#nms-modding
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what are the values I should give the actual egg btw? Or did you get them via the mod?
ive got it listed in the link i sent earlier, but i have a quad egg i edited it in without the mod ^
Ah, could we do it tomorrow? I could tag you later or something. It's pretty late and I was thinking about going to sleep now
yeah fair enough just let me know when you want to do it and i'll get back to you when i can
was gonna give out a load at the nexus anyway lol
it would probably be possible. I have seen normal sentinels as pets
idk how you would go about it but it may be able to be done

Its very easily possible. You just need a save editor, then you change your pet id to "walker" "quad" or "drone" and it will set your pet to that type. Although you want to make sure its a normal animal "cow" "Triceratops" as having the pet be something like "drill" or "plough" before hand can have issues. You can't bring pet sentinels to multiplayer as it forces you into a solo lobby when using one. Although if someone pvp greifs you, you can use that to your advantage.
huh..neat as a novelty but not something to really put thought into then. alright thank you!
Hmmm I better get all my mines up and running before the update disables my mods. ๐
do you have time now?
No I'm drunk rn trying to be normal jn front of old people I'll be back in like an hour or 2 I guess
Alrighty. I shall also enjoy some alcohol now in preparation for the live
@ember shuttle https://www.nexusmods.com/nomanssky/mods/1939
Thank you @merry wasp
@slate veldt This let's you modify any description flavour for any product. Will make an updated lua version for adding new foods (now that i've figured out loops more or less)
Is there a mod that allows for spawning of animals and ships etc during play?
wdym? like in gta mod menue where you can spawn a car out of thin air?
Yeah something like that
Thx
most mods if not all mods we mention are found there
Not everyone likes save editors but I want to share the latest release of mine here as well as it now includes a platform save transfer feature! This allows you to properly copy a save between different platforms (or accounts on the same) and might be interesting even for those not interested in save editing.
https://www.nexusmods.com/nomanssky/mods/1566
may as well put it here too
I have decided that, starting from today, I will put Sean's head on one additional object for every day the update is not released
Make a giant Sean head as a space encounter and we'll talk.
we'll talk in a few days.
anyone have a mod for trading quicksilver, i've got an abundance stored up and thought it'd be funny to send some out, i know you can add it in save editor as an item but that auto adds to account value, is there a way to do it so i can send it to players if no one knows of a pre built mod for it?
not really
vanilla qs substance is only for reward
you may try adding that reward substance with save editing and then send that to another person in-game as a test to see if it'll be translated into the currency automatically on reciving
try searching up the id here if it's not already selectable in the save editor https://docs.google.com/spreadsheets/d/1J8WdrubKgo8A9hPY-hbQLq4eVrb3n3lZAgiI2J7ncAU/edit#gid=66931870
Hay just edited in a sentinel pet if you still want one.
yeah we've tried that before it auto adds the substance to your account, cheers for the table though
@waxen cedar it's mine, dont listen to this witch buy them (for free) directly from me
i have like 25
Do fauna next ๐
I want to see one of the gophers with a sean head
or every freighter
Oh No
thats so unbelievably cursed
Honestly it's the worst thing I've done today, including turning three people into hats
player freighters are just freighters
you know what that means
that freighter base is gonna be cramped
I feel like in a week every single npc will be sean
if I do everything the reddit replies demanded
also we'd be entering Sean's mouth into the space station
go from No Man's Sky to Sean Man's Sky
is it possible to mod at xbox?
If you found a way you'd be banned. If you released the way of doing it you'd be issued a cease and desist.
yeah since NMS doesn't support official modding you can't do it on xbox
ahhh okay. ill start modding in awhile, is this a good starting list?
True Water, HD Clouds, Big Things, Dud's Sky, Better Planet Generation
for PC
pretty good
Thanks, I could use some suggestions tho for varied creature generations. Do you have anyy?
@slate veldt @magic lava give it a spin when you have time
these are the textures i used for now
Lua sucks but that's some nice, clean coding 
well i Try my best, code has to be readable in my opinion
takes a bit more time but in the end it is worth it
a cease and desist from HG or from Microsoft?
Micro
HG doesn't care about modding.
ahh
If anything HG endorses it.
okay. just wanted to make sure since Sohail said "since NMS doesn't support official modding" I thought...wait no i thought they said "since HG doesn't support official modding"...huh okay so i'm just bad at reading, never mind XD
Nah pc is fine with modding no bans etc. Xbox and PlayStation have a thing against you decrypting their files.
@dawn haven https://www.nexusmods.com/nomanssky/mods/957
"install" this
And read the how to use ๐
ok. gonna try that after works ๐
i can give you pak tho but that just the one i used for testing @dawn haven
ok so someone wants this
Sean's face on the personal refiner part of the original exosuit backpack so that when you refine things his face goes round and round.
I have no idea what they're referring to
does anyone have a screenie of said spinny thing?
np
also my reddit post got deleted again
no I mean my post on reddit
not on the nexus?
think it would probably a banger ๐
would be great to make a group pictur on the Anomaly with it
๐
nexus doesn't get a lotta exposure with pictures
anyway I was just complaining since most my modded posts got removed by the same person
Amen, I don't even bother posting modded stuff anymore
never posted on reddit
only nexus
or here
but that more or less a personal request project ๐
loops and functions are really handy for language files tbh ๐
it's not just your modded posts by the looks of it, saw this Sean face meme picture was also taken down by the same person. Guess no fun is allowed over there: https://www.reddit.com/r/NoMansSkyTheGame/comments/pbpqt4/i_think_somebody_requested_something_like_this/
weird
I've a much more spaghetti version of language file generation in Eucli-ea's lua, it's loops and functions all the way down
rules say nothing
took me a while to figure it out but got it working
Sean's head is prolly ad nuaseum at this point 
just, y'know, not his real face
i know
still kinda ... like i don't like this so, ill "ban this" kinda move
still due to my language files i end up with kinda big nested arrays
๐ had to do some test flavour work and was in no mood to TL that thing
I haven't started doing product names yet so I've just been directly naming IDs
oh god
also inserting a new language table via debug table
i used this
and put that in my loop
well you can see the workings in my lua
๐
I just do the loop with LANGUAGE_TYPE so had to put every single language in there
also easier to add more later I guess
actually
I made it so if the text field's empty
it automatically uses English
hmm not a bad fallback
so it at least gets filled
yeah cos when I tested the Chinese ones
if the field's non-existent it just shows the language ID
as plaintext
lel wish I can code that cleanly
here's mine
well i do use visual code And i hate stray comma's and such
oh no I just mean I don't know how locals work
and I just use functions as text inserts
local is just "local to the loop/function
means yo cant use it outside the function
(i think)
saves memory on execution or something like that right
i mean i've only worked with loops and functions for what 3 days now
yeah it should
also
Lua - if...else statement, An if statement can be followed by an optional else statement, which executes when the Boolean expression is false.
this has helped me a lot
๐
but you're more experienced with lua, Euclid Ea is insane by the looks of it
btw not equal operator in lua is ~=
ikr lol
lol
always used either != or <>
yes
so i kept not
heck -= would be really confusing
especially with numbers
still -=, thats a new one for me tbh
it's a tilde
yeah I have no idea why it's like that
holy shit ~ like are they fo real
jezus would've never thought of that one
so i'll stick to not() makes more sense that way
the former
can't tell when you're tired
the squiggly one
if you can still see the squiggle
at least it's more visible in NP++
yeah looks fine

ye
dark mode theme ftw tho
yeah I had to do a custom colour palette for mine cos dark mode in NP++ ain't really a thing for lotta languages
like it'd make the background black or dark blue but everything stays the same colour as light mode
why not switch to VS code or something along those lines?
I'm not really a coder by trade
I just use whatever I have lying around if they work well enough
gotcha
I do compares often too so I can just switch tabs instead of switching programs
still darkmode should be standard feature
ikr
is there any crazy but somehow sound conspiracy theories out there for why sean retweeted his own 4 posts twice?
like, why he do da?
Dunno, but this isn't the channel - try #874277230895824926.
ok ta
lol i meant to put this on nms the future, sorry. but hype is much better place so thank you still
np
mmm, gotta see how many portal textures are actually in use
and how cursed it would look if they are Sean's face
gonna make a sean portal?
lol
called it
yeah some texture work ought to be easy and fun
can't answer that i'm shit with texture works
it's just that if it's all shader coloured and rendered I can't replace it
Sean sun
Just remembered some texture replacements can get bugged out due to premade cache
May need to just
Change the mats too
oki
what's your friend code
@waxen cedar
PGGT-DPXM-N4VVE
@waxen cedar @regal plume pls use #nms-lfg-or-trades for that next time ๐
๐ oop sorry lol
this was about modded stuff
chuck me your friend code in dms or something ^ gotta hand out pet colouring stuff a sec and then i'll jump into your session
nvm lol
@slate veldt @magic lava @dawn haven Finallized both of my mods and put them in a zip, all issues should be resolved. But test if and see if it works. If you have questions or issues feel free to ping me
๐
@hearty wasp btw seeing that chinese in your code, you got any good translator for that?
oh
not sure if your brain can possibly translate this? **A crafted freighter upgrade. Can be re-deployed into your own capital ship to improve its <TECHNOLOGY>Technology<>. **
ๅฏๅๆ็่ฒจ่นๅ็ดใ ๅฏไปฅ่ขซ็งป้คๅ้ๆฐๅฎ่ฃๆผๆ้่ฒจ่นไธ๏ผไปฅๆๅ<TECHNOLOGY>็งๆๅ ไปถ<>ๆ่ฝใ
thx a ton
Seanporter
very nice
does this look okay enough
in what sense?
can't really see him , might ask in #no-mans-sky maybe they have better eys then me?
I can just see the skin colours at best
Are you trying to put Sean's face in the warp scene?
This one is better
I already have
I mean like perceptibly
preferrably
but I don't wanna put too much effort into it
putting in hours everyday for a meme seems excessive
Maybe if you counter the stretch like so, and turn it this way so you have more pixels to lose from the height of a head?
nonono it's the colouration
like it's green for some reason right
all the green shit
are Sean
hmm
maybe the channels are swapped around? HG loves switching around color channels for no reason
where can I find the model for space anomaly?
like which part
Use the quick menu to spawn it, then fly in ๐
the exterior shell
lol im just playing, IDR but it was a hot topic in the modding devoted discord so they probably all know in an instant
seeing lots of separate materials there
....if its not where QP just said
I wonder if it's the ANOMALY.ENTITY.MBIN
should be a scene right in that folder
ah
rover's truck
ah
this is a thing of pure beauty 
@hearty wasp what about replacing a space station with his head and you fly into the mouth?
lol
Oh dear God, what you have you done.
he was already thinking of a Sean Sun
yeah I mentioned that yesterday too
great minds think alike
Epic! Cant wait to see that monstrosity lol
btw the luas are done (unless you guys find some bugs ofc)
Yup, saw those. Ill have to check this weekend, irl work is going crazy lately so i havent had much playtime lately
What have you done?
things
You're the mad scientist of NMS modding.
Sean heads
a good mod would be to allow bubbles to be popped. same with the floaty pink things on anomalous planets that have no hitbox
Favorite reshade mods?
bubbles are actually in clusters so you can't pop individual ones
they prolly made it unpopable just so it doesn't look out of place when a whole group of it disappears
damn
yeah, i've suspected as much. would be worth a rework imo though, as it would make on-foot exploration more entertaining
replace the bubble with the gib emote and watch them slowly rise out of the ground
what are some recccomended mods for a new player?
im a vr only boio
and i really just want utility
Any horror mods?
might be possible
or you mean for Euclid-Ea?
the ones currently in progress
just wondering because if they weren't we would need to have an update when tier 1 gets completed
there will be soon
when did you record me in the restroom
try Consumerism over at the modding discord
makes everything in QS shop instantly purchaseable
also made the latest items disappear
ffs trying to make custom freighter mods with function and loops is annoying
all those damned vars
use the lua
oki
eck, think NMSSE's coordinates viewer translation got messed up again
doesn't accurately translate portal codes to coords anymore
What are the glyphs?
I just built a portal to go there it all k
Understand, just curious about the issue
just noticed a "bug" in freighter upgrades
NumStatMax = 2 but it only has 1 stat XD
seems they forgot the HyperDriveFuel
Have a quick question, I am playing No Mans Sky through Microsoft Gamepass for PC, am I still able to install mods this way since it's not in steam?
@tepid jetty Yeah totally. Find your install folder
Then GAMEDATA/PCBANKS
In PCBANKS look for or make a folder called mods
And in the PCBANKS folder rename or delete the .txt called DISABLEMODS
My man! Thanks, every video I saw mentioned the Steam version so wasn't sure if it was possible or not. So just install them right into the folder? There's no like Nexus Mod Manager for this game?
I like to rename it to ABLEMODS.txt so I can rename it if I want to deactive all mods (incase something is just crashing)
If you continue to be this entertaining, Sean will never launch the update
He will just wake up excitedly like "Whoo! Lets go see what that crackpot put my face on today! XD"
seeing the rate that Sean is tweeting, one may say he fears
but we'll see 
@hushed bronze (continuing here) I know, before Origins I was like spreading the word of your extra biomes cuz of how they added back planets that had like desolate asset placement. (Big fan of your work) It reminded me a lot of pre-NEXT.
Ty friend ๐ Sadly that one hasn't seen an update in ages. But both HG themselves and another modder or two have since done a few similar things
Yeah tbh none of the biomes mods out now are any decent, they take away from the game more than they add imo. Ignacio's mod also has a bug where it can change the type of biome a planet has, which can reset the planet's discovery state, which can mean people can delete the "Discovery history" of a planet with out even realizing it if they have the mod active, and have not tested the changes on a lot of planets they already know well. (That's how I found out)
Sadly that effect is true of vanilla too. If HG's update screws with the biome enough to change anything meaningfully, all but the topmost layer of discovery credit goes out the window
You still have credit for finding the planet but all the cretures and region finds are history
Atm I am modding the Redmas Fantasy overhaul's GridLayer Edits into DUD's Sky - Terrafirma so I can get the amazing old skool resource pillars from Redmas into the PreNEXT style NoiseLayers of DUD's sky
(My biome mods did that too if it changed the world type)
Yeah I didnt use the more lush worlds one. Um, but the changing planet type is harsher than HG update changes
HG updates generally reset plants/rocks/animals
but a biome change resets planet name (the first thing you see)
Try to watch carefully what edits you are making - you may find it a bit easier to understand than you may have expected
with the terrain stuff I mean
Y'know I don't think the discovery loss effect is noted on my type changers mod. I should go do that
Oh yeah its fine, I am going through each subtype one by one, closing everything other than teh min setting, then copying "gridlayers" from min to the grid layers from min into the DUD's Sky (which has more edits than E3style Resources pak in the latest fantasy overhaul split version) and then doing the same for teh "max values" again, only copy pasting the GridLayers sections.
You know, odds are you can just add an underscore in front of jason's terra mod and use it over Fantasy outright. Why the careful conversion process?
Cuz when I did that, both ways by renaming the mods to test which load order was better, I found that I had one version or the other.
Urgh wont let me share a screen shot
I am half way through anyway :3
its actually edited from the sound my sister made when she stepped on a lego + someone saying "f--- you" + a tiger's roar
Damn, so i turned it back into MBIN and repacked it into a .pak but the "merged" version only seems to have the effects off DUD's Sky Terrafirma. I guess I will have to do more research into both the mods and look at each value change vs the unmodded values.
Well at least I can explore 3 diff versions of the same planet xD
So I tried to use this guide to transfer my Xbox Game Pass PC saves to Steam version of the game
https://www.reddit.com/r/NoMansSkyTheGame/comments/lk6yk6/how_to_move_a_gamepass_save_to_steam/
However it doesn't work and NMS just starts a new game after loading the modified save, what's the issue? I made a new save by using autosave, or do I have to wait till I research the save beacon to make a manual save?
Either save will do for creating an initial dummy
did you do this?
โข Open the Steam version of No Man's Sky.
โข Build any item, such as a save beacon or refiner.
โข Save and close the game.
That's what I did, i built a refiner, and options told me there's already an autosave I can overwrite, so I did exactly that, the Save Editor normally found it and I edited the JSON
I also replaced the words fully, as in MissionId -> MissionID instead of just Id - ID
I would go through all the steps again and make sure you didn't miss anything out or make a mistake, and double check you got all the UID and USN values right as in from Microsoft to Steam
I only noticed that the 000000001 thingy is one number shorter than the UID/USN of the Steam ver, but dunno if it is anything to worry about
well the best person to ask would be @vale iron
First thing I did was DMing him but he's not online :P
First time building a base in NMS, downloaded the beyond building mod and made an interesting all in 1 "ATM"
Can't post pics so here's link (:
https://imgur.com/a/Z2EMZVu
The issue is more likely with a formatting issue or variable being wrong. There are tools online to parse JSON and see if it comes out correctly. However, if not parsing correctly, finding the issue can still be a pain. One wrong comma, or parenthesis, or bracket, can mess up the save
which is probably what's happening if the game is just starting a new game the save is not right some how
exactly
So what did you do to make it work?
There's an optional step to replace all "XB" with "ST" and I decided not to do that when trying again
Seems to be the solution somehow
That is the variable used for platform (platform token (PTK), I think). Which in combination with the UID/LID is quite important, considering you swapped platform
Won't it cause my player icon to display incorrectly?
Afaik playing on Steam (or Epic/GOG?) gives you the PC player icon, but Microsoft Store version always shows you as the xbox player
Yes, the platform you play on decides on the icon. Not quite sure the save data is actually involved with that
Lol, imagine if the game didn't break the save due to that
Playing on a PC but everyone thinks you're using playstation
Anyway, now it's solved, so thanks
Have fun
ive updated an outdated mod via AMUMSS, now in which of CreatedModPAKs and Build folder do the updated mod located?
I mean, in between those two folders, which one should I copy the .pak files to the nms mod directory?
Quick note, a new friend (Babscoole) has been helping to lua-fy and update a bunch of my mods, so if you're interested in updated copies of my mods, check the nexus, and you might find what you wanted ๐
will do, thanks.
Kek
I'm thinking of making a mod that allows you to stack modules as the other stack mods don't allow for that. What do you all think?
Not sure if you can stack tech at all
upgrade mods no
Installable upgrades you can but from the station.
Yikes. Maybe not then
i tried it for my Craftable Upgrade Mods mod
i'd love to crafted stack of 100 mods in 1 go XD
Itd be awfully convenient if it was possible xD
hahah grav balls
Lol, yeah noticed that got snuck in there. Almost like burying the lede.
I particularly like how when I pause I can see Sean in the static
but yeah the I figured the glowing head would look better if it's only some selected parts
Well, its a bug, so probably
initially asking in #nms-questions , but it seems better suited to here:
i thought i was going to have to work with this, but then changed approach and didn't have to - but i'm still curious about how this would work, and i'd rather not experiment with it if it's already well known.
save editors allow you to move the base computer in your base by swapping it with one of several types of other portable devices. when you do this, i'm assuming your base is re-centered in terms of boundary expansion.
so, let's say you have a developed EM hotspot 950u from base center due north, and a developed mineral hotspot 950u due south. now, let's say you swap the base computer with a save beacon at the EM hotspot. the mineral hotspot is now almost twice the maximum buildable distance from your base computer.
now, i understand that these limits are kind of spongy in the first place, given that you can be 1000u from your base computer and then still build out farther via build camera. still... does this actually break anything? if not, is this a viable path to making bases far larger than would otherwise be possible?
base computer is literally just an object
unless I'm proven wrong the computer itself has always been an object in the base and not the literal base origin itself
since you can see in json that those 2 are entirely separate
devilin pixy pointed out the ability to make planet-spanning SRT loops in blender - so the question is really more about "does re-positioning the base computer re-center the base", and it sounds like you're saying "nah"
Base Computer is actually always the 0,0,0 origin, with all other base parts being relative to it. The base computer itself has a position within the star system
If I were to move the Base Computer in a save editor, all the other base parts move along with it
well, that's the thing - moving the base comp via portable object swap doesn't shift the other parts. that makes me think one of two things is going on: 1) translating locations for all other objects, or 2) just shifting the base comp object and leaving center where it is.
When you 'swap' position for the base computer with another object, the new location is 'known' to then recalculate the other base parts (vector math matrix multiplication_
just checked the base I had the computer moved and it looks like it just moved the "At" values for the object
if that's the case, i didn't rediscover a megabase cheat. ๐
tbh it'd prolly be useful to ask @sacred frigate about how the blender plugin handles it as well
I'd suggest asking goatfungus too but NMSSE ain't open source last I remember lol
nor is nomnom - cengelha said it will when it goes from alpha to beta
Each base part is made up of 3 vectors (position, up, and at). this is relative position to the base computer and orientation in the 3D world
at least zencq is on this server and you can tag em if you wanna ask lol
btw we can also circumvent all this by using the blender plugin
or even just manually moving the object in json lmao
I have worked with it long enough to know how it works, used to do all of this manually before tools like the Blender plugin came along.
well, if we move the object, it sounds like we don't re-calc center, so boundaries don't shift; and if we shift center, all the other parts go with it, negating the megabase-target thing. hm.
Well, sure you can move any object relatively easy, but for moving the base computer manually with all other parts staying where they are is easiest by using some vector math
If you want a mega base, just do it in blender
the boundary's for building, not loading in the objects
The boundary is just an in-game limitation
right - assuming i was building in-game, the boundaries are important
Yes, when building in-game it will be an issue
But, you can merge multiple bases into one ;-)
I have done this before as well on my home planet
in blender you mean? that's a nice trick.
It requires some logic work, but doable
i tell you what i really want: more than 16k parts. ๐
You need to calculate the difference between 2 base computers and apply that to one of the bases
yeah I've been wanting to do that for my planetary objects as well
Yeah, that's a bummer, but possible as well
assuming not far enough where curvature is a problem
it's fucked when you accidentally build outside the boundaries
You apply 3D vectors, it's not a 2D move
just re-associating a bunch of parts 90 degrees away on a planet to a new base comp doesn't adjust part rotation itself, right? separate operation?
or same operation, different calculation?
full disclosure: no intention of getting into blender, just curious.
Different vector to calculate with, where an actual 90 degree rotation is relatively easy
In blender it is all a lot easier, because you do not usually have to do all the math yourself
fuck
There are also tricks you can use @twilit smelt
Think is solved my 172 warnings
now thats left is the error
if i get this to work i refactored 8484 lines down to 1204 lines
wow big flex
Hi, does anyone know if its possible to get reshade mods working with nms in VR? It cant find much information about it, and changing it's settings only seems to effect the screen view of it
I could be wrong as I am not all that familiar with VR, but I believe there is no VR support just yet for Reshade, other than the OpenVR support (currently D3D11 only)
ah ok, its a shame though because reshade would look great in virtual reality
A simple image sharpening shader for skyrim VR makes a huge difference. Hope it becomes compatible for nms at some point
any way to increase your inventory above 48?
no i meant single tab, meh.
What about simplify craft? If you need products for craft, and you have resources, can you use a mod to auto craft them?
prolly not
Damn. This game still very little QoL aspects after so many years. Thank you for answers @hearty wasp
Above 48 no, but having 99,999 of most stuff in a single stack yes. If you need more than that when all is said and done dont think its possible. There are workarounds though like installing the freighter with friends mod so you can always have your freighter storage. Hope that helps!
Is there a mod for allowing you to change your ship on freighters and stations at all?
No
Dang it
lol Put on 2 mods. Game won't run.
What mods?
Well first I was having a hell of a time finding one that reduced scan time. They all kept crashing the game. Now I'm hoping for one that kills the ship RNG. This one is less needed though.
I did find the scanning one I was looking for though.
What are you wanting, a specific ship model or for them to always be S class?
I've been trying S class max stats and inventory mods.
This should be up to date:
https://www.nexusmods.com/nomanssky/mods/605
I think this is one of the ones I tried already.
Where can I get mods?
Nexus
Once the update finally comes out will you be compiling everything you gave a Sean head into a mod?
after I update every other one of my mods, yeah
hopefully scenes don't get another changeup
else I may not
due to mental breakdown
We shall see then
What if on the next day you gave the giant space jellyfish the Sean head
Interesting...
what if you replaced the bubbles on bubble planets with transparent sean heads?
i think that is one of his ideas
ohhh I see
When is it just gonna replace the sun
Updated (by Babscoole) !
https://www.nexusmods.com/nomanssky/mods/1275
Babscoole has updated about ten of my mods in the last two days
@hearty wasp #874277230895824926 message
kek
You've done it again.
๐
nice
can some one make reture of this but make the red-> blue and also yellow (might make a find sunken ships one too :D)?
like dis
Hopefully they're the right DDS format
hope so too XD
but if it works another tiny mod release
hehe
@vale iron thx a ton again
Glad it worked
mod works like a charm too 10 maps activated 10times differnt ship
if only i could filter on class XD
my hand is so tired
use foot ๐ฆต . No surrender.
I need a method to disable proc gen colours
can I just do some mask texture magic for that
or do I have to go into the mats
huh, don't see anything in the mat that indicates proc gen colours
Maybe then to "unproc coloring" of a texture you would have to go to the model and point it to new unique texture names that don't have texture mbins associated with them?
I'm going bit too lazy to explore that rn tbh
Dear God
and it's still not the end
textures being 2D really doesn't make anything pop
computer generation doesn't really do good jobs on something as organic as a face
also if I'm putting on a model I already have Sean's head
but I feel that intrusive
our nightmare is the update itself
damn
^^
fun thing it's not cheaty
you still have to upgrade the slots yourself
no the upgrade process is the same but instead of C be capped at fe 28 /7
the cap is moved to 48/21
it is ๐ and i love it XD
been looking into upgrading the freighter class but thats far off
O_o
keep me posted lol i'd love to hear how that goes
me too XD
this might just be the worst best one yet
yeah this is definitely the most intricate
thing with 3d models is that you can't warp em
but at least 3d models are 3d
I definitely appreciate the effort being put into this
a shocking number of people are completely oblivious to satire
ikr
also
@hearty wasp congarts on getting on the news are there other ones besides us tho?
39 votes and 21 comments so far on Reddit
just putting this here till i come home so i dont forget lol
be careful with this as it can cause your game to crash at unexpected times
i mod this game a lot, crashes are nothing new to me xD
@magic lava i am barely at the first step and i have no idea what to do
What exactly are you having issues with? Save file transfer from GamePass to Steam?
yeah i tried but the tutorial is just straight out bad
it tells me to do shit without telling me how to do it
he tells me to link my gamepass save folder and stuff
How to do what?
I'm not seeing where it tells you to link your save folder
You need to open you GamePass save in NomNom first to be able to save it as JSON. Then you need to have a dummy Steam save which you open in NMSSE for editing
It is quite a lot of work to transfer and mistakes are easily made, so make sure to pretty much follow the guide by the letter. Any specific questions, feel free to ask of course, as I am very familiar with the guide as well as the editor(s)
literally went in all of the steam folders and didn't found a save file
maybe it's in the documents folder
idk i'll try again later
Check below for locations of save files per platform:
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
huh
well i was going to play call of duty but then i realized this will be worth my time more
i'll try again
NomNom has a transfer feature now, though I don't know how it works
Included in the latest update?
Yeah
That's cool, was not aware
k i'll check if it works if i can figure it out
Ah yes:
Saves can be transferred to another platform (between any supported) or to a different account within the same platform.
The only problem is uploaded bases, as we've discussed before
well on my steam account i don't have any bases
k i filled out everything but i have no idea wtf to do now
maybe it already did it
let's check
I have all my bases
The problem is if you upload a base in MS, then transfer the save to Steam, you end up with duplicated bases
Yeah, I am aware, and saw the discussion you had with Zencq. No idea either how to properly solve without actually going in-game.
https://prnt.sc/1qvjw50
what do i do after i filled that out?
@magic lava The issue is that an uploaded base on one platform, is copied to a new platform and therefor ends up existing on both platforms, unless you go back into the old platform to remove those bases after the transfer.
it doesn't give me anything other to press so yeah no idea how do i do the save file transfer
What effect does that have on the game though? I'm not following the problem
Did you choose a destination?
yes
Hmmm, I just got the updated version. Will have a look, if possible, as I do not have another platform to transfer from myself
basically i filled that out and i don't know how to "apply" the transfer
I do indeed not see any button or otherwise to continue from that window
yeah this stuff confusing as heck
idk what to press and it didn't apply on my steam save
oh hold up
i think i did something
it worked!
like magic
What did you do? I am just as confused about the UI
crappy UI
should have made the button actually look like a button
omg it saved everything
You are saying that 'Destination' itself is a button?
The icon of overlapping folders?
yes
Ah ok!
i am surprised on how simple and smooth that thing worked
I would suggest to leave some feedback on the Github by creating an issue:
https://github.com/cengelha/NomNom/issues
I can't really check that myself, as I have no other platform to test with. So for me it doesn't even become a button, as I do not have a proper destination. I trust you when you say it works flawless otherwise, as they did a mighty fine job creating this editor. Still a work in progress though, for which feedback is precious!
i haven't checked the bases
If you still have access to the previous platform, confirming the transfer worked without issue, you can always go back into GamePass in-game to delete the bases there through the Base Computer, to then go into Steam and upload them in-game.
That would then properly fix any possible duplication of bases on both platforms
i'll check out the space anomaly and check if all of my bases are fine
i didn't build anything serious but i just wanna see if it worked actually flawlessly
they all there
god that worked much better than i expected
@dire oak Have fun and I am sure the creator appreciates the feedback you left on Github
Can anyone explain how mods will be affected in the new update? I donโt use LUA scripts but if I use that, will I be able to use mods after the update or am I at the mercy of waiting for mods to be updated. First time playing during a major update.
Any major update to the game will likely break mods, which will then have to be disabled until MBINCompiler has updated to fix them. Having the Lua scripts will 'then' allow you to attempt updating them through AMUMSS. Alternatively you can wait for mods to update.
Thanks @fallow meadow, so the only difference between putting mods in mod folder and using AMUMSS is the auto update?
AMUMSS is just a different way to create mods, which includes some handy tools to attempt update or merge. It still relies on MBINC to update with major updates in case of mods breaking
All mods rely on MBINC for that matter, but the 'classic' way of creating mods, results in just the .pak(s), which will then have to be updated to work again.
The Lua script for AMUMSS is able to attempt recreating an updated .pak (mod)
The actual result you use is the same, a .pak file, the creation process and tools that come with it are different.
Any must try mods?
Totally depends on your own personal preference. I would suggest to check NexusMods and sort by 'last updated' to see if anything stands out to you
@hearty wasp what is today's Sean
I have to be partner to upload more than 140 sec
but is it Sean Stations?
soon, everything will be sean-right
Everything should
no man's sean the game
All Sean's Face
The Seaniverse
What kinda horrible mods are you running that cause you frequent crashes lol
Can I turn aliens words into an English while living game's language Russian? Maybe there's a file of localised alien words I can replace by an English one?
Are you trying to use English as the game language or just the alien parts?
I want to set English only for alien words (because translation of alien words technically done very, very bad โ even if you're "learned" all alien words you barely can understand what they say)
I think it'd just involve editing the related language entries
How? I'm just never into modding NMS
from my understanding, the alien sentences are all translated from English to alien, and then alien to native
if you've never modded the game read this https://stepmodifications.org/wiki/NoMansSky:1.0.0
not sentences, words seperately
is it difficult to mod no mans sky since it's multiplayer?
ive never modded anything but i hear with vortex you just download the mod and go
I think there's somewhere should be a files with "alien word = human word" vocabulary and so, i think it would be very easy to replace those files for other language with English ones... easy for who have experience with NMS modding. I see that large amount of text in the link you gave me (and this text contains another links with large amount of text) and think it will be very hard to understand how the NMS modding works. So, I would like a modder to make such a mod. For now, I will try to find a video tutorial on how to make a mod for NMS (ะฒัั-ัะฐะบะธ, seeing toutorial in action in English is not as tedious as reading a mountain of English text ๐), but if it would not be difficult for you to make such a mod for me (and for other people who play in a non-English language), I would be very grateful
I will check them out -- I was shocked to see a modding channel for this game -- you'd think they'd have like anti-cheat or something lol
yes, and that file is the English language files, hence why I said translated from English to alien
all alien sentences are written in English, then when it's displayed is translated into its "alien" text, and when if the word is known, then translated into the game's current set language
but for your case's purpose, you should only need to edit your set language, which is Russian's, language files
Yeah, i know, and becauseof it's translating each word seperately, in languages that far from English, it looks very akward
yeah ik
imagine how it'd look in Japanese lmao
I'm not sure where you would go about rectifying the grammar for your language, but it's either in the English or current set language files
outdated ones xD
Hello, I have read the link you provided, installed Mod Organizer and PSArcTool, but can't see how to make an mod... wait, is it was a tutorial for installing mods? I doing it by Vortex and by "I'm just never into modding NMS" I meant I never modify the game. Oh, I through "to mod" = "to modify" (= to edit game's files = to make a mod), oh my English
you should also get the latest mbincompiler and maybe modding station as well
So, can you do this mod for me? Because I don't know what PCBanks should I edit... and what should I edit
I'm too lazy
I'm too ๐ญ. But thanks for the link, I'm try to get into it
But how can I understand what the .pak I need? Should I to unpack all of them?
the initial set up can be daunting
yeah just unpack them all
modding station should have a button to automatically unpack
but using the AMUMSS explorer should give you a more complete extraction
So, the AMUMSS is the better version of MBINCompiler?
nope, just utilities that lets you traverse and edit the files easier
amumss you can prolly just google
What is I should put in EXML Editor Path in NMS Mod Station?
do you have a text editor
Ok
that you use to edit text files with
Does it xml-structured?
yeah they're all in markup language
Now I should click Unpack Game Files, right?
In the folder I set in Unpacked Game Files Path?
I have only models and textures folders, is it ok?
O, it wasn't unpacked yet. It was showing "Ready" for a few minutes, and now back to "Unpacking Game Files"
Is it ok that after NMS_LOC1 there's NMS_LOC4?
there are multiple different language files if that's what you're asking
Loc1 Update3, loc4, loc5, loc6
Hm, I haven't LOC2
sorry kinda auto pilot typing
ok
I probably found what I searched for. Can I delete the Properties I left untoched?
Wait, I'll edit .exml, convert it back to mbin and that file will be a completely finished mod?
first we need to confirm a few things
does your modified file resides under the same folder structure as the vanilla file
ow, I need to also convert it to .pak saving folder structure
I need to put it in folder (as original file was) and that folder move to MBINCompiler, right?
just dragging the exml will do but the folder'll be ok too
just don't make dragging the folder a habit
So I can drag exml to MBINC and that will be enough to create a mod?
no
that'll make your exml into an mbin
you then pack the entire folder structure into a pak
are you still using modding station btw
yes
ok so
you can right click a vanilla file on the "Unpacked Game Files" side
"Copy to project path" will have the selected file copied into "Your Project" side with the entire folder structure
and then you can click pack mod to pack the mod
Ok. And I can rename the .mbin files, right?
why would you want to
I wanna create 1 file for all langs instead many files for each lang as orig
you can't
because the exml of each file have all langs trees but only one of it is filled
you can only replace vanilla files with your current implementation
because language files work that way
one suffix for one language
so just edit all the languages if you want
Why? Each file have all languages properties, just the values (exept one lang) is empty. I can just fill this values, isn't it would work?
no
because the game isn't set up that way
think of it as an arbitrary rule
because that's exactly what it is
so just replace vanilla files
Can I convert several files at once into exml using NMS MS?
What to use to edit exml? My notepad++ dies if I try to open it, and WebStorm doesn't allow me to edit it
np++ should handle it fine
Sean's spirit is almost broken.
he knows how to fix it.
is there a mod that lets you use your multitool in space stations?
i need jetpack lunge
No
damn
is there any other trick that allows for faster movement in space stations
i've seen people running around the anomaly a lot faster than normal, is that just exosuit movement upgrades?
Or a mod that increases your speed
just use rocket boots module. Allows you to get almost the same speed as melee boost
How do you use the rocket boots?
double tap and hold jump
once you're up in the air you can let go and just boost yourself every so often to keep altitude
A question about mods that change planet generation (lush, adds more items, etc..) does this also affect people in your group? As in will people also see the things generated if I โdiscoverโ it first
I think they will only if have that mod installed too
So two players on the same planet see two different planets?
If they are on the "same" planet. A mod can also change if a planet exists and where and what type.
read the pins ๐
Pins?
There is an icon on the top bar "pinned messages" @tepid jetty
Got it! Thanks! Only showed me the โthreadsโ option
Mod please
It's a number value, the PlanetBaseLimit, RegionLimit, PlanetLimit, and FreighterBaseLimit
Where to access this
METADATA\REALITY\TABLES\BASEBUILDINGTABLE.MBIN
Mod machine broke, most mods (minus most texture mods) are broke. Game go kaboom with broken mods. No modding for days 
^pin if readable enough

works for me ๐
probably a dumb question but did you make sure to delete the "DISABLEMODS" text file again?
No it's just a norm that big updates break most mods
We'll know more when we get a report from monkeyman / wberto
Given the amount of content added it's pretty much a dead cert that MBINCompiler will need the usual love
I'm really interested in seeing the patch notes and report on the files
Looks like they touched nearly everything then
main feature of the update is certainly complex, but I don't see much that would entail most files to change ๐ค
"90000 modified files" I think lo2k said
Yeah, I'm scared to look at that report
What's the over-under for patches? I'm going with 5 patches before settling.
I gotta check and fix my ~1200 scenes again
F U N
Report on how fucked we are by this update ๐
@hushed bronze It's a long shot but I hope they implemented your base building "accessibility" features into the update. The fact that you don't need the mod to see the stuff it can do is criminal. Makes me wonder how many people come across other bases that have Rusted/Stone/Wooden basic metal re textures and hope they will find out how to "unlock it" some day.
They changed biomes and environment related structs again.
For strictly nothing.
||There's a fair amount of visual updating - noticed some grass gen changes and improved textures.||
They don't need to rebuild the spawning structure to tweak grass.
Also it appears that they reverted their quality related placement settings to pre Prisms.
I am so happy that my favorite terrain pak that edits just GridLayers still works
they do do this sorta back and forth from time to time
Yeah but all biome mods are incompatible now.
And need to be rebuilt like they were pre Prisms.
Well for some reason a planet that didnt have salvaged scrap
I don't get it. Really.
now does have salvaged scrap
Maybe they wanted to change the rarity of stuff like that
Doesn't it just take one change to the Vanilla MBIN to break a mod?
From the notes:
||A new save streaming system has been implemented, making more efficient use of memory. Very large saves are now supported, allowing for thousands of hours of play.||
So the save editor is probably dead
Well tbh if they want to make discoveries stable they ought to find a way to either ignore discoveries that from a save that changes that planet's biome from vanilla. Or alas make it so you cannot change what type of biome a planet is. Right now though I personally see the discovery reset issue related to planet names when a mod changes its base biome as a problem. Generally things that erase galactic history is a bit of an issue for me xD
nah it prolly just means the game is streaming data from the disc to memory
not like, from the cloud
it's like the 2077 way and the NOT 2077 way
My reading is, that they've likely changed the save file so it's "chunked".- i.e. they can read parts of the save file, without reading the whole thing. Which would fix terrain regen. But, it would be impossible without substantially changing the save file format.
we'll see what zencq has to say once they got to it lol
may just need a major overhaul lel
I think the save system is a bit screwy though, I dunno what or how this occured, but after a long time of exploring a lot. Some of the systems I discover do not appear in the normal systems menus, and appear as "removed systems". And I wonder if I fill up the removed systems tab also, what will happen to the systems I discover after that one is full?
Wouhou!
Objects tables are unchanged!
Biomes files are toast, though.
Also they seem to have messed with placement tiles.
Wonder why.
Biomes files are toast? What does that mean? Haha shit.
Something else to consider, if they wanted to have multiple universes in parallel, they'd need something like this too...
It means I don't have to rebuild the 100k + parts for my mod.
But I can't modify base biome files to actually update it.
You mean you do have to rebuild? Or you don't because you can't? (Confused by but)
I only need to rebuild the easier part.
Once MBINCompiler is updated it will take me like 20 minutes tops.
Is there any kind of list of time-limited items that can be added to GCUSERSETTINGSDATA.MXML to unlock them? I think I have most of them but just want to check before getting into the new update
Are there any mods that give more opportunities to play as a criminal/space pirate? As far as I know all that can be done at the moment is blowing up cargo from freighters to get their stuff.

also don't think so even if not broken
Alright, sorry.
@hushed bronze Damn I hope you can back mod back in the recolour features cuz I miss them already xD
don't need to be sorry, just need you to have the right expectations lel
ik the update hasn't been out for long but is there a mod to reduce building time for settlements?

oh I should post this here as well https://fxtwitter.com/WSLTP/status/1433070525799010310
yo
this is sick
@hearty wasp can you make a mod that adds back the original build sets of wood concrete and metal?
prolly?
shouldn't be hard I think, they're all in the game as legacy parts
once save editor updates you can edit your save to learn all those parts
yeah still have to see if they're in legacy basebuilding table or the proper one
like i know they made better ones but there's no reason to remove the old ones
the game don't remove existing ones, yes?
having both would just increase the variety of bases even more
they didnt want to retexture the old ones into the new as it would make old bases look incredibly weird
also they're different sizes... again
lmao
from what I've heard, at least
still in the game cuz old players still have them
we've had, what, 2 sizing standards yote into legacy now?
first the infrastructure ones, now the basic ones
I respect HG and like the game, but this is so unnecessary
also does anyone know what was removed with this?
anyway if they're "disabled" like the infrastructure ones I should be able to re-enable em with Eucli-ea
o nice
the "large power door" that would show up sometimes
and some parts that got repeated
but what about the normal power door
still exists
once you'd buy a normal power door sometimes a "large power door" would appear below it
oh
it was not buildable
lol
yep they exist
that's the basic parts garage door right

