#nms-modding
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Yeah word
Sorry
Not sure about that
You could search for seeds online
And save edit your weapon seed
Thing is i dont wanna go for things people found but finding things myself and maybe share em ^^
@leaden laurel Message auto-deleted
Word i mean you probably gotta wander on vanilla generation to help people that way
what did you link?
Ugh, anyways, No man's sky creative and sharing hub discord, have tonnes of seeds there for everything.
dm it please :)
Probably my bad for linking another discord here, but I figured since it is a proper one I could lol.
Sorry. ๐
Its a blanket auto-delete with a few exeptions
Is there a mod that puts info like the curren region, spectral class, number of planets/moons, etc on one screen?
Opening all the menus to get that info is a PITA
well, the galaxy map itself, + the expanded solar system info panel can get you all the ones you mentioned, not sure what else you were thinking about
UI mods aren't common, so i'm not sure how much could be achieved/that's not behind the exe
@vale iron thanks that method for transferring Gamepass Saves to Steam worked perfectly
As a side note - the Id to ID wasn't necessary - all the names had the same format - all that was needed was the UID and USN replacements, though the USN was the same for both and I didn't need to do that
I think the latest NomNom might have fixed the ID case thing. Glad to hear it worked so well
Also, i noted a remark in the comments on reddit -replacing all worked fine
Modding ship models is pretty hard, and freighters are a decent amount more difficult that that, from what little I've seen
Yeah
@vale iron I installed your Epic Modpack and want to edit the rank progression back to the default. Do you know in which .lua I can find the appropriate values?
That should be in the GPlayer LUA, though looking at it now, I don't think it's been changed from vanilla. I must have changed it back at some point
Thank you very much! It means a lot to hear that
I toned down the jetpack and movement a little bit
Thank you very much for all the hard work you put in for the community
What modpack? Sounds interesting
you can certainly try to make one
There was, a Star Trek one I think.
Oh? Nice. I might try it again.
Sorry I didn't see your question earlier. It's literally called "Gumsk Epic Modpack" ๐
Aahh thank you, taking a look :D
I like it so far, it's a grand collection of cool nice-to-haves and also QoL improvements... a little cheaty though. (;P Sorry Gumsk)
Any good VR mods/settings that remap or add controls?
what line changes the time till you can hatch an egg?
I edited interaction distance but because that's the same file as the eggs it counteracted the instant egg mod
nvm got it
I'm looking at making a lite version without some things people consider cheating. What would you take out? And is there anything I should add?
@grand schooner I think you might be looking for this?
Hey guys, I just heard that there is a mod to enable glass wall base-building options in your freighter... Is that still active?
@elder iris yep looks good. it seems to be a terrain generation mod, so keep in mind that when playing with others with this mod enabled, the terrain others see might not be the same you see
also, when going from using the mod to not using the mod, keep in mind that terrain will change to vanilla settings, which might affect things like base positioning etc
i'd say that if i want to use terrain generation mods, i'd use a different save just for them, and would both take them out and use another save if i wanted to play multiplayer
theres so many mods that change the world generation though ahahah m not sure which one is the best
theres this one too
do you use one?
not atm no
for visuals, right now i'm using dud's sky colors, argh's water, rotating atmosphere, asteroid fields, relight, to name a few
duds sky colors is modular, so you can use one or more of its individual pak files
be sure to sort by last uploaded when browsing nexus mods for example, so you're certain that you're looking from newest to oldest (the older a mod is, the more likely it won't be compatible with the current game build)
you might also want to check out work from Lo2k, Gumsk, Exosolar, WinderTP
@dawn haven https://www.nexusmods.com/nomanssky/mods/1925
Thx.. will probably check that out ๐
@vale iron Would you mind letting me take a look at how you made black market stuff roll better? I want to see if it's the same as my method for maxing upgrade stats or if important differences can enlighten me.
Mhh, good question. I think infinite stamina and jetpack are a little too much. This is surely nice to have and convenient if you already have a mass of hours in the game. A slower gameplay is nothing you want if you already have hundreds of hours in the game.By making it infinite and also having the jetpack tuned up to "free flying/ max NITRO! ", how it is now in the mod, you don't have any progression in exosuit-upgrades anymore. This gameplay element therefore is skipped completely.
No falling damage is debatable. Cuts some survival aspect but you could also like it very much. << (I enjoy it)
The general enhanced movement speed is great to have, although I turned it down a little bit. Again I want to earn some upgrades for it while playing.
Everything else is quite okay* for me*. I like it that a lot of things are faster/ feel less grindy, otherwise I would play vanilla.
By the way: Did you also enhance the life support anywhere? Did Hello Games make normal mode easier? I have the feeling that I barely have to recharge my life support.
I'm on my phone, so can't get you the file right now. If you want to get all my LUAs, on NexusMods lookup GMods and there's a zip there with everything.
Yeah, the life support and hazard protection were tweaked. I found I could take out gplayer and that would get rid of a lot of what people might find objectionable, so I'll probably make a lite version. I might make one in the middle too
I looked into GGame Full 6500K.lua, GPlayer Epic.lua and GTech Full.lua and really couldn't find a whole lot tweaks to the life support
Is there any good explanation of the procedural generation of stuff (multitools)? Iam stepmodifications(dot)org but iam wondering wether there is more
Oh man guys. Is there any variant on something like Better Planet Generation that doesn't affect the terrain shape?
I love what they've done with colors and biodiversity, but many of my bases are floating or buried by changed terrain shape, which is less cool.
I don't mind an occasional tree through my base so much as the entire thing being 200 feet off the ground
Ignacio's biomes does not change ground shape? I'll try it! Thanks
This I can't tell for sure... the combination of those two works wonders for me
Actually they do change terrain shape
Hmmm
I'm reluctant to use anything like that because it complicates switching between vanilla bases and my bases
I only want plants and colors to change... Would cause far far less conflict
Oooooo Ignacio's pack comes individualized...
Mmmmmmmm
I'm trying DUD's colors... gonna combine with some of these Ignacio scripts and see what we get.
@vale iron is the next set of QS rewards already placeable in the build table?
Just wondering if those would need a separate patch when current tiers complete
I believe they are already in game
yep
can use save editor to teach yourself the recipes
Dear god AMUMSS conflict check takes forever
Tryin to repack Ignacio's minus the random caves
Though, that screenshot looks like the language files might not be updated for the items yet.
Okay I think I've got Ignacio's loaded. Not bad. AMUMSS home page is Morgan Freeman in Batman, btw...
Yes I previously had that but since my mod for changing pet interaction distance required altering the same file as that mod I had to change the egg timer values in my mod or else the values would return to vanilla
Ahhh I see, interesting. Also would you mind sending me a copy of your mod @grand schooner?
Thanks a ton for this. Appreciated.
@grand schooner do you have the lua by chance?
I donโt have it in a .lua. I created it in the mod station and it just turns it from EXML to pak
@marsh eagle has shared technical details about hauler proc gen before, prolly one of the most knowledgeable in the subject
Search his posts in either here or the modding server
Nice thank you, plenty of stuff to read up on
Oh they do have a reverse engineering channel
And they did already research some of the seed stuff, nice
Mmm I have a variation on Ignacio's pack working with Dud's Colors and it is nice. haha
cool, gratz that you could find a work around
I may try to mod Ignacio's for more trees ๐
Can someone point me to tree/plant object generation variables?
Trying to see what can be changed...
seems like none of the cave plants have language set to them, but the nexus parts do which is interesting
does anyone know of a mod that might make it easier to identify/find undiscovered flora and minerals?
mnn..yeah i don't think one exists. Damn. thanks anyway
may just need to look harder
try limiting your search in the creatures or gameplay category
if not, then it's truly tough titties
unfortunately that seems to be the case
I'm workin on somethin, will let you know if I make progress today. Seem to have access to a rangs of creature generation elements... Will look into it.
well i meant specifically plants and minerals, not creatures, but still interested nonetheless
Yeah I'm still not sure what's available. I have a mod that seems to be capable of increasing generation rates so I am trying to see if that's the case, and which library does that if so
these things come out next
was wondering if these are buildable yet
I'll check on save editor
They are
oki
Says NEXUS parts in the table
thx
Skimming through these now. Thanks.
Also not persistent... Just tried. No worries.
So, I've got animals spawning way more, but I cannot find similar fields for plants... anyone able to help me out there?
Oh man I may have found something...
Booooooo
I failed
lol
Trying to use stuff like METADATA/SIMULATION/SOLARSYSTEM/BIOMES/LUSH/LUSHBUBBLEOBJECTS.MBIN to change stuff like Landmarks[1].QualityVariantData.FlatDensity but unfortunately having no effect on density of objects in lush bubble places, just crashing me ๐ญ
Wish I could just find noob.treeGenerationRate and set that.
Does anyone know if there is a new or updated mod for removing the hazard effect overlay?
I think the older one is just a texture replacement, so it might still work fine
Alright il be sure to check it out , heard alot of people say it didnt work but you might be right
If not, report back and I'll look at updating it or contacting the author
So, I've been studying tree placement with and without various mods for hours, and I am starting to be suspicious that the density adjustments are not even working as intended, and that the only functioning aspects of the mods are changing the distribution of kinds of assets or making all of the assets bigger, which gives the illusion of density, but isn't really object density. I do not see definitively more trees using any of my downloaded mods or attempts at making mods that superficially seem like they would affect the density of these objects, since they target fields with names like "FlatDensity" in places like a folder of Biome data...
Can someone please for the love of Google hand me a .pak that definitively, tremendously, massively increases tree density everywhere and thus proves that I am crazy and actually there does exist a working field for tweaking that?
Well, first, just to be clear, I'm also talking about what several other mods, e.g. Ignacio's, are doing, but if you have time to humor me, THIS is what I'M trying:
var placeables = Mbin<mbin_gc.GcExternalObjectList>(ObjectListLocation);
foreach (var placeable in placeables.Objects.DetailObjects) {
var newCoverage = Minimum(placeable.QualityVariantData.Coverage * 3 / 2, 1.0);
var newFlatDensity = Minimum(placeable.QualityVariantData.FlatDensity * 3 / 2, 1.0);
placeable.QualityVariantData.Coverage = newCoverage;
placeable.QualityVariantData.FlatDensity = newFlatDensity;
placeable.MinScale *= 2;
placeable.MaxScale *= 2;
placeable.MinScaleY *= 2;
placeable.MaxScaleY *= 2;
foreach(var variation in placeable.QualityVariants) {
newCoverage = Minimum(variation.Coverage * 3 / 2, 1.0);
newFlatDensity = Minimum(variation.FlatDensity * 3 / 2, 1.0);
variation.Coverage = newCoverage;
variation.FlatDensity = newFlatDensity;
}
}
foreach (var placeable in placeables.Objects.DistantObjects) {
var newCoverage = Minimum(placeable.QualityVariantData.Coverage * 3 / 2, 1.0);
var newFlatDensity = Minimum(placeable.QualityVariantData.FlatDensity * 3 / 2, 1.0);
placeable.QualityVariantData.Coverage = newCoverage;
placeable.QualityVariantData.FlatDensity = newFlatDensity;
placeable.QualityVariantData.Coverage = newCoverage;
placeable.QualityVariantData.FlatDensity = newFlatDensity;
placeable.MinScale *= 2;
placeable.MaxScale *= 2;
placeable.MinScaleY *= 2;
placeable.MaxScaleY *= 2;
foreach(var variation in placeable.QualityVariants) {
newCoverage = Minimum(variation.Coverage * 5 / 2, 1.0);
newFlatDensity = Minimum(variation.FlatDensity * 5 / 2, 1.0);
variation.Coverage = newCoverage;
variation.FlatDensity = newFlatDensity;
}
}
None of those adjustments take
Example of ObjectListLocation: "METADATA/SIMULATION/SOLARSYSTEM/BIOMES/LUSH/LUSHOBJECTSFULL.MBIN"
Have you looked at all amumss lua scripts ?
I've been trying to find the right one for so long ๐ฆ If someone could just point me to a single lua that definitively works and produces an insane, undeniable increase in tree density, I would be so grateful.
I have looked in AMUMSS basic scripts and also Ignacio's and I've run a few other paks
I'll look through more of these, thanks, I had only begun to explore these, was following various other leads... Can you by chance recommend a specific file or three for this?
I can tell you I've got nothing, so you don't need to look in my folder
I DID notice immediately on glancing at AMUMSS that they have three files for plant size increase and 0 for density.
That was sus.
(In the basic examples, not your repo link.)
Then this is your file definitely
Oh, wow. I did not try this because the fields threw me...
"PatchSize"
Oh wow
Could it be that one variable?
Thanks for the direction, will try it.
The combination of multiple changes of these values gives the best result if you want denser AND larger forests.
Fun fact: 4 years ago mods already existed that changed these values but it somehow is forgotten knowledge now seems ๐
lol well to be fair I started playing NMS like 3 weeks ago
I'm late to the party.
Oh man I think it's doing things. Lmao I have tremendously affected tree placement... lol they're all gone at my base.
guessing my random test loop overdid patch size on other types of stuff
Round 2
I almost recommended the density list but I thought you were trying to do more specific things with the biome files.
Man I looked at it and just did not think that the fields sounded right
Omg it worked
Lol thank you @marsh eagle
Ugh so much easier than what I was trying to do, too.
Ahhh I love it my whole world is forest now lol
So you're telling me the whole reason I can't find a forest planet is they didn't allow for the CoverageType to roll Total for forests?
Man this is so awesome
My whole valley is a forest now. ๐ฅฒ
Yo could you make a park file for it
I'll DM you.
Do you want me to include the part that increases animal density?
I haven't done all animals yet.
But lots of lush ones are working.
ok thx i tried a few files a while ago but just gave up because most of them just made them all disappear entirely
just plants tbh
Okay.
Yes, my game is still running fine
I have a Ryzen 7 3800X and an MSI RTX 2080 Super Trio
Please let me know if you have any problems with that file in isolation. I'm guessing it won't conflict unless your other mods affect METADATA/SIMULATION/SOLARSYSTEM/BIOMES/PLACEMENTVALUES/SPAWNDENSITYLIST.MBIN.
On the subject of that file... @ all the more experienced modders... I do this:
var spawnDensities = Mbin<mbin_gc.GcSpawnDensityList>(spawnDensityListLocation).DensityList;
foreach(var spawnDensity in spawnDensities) {
if (spawnDensity.Name == "FOREST") {
spawnDensity.PatchSize *= 5;
spawnDensity.CoverageType = CoverageTypeEnum.Total;
spawnDensity.RegionScale *= 2;
} else {
spawnDensity.PatchSize *= 5;
spawnDensity.PatchSize /= 3;
}
}
That's fine, except I'm curious why modifying the CoverageType of virtually any other spawn density object in the spawn density list will cause the game to crash.
I tried modifying coverage of a bunch of other things (because the glowing mushroom trees don't get affected by forest coverage), but any other CoverageType changes beyond making forests Total seems to crash NMS.
Any ideas?
Slash anyone know exactly which GcSpawnDensity object actually affects prevalence of glowing mushroom trees?
Thanks for being the first tester, haha.
I don't suppose there's a mod that points out white grass planets, eh?
you supposed correctly
white grass planets would be hard to detect, they need a pale grass colour combined with a bright sky to blow it out to look white
from my experience they are a rare variant of blue grass planets, so you could use that to narrow down planets when scanning through systems
the other thing you could do is install a mod that basically sets the lush chance in systems to 100%, but of course then you are not in the vanilla systems anymore
but i feel you on this, searching for white grass planets is a hunt on its own, wish there was something out there
Anyone know the pet ids for abyssal horrors sand worms and sentinels for me to use in save editor?
Hello experts. Is there a mod that reduces the scanning time of fauna and flora to a less painful degree? โบ๏ธ
Found some on Nexus, but they are outdated.
Hi #nms-modding , I haven't tried NMS since the week it came out originally, but I hear a lot is better. I'm also thinking about trying some mods since they seem popular. Any recommendations? Maybe https://www.nexusmods.com/nomanssky/mods/1742 ?
Wow. Is that one working? I must have overlooked it. Will test it later. Thanks a lot! ๐
Was ready looking at how to mod myself just over this minor issue. ๐
Not sure, but it's pretty recent.
In general, all the mods that work seem pretty awesome. I prefer mods that do not affect terrain shape, because I like my bases to be vanilla compatible. Mods that affect wildlife generation and colors generally all improve the game. I use Dud's Colors and my own mod for increasing forest and animal generation everywhere. If your mod makes forests grow all over lush planets, I recommend it, haha. I do not know if your linked mod changes terrain. Does not claim to do so. Fortunately, they release a version where you pick your paks, which makes it likelier you could mod in a vanilla friendly way.
In this game, unlike many other games, a lot of mods allow smooth interaction between modded and unmodded players.
Changes to terrain are a notable exception... if you change your terrain, your bases will probably look messed up to other people.
I tried a terrain mod and wound up in the sky on one base and buried underground on another. And, not in the cool, "Oh, bunker base now," way, more the, "Crap, buried alive, good thing I have a terrain manipulator," way.
Flying is unreasonably slow and barrel rolling is shameful so you will probably want a flight mod. ๐คฃ
Tested it. Unfortunately crashes the game. This kind of mod breaks with every game update.
I got it working
This I think.
Awesome! Again... will test it a bit later. ๐
I am a n00b in this. Can I use the .lua the same as the .pak?
Lua is used with Amumss, it is basically a script that builds the mod for you so as soon as mbincompiler gets updated after each mod, you are able to build new mods yourself by just double clicking the buildmod.bat file
๐ Man, I need to learn how to do this.
Scripts goes into the CreatedModPAKs folder
It is really simple, once you want to get into it DM me any time and I will help you, I am no expert, but know just enough to get by. ๐
I was about to unpack some game resources the other day. Realized I need to free up HDD space first.
@serene goblet also have a look here and bookmark it, so many nice scripts (mods) in there
Awesome. Thanks. Didn't know this one.
FYI, there is also NMS Modding Discord, where most awesome modders hang out
!moddinglink
Odds are 'Frontiers' will break everything again. Means I will need to learn somewhat. ๐
@serene goblet basically download this, extract anywhere you want, but the desired script or scripts (as many as you want) in the CreatedModPAKs folder and hit BUILDMOD in the root of amumss and follow the on screen prompts.
click๐
Yes, I am a useless free loafing entity there who just bugs everyone. ๐
as you should!
๐ Now there's me. ๐
Fortunately the NMS community is one of the friendliest I know.
@serene goblet I have a nice (or well, nice for me) mod pack I created via Amumss, has some cheatie elements in it, nothing that changes biomes though, if you want to try it.
I try not go cheaty. But the constant timers (scanning, hyperdrive, etc.) do run on my nerves. ๐
I'll check it out. Any bad surprises in there? Like giant spiders jumping at me at load? ๐
That muddy terrain fix is a keeper though, fixes the muddy terrain look that you get the first time you look at terrain. You can also unpack my pack via amumss and get the lua files you want, by putting it in the same ModScript folder.
You know that your username is impossible to remember? ๐
Nah, I like to keep creatures and terrain as vanilla as possible, as I love group play. Stuff I like the most are things like lod, terrain mods, better landing and mech stuff etc.... Cheatie in the sense of increases hyper drive range and faster refinery etc.... Still got to grind. Although there is a everything is free script in there, I must take it out, gets annoying after a while, to easy lol.
Correction, free upgrades lol
Nice. A self-made collection?
Was part of Ivao ZA (Flight sim) in 2002, from South Africa. Needed real call signs in game, so in game I was ZA-044 and on the Mirc channel saa044, the name stuck. ๐
๐
Also in Amumss, after a couple of updates some scripts stops working. All you need to do then is to go into the games vanilla exml and the lua, see what the lua changed and try to find those same type of values in the exml, HG might often change something from, rough example, SkyColor to SkyTint, then you just replace SkyColor in the lua with SkyTint and it works again.
How do I find the meta data when I unpack the game?
What do you mean by meta data?
I use this, think it's on Nexus mods also. Just dump the 2 files under PCBANKS and run extractpak.
The batch file (*.bat) basically does the following.
forfiles /s /m *.pak /c "cmd /c psarc.exe extract -y @path" pause
Thx
what do you mean by to other people? I thought there was no real MP still?
MP has been in for years now.
like, real MP where you can see people, or where you just see someones base?
Yes
๐ฎ
People often jumps into a random system I am in, I see others bases etc....
But, in some scenarios, people are grouped together depending on their region. IE I will see most of Africa, Europe and some of UK at random, because my download location on Steam is South Africa. If I set my download location to New York USA, I would see more US people. However, this does not effect people who group up.
IE max 4 per group, can still see random none grouped people in a system, at a max of 32 (I think it's 32)
can you group up with a friend now? like can I purposefully spawn near them?
maybe that's what you mean by the groups though
I def should give the game another shot.... how do these mods even work with such a MP system if the whole galaxy is shared....
Oh yes, have a look at #nms-lfg-or-trades
grouping up will send you to their system, you'll have a vc with them and can see their bases and stuff it's great
You can also use the anomaly to get to any of your friends almost instantly.
^^
Unfortunately the NMS videos on youtube that has to do with group play are a bit dated, by months or years, so some might not showcase the latest content, but there are plenty to showcase MP / Group Play.
How do i enable the xbox helmet on pc through save editing?
don't remember the ID required so use Getting Head instead https://www.nexusmods.com/nomanssky/mods/853
the ID's prolly in customisation descriptor table
thanks ^^
Can't you just unlock / buy it with quicksilver? I could swear I saw it as a option in game.
nice!
not on pc lol
hey so, have an issue with the compiler, does anyone know where the exe for the "mbin compiler" is located after you unzip it
Thatโs dealers choice. It is where you unzipped it to.
@regal plume Not entirely. The apps for modding NMS are often sensitive to special characters, spaces, filepath length, and other nonsense that a professional app would usually have clear error-messages and warnings for.
ive looked through the folder, searched through the drives as well, "mbin compiler.exe" literally doesnt exist
ive got Mbincompiler.sln but no exe file
I thought the app would either be windows compression or 7zip or something.
Are you downloading the latest file from GitHub
The exe not the library.
Yes, Like jason said, what you download should be a bare standalone EXE, MbincompilerX.XX.exe
Then put it wherever you want it, and use that filepath
"god you are fucking special"
is the response ive gotten, yeah i downloaded the library without the exe
thanks and sorry guys
Can I ask about AMUMSS here?
Sure
Fixed my problem, yet I still have a another question though
Why did the NMS PCBANKS thing in the AMUMSS change drastically?
Honestly I like the old design, simple and understandable
You mean the explorer? No idea on that, sorry.
Its all cool
anyone know a good performance mod?
@hidden kiln Oooooooo, uhhhh, ahhhhhhh lol
lmfao I feel like all the mods I've seen probably do the opposite
Have you already gone through general PC performance procedures?
I don't know if this is still relevant, but you may want to investigate. The field was already correct for me (just checked): https://www.reddit.com/r/NoMansSkyTheGame/comments/92j15j/psa_pc_players_highly_recommended_change_to_boost/ @hidden kiln
This has been recently updated, may work:
https://www.nexusmods.com/nomanssky/mods/1793
And this:
https://www.nexusmods.com/nomanssky/mods/1531
Seems to be about it for current mods afaik...
just did that, sorry for not responding. i was involved in a heated discussion in another server that only just got resolved. i'll play nms again in a little bit to see if it worked.
Any good ship mods?
Besides this one hell of a amazing mod
https://www.nexusmods.com/nomanssky/mods/1891?tab=description
oh my god, i didn't think my computer could run the game this well
thank you, @honest herald
There's the original, Ships of Moar
https://www.nexusmods.com/nomanssky/mods/1064
MOARRR
No problem, I'm glad it worked for you!
I bought my first monster about 1.5 years ago but I remember desperately hunting frames per second for many years before that. Haha
Thankful I don't have to do so anymore.
ye
Thanks a bunch
A pity Gif's don't work here, had a nice on for Thanks Barry (The Flash) ๐
Is there a mod that changes the view set point for the Minotaur in fp? Itโs so low compared to the actual view screen
Any bored modders want to help me make a breakthrough? I've got a really cool mod half-working, but it crashes me on bubble planets (maybe elsewhere, not sure, but particularly trying to get it to stop crashing me on bubble planets). The problem is that I am trying to increase FLORACLUMP coverage to Total. That works great for some planets / objects, e.g., lushroom forests look completely amazing. But bubbles and a million other objects are ALSO classed as FLORACLUMP, and I am trying to nail down the likeliest suspects for crashing me. I am trying to decrease bubble propagation but it seems to be only half-effective. I'm suspecting maybe I have to do it in multiple places, or differently, but I'm not sure where, or how. If anyone has experience in these areas I'd love some help. The mod works insofar as I can load, leave and return to my awesome lushroom forest planet, go to a space station, teleport, warp, freighter battle... but when I get to a bubble planet, we're screwed. There has to be a way to reduce system demands of bubble planets (and other high demand weird ones) while still getting lushroom trees to Total coverage...
Happy to share script if anyone is willing to take a look.
Your lushroom planet will look amaaaziiiiing... haha
Is there any particular old mod someone wants me to update?
Im fairly new so be patient with me
IF anyone wants ofc
Lower effort is what I don't like about it
Day-em ๐ฅ
?
are there any good packs of mods? feels like thee's a wide spattering
or related, if I play multiplayer, how important is it that we have the same mods installed? i dont really get how NMS multiplayer is supposed to work
Can I ask something else about AMUMSS?
I have a screenshot but I can't upload screenshots here
@smoky wing did you ever finish the night sky mod you were working on? Iโm not trying to bug you. I have been busy and not keeping up with NMS. Thanks.
You have to use the #nms-photomode-gallery channel until you get to level 5
@pale streamUnless your LUA script is adding sections of code that should have those sections, you don't have to worry about it. AMUMSS only cares about the changes from vanilla in the current version, so it will grab the current version, make the changes you say, then make the PAK
If you're adding sections of code, just update the code to match the current version
Right, but if you're using AMUMSS, you're going to use a LUA to tell it what changes to make
Is it using AMUMSS or just compiling the modified EXML with MBIN Compiler?
I'll watch the video, I have time
MBIN Compiler, I don't know how to use the new PCBANKS explorer thing
Use the PAK List tab in Explorer, search for the files in the search bar, like the video shows. It will highlight and check the correct PAK and MBIN files for you. You can highlight the MBIN, add it to Results, then Unpack Results
Thats what I do to unpack
I meant I didn't know how use the new decompiler feature in the PCBANKS explorer
That will unpack the MBIN, yes. If you have the disk space, I think it's a lot easier to just unpack everything and then you can just browse the file structure
I use MBINCompiler.exe (file)
To unpack the Pak files
Sorry
I mean the Psarc.exe extract feature
Then I unpack using MBINCompiler.exe
Let me check the video again. I don't know how to use Psarc from the command line like they do in the video; I never make mods this way.
Oh
Hi Gumsk ๐ค
I never found anything on pet speed, unfortunately, only the animation speed, which probably doesn't affect actual speed
You know, I've always heard that there are different speeds, but have we actually timed/measured to see if it's just appearance? Like maybe some creatures have faster animations so they feel like they are going faster
Is there any way to change the Ships of Moar so that only a couple are in, and dont replace every shuttle?
Yeah, Winder added a whitelist feature where you can do that
Sweet, ill go look at it - instructions in a read me?
Looks like they are on the mod page
Nice
I havenโt done real testing. It โfeelsโ like there is a set speed for when you are riding one. Like for all creatures. Same speed. I was kinda wondering if it might be using the players speed.
That's an idea I didn't think of. I always hear that the robots are the fastest, but I think like you, that it's probably all one speed
You still around @vale iron ?
Yarp
Not sure, I don't recognize it
me either lol
MAX Delta DL Spaceship by Miru (Azimkulov Ayan):
https://sketchfab.com/3d-models/max-delta-dl-spaceship-364b8b1821164c9c83c9102c235dc331
or
https://www.artstation.com/artwork/gXQb8
I source most of my models on sketchfab so basically every model has a credit in the description tab
we literally can't keep the vanilla shuttle pool
Thanks
anything added will inevitably change the pool
Yeah i was hoping someone would know off the top of their head and save me a little time ๐
yeah I'd go back and add names of the ships on the screenshots
Roger that
but that'd violate the "lower effort" principle
lol
Not yet, slowly making progress. It uses some of the same shaders as ArghWater, so Iโve been trying to set everything up to easily build the separate or combined mods.
@vale iron Iโve wondered about that too, would be curious to see some tests. Annoys me that my giant strider is so pokey. The wild versionโs walk speed is about the same as my petโs run speed. And the wild ones run blazing fast on the rare occasion they do so.
Buahahahaha I got it. I have forests of glowing mushroom trees everywhere, and I'm not crashing. Victory is mine this day!
Does anyone happen to randomly know what the scorched-world leaf-tree objects are called? They're just a single burned up leaf-lookin thing big enough to be a tree. I've been looking in the gamefiles and trying to figure it out. I was leaning LARGESHIELDTREE in METADATA/SIMULATION/SOLARSYSTEM/BIOMES/SCORCHED/SCORCHEDSHIELDTREEOBJECTS.MBIN but it's not working as is, wondering if I've got the wrong ID or the wrong strat.
Which thing had the biggest effect, or did you do all three at once?
Curious for helping others in the future.
i just did the first one
Just bought the game 2 weeks ago, and already successful to make self-made mod/tweaks. Do I need re-pack .pak file & re-compile .mbin file while the game get update?
Probably. It depends what you are modding.
check models under MODELS\PLANETS\BIOMES\SCORCHED with model viewer or blender with NMSDK
Not much. Just modified value in line
DeconstructRefundPercetage = 0.5
to
DeconstructRefundPercetage = 1.0
at 'DEFAULTINVENTORYBALANCE', so I can get 100% refund materials.
Thanks anyway ๐
That file doesn't get affected as much as globals, so you might be safe. It's a craps shoot
Cool ๐ ๐
@vale iron For whatever it's worth, I've noticed some things about pet speed:
Different pets have different initial speeds.
There are 4 diff speeds that I can see for each creature; stop, walk-slow, walk/jog, run.
"Walk-slow" stage is just used for transition between "stop" and "walk/jog".
Therefore, my guess is the controls in the global are multipliers. of the 2 moving speeds a player can control i.e. "walk/jog" and "run".
I don't know what controls the initial/base speed of a pet. I'm guessing?? it might be the creatures speed before it is a pet.
In order to balance the settings in the global, it would need to be tested on the slowest and the fastest pet.
(You said you were interested in this @smoky wing )
This code definitely affects pet speed:
var creature = Mbin<globals.GcCreatureGlobals>(
"GCCREATUREGLOBALS.MBIN"
);
creature.RideSpeedFast *= 300;
creature.RideSpeedSlow *= 300;
creature.DefaultRunMoveSpeed *= 300;
creature.DefaultTrotMoveSpeed *= 300;
creature.DefaultWalkMoveSpeed *= 300;
creature.DefaultSwimSpeed *= 300;
creature.FastSwimSpeed *= 300;
creature.MaxSpeed *= 300;
creature.PredatorRunMoveSpeed *= 300;
creature.PredatorTrotMoveSpeed *= 300;
creature.PredatorWalkMoveSpeed *= 300;
creature.PredatorSpeedMultiplier *= 300;
creature.FishSpeedMin *= 300;
creature.FishSpeedMax *= 300;
creature.CreatureSpeedMultiplier *= 100;
creature.PetAnimSpeedMax *= 300;
creature.PetAnimSpeedBoostStrength *= 300;
However, it is definitely not increasing pet speed by the factor I attempted.
There seems to be some upper boundary elsewhere.
The AnimSpeed part did not seem to do much. I added it as a late test. I believe most of the effect for my land animal I keep testing is coming from RideSpeeds and MaxSpeed, but I also adjusted Defaults and Predator to be safe because it is a predator originally.
That's all I know for now. @vale iron @steel crypt
MinSpeedScale/MaxSpeedScale in creaturedatatable controls movement speed I'm p sure
and MoveSpeedScale I think is either an overall scale or a minimum move speed for the creature
Thanks, I'll explore this
So I literally got tired of the color of my ship, trying to change it's color but I don't see what I need to change in the save editor.
< > around URLs to avoid silly embeds
Thanks
I already read through that, my editor shows blanks on all 5 of my ships, and not sure which is which
@vale iron Since you can recolor ships via save data, are custom colors visible to other online players?
No
Give them custom names.
from what I've read, no. Fine by me though.
Booooooooooooooooooooooooooooooooooooooooooooooo
Nvm, yes they all do
Use the save editor GUI to figure out the order of your ships. The JSON entries will be blank. You have to copy and paste the provided examples to overwrite what's there.
ok that makes sense, I knew I had to be overlooking something. It's been a morning, just went through fixing my win profile folder name after discovering it was named wrong.
@steel crypt mind give me a link to your terrain gen mod
If I understand this correctly, the ship colors are done in CMYK? If that's the case then I can just convert the hexkey for chrome silver into CMYK and it should be near to the correct color. But do correct me if I'm wrong
I see what I missed, the fourth value is simply transparency. Hmm, invisible ship if set to .00001?
Crap, that would be hilarious. Go full xmen style
๐
No dice on MoveSpeedScale, just tried applying it to every creature in METADATA/SIMULATION/ECOSYSTEM/CREATUREDATATABLE.MBIN's Table via Data, no change for pet speed. Gonna try the deeper values now.
NAILED IT COMRADES
var animals = Mbin<components.GcCreatureDataTable>(
"METADATA/SIMULATION/ECOSYSTEM/CREATUREDATATABLE.MBIN"
).Table;
foreach (var animal in animals) {
foreach (var element in animal.Data) {
if (element is components.GcCreatureMovementData) {
var datum = (components.GcCreatureMovementData) element;
datum.MoveSpeedScale *= 5;
foreach (var animation in datum.Anims) {
animation.MinPetSpeedScale *= 5;
animation.MaxPetSpeedScale *= 5;
}
}
}
}
Special thanks to @hearty wasp for pointing me in the right direction.
That does it.
the anims speeds up with it right
max I tried was like 2.3 so I really couldn't tell
I think so? But I am playing with a ton of variables simultaneously, so I need to start working out which things are most effective
I kept my mods to globals.GcCreatureGlobals in file
I mean if it does you can just lower em proportionally
About to determine how much they matter
Officially, yes, the only code I actually needed is this:
var animals = Mbin<components.GcCreatureDataTable>(
"METADATA/SIMULATION/ECOSYSTEM/CREATUREDATATABLE.MBIN"
).Table;
foreach (var animal in animals) {
foreach (var element in animal.Data) {
if (element is components.GcCreatureMovementData) {
var datum = (components.GcCreatureMovementData) element;
foreach (var animation in datum.Anims) {
animation.MinPetSpeedScale *= 10;
animation.MaxPetSpeedScale *= 10;
}
}
}
}
cool
That speed is obviously insane and was just to prove it works
@merry wasp
https://www.nexusmods.com/nomanssky/mods/2022
Okay, more revelations on pet speed. @hearty wasp @steel crypt @vale iron
You need to use the GCCREATUREGLOBALS.MBIN in conjunction with METADATA/SIMULATION/ECOSYSTEM/CREATUREDATATABLE.MBIN in order to both increase pet speed AND make the transitional animations look good. After increasing animation.MaxPetSpeedScale, you can use creature.*Speed* fields (such as DefaultTrotMoveSpeed) to affect how and when the animal transitions from walking to trotting to running.
If you ONLY increase animation.MaxPetSpeedScale, your pet will walk super fast, but doesn't properly transition to a gallop.
This is working well for me.
"GCCREATUREGLOBALS.MBIN"
);
creature.RideSpeedFast *= 1.8f;
creature.RideSpeedSlow *= 1.2f;
creature.DefaultRunMoveSpeed *= 1.8f;
creature.DefaultTrotMoveSpeed *= 1.4f;
creature.DefaultWalkMoveSpeed *= 1.2f;
creature.DefaultSwimSpeed *= 1.2f;
creature.FastSwimSpeed *= 1.8f;
creature.MaxSpeed *= 1.8f;
creature.PredatorRunMoveSpeed *= 1.8f;
creature.PredatorTrotMoveSpeed *= 1.8f;
creature.PredatorWalkMoveSpeed *= 1.8f;
//creature.PredatorSpeedMultiplier *= 2.0f;
//creature.FishSpeedMin *= 2.0f;
creature.FishSpeedMax *= 1.8f;
//creature.CreatureSpeedMultiplier *= 2.0f;
//creature.PetAnimSpeedMax *= 2.0f;
//creature.PetAnimSpeedBoostStrength *= 2.0f;
var animals = Mbin<components.GcCreatureDataTable>(
"METADATA/SIMULATION/ECOSYSTEM/CREATUREDATATABLE.MBIN"
).Table;
foreach (var animal in animals) {
foreach (var element in animal.Data) {
if (element is components.GcCreatureMovementData) {
var datum = (components.GcCreatureMovementData) element;
// datum.MoveSpeedScale *= 10;
foreach (var animation in datum.Anims) {
animation.MaxPetSpeedScale *= 1.8f;
}
}
}
}```
If you're wanting to change the speed of the creature as a pet being ridden only, then it's the ridefast and rideslow variables. I would be changing animation speeds. There is a variable in the global for the transition time.
I plan to tweak it further, but it's a good starting point.
You mean RideSpeedFast and RideSpeedSlow? The changes to those variables are capped by something that gets affected by MaxPetSpeedScale.
Without changing MaxPetSpeedScale, changes to RideSpeed* will be limited.
I tried with and without.
I never tried making them go that fast lol. I had them going stupid fast though for test using only those two.
When? I literally just tried using only those two 5 minutes ago and they definitely do not go "stupid fast" in comparison with uncapping MaxPetSpeedScale.
They go faster, but not stupid fast.
They go truly stupid fast if you mod MaxPetSpeedScale.
I mean I can literally make my animal on par with my ship.
That's what I mean by stupid fast.
It just sprints across the whole map, I can't believe game doesn't crash
Okay, I wasn't wanted them to do ship speed lol. Just a tiny bit faster for me.
Totally fair. I set RideSpeedFast to be 300 times it original value and felt subjectively that it was a maybe 20% increase. MAYBE.
If I set MaxPetSpeedScale to be 300 times its original value, I would time travel.
10 times its value had an INSANE effect.
I set ridespeedslow from 0.5 to 1.0 and doubled the speed. Same scenario for ridespeedfast.
No way
I did a lot of timing distances.
Sorry, but I just tried that and do not believe it.
I would need video proof
I do not believe doubling those values doubles the speed
I am curious to time it myself.
Yeah, just timed it, I made a 13 second run in 10 seconds, so definitely not twice as fast.
No possibility my user error was that enormous.
Looks like changing the color corrupted the save. I either did too much, or chrome (color) wasnโt compatible.
Doubling RideSpeed does not double actual riding speed
Not without other adjustments
But yeah, if anyone wants faster pets, I've got a .pak with a pretty nice balance now. It's not too crazy, but definitely feels better to me. I may pak a few different speed levels. Feel free to DM me if interested.
The difference changes depending on the creature. On my small cow like creature a 20 sec run went to 10. On my large strider the 20 sec run went to 17.
That may be true. I tested a large cat creature and it went from 13 to 10. Could be that other animals have higher default max speeds, and so doubling that RideSpeed value will get closer to (or even succeed) in doubling speed for that animal, but it 1000% does not work for all animals, whereas the MaxPetSpeedScale does.
From my tests that went well beyond doubling the fields, I can say 100% for certain that the limit of ride speed increase will be reached rapidly when increasing RideSpeed (times 2 looked identical to times 300 for every animal I tested), but there doesn't seem to be a limit to how much you can increase your speed with MaxPetSpeedScale.
Haha I would love to see an animal moving as fast as a ship. That might smoke my pc or at least only render the terrain with no objects.
Also on that strider, I donโt think I was hitting a max speed cap on that creature causing it to not double like the small cow. I increased the ride speed settings more and it went faster. It almost seemed like the ride speed settings were multiplying the default creature speed.
Not at pc right now but Iโll try it later. Thanks
No worries. I think it hits a secondary speed limit eventually, but I have no idea where or what that secondary speed limit is. But the achievable speed is best described as completely batshit insane.
Asked this in NMS modding now, but taking my chances here also. What building mod could allow me to build planks underneath landing pads, or possibly allow planks to snap to landing pads?
I thought of it, but that's the one that has custom parts also?
Custom parts? I wasn't aware of that
Nah, I meant like the NMS modding discord. ๐
It enables you to use base parts in freighters
Can you link me to that? This is the only NMS modding Discord community I know.
TBH there are so many base mods, I get confused which does what lol
Would be nice to have access to a second set of brains.
Better Base Building among other things enables new snaps
Between parts that ordinarily don't snap
Sure, I will DM you.
Also allows certain stuff to be placed closer.
Thanks
I use this and love it: https://www.nexusmods.com/nomanssky/mods/1096
@honest herald sweet thanks, there is a LUA also, NICE
For future reference that is one that is approved
!moddinglink
Ahh nice, thanks. Will remember. ๐
@slate veldt but do send me the descriptions, im free this weekend ill try to even add a coffee recipe
also i've you got a modding idea and need help feel free to ask around
I know the sprites thing was a joke, but are you actually needing artwork for something like that?
well if you want an unique sprite then yes
i could use the milk sprite
but that would be weird no?
I can do art projects pretty decently in style of the game. Can you actually add more sprites in or do they need to replace current ones?
you can add
again no expert on that side of thing i did use someone else artwork for on of my mods (with their permission)
but gimme sec
Any chance you could send me a couple image sample files (thats ok to do, right?)
Idk whats allowed to be shared from the game files tbh
kinda anything?
for as far as i know
Oh ok, yeah, maybe send me the milk image as its referenced as well as idk, something similar looking
Maybe the descented pheromone bottles
Mostly as a reference for sizing, etc
had to unpack the icons , which you want
Milk and honey should be fine
okay I think i gotta ask here since the person that was helping me had to go. I'm trying to mod in a slightly increased max number in the amount of tech upgrades you can have installed. There used to be a mod for this but it's been outdated for a while. I thought i found the correct line to change this in GCGameplayGlobals.Global.Mbin, which is "MaxNumSameGroupTech" but changing this value didn't seem to do anything. I'm not sure if maybe i just did it wrong or if it's not even the correct line
ahhh nevermind...turns out it was a load order conflict
https://steamcommunity.com/sharedfiles/filedetails/?id=2353930763 - this seems like a pain... is this what everyone is doing?
...to do what? why are you trying to do that?
tech not overloaded
mod still exists
already got it figured out, thanks though
also gusmk made a mod like that
I more wanted to dive a little bit into how making mods works anyway so it was a learning experience too
you using lua?
uuhh no
fyi from tech not overloaded
you should try it makes updating your mods quite easy too
but you'll need to work with AMUMSS then
install something like Fantasy modpack, which says it needs you to downgrade
I haven't installed any NMS mods but it said that
i will keep that in mind. For now though i just wanted to get the tech group number a bit higher.
^^ it's good starting project
my first starting project i made was inventory size overhaul
Fantasy modpack? you got a link for that?
just get a gog version
sorry whats that mean? gog is a site to buy games but guess it means something else?
yeah you can get games for free on the internet
I mean, I already have NMS. I thought I'd try a modpack
since even if you downgrade legit you ain't getting a server connection
yeah or you can just use the other ~500 mods that are up to date
but if you like doing hard things, more power to you for sure
yeah i'm not really sure how to help there
are tehre any up to date things in a pack that you recommend
or should I just install a bunch of random ones
If you havent already, play the vanilla game for a bit and then search for a mod that you think you might want. Dont just slam 500 mods into a fresh install, thats a good way to ensure an incredibly buggy experience.
I recommend Dud's Sky Colors and probably ArghWater. Those are both good vanilla+ experiences that are both up to date.
Arghwater is amazing but it runs into trouble with certain PC setups and graphics overrides sometimes. But if it works, it works, it's not a back-and-forth mod
yea I haven't, in ages, but I do really love the idea of mods, at least in other games like Starbound and MC. I think modded MC >>>>> vanilla, so I was hoping to get that up front without a restart later
I would absolutely just try the vanilla game first for like 20 hours or so. The vanilla game is surprisingly good, whereas i cannot say the same for MC or SB (imo)
alright, I'll give it a shot
thanks for the feedback
Modded Minecraft is buggy AF but it makes vanilla MC seem like a game for toddlers
But usually minecraft mods (at least for new players of MC) is done by server admins, server-side, and management and testing of those mods is done by experts who are familiar with MC's inner working
they arent typically just thrown together by some first-timer
i guess that implies NMS isnt?
only thing i've run across with arghwater is that it slightly raises the average water surface elevation, bringing it up over the top of some surface-skimming piers i have. but i still use it.
Rebuild entire base 1 foot higher lol
not an option, lol
Actually that wouldn't even be hard to do instantly if you crack open the ol save editor, find your base's base computer coords, and nudge it up a little
yes, i had thought about trying to accomplish that one of these days
Whole base is built from the computer as the reference point, so move the computer, move the whole base
i was prepared to have to add a couple bumps to the z value of each part, so you may have convinced me to do this sooner than later
The coords of the computer are oriented relative to the planet, not the ground, though, so it can be a bit of guess-and-check to figure out which way is actually "up" but its still simple ultimately
Just drop the original coordinates into a notepad so you can copy it back later if it gets troublesome
z change 0, y change -7.23 kellicams
IIRC the base core is called "BASE_FLAG"? Sanity checks welcome if anyone remembers more clearly than me
Since it's been mentioned a bit more, Dud's Sky Colors includes a water mod as well, so you can actually hold off on ArghWater for the time being.
I recall you mentioned the Redmas Fantasy mod, but since that mod is being overhauled, I'd hold off on pursing that for now until the updated version is released. We're likely getting another major update before that happens, so there will still be new stuff to mess with in the meantime.
Actually DUD's is colors, Argh is shaders, they're compatible
DUD's globals component is overridden by Argh's shaders
Ah, ok. I just removed the water changes in DSC to avoid the issue altogether but the water looked fine in DSC too
That said if you're wiping out the secondary effects with Arghwater, I personally like my own "Exosolar's Abyss" more (1,000 colors) ๐
@hushed bronze Just FYI, I have a water color mod and a water effects mod currently. The water effects mod and Arghwater do not play well together. It will work but the water is going to be moving really fast. I personally use Arghwater and not my water effects mod.
@twilit smelt Heh, sorry for drowning your piers. ๐ The water surface in vanilla is actually being rendered too low, and fixing that unfortunately causes these kinds of issues.
I haven't heard of Redmas, so maybe a different person?
the mod author for the Fantasy mod you linked is Redmas
I mean, Argh's effects are just so much better than any scaling tricks we could have hoped for out of waterglobals, right? ๐
@grim sapphire Redmas is the author behind the entire "Fantasy" series of mods. Sometimes he has some contributions from friends in the mix
Ahh
sorry if this is a dumb question but would the Argh water effects mod cause a performance dip? Trying to decide if i should try it or not.
ended up trying it out and damn, not only does the water look nice, you don't hover/float over it like with the default water
it MIGHT but it'd likely be negligable
uh oh....i think i have a base to check and fix lol
Checked it out and haven't noticed any so if there is any you're probably right on it being negligable.
yeah
I havent modded since NEXT, will it corrupt my saves or anything at all? especially after new updates?
it shouldn't
been using that thign for ages
it could stop working after update
just disable it and your game should work fine
alright ill try it, thank you
np
@slate veldt my tempalte work is done rn ๐
P sure the base computer is just an object once you've placed it down
I did a concept mockup with the milk bottle.
This artwork style was tricky to modify.
I can send you a dds in a few minutes. it wont have the background color, not sure how the game chooses that
thar ya go
thx
@merry wasp I can try making another test sprite that strictly changes the dds.
The previous one I sent was exported as dds after i modified it, so that might be why amumss doesnt like it
doubt it i tried using another DDS that has worked before and it still won't do it
weird weird weird
well, im gonna run an errand and ill come back and try messing with the other image you sent to make a beverage or something, idk lol
Oh here, some flavor text for the coffee:
"This hot beverage gains its flavor and warmth from a complex blend of Sievert Beans, providing a radiant and rich mouth feel. Weirdly, the warmth seems to disappear almost instantly after consumption."
nice!
here's the lua in question
now just gotta figure out the sprite issue
I have no idea what the dds issues y'all are dealing with is about but I know sometimes .DDS vs .dds can make a difference with some programs. Don't know if that's relevant.
That's good to know.
I'll see if I can force paint.net to save it as DDS instead of dds
trying to change it manually didn't work for whatever reason
You using windows? You should be able to change it in the file explorer if you have the explorer set to show extensions and don't have a weird file permission set.
If you can't, upload it here and I'll change it.
@slate veldt I have a little experience with textures in NMS. If I can help, just lemme know.
yeah, its actually showing as DDS in file explorer now, so idk
What issue are you having?
i think @merry wasp said they couldnt get a known good DDS to work correctly either, so it might actually be an amumss issue
or whatever the tool is called (amumss, asmuss?)
The game might be loading it but it's not the right format.
Is the file the same exact file size as the original unmodded one?
You modded milk to make it right?
its slightly smaller file size, but same pixel size
That's an issue.
i used MILK as a template to modify, then saved as a new DDS
If it is the right format then it will be exactly the same file size if the pixel count is same.
ah i see
Can you post the original milk file for me?
here
fyi @slate veldt midn if you test it?
Yeah, so paint.net's compression methods are all different it seems from whatever HG used, so ican't get it to be the same file size
could be an issue on my end too
running quite a few mod but it's loaded last but you never know i guess
See if one of these work. try GGG first.
Sorry scratch that.
haha try those 2 . try GGG first.
I also have an 85.5kb version
There are diff formats that will make that same size. Also there are options in each format.
If the size is small enough it can sometimes be a lil diff size too if using mipmaps especially.
GGG aint working
wouldn't be surprised if it was on my end tbh
XD
so feel free to try that pak
stupid question, but you renamed it to "PRODUCT.MILK.DDS" before trying it correct?
Or no, you are using a custom named file right?
oh i just point to a file
right okay
should do the job
works on my other mod
so could be just a mod conflict
ain't merging rn
yeah was just making sure the pointer and the file name were the same.
DDS
.dds vs DDS
your file is in lowercase tho
maybe the code needs to be uppercase?
alrighty then
I fixed it above with repost sorry
good thing its a small script tbh
XD
if it were my craftable upgrades mods mod i'd be waiting 5min each time i recompile the damned script
well that works
GGG?
try this maybe?
Okay, I can tell you that NMS uses diff format stuff and format options for things. This might work for some NMS files but not others.
GGG version should be (if I didn't get mixed up...lol) :
If you "save as" in paint.net,
after you choose the name you will see a "save configuration" window. get there
this is what i used above
BC3 (Linear, DTX5)
generate mipmaps checked (on/yes)
I use Super Sampling (but that's not critical)
Why do you need mipmaps for icons
I don't know if they are used or not, but NMS's DDS has them
Does it just not work without it with the codec lol
my guess would be that they might not be used? but just trying to follow the NMS format as close as possible to avoid that issue if it is one.
@merry wasp with these settings
ill give it a spin
Hell, you know more about if NMS is doing any kind of LOD shite with 'em. @hearty wasp You're the texture dude ๐
๐ฅณ
ima ping gleam now i think
alrighty
@magic lava we got coffee
will post the lua so anyone can add new recipe's
Tbh I use photoshop so there may be differences in execution lel
But textures are BC7 or BC3
if i could, i would have used krita, but it doesnt open DDS
Icons mostly BC7 iirc
They can also be volume maps
so was the mip maps setting the only thing holding this up?
Should it have been BC7 linear?
No.
or am i still going with BC3
BC3 (Linear, DTX5)
generate mipmaps checked (on/yes)
I use Super Sampling (but that's not critical)
It seems to me that there was originally some BC1 stuff which I think is all gone now? And now as Winder said, there is BC7 stuff (which is the newer files) and BC3. There are also some textures used for 3D LUTs that are a weird BC3 volume array texture. I don't think anyone has fully figured out the ground textures yet?
Anyhow @slate veldt here's the lua, if you have any questions feel free, still waiting for new food descr, but that will be a different lua
Good to know!
Well...guess I'll work on a couple more sprites for beverages this weekend, time willing
Jolt Cola
tbf, the milk bottle looks exactly like those Jolt Cola bottles from ~2008
well it would stank for sure
some coked up geks buzzing around
anyway that took longer then expected
but hey it works now
seriously though, the look is uncanny
Pffffffrt can
art department definitely had some inspiration there
need to make some grahberry soda
Weird cuz I never seen that before. I'm used to the early 90's glass bottle.
mod-builder is handy af to look up stuff
that was a direct rip lol. coder had a can on desk. there is no way that's coincidence.
Ok, so i have some easier parameters to work within at least.
256x256 size, and need to use the paint.net settings above
Monster energy also used this can for quite a while iirc
which is more likely to be the case, since Jolt is somewhat obscure imo
anyhow if you got questions bout the script lemme know roar
I'm old, I don't know of these things lol...I only remember drinking the hell outta the original Jolt. Was in a Coke type glass bottle. "All the sugar, twice the caffine"
for sure. gonna try out the pak later too
good times good times ๐
I worked in convenience stores for a long time, so I know a lot of product design and obscure limited release stuff
In about '88/'89 there was this lil store in the Galleria (big mall) that sold Jolt. Would get Jolt and drink a few and then throw stink bombs into the glass elevator and film people with a rather large VHS camcorder in the elevator holding their noses.
Later dudes, be back in a while. Gotta hang with daughter ๐
#off-topic-bond-james-bond next time, guys.
Sorry, it stemmed from a discussion on the in-game artwork.
Meanwhile, main chat gets this: #no-mans-sky message
No worries.
Can't be on at all times, thanks for pointing it out ๐
Yes, it is, but it has a name in the save and all the other parts after it are coordinated in relation to that part
I'm p sure that's not true since I moved the base computer for my Tatooine base without moving the entire base
bases are just entries under PersistentPlayerBases and location data should just look like this
or this, to be more appropriate
the computer's just an object under the base at near 0,0,0
i cant remember, is the pak above with the correct image format or no?
no
that was old one
you can use the lua is you have ASMUSS
or ill generate it for yo
there you go @slate veldt
recipe should be
Many thanks! I still don't have amumss so that helps a bunch
I recall having an issue with it last time i just can't remember why
hmmm idk never had any real issues with it
btw for those new food description how many languages are you guys thinking of supporting?
well it ain't that much of a diff as i think most languages would be i think english/french/dutch maybe?
german too i guess
Remind me never to make a mod with lots of text.
๐ jk, I respect the commitment
if its new added/new text its easy
changing is a bit more work i guess
but only a tiny bit
Haha tiny is relative of course
this is text i added
- commands/code to add it into game
so new text
not much work
modifying multiple languages might be a other story
but will test that tomorrow
๐
could be i just have to change that ADD to Replace gotta look at the lua files examples
So this mod only adds a single item?
I was not sure how many lines of text would need to be translated in how many places.... Late to the party lol
nah i use if for multiple items
C->S class freighter mods
Ohhhhhhh so you reuse the desc for a range of items?
well yeah
Wise, translation time otherwise would have been pain lol
it's easier to update
Absolutely
I don't know the context sorry for eavesdropping badly lol
np
added custom food item for roar
template lua is up here
feel free to use it ๐
Sorry, roar?
roarinflames
Thanks. I'm reluctant about adding entirely new items that wouldn't be understandable to the game without the mod on
meh
if mod is disbale it become soemthing like "old tech"
game has a fallback for it
at least for tech at least
oh
Kinda hate that
Fair fair
so if the mod works properly you won't notice
for this mod i had to make custom freighter mods to get around an issue
anyhow
Craftable custom freighter upgrades? What do the upgrades do?
Thanks! Peace man.
start wars
@weak furnace https://www.nexusmods.com/nomanssky/mods/1064
Thanks again. Gonna check this out
hey guys i have a question.. does anybody have problems with the euclid ea mod from sean, i dont know its the game or the mod?
did you at least read the mod description
yes again and again, i mean i dont have any mod compatible issues, i only have the gepic modpack and the big stack mod, i read both mod description and dont find any issues...
!moddinglink
try asking there
thx
mod author of euclid EA is more active there
Gepic would conflict with euclea
thx for ur help, can u say me where i ask about grafix settings
thx for ur help
Name euclea later in the alphabet and it should work fine with gepic then
u mean i should replace the aaa with zzz
Yeah that should fix it
can u say me in which topic i ask for grafix settings?
Probably #nms-questions
thx much
thats really confusing me
search on Nexus for AMUMSS then
yes i do it
i am not a modder at all this is too difficult for me
if you can move a file to a folder and double click you can do it
just read the instructions
GEpic has GBase included
@formal bridge Message auto-deleted
Fellas gettin auto deleted like its goin outta style
prolly just links
finally got around to monkeying with it. adding .6 to the y value for the base position fixed everything without having to adjust any parts for ground contact. gtg.
thanks!
Hey guys, do you know if there's any mod out there that lessens the quantity of stars in space that appear after the Prisms update? And getting back the old black, plain texture for the hangar at space stations? I really dislike those changes ๐
There are no more or less stars after the Prisms update. The stars are brighter if thatโs what you mean? Iโm not aware of any mod/mods that do these things.
DRAMATIC STARFIELDS
The variety, quality and number of stars in the sky has been significantly increased โ a dazzling reminder of the vastness of the universe.
copied from the Prisms update page ๐
so yeah I wish I could get the old, clean, space. It reminded me to those classic sci-fi book covers in which space was just a colored nebula, with only a few stars glowing
I've never modded before but I'm thinking on learning just to reverse those two things haha ๐
That might be in the notes, but Iโm looking at the code. You are dealing with shaders at that point. Not an easy thing to mod in NMS.
So you're telling me there's a chance
๐ ๐ ๐ ๐
Now I think I understand why are there so few texture mods
Like for example, no one has created yet a mod that changes all the textures with a .png from Shrek ๐คจ
That should be mandatory
we had one with harambe at launch
was my reference for Intelligence Enhancer
actually
it should still work
and I have the pak
hol' up, I just searched for your mod, are you the guy who made the Sean Murray mod?
ye
you absolute madman, kudos to you
p sure the original mod page on nmsmods no longer exists either
so this maybe the only copy left
ah, a relic from ancient times
oh wait it's still here
This is the result of PtPenguin and Hazanoid both making their own stupid Harambe mods and deciding to put them together in one package for the ultimate Harambe experience. Enjoy. Never forget. Mods included: Harambinventory 2.0 - changes all inventory icons to Harambe, splash screen to Harambe and toxic + life support icons to Harambe. Harambe ...

p sure the majority of the textures will still work
but some icons may not since the compression may have changed
but yeah a lot more meme mods back in the early days
I'll check this out. And I'll try and find if I'm able to get the old flooring on space stations.
Asked this on the modding Discord, but just in case someone lurks here and not there:
I have a two-part question about camera stuff. (A) Has anyone here noticed that you cannot look up when standing in shallow water? (B) Have you found the field setting that causes that?
Known: It's NOT CharacterUnderwaterCam => VertRotationMin (or Max) because (A) I already change those values to +/- 89, (B) that camera takes effect after you are literally under the water. When floating or standing in the shoreline water, a different camera limitation takes over that prevents you from looking up.
Haha, thanks for throwing my pic in "the Louvre", that's fun. @magic lava
Gracias. ๐
I'm playing later on I hope - if you are still looking for people to test the mod
Sure!
the textures and materials for the space station floor has been completely changed
so your best bet is to get a previous version and transplant the old textures/mats into the new one
I know this because my custom roads use em because I liked the old black glass look
and now they're just... weird metal

yeah, that's what I had in mind. I mean that would be what I'd do for modding Skyrim, which tools I know well, but with NMS I need to start from scratch ๐
I'll find a way, regardless
I am effectively "retired" as a modder for No Man's Sky. If anyone wishes to assist with continued updates to any of my posted mods, here are your options:
- Contact me on discord at Exosolar#5120 and I can give you permissions to make changes and uploads to my existing mod pages.
- Just use what I've done to make your own new mods, which can be based loosely on mine or practically identical. You may contact me on Discord (Exosolar#5120) if you would like some help understanding what was done and why in the original mod.
why for
No particular reason, but I haven't actively done any modding in at least a year. Declaring it properly just makes sense
I started working on an updated sky mod a while back that utilizes the enhancements made in Prisms, but I didn't finish it, and probably never will
Shame tbh
sometimes you just lose interest in doing SM for your brain
How do terrain gen mods play with multiplayer?
anyone have the data for sandworm pets
https://ibb.co/TmW6Skb (this data dont have the permissions to upload images yet)
i can do 2 of 3, you want a quad?