hollow mist
#

over a hundred

fallow meadow
#

Maybe somehow there is a damage value preventing BHs to show?

#

Event though I don;t think the item is even required, you could maybe check?

hollow mist
#

I had uninstalled the star seed and remembrance to make some room, soon after that they all stopped displaying

#

I later reinstalled them, but still haven't reappeared

fallow meadow
#

Let me try reproduce that, by uninstalling mine. So you say you uninstalled both Starseed and Remembrance?

hollow mist
#

yes

fallow meadow
#

Ok, let's see what happens

hollow mist
#

there was a bunch of game restarts between that

fallow meadow
#

between uninstall and re-install?

hollow mist
#

yes

fallow meadow
#

Ok, I am in my ship, in space, and just checked GM, all looks good, seeing BHs. Then dismantled Starseed, checked GM again, still seeing all BHs. Then dismantled Remembrance, still seeing all BHs.

I will now exit ship and do some restarts to see if that makes a change, as nothing has yet been saved of course

#

Got out of ship to create save in Freighter.

#

Getting back in to double-check GM still shows BHs, so closing the game for a full restart

#

First restart, still seeing BHs.

#

Created manual save and restarted. Auto-save elsewhere and restarted. So far no luck on reproducing and it appears as expected, that neither Starseed nor Remembrance are actually required to see BHs

#

Even using the freighter bridge terminal to check GM shows BHs.

hollow mist
#

trying to verify game files and deleted the graphics setting file, idk if that's going to do anything

rugged hinge
#

So I made a base on my launch day starting planet last night, and after I went to orbit the name and ownership changed to an Xbox player. This is obviously against what I've been told, that the database merging would choose the oldest ownership record. But now I'm fearful to do anything on other planets. It seems like the database system somehow keeps multiple record states for the same values instead of a single truth?

hollow mist
#

nope, verified game files - still didn't show, deleted the settings file - same result (or lack of) - even tried reinstalling completely, no luck

fallow meadow
# hollow mist nope, verified game files - still didn't show, deleted the settings file - same ...

I am all out of ideas and done the searching even though I was not expecting anything new. I honestly think it may have to do with core jumping and I am pretty much convinced that it is not required to have any item installed to see BHs. Hopefully HG will be able to figure it out and fix it with a future update. Meanwhile we can only try replicate and keep an eye on other reports in an attempt to figure this one out

fallow meadow
elder jacinth
rugged hinge
# fallow meadow I thought the same, oldest entry would be used for discoveries. Not quite sure h...

I'm just positing that, from the fact that this other record still exists. History of that planet's registrations:

  • launch day 5 years ago, I claimed it. it was actually my starting planet
  • Atlas Rises, my reg had disappeared so I claimed it again
  • At some point after some other person on Xbox or PC claimed it
  • I reclaimed it for the third time yesterday
  • After triggering some records fetch, the Xbox record somehow took precedence
fallow meadow
#

Ok, very clear to me now ;-)

rugged hinge
#

Hah sorry. I'm a little more salty because this was my starting planet of all things. I guess I'll just have to file a ticket and see if HG can do anything

fallow meadow
#

Understandable. Should clearly be yours and annoying you have to continuously reclaim it, to still see it prefer a new set of data. A report would be in pace imo

rugged hinge
#

I would love to know more about their database system though, because...why would it keep around multiple versions of who "owns" a planet

fallow meadow
#

There is likely more to the data than just that. Worth keeping from HG's point of view.

#

And maybe the data was not literally merged, but a system put in place to make it appear that way to the player

rugged hinge
#

Yeah I'm sure there's some system that allows for rolling back changes, but their discovery system has always felt nebulous. "Is this really mine? Does someone else see something different? Will it lose this in a year?" I would love to know from a technical POV what is causing these conflicts and data losses to occur

#

And yes you're right, all that might exist in their database is a series of timestamped events

white glen
#

so uh

#

how do I use the save editor to change my location

fallow meadow
#

Still flying around in the Space Station?

white glen
#

yep

fallow meadow
#

Did you download/install the save editor already?

white glen
#

ive used the editor before on creative games

#

in order to access all blueprits immediately

#

thats the extent that i know about it

fallow meadow
#

Assuming NMSSE (goatfungus)? See if you have the latest version

white glen
#

yep

#

and i have the prisms version

#

1.7.7

fallow meadow
#

1.7.7, all good!

#

Do you prefer to make your own backups or are you fine with the editor doing this?

white glen
#

im fine w/the editor

fallow meadow
#

Alright.

#

Open the editor and load your save

white glen
#

done

fallow meadow
#

Once loaded, I think it would be enough to just use the Coordinate Viewer in the Edit tab

#

It should show your current location

#

I believe that if you hit 'Save/Warp', it will put you out in space inside ship, away from Space Station. So click it, then save once more ot actually have changes saved to file

white glen
#

I ENTERED THE ADRESS WITH ONE CHANGE

#

oops capslock

#

sorry

fallow meadow
#

I don't think you had to make a change, but I assume you changed SSI in doing so?

white glen
#

idk but i think it worked

#

because im in a different system

fallow meadow
#

Either way, after saving to file, loading up your game, you should be good again

white glen
#

thank you!

fallow meadow
#

Alright, have fun!

lime mesa
#

Not sure if modding question, maybe more like data-mining or something but anyways

#

Anyone knows the name of the file for the music effects from derelicts

#

The ones that play when you pick up Crew Manifest or Captains Log?

#

The ones that start with low humming and gradually build up?

hearty wasp
#

can prolly check the related mission table / alien puzzle table / interaction entity etc

#

if it's not hardcoded

#

shouldn't be tho

shell ice
#

mods load alphabetically, so mods at the bottom of the list overwrite those at the top or other way around?

hearty wasp
#

the priorities are in reverse alphabetical order

#

so Z gets priority over A

shell ice
#

thank you

heavy ruin
#

are there any good optimization mods you'd recommend. I have the game set to recommended settings for my VRAM but it still runs pretty meh.

twilit smelt
#

Devilin suggested posting here -
i made a script to take a backup of your save files (it will determine if you're using steam or xbox game pass), and if on Steam, will also grab your settings files (thanks for the idea, FitzFrobozz) and stick them in a date/time-named ZIP file in a subfolder of Documents. I've tried it on a couple systems so far. i'd like to get a couple more folks to try it before offering it to the masses.
It's just a couple files, which includes s shortcut for your desktop so all you have to do is click an icon. please DM if interested in trying it out.

fallow meadow
#

@twilit smelt Have you considered including GOG as well? Save/Settings locations are pretty similar to Steam

calm compass
#

Im a little curious how terrain gen mods work online. Does it apply universally if the person with the mod is host, or does it apply whenever the person with the mod generates a planet first?

fallow meadow
calm compass
#

Ahh, okay.

fallow meadow
#

There is an extensive pin that goes into all the details about using mods.

calm compass
#

I see

twilit smelt
fallow meadow
#

@twilit smelt Here are the relevant locations for the platforms, GOG as well

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

#

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

lime mesa
#

Where is the screen resolution stored? I want to manually change it to lower resolutions like 480p, 360p, etc. I'm trying to upscale the image to 1080p using Amd's FSR and changing the resolution scaling doesn't have the same effect as just setting a lower resolution in windowed mode

fallow meadow
#

In case things do not work out, you can always delete the file to have it regenerate upon starting the game

lime mesa
#

which directory is that under?

fallow meadow
#

depends on your platform

lime mesa
#

Windows 10, steam

fallow meadow
#

<Steam Library Location>\steamapps\common\No Man's Sky\Binaries\SETTINGS\...

lime mesa
#

ok, thanks

#

ah yes, just what I was looking for, thank you very much!

#

and it's working!

fallow meadow
lime mesa
#

After testing, the unfortunate news is that, oddly, gpu usage goes up as the resolution goes down below 720p 🤔

So not only is there farrr better image quality with 720p, but also better performance, meaning my experiment is a failure lol

fallow meadow
#

Could be there is a minimal resolution set, which appears to be 720p then?

#

So making the window smaller, still renders 720p but downscaled to fit the window?

lime mesa
#

Hm... in the settings it was listed as 1080p but I figured that was just it being confused about it being below minimum resolution.... your theory does make sense, that it was 1080p scaled down

#

Wow I'm dumb, I was using the wrong upscaling mode XD
It works as expected now that I'm actually using FSR

grand schooner
#

So I wanted to give myself the expedition rewards cuz I missed them and when I went to open the xml file I could't use notepad ++ to open it. any suggestions?

#

nvm got it

#

is there a way to get the gek mask from expeditions through the save editor or changing files?

fiery owl
#

And moved to modding 🙂

fallow meadow
fiery owl
#

I thnk the first one is a good fit. It says MOST parts are immunized against the invalid position and thats what was stopping me

fallow meadow
#

But as I tried to explain, not that many mods that actually provide more functionality with existing building parts, other than allowing placement everywhere, placement itself can often still be iffy

fiery owl
#

Thats all that I wanted. So I didn;t have to try and snap to. I could rotate and play with it and stuff just fine. But snapping was an issue

fallow meadow
#

Invalid placement does help a lot, like being able to place underwater parts above water as well and alike.

fiery owl
fallow meadow
#

Give them a try, see what you like, but I do believe those are the most common and up-to-date building mods

#

And yes, not just water, but goes for Freighter as well of course ;-)

#

Can lead to interesting new possibilities

fiery owl
#

Oh. Oh my. Freighter changes, heh oh man

#

I will just be happy at this point if I can get the trade computer ON a wall. Heh but then the rest.. will unfold

hearty wasp
#

search on nexus

fiery owl
#

I have a question if anyone here has used EUCLI-EA mod for base building? The photos of the stuff they added in show almost buildings like we find on planets? wouldn't that then not render for people without the mod when visitng your base?

hearty wasp
#

none of the custom shit does

fiery owl
hearty wasp
#

k

magic lava
#

Does converting a gamepass save to steam still work @vale iron ?

vale iron
magic lava
#

Cool

#

Lose companions? Anything else?

vale iron
#

Think that's it

magic lava
#

Nice, was wondering about the expedition rewards

vale iron
#

Oh, hmm, yeah that would be a problem since that's a separate file

magic lava
#

But I could just add those back in

vale iron
#

Yeah that can be replaced

magic lava
#

So companions, and I kept their addresses for the ones I want

#

Sweet

fallow meadow
#

@magic lava NomNom has been fully updated, so there should be no loss of anything at all anymore. It will also update correctly with future updates, just like NMSSE does, so no worry about losing future additions to the save either. As for expedition rewards, they could just copy their GCUSERSETTINGS file to not lose anything.

fallow meadow
#

All that will be lost is Twitch Rewards, if they have any

#

There is somewhat of a workaround for those though

hearty wasp
#

Consumerism has been doing twitch rewards since they're a thing

magic lava
#

Same as the expedition rewards?

hearty wasp
#

they're just fucking useless

#

and no one gives enough of a shit to make it public

fallow meadow
#

Well no, Twitch rewards are actually checked with the server, so it requires turning off internet, then have them in the file, redeem them, then back to online play again, which will remove the rewards from the file again

#

Expedition rewards do not have a check at all, so no requirement of messing with internet connection and they will stick in the file too

magic lava
#

Ok, that is easy enough

hearty wasp
#

nah you can still buy the products straight

#

only difference is in vanilla the server sends out the data for the shit to be redeemed in the redeem section

magic lava
#

Pretty sure they redeemed already anyways

grand schooner
shell ice
#

is there a list somewhere of in-game materials (ie gold, copper) and their names

#

LUA names that is

fallow meadow
shell ice
#

thank you

shell ice
#

ty

honest herald
#

Hey guys, anyone familiar with NMS Mod Builder from Nexus?

#

Need a second pair of eyes. 😢

#

(And another brain. (Mostly this. (Blind programmers welcome.)))

hearty wasp
#

I'm sure @rapid sandal is familiar

honest herald
#

Thanks. I actually worked it out. I think I typoed a boundary or copied old code with a bad boundary. My setup seems to be workin now. Was trying to merge all S ships max stats with freighters on every hyperjump mods.

grand schooner
#

if you get a mod that increases fauna size, do the fauna always stay large? even if I remove the mod?

waxen cedar
#

so what ade the modifiers for an egg to make it a sandworm?

fallow meadow
grand schooner
#

interesting ok ty

fallow meadow
grand schooner
#

yeah i may just try it out and see what happens

honest herald
honest herald
#

If so, those mods are temporary to my knowledge, and disabled when the file is gone.

#

But if they affect variables of generation of longterm items, such as ship stat values, the items retain those initially set values.

#

But if they affect variables of generation of longterm items, such as ship stat values, the items retain those initially set values.

steel crypt
#

It really depends on how exactly the particular mod is made. It is possible to make a mod that is stored in a oak file change info stored in a save file.

fathom rampart
#

Do starsystem mods brake online discovery upload?

hearty wasp
#

not really

#

p sure only the name actually gets uploaded

fathom rampart
#

Interesting, and what if i add planets? Do they just also get uploaded and you can only see them when also having such a mod?

hearty wasp
#

well people wouldn't be able to see em without mods because they wouldn't get generated would they

fathom rampart
#

Also a quick question as a beginner, is there an easy way to find out which pak file holds what i want to change?

hearty wasp
#

AMUMSS's explorer

#

search on Nexus for AMUMSS

fathom rampart
#

got that

#

pc banks explorer .exe?

hearty wasp
#

ye

fathom rampart
#

Tried it shortly but i sounded to me like it was for exploring after i unpacked all of it

hearty wasp
#

it's not

fathom rampart
#

oh the pak-ist tab i guess?

hearty wasp
#

ye

fathom rampart
#

Thanks ^^

hearty wasp
#

and you search for the file

fathom rampart
#

oh nice tool

smoky wing
#

@hushed bronze I have it substituting the average of the space colors in place of skyupper. It’s linked to the sky’s alpha, so the more transparent the more the space color shows. I also made it try to match the brightness of the normal night skyupper color. That should make it work well with your existing mods, including the semi-transparent skies. Or other mods like the darker values of Lo2k’s natural nights.

hushed bronze
#

Oh BTW @smoky wing , there's one other very related shader oversight that may be relatable/similar enough to your night color fix to be done "relatively easily"

Filter bugs ignored, the ambient colors of the planetary system while flying around in the starship in space seems to be locked to white, and not linked to suncolour or any other space color

#

Averaging which space colors? there are 11 of those iirc and they could be an issue just taking all of them

smoky wing
#

The ones used in the current star system

hushed bronze
#

I didnt mean 11 palettes, I meant each palette has 11 color factors

smoky wing
#

In the shader there are 3 for the current system. Maybe those are procedurally selected

hushed bronze
#

Its been a while so i dont remember the exact name but there are three specific to which colors are visible from the ground at night, thats probably the logical selection

smoky wing
#

Ahh, I get what you’re saying. Yes, those three are just referred to as something like SpaceSkyColour1-3, the others are things like SpaceFog… etc

hushed bronze
#

I think they get named top-bottom-mid, but yes,

#

Anyway what of the full space ambient?

#

I did a test a long time ago where I zeroed out all of the space sky colors. Everything except the background starfield and the powerful white ambient light disappeared, even the sun

#

So there's no sun, no "space colors" at all, not even nebulae, and theres still a solid white color stuck in the mix somehow, I tred to find a traditionally-accessible source for that light, but never succeeded, I assume its in the shaders somewhere

smoky wing
#

Well I can try to look around for it in the older source, but it’s not currently a priority. It’s likely in a different shader

hushed bronze
#

What are your current targets?

smoky wing
#

Light_frag_sunlight ones, which I also had to mod for part of the water mod effects so I’ll have to figure out what to do about that

fathom rampart
#

Can i mod the nanites gained per upload?

fallow meadow
steel crypt
#

I suspect it's in the reward table. I see lots of things that give nanites. Just skimming through it, I didn't notice any reward name that I knew was for uploading. Maybe it's easy to identify....some names in there, I don't know what a lot are for. @fathom rampart

fathom rampart
#

Ill have a look tomorrow, thx walker

midnight roost
#

Is there any downside to using mods? Like achievements being locked or stuffing up co-op etc?

#

I play casually with my gf and would like a few graphics mods and the companion unlocker one but don't want to change the experience if she doesn't get them

hushed bronze
#

A bit long but it tells you basically everything you could want to know

midnight roost
grand schooner
#

any mods that make exotics easier to find?

#

like increase spawn rate?

random badger
#

It puts ship outfitters in freighters and it'd save a bunch of time for me.

gilded iris
#

I saw a mod for a uni wheel exocraft on YouTube. Which mod is that?

honest herald
#

I can control which kinds of ships spawn in a system

#

Practically it would make exotic easier to find

#

It doesn't actually spawn ships faster

grand schooner
#

I don’t want them all to be exotics but I was just looking for the percent to be like 10% instead of the normal one

honest herald
#

Unfortunately I cannot figure that out yet

grand schooner
#

Also I want it to keep the same ships in each system and not add another exotic to the pool

honest herald
#

I can probably do that. Will take a few because I have to figure out what the normal rates even are

#

My current script is just something I throw in temporarily when trying to find a specific kind of ship

#

Wipes out the others

#

I'll look into the nat spawn rates

grand schooner
#

yeah sure take you time. I don’t need it right now since I’m more focused on fauna and fighters atm

vale iron
#

You can't do that unfortunately. If you change the ship ratios, it changes the seeds in the system and you get different models

#

I have one that increases the traffic, which effectively increases your chances of seeing one, but it's still low odds compared to what you want @grand schooner

vale iron
honest herald
vale iron
#

I didn't either until someone reported it on one of my mods 😦

honest herald
#

What other data factors into ship seeds? I know I got away with maxing inventory and class and stats. Surprised I can't change ship distributions.

vale iron
#

I only know of that in SOLARGENERATION that does, I guess along with the model cache variable

honest herald
#

I mean I just did change ship distributions for @grand schooner (was returning to drop off that file), but I didn't know it changed seeds or that Mac was looking for a ship in a specific system.

vale iron
#

I think when I changed the spawn frequency that was ok, but that affects all ships

honest herald
#

Wait by spawn frequency do you mean the distribution of different ships that spawn or the rate at which they spawn?

vale iron
#

You were changing this section, right? <Property value="GcAISpaceshipWeightingData.xml"> <Property name="CivilianClassWeightings"> <Property name="Freighter" value="0" /> <Property name="Dropship" value="100" /> <Property name="Fighter" value="50" /> <Property name="Scientific" value="50" /> <Property name="Shuttle" value="100" /> <Property name="PlayerFreighter" value="0" /> <Property name="Royal" value="1" /> <Property name="Alien" value="0" /> </Property> </Property>

honest herald
#

That must be LUA. Mine is doing this in C#:

        protected void MoreExotics(mbin_gl.GcSolarGenerationGlobals mbin)
        {        
            foreach(var spaceship in mbin.SpaceshipWeightings) {
                
                var oddsWeight = spaceship.CivilianClassWeightings;
                oddsWeight[(int)ShipClassEnum.Royal] = 50;
                
            }
        }
#

Same idea

#

Pretty sure it';s the same target

vale iron
#

Ahh yeah, I haven't gotten into the C# stuff yet

hearty wasp
#

That's not lua, but exml

honest herald
#

So if I change those values in your EXML, that changes ship seeds or not?

vale iron
#

The safe part, I think, is right before that <Property name="SpaceshipSpawnFreqMultipliers"> <Property value="0.5" /> <Property value="2" /> <Property value="5" /> </Property>

#

Changing what you change now will change the seeds, I believe

honest herald
#

I see, cool. Thanks for the protip. What do the 3 properties of SpaceshipSpawnFreqMultipliers reference?

vale iron
#

Those are for economy tiers

honest herald
#

Oh nice

#

So you have 5x the rate of ship spawning in tier 3?

vale iron
#

I don't think it's a linear change, but I was definitely able to get results by changing between .01 and 10, for example

honest herald
#

And that increases how fast ships cycle in stations?

#

Or just how quickly they show up?

vale iron
#

Hold on, let me get you my frequency mod

honest herald
#

I had not yet noticed that variable

#

Now that I know its name, I see it in my library

#

So many variables lol

vale iron
honest herald
#

Righto, thanks. I'll check it out. So does it make ships leave faster, too, or just arrive more often?

vale iron
#

Both

honest herald
#

Sick

#

That can help my friends on console

#

I was so sad when I discovered they couldn't see my beautiful 48 20s with max everything everywhere

vale iron
#

Yeah, I hope for a console modding world one day

honest herald
#

Lol I was so excited when they were able to join my modded game and the letdown was devastating

#

But it is still cool we can freely play cross mods

vale iron
#

Yeah, would severely limit mod usage otherwise

honest herald
#

Definitely.

#

Hey maybe you know the answer to another question I have

#

I wrote one mod that sets all spawned ships to 48 : 21 by default (legit ingame upgraded max), but when I do this, it automatically generates a 4th row of available tech slots that shouldn't exist

#

I'm currently working around the issue by spawning them 48:20 (I can live through one upgrade), but I'm wondering if you know of another workaround, like a "preventOpenSlotsOnSpawn" flag.

vale iron
#

That's weird. I don't know of anything for that, but I'll keep my eyes open. I would think the section that sets max slots would cover that

honest herald
#

It's mbin.GenerationData.GenerationDataPerSizeType[SizeTypeEnum.FgtSmall] and such; but it only contains MinSlots MaxSlots MinExtraTech MaxExtraTech afaik.

#

Yeah it's nbd but I was curious.

honest herald
#

So confused... So I have this:

EBIN:3.53.0.2
METADATA/REALITY/TABLES/INVENTORYTABLE.MBIN
GcInventoryTable
    Table List<GcInventoryTableEntry>[33]
        [0] GcInventoryTableEntry
            Id = "ALIEN_SMALL"
            MinSize = 7
            MaxSize = 12
            LayoutSizeType GcInventoryLayoutSizeType
                SizeType = SizeTypeEnum:AlienSmall
.......

called by this:

var mbin = Mbin<mbin_gc.GcInventoryTable>(
                "METADATA/REALITY/TABLES/INVENTORYTABLE.MBIN"
            );
mbin.Table
..........................

And mbin.Table is perfectly fine. (Upcoming but).

#

But I have this:

EBIN:3.53.0.2
METADATA/SIMULATION/SCENE/EXPERIENCESPAWNTABLE.MBIN
GcExperienceSpawnTable
    FlybySpawns List<GcAIShipSpawnData>[1]
        [0] GcAIShipSpawnData
            Message = ""
            OSDMessage = ""
            Shortcut TkInputEnum
                InputButton = InputButtonEnum:None
            WarpIn = False
            Role GcAISpaceshipRoles
                AIShipRole = AIShipRoleEnum:Standard
            MinRange = 200
            Scale = [1, 1]
            Reward = ""
            RewardMessage = ""
            AttackFreighter = False
            Spread = [20, 30]
            Count = [1, 3]
            StartTime = [0, 0]
            SpawnShape = SpawnShapeEnum:Sphere
            Performances GcShipAIPerformanceArray
                Array List<NMSTemplate>[1]
                    [0] GcDoShipFlybyOverhead
                        Length = 2000
                        Offset = 200
            ChildSpawns List<GcAIShipSpawnData>[0]
........

attempting to be called by this:


var mbin = Mbin<mbin_gl.GcDebugOptions>(
        "METADATA/SIMULATION/SCENE/EXPERIENCESPAWNTABLE.MBIN"
);
            
mbin.FlybySpawns

And mbin in the second case has no access to FlybySpawns.

#

(Different functions in entirely different classes, nonglobal.)

#

Data structure looks identical (to me) but accessing them identically is not workin 😭

vale iron
#

I don't know the c# way of doing things yet, but these don't seem to match up GcDebugOptions>( "METADATA/SIMULATION/SCENE/EXPERIENCESPAWNTABLE.MBIN"

honest herald
#

Oops wait

#

Yeah I think you're right

#

Literally just noticing that

#

Needs to be this Mbin<mbin_gl.GcAISpaceshipGlobals>

#

derp

#

Hey hey hey

#

We have liftoff

#

We're golden

#

Alrighty, testing, crossin' fingers.

vale iron
#

The change is most noticeable in stations, fyi. You should get up to about 50 ships every 10 minutes with the mod.

honest herald
#

Oh this is friggin beautiful

#

C# for NMS Mod Builder of your code @vale iron:


using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;

using nms     = libMBIN.NMS;
using mbin_gl = libMBIN.NMS.Globals;
using mbin_gc = libMBIN.NMS.GameComponents;
using mbin_tk = libMBIN.NMS.Toolkit;

namespace cmk.NMS.Scripts.Mod
{
    public class MoreShips : cmk.NMS.ModScript
    {
        protected override void Execute()
        {
            ModifyExperienceSpawnTable();
            ModifySpaceshipGlobals();
        }

        //...........................................................

        protected void ModifyExperienceSpawnTable()
        {
            var mbin = Mbin<mbin_gc.GcExperienceSpawnTable>(
                "METADATA/SIMULATION/SCENE/EXPERIENCESPAWNTABLE.MBIN"
            );
            
            mbin.OutpostSpawns[0].Count.x = 3;
            mbin.OutpostSpawns[0].Count.y = 3;
            mbin.TraderSpawns[0].Count.x = 2;
            mbin.TraderSpawns[0].Count.y = 2;
            
        }

        //...........................................................

        protected void ModifySpaceshipGlobals()
        {
            var mbin = Mbin<mbin_gl.GcAISpaceshipGlobals>(
                "GCAISPACESHIPGLOBALS.GLOBAL.MBIN"
            );
            
            mbin.FillUpOutposts = true;
            mbin.MaxNumActiveTraders = 30;
            mbin.SpaceStationTraderRequestTime = 1;
            mbin.TraderArriveSpeed = 1000;
            mbin.TraderArriveTime = 1;
            mbin.ShipSpawnStationRadius = 1000;
            mbin.DockWaitMinTime = 20;
            mbin.DockWaitMaxTime = 20;
            
        }
    }
}

vale iron
#

Thanks for sharing. Doesn't look too different. I'm sure I could adapt to that if needed.

honest herald
#

I changed DockWait to 20s flat

#

It's so fast.

#

❤️ Gumsk thanks.

#

My friends will benefit tremendously

vale iron
#

No problem 🙂

honest herald
#

Grind is so brutal in so many games 😭

#

It's like they want us to feel like we're still in real life.

#

There is no way to spawn specific classes for other (unmodded) players is there?

#

I'm guessing no, but I gotta ask.

vale iron
#

Not that I know of. I'm still surprised that spawning frequency is effective for other players

honest herald
#

For sure. Other generators like wildlife obviously don't work.

Next goals: Can I maximize freighter spawning stats, and can I force the upgrades to have max stats?

#

Gonna start with goal A because I feel A has to be near my max ship stats in mem

#

upgrades are a mystery

#

But they are annoying

#

lol

#

No more 202 LY Hyperdrive upgrades for me, please...

vale iron
#

You can force the upgrades to max, yeah. I think the AMUMSS sample library has a script that does that, which you could adapt to C#

honest herald
#

siiiick

#

I will grab AMUMSS and check out their samples.

vale iron
#

I think the process is open procedural technology table, scan for each upgrade, grab the max value, set the min value equal to that

honest herald
#

Sounds about right

#

Just gotta figure out what all the objects are named

vale iron
#

How are you doing it now? Do you look at the EXML?

honest herald
#

Mod Builder has a built-in library of game data

#

Searchable

#

I just search words I imagine to be relevant if I don't have a template to go from

vale iron
#

Ahh, I need to download that and get comfortable enough to help people with it

#

There must be a way to view the decompiled EXML in modbuilder

honest herald
#

Searching for stuff relevant to procedural tech yields this:
libMBIN.NMS.GameComponents.GcProceduralTechnologyTable

#

Guessing I'm gonna need to start there.

#

Oh I see

#

I think I have extra tabs I didn't notice

vale iron
#

Yeah, see if you can get the EXML for that table. Your life will become infinitely easier

honest herald
#

I gotcha

#

I think I found that data

#

Thanks

#

Previously was debugging everything xD

#

"Okay, now what the heck does this object have?"

#

"Name of another Object, great."

#

"Ooo, a list, we can work with that!"

#

"Numbers! Recognizable! Yay!"

#

Also didn't realize before but the references are hyperlinks

#

They take me straight to the extracted pak info.

#

On double-click

#

(No visual indicator they are links)

vale iron
#

That would probably be good feedback

honest herald
#

Yeah, once I don't feel like it's mostly user error, I'll probably mention a couple things for the creator

#

Overall, though, with no experience with AMUMSS to compare, I will say it's pretty effective as a tool

#

Very helpful layout, intuitive

vale iron
#

It sounds like it

honest herald
#

Had no clue what I was doing and just made stuff work from general C# awareness and the examples, so it's well-made for sure

vale iron
#

Right now I'm still using a combination of modding station to browse the file structure, pc banks explorer to search for things, and AMUMSS to make the mod

#

Oh, and windows grep

honest herald
#

Word, I do everything in Mod Builder

#

Seems like a one stop shop

#

No need for any terminal commands yet

#

As I said, built-in search has been super helpful for figuring out how data elements connect to each other

honest herald
#

(Feel free to ignore questions if you're busy, no offense taken, but if you're bored enough...) Any idea if _3rdPersonUpOffsetRollChangeSpeed is the variable for increasing roll speed? I really wanna roll faster haha.

vale iron
#

No clue, but it sounds a little off. I'll look at the global to see if anything stands out

honest herald
#

Oh man that was so hard to find... So, anyway, I looked at AMUMSS for the template to max upgrades but could not find it (least not in latest release). Didn't want to admit it (haha), so I kept chugging, skimming through what I think we're calling the EXML (which is awesome), wondering why I couldn't make sense of how to access METADATA/REALITY/TABLES/PROCEDURALTECHNOLOGYTABLE.MBIN. Discovered another Object with actual accessible data called, METADATA/REALITY/TABLES/NMS_REALITY_GCPROCEDURALTECHNOLOGYTABLE.MBIN. Both of these are GcProceduralTechnologyTable objects, but only one seems useful. Ugh.

#
UP_LASER1
    Weapon_Laser_Mining_Speed
        0.9
        0.95
    Weapon_Laser_HeatTime
        1.05
        1.15
....

Oh, yes, we are in business.

#

Wait. Hmm.

#

Okay, incorrect. Haha.

#
        protected override void Execute()
        {
            DestroyBadStats();
        }

        //...........................................................

        protected void DestroyBadStats()
        {
            var mbin = Mbin<mbin_gc.GcProceduralTechnologyTable>(
                "METADATA/REALITY/TABLES/NMS_REALITY_GCPROCEDURALTECHNOLOGYTABLE.MBIN"
            );
            
            foreach(var upgrade in mbin.Table) {
                
                foreach(var statLevel in upgrade.StatLevels) {
                    
                    statLevel.ValueMin = statLevel.ValueMax;

                }
            
            }            
            
        }
#

Useful, but not what I meant to do.

#

This works as a temporary patch to all existing equipment, making all gear maxed while patch is active.

#

Need to get into the generation data differently...

#

Any ideas on where to find upgrade gen data?

vale iron
honest herald
#

Yeah that's just not generative like METADATA/REALITY/TABLES/INVENTORYTABLE.MBIN

#

My ships purchased while editing METADATA/REALITY/TABLES/INVENTORYTABLE.MBIN retain maxes after mod is gone, but upgrades purchased after modding METADATA/REALITY/TABLES/NMS_REALITY_GCPROCEDURALTECHNOLOGYTABLE.MBIN (both in REALITY) will revert to some hidden "real" value of that upgrade.

#

So strange

#

I mean I don't mind always running the mod but it would be nice to get at the generation factors

steel crypt
#

@vale iron Hey, since you're the official NMS info sage......
I haven't studied this much, but do you know what controls the walking/running speed of pets? Is it just the creature's inherent speed before becoming a pet? Are there seperate controls for pet vs creature speeds?
I'm wondering because I would like to maybe increase the pet's speed when the player is riding and only then. Not when it's a creature (not pet)

honest herald
#

Alrighty, giving up on finding Upgrade generation data. Couldn't find yours, either, Jason, only broad movement speed for creatures. However, if that data is used for generation, you could enable the mod, get a fast pet, and disable the mod. I do not know if it works that way. Never tried playing with those factors. They're in METADATA/SIMULATION/ECOSYSTEM/CREATUREDATATABLE.MBIN

#

Can't hurt to try it. @steel crypt

vale iron
grand schooner
#

Hey guys sorry for not talking through figuring out how the ship generation mods work. I just woke up but @vale iron that mod is what I really wanted, just didn’t know it existed.

#

Tysm

vale iron
#

No problem, glad it helps

grand schooner
#

Is there a good tutorial on how to create mods for nms?

#

or maybe for another game that I could translate to nms?

vale iron
grand schooner
#

Oh sweet ty

honest herald
#

I tried

#

Buahahahahaha

#

I failed at Upgrades, but I found roll speed. It's one of these things I'm doing:

    mbin.ControlLight.PlanetEngine.RollAmount *= 10;
    mbin.ControlLight.PlanetEngine.RollForce *= 10;
    mbin.ControlLight.PlanetEngine.RollAutoTime /= 10;
    
    mbin.ControlLight.SpaceEngine.RollAmount *= 10;
    mbin.ControlLight.SpaceEngine.RollForce *= 10;
    mbin.ControlLight.SpaceEngine.RollAutoTime /= 10;
    
    mbin.ControlLight.MaxTorque = 10000000;
#

lmao those adjustments are extremely excessive. I wanted to be sure it worked. Now I'm nauseous.

#

Maybe * 3. Haha.

vale iron
#

You'll want to change the values for control and controlheavy as well, to get all ship types. Controllight is just for fighters and exotics, I believe

honest herald
#

I did, thanks

#

I just didn't want to spam too much code.

vale iron
#

And that c# version looks a lot cleaner than how I had to get at it in LUA!

honest herald
#

Yeah I like the C# better than what I've seen from LUA

#

Personally

#

Obviously subjective but meh

#

probably just more nostalgic for me

#

I could clean this up further and just say var lightEngine = mbin.ControlLight.SpaceEngine

#

Probably will

#

Mmm 3 feels nice. Much better than vanilla.

#

Kinda wanna see if I can get it to accelerate slower but to a higher max

#

Gotta work out these value meanings

honest herald
#

Okay, as far as I can tell, RollForce and RollAutoTime do virtually nothing for my roll speed. It's all RollAmount and MaxTorque. Reducing MaxTorque by a factor of 100 made me unable to rotate at all. Increasing it seems to increase upper bounds on how fast I can get nonlinearly. RollAmount definitely accelerates roll speed. I went with this:

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;

using nms     = libMBIN.NMS;
using mbin_gl = libMBIN.NMS.Globals;
using mbin_gc = libMBIN.NMS.GameComponents;
using mbin_tk = libMBIN.NMS.Toolkit;

namespace cmk.NMS.Scripts.Mod
{
    public class Rolling : cmk.NMS.ModScript
    {
        protected override void Execute()
        {
            
            var speed = 4;
            
            RollFaster(speed);
            
        }

        //...........................................................

        protected void RollFaster(int adjustment)
        {
            var mbin = Mbin<mbin_gl.GcSpaceshipGlobals>(
                "GCSPACESHIPGLOBALS.GLOBAL.MBIN"
            );
            
            // engine
            var light = mbin.ControlLight;
            var medium = mbin.Control;
            var heavy = mbin.ControlHeavy;
            
            // engineContext
            var lightPlanet = mbin.ControlLight.PlanetEngine;
            var lightSpace = mbin.ControlLight.SpaceEngine;
            var mediumPlanet = mbin.Control.PlanetEngine;
            var mediumSpace = mbin.Control.SpaceEngine;
            var heavyPlanet = mbin.ControlHeavy.PlanetEngine;
            var heavySpace = mbin.ControlHeavy.SpaceEngine;
            
            // MaxTorque
            light.MaxTorque *= adjustment * 300;
            medium.MaxTorque *= adjustment * 300;
            heavy.MaxTorque *= adjustment * 300;
            
            // RollAmount
            lightPlanet.RollAmount *= adjustment;
            lightSpace.RollAmount *= adjustment;
            mediumPlanet.RollAmount *= adjustment;
            mediumSpace.RollAmount *= adjustment;
            heavyPlanet.RollAmount *= adjustment;
            heavySpace.RollAmount *= adjustment;
            
        }
    }
}
glossy patrol
#

anyone have any recommendations for shaders that work with prisms, trying to make it as cinematic as possible

leaden laurel
honest herald
#

Could not find it.... May have overlooked.

grand schooner
#

alright well using the companion mod I can't seem to interact with birds atm. idk if im not getting close enough but I haven't been able to do anything with them

#

but I am able to interact with ground animals like the mole

leaden laurel
leaden laurel
grand schooner
#

yeah kinda sucks especially because they said it was part of the mod :/

leaden laurel
grand schooner
#

I’m not sure. I’ve gotten right next to them and still nothing

#

I think it may be broken atm

#

Idk how to code either

leaden laurel
#

It does have birds in there, maybe not all of them are in there?

grand schooner
#

idk every bird I have encountered hasn’t been tameable

#

I posted a comment on the mod asking the author of something is up with it. I’ll see if they respond at some point

grand schooner
#

Also tried underwater animals and it didn’t work. There must be something up with the mod

honest herald
#

I wrote a mod that makes upgrades have max stats but it doesn't make maxed items, it makes normal items and then maxes them only in RAM

#

I want the upgrades to be persistently maxed post mod instead

#

But couldn't figure it out

honest herald
rapid sandal
honest herald
#

@rapid sandal Oh, are you the guy who makes that?

#

Sure enough, uploaded by cmkushnir, I see it. What an awesome tool, really appreciate your hard work, for real.

merry wasp
#

haven't tried the new mod builder

#

seems really great tbh

#

not sure if i'll step down from using luas tho atm , still seems great for a quick test mod 😄

honest herald
#

All about comfort with command syntax tbh. But Mod Builder has been very intuitive for me.

#

There is a built-in section for simply testing the mod code, which is super handy.

alpine kayak
#

Hi folks. Is there a launcher or similar tool to run vanilla and modded side by side so you can choose which one at startup? And possibly have profiles for different modded versions?

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Also curious about the “must haves” for new modders

heavy merlin
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Mods usually just go in the mods folder, so you can rename the folder(s) to switch between sets.

alpine kayak
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Right. Do these get created as sub folders? Or do you mean renaming the MODS folder itself? Was also hoping for an easy UI

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Also, what happens to save files in this scenario?

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Should I use Vortex? Or another mod manager?

fallow meadow
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Be wary of the imposter MODS folder, you need to create/use the one within PCBANKS.

fallow meadow
merry wasp
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meh

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i use vortex tbh

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notifies me when mod updates

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even though i can recompile them myself these days

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XD

alpine kayak
merry wasp
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it works well

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never used profiles tho

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always use 1 anyway

grand schooner
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do you use the MBINCompiler and the NMS modding station?

merry wasp
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modding station is a good start

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but went over to ASMUSS for ease of use

alpine kayak
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Do I need both? Not looking to create mods yet. Just wanting to explore

merry wasp
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once you get the la part down it's easy to update your mod

grand schooner
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so should I use ASMUSS?

merry wasp
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try whatever suits you best

grand schooner
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lol idk what each do tbh

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just got on the modding basics page on the nms wiki

merry wasp
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i went modding station first -> ASMUSS after

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but that me

fallow meadow
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Modding Station is likely easier to just start out with and explore a bit. Once you get into creating mods, AMUMSS might be a welcome change if you prefer LUA and it's tools.

grand schooner
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alright ill try the station first ty

merry wasp
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didnt it get updated recently too?

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think i even dld the new version :p

fallow meadow
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Modding Station comes with PSARC built in, so all you need to include is MBINC and your good to go. Unpack all the files, explore, decompile MBINs, check the resulting EXMLs

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Modding Station has been on 1.3.0 for as long as I recall. I have older versions only from somewhere in 2018

grand schooner
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do I download all 5 of these?

fallow meadow
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just the exe

grand schooner
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ok

merry wasp
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oh i meant NMS mod builder

alpine kayak
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Wow. That escalated quickly. 🤣

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Anyone able to help a noob?

merry wasp
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!nmscelimk

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wrong link

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!moddinglink

hardy auroraBOT
merry wasp
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more people there

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and more expertise

grand schooner
fallow meadow
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NMS Mod Builder is another tool, not required for Modding Station at all, but feel free to try it

merry wasp
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mod builder is an "alternate" version for the mod station if i read it right

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can't say for sure tbh haven't really tried it

grand schooner
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so it's not asking for directory to my MBINCompiler. I have them in the same folder. would that be why?

merry wasp
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might be

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again haven't used mod builder yet only station

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for NMS modding station at least you set most stuff up via

grand schooner
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yeah I think im unpacking them atm but it seems to be stuck at 20%

merry wasp
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don't worry

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take a while

grand schooner
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nvm it's at 40 now

merry wasp
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again as i mention before try modding discord

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more people there to help

grand schooner
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im sorry I will probably ask a lot of questions. I'm not great with computers

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but I want to try this and see what I can do

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and I'll try there too

merry wasp
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do that as i might not be the best as i'm not the "most" experienced and also most of those tool creators are on there too

grand schooner
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oh cool

merry wasp
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so tool related questions and isues can be resolved faster

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usually

grand schooner
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good to know ty

grand schooner
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so I have notepad ++ but the EXML files don't open with it. they open with normal notepad

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is there a way for me to change that?

grand schooner
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do I do that within the mod station or do I have to tell notepad to open them elsewhere?

merry wasp
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via windows

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right click on a file with exml file type

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click properties

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and click the change button seen here

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and locate notepad++

grand schooner
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so like this?

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weird so I changed what opens it but through the mods station it still opens with normal notepad

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but if I just go to the folder where it is it opens with notepad ++

merry wasp
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last option

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don't forget that either in the mod station

grand schooner
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the exml editor?

merry wasp
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ye

grand schooner
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oh so set that to notepad ++

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i see

grand schooner
merry wasp
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gl

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ill be off now

grand schooner
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alright see you later. thank you again!

grand schooner
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well actually the part where you interact with the animal is sometimes not where the actual animal is

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for the flying worms it was way beneath

grand schooner
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can anyone tell me what this line does in GCCREATUREGLOBALS.EXML: <Property name="PetEggModificationTime" value="5" /> ?

vale iron
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That's how long the sequencer takes to apply modifications, I think. But I could easily be wrong on that one

grand schooner
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well there is only one way to find out

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yeah that's what it is

honest prism
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do i extract the zip files for the mods or nah

vale iron
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Yes, you need to put the PAK file from the ZIP in the PCBANKS\MODS folder

honest prism
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ah alr

leaden laurel
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Is air the new cool? 😛

merry wasp
honest herald
leaden laurel
honest herald
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Has anyone here ever gone back to vanilla after getting into modding in this game?

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I was thinking about writing a helper exe for enabling and disabling mods, but why?

vale iron
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I often play a vanilla save, like when expeditions came out

honest herald
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Really?

leaden laurel
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Yeah, on every update, tbh since the last two updates, I don't really feel the need for any biome mods, still don't use them anymore.

honest herald
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I mean there are mods I would disable, but I could never imagine playing without flight improved, e.g.

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Flight improvements are just so addicting

vale iron
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Yeah, but I don't know that I would use a helper app; I just move everything to a Backup folder

honest herald
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And it meshes with other people

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No conflicts online

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Why ever disable?

vale iron
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New update, mods broken

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But you want to consume the content

leaden laurel
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Lod mods are what I'm after, and Rayrods make muddy terrain not muddy one 😄

honest herald
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I would not use a helper because I virtually never disable or enable all mods simultaneously now

leaden laurel
honest herald
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But yeah I could see disabling the ones that aren't immediately patched

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Yeah in some games I might go back and forth regularly but in this I just can't imagine ever wanting to do that. Was curious about others' feels

vale iron
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I think the people that know enough and have a desire to enable/disable would probably prefer to do it manually themselves

honest herald
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Totally fair

vale iron
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But sometimes it's worth it just to make something. I don't think hardly anyone wants this lonely galaxy modpack I'm working on, but I'm making it anyway

honest herald
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Hahaha fair enough

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I mean I saw that one new guy ask about apps to choose whether to load the mods, and I was thinking I could easily rework an old program to serve that purpose, but I can't imagine anyone who has more than a few days experience with NMS mods would ever want to run modless by choice. Maybe on Patch day, but by choice? As a regular thing? Does anyone do that? Why play vanilla when you can roll 4x faster and not grind your life away so much? Haha

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I just don't see the appeal or incentive for routine disabling

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Game is just better now

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Afaic

vale iron
# leaden laurel What's this about?

What, lonely galaxy? It's no exosuit voice, almost every system is uncharted or abandoned, fewer NPC pilots, bigger systems, fewer asteroids, maybe a couple of other things

fathom rampart
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Are there mods that makes searching for multitools easier? (I found some ways of making ships easier but not this)
Smthing like teleporting or preview of the planet's multitool model

vale iron
fathom rampart
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Build a portable Buystation or smthing?

leaden laurel
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Nice Gumsk, I would try that mod for sure.

fathom rampart
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Idk at what point i have to look into trainers and not mods anymore ^^

vale iron
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It sounds like you might be at the point where the save editor is better for you

honest herald
leaden laurel
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I also feel that there are probably to many stations and alien life, it's rare to find a system that is uncharted. I hope the update allows us to build a space station in uncharted space, would be cool.

honest herald
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I might be able to figure it out if you want it