#nms-modding
1 messages · Page 222 of 1
What I need to know if any data from both games will end up in the same location, and if so, if I can change it
I want to still be able to play vanilla because the community is one of the strongest aspects of the game but it's almost entirely vanilla
But I want to see some new stuff too that you can only see with mods
I'll look into that too but I don't use Gamepass so I'll probably use the GoG one if it works
Is base parts count shown in the goatfungus save editor GUI? If not, where would I look on the raw JSON?
does the base section not show how many pieces there are
Is it possible to make a mod to force spawn a missing creature from your list that just won't spawn? Or maybe there's something like that available
I believe you can completely change what animal any of your companions is
This is why it would be nice to be able to name saves. You could simply enable or disable mods and load either a "modded save" or normal.
no.
Just out of curiosity, why would it not be possible? I know hg is strict with mod stuff@steel crypt
I'm assuming you are talking about a creature on the discovered creature list?
Yeah 👍🏻
If so, there is simply no way of doing it other than some really complicated stuff that no one has done. There just isn't a function available for that kind of thing as far as I know. I know we have forced spawned other junk, but I don't think there is a way to do that. I might be wrong because I'm not the expert in that area. Mjistral is.
Anyone seen the script definition for the sandworms yet?
Trying to brew up some custom ones in eggs
But I don’t know the body part names
Er, descriptors
Example would be this, the JSON for a flying butterfly
"CreatureID":"^LARGEBUTTERFLY",
"Descriptors":[
"^_FWINGS_02",
"^_MOTHBODY_01",
"^_BWINGS_02",
"^_MWINGS_02",
"^1700563272"
],
Here's the body parts from the descriptor. _SET_B is the update's new additions.
You can't mix parts from SET_B into SET_A.
_SNAKE_A
_SET_A
_HEAD_1
_HEAD_2
_HEAD_3
_HEAD_4
_HWACC_1
_HWACC_NULL
_WINGS_1
_WINGS_NULL
_WINGS_12
_WINGS_9
_WINGS_10
_WINGS_11
_BODY_1
_B1ACC_0
_B1ACC_1
_B1ACC_2
_BODY_2
_BEELACC_NULL
_BEELACC_5
_BEELACC_6
_BEELACC_7
_BODY_3
_BWACC_NULL
_BWACC_1
_TAIL_1
_T1ACC_2
_T1ACC_1
_TAIL_2
_TAILFIN_3
_TAILFIN_4
_TAIL_3
_TAILFIN3_3
_TAILFIN3_4
_TAIL_4
_TWACC_NULL
_TWACC_3
_TAIL_5
_TAIL_6
_TAIL_7
_SET_B
_HEAD_CENTIPEDE
_HEAD_LEECH
_HEAD_SANDWORM
_HEAD_SANDSNAKE
_BODY_CENTIPEDE
_BODY_LEECH
_BODY_SANDWORM
_BODY_SANDSNAKE
_TAIL_CENTIPEDE
_TAIL_LEECH
_TAIL_SANDWORM
_TAIL_SANDSNAKE
_SET_GPXRARE
I appreciate it, honestly didn’t know anyone would have it
So I don’t think there’s potential to put the “dragon” head from the flying snakes on
Where is that found at?
Imma tweak it a bit to see the different outcomes
I wonder what the variants are
Wait a second
If set A is pre update
That means one might be the already existing heads
I saw someone with a screenshot of one of the flying worms with an abyssal horror eyeball on it
Like dragon, dragon “horned”, loach, or eel
I have seen that recently as well
Nearly died from fall damage trying to jet pack to it to try and interact with it
If I could get the flying snake descriptors then I could force a companion to turn into it
Now I just need companion eggs to turn into sandworms
The biggest issue I’ve had with faux eggs is that they either have an infinite timer or hatch into nothing
But if it’s a real egg then I can change what’s inside it and it’ll still hatch
You need flying snake, you said, @lime mesa
Sure, if ppl want them as companions
I don’t need the egg, just the description/name for JSON like what bomber had
It looks the same as what ThatBomberBoi gave you
That’d make some sense
As they act very similar
So the sandworm and snake descriptors are the same?
Looks like what they gave you was flying snake. Sandworm is the same, but lacks tails 1,2,3,5,6,7
i.e. only tail 4
I'm curious if you can make the SANDWORMMINI into a pet, but don't have the time to test it right now
Im curious tho which sandworm is the right sandworm
so is sandworm listed as sandworm?
The descriptors are in all ways the same except the tails. It's listed as SNAKE TypeId as well
But the TypeId doesn't always match up with what you need for the egg
I've tried before, but have never been able to find a definitive list from which the companion type comes
Workinmg on it now, will ss results
So it's litterally snaketypeid or is it snake_a
TypeId is SNAKE with underscores around it. Id is SNAKE_A with underscores around it.
Then you have TypeId SET, and under that Id SET_A and Id SET_B
That looks quite odd, this is what Ive got
"Scale":0.990391731262207,
"CreatureID":"^SPIDER",
"Descriptors":[
"^_MANTIS_A",
"^_ARMS_NULL",
"^_BODY_2",
"^_NECK_CRAB",
"^_ACCR_NONE",
"^_LEGS_1",
"^_LEGA_1",
"^_LEGC_1",
"^_LEGB_1",
"^2219047072"
],
"CreatureSeed":[
true,
"0x9D681C04AFE23C29"
],
"CreatureSecondarySeed":[
false,
"0x0"
],
"SpeciesSeed":"0x7A7533595C258A93",
"GenusSeed":"0x65FE9A7FF9BBDC01",
"CustomSpeciesName":"^",
"Predator":false,
"UA":"0x506600FF592BB6",
"AllowUnmodifiedReroll":true,
"ColourBaseSeed":[
false,
"0x0"
],
"BoneScaleSeed":[
true,
"0x9D681C04AFE23C29"
],
"HasFur":false,
"Biome":{
"Biome":"Scorched"
},
"CreatureType":{
"CreatureType":"Prey"
},
"BirthTime":1632824163,
"LastEggTime":1635243363,
"LastTrustIncreaseTime":0,
"LastTrustDecreaseTime":1635243363,
"EggModified":false,
"HasBeenSummoned":true,
"CustomName":"",
"Trust":0.6000000238418579,
"SenderData":{
"LID":"",
"UID":"",
"USN":"",
"PTK":"",
"TS":0
},
"Traits":[
0.030407488346099855,
-0.8616889715194702,
0.346565842628479
],
"Moods":[
0.2203211486339569,
0.8505823612213135
]
for one of the crabs
I replaced "SPIDER" with "SNAKE"
"MANTIS_A" With "SNAKE_A"
all the limbs with a head, wings, body, and tail
the crab disappeared, the slot is empty now
"Scale":0.990391731262207,
"CreatureID":"^SNAKE",
"Descriptors":[
"^_SNAKE_A",
"^_HEAD_3",
"^_WINGS_NULL",
"^BODY",
"^_BODY_CENTIPEDE",
"^TAIL",
"^_TAIL_CENTIPEDE",
"^2219047072"
deleting body and tail
still no result
Might try type B stuff next
If i had a sandworm egg in my inventory it'd tell me what it is
Ah, maybe the mistake was I put SNAKE_A instead of SET_A
Maybe I could play connect the dots with the cow or spider JSON, since I have cow and spider companions. And compare the two
I'll hatch mine and check
appreciated
the number at the bottom of the descriptors is important enough that removing it renders the save reset. But for both the cows it's identical. So I'm thinking it's part of what defines it
Yeah, it's FLYINGSNAKE
dang
{
"Scale":0.44999998807907107,
"CreatureID":"^FLYINGSNAKE",
"Descriptors":[
"^_SNAKE_A",
"^_SET_B",
"^_HEAD_SANDWORM",
"^_BODY_CENTIPEDE",
"^_TAIL_CENTIPEDE",
"^366051701"
],
"CreatureSeed":[
true,
"0x4CE52B371BB24426"
],
"CreatureSecondarySeed":[
false,
"0x0"
],
"SpeciesSeed":"0xCBB2FB194311851A",
"GenusSeed":"0xA9FB46745128FDB1",
"CustomSpeciesName":"^UI_PETWORM_SPECIES",
"Predator":false,
"UA":4536589159381968,
"AllowUnmodifiedReroll":true,
"ColourBaseSeed":[
false,
"0x0"
],
"BoneScaleSeed":[
true,
"0x4CE52B371BB24426"
],
"HasFur":false,
"Biome":{
"Biome":"Scorched"
},
"CreatureType":{
"CreatureType":"FlyingSnake"
},
"BirthTime":1635246508,
"LastEggTime":1635246508,
"LastTrustIncreaseTime":0,
"LastTrustDecreaseTime":1635246508,
"EggModified":false,
"HasBeenSummoned":true,
"CustomName":"",
"Trust":0.699999988079071,
"SenderData":{
"LID":"",
"UID":"",
"USN":"",
"PTK":"",
"TS":0
},
"Traits":[
-0.6765758991241455,
0.4448619782924652,
0.18935999274253846
],
"Moods":[
0.8134760856628418,
0.2353621870279312
]
}
You can use my mod, but it doesn't actually speed it up, just sets the timer to 0
So if you remove the mod, the pet will revert back
Ah I see
Otherwise, mess with the birth time. It's probably in UTC
It's fine, as long as I've figured out how to turn things into other things it'll work with eggs from other creatures
wish i knew how to conjure functional eggs into inventories
I've got a monstrous in my inventory. I'll check the JSON
I've directly copies JSON for eggs over into other slots
theres a failsafe in place
if u have duplicate sourced eggs, only the original hatches
You duplicated the Eggs[#] JSON?
yep
even tried changing it to egg[#+1]
I think when an egg gets made it's marked with some sort of "Serial Number" and eggs that share a serial number don't hatch
lets see if I've turned the crab into a sandworm
I got both type A and B to function in one go
turned the crab into ur worm and the cow into a flying snake
any sort of sandworm/snake you'd like?
Just gonna log this here
Head 1= Loach
Head 2= Eel
Head 3= Leech
Head 4= Dragon
Just let us know if you find the glowing abyssal horror eye
found the dragon one, I'll let u know when i get the eyeball
As weird as it is I don't think the abyssal horror is an actual flying snake, as there are only 4 heads listed in the JSON, and none of the 4 are the eyeball
I could force an abyssal horror to act like a flying snake
if you have the abyssal horror json and the weird number that goes at the bottom of the descriptors. Idk where that number comes from
found it
Not only can I attach the eye, I can attach the eye and any of the heads
If u want an egg of it then just lemme know
I think technically I could make it stubby and huge and it'd be like the space horror maggot thing
I think the next thing I'd wanna try modding into a companion would be the dirt krakens
Yay experimental updated. Get to update mods again in a day or two
The gift that keeps on giving
The glory of Sean 
are there documented examples of how to use the ODS (and/or auth) api? or anyone here able+willing to pull some examples? (question behind these questions is how feasible it would be to add an "is ODS working right now" check to gunter)
the ODS query/seasonmode endpoint either has no auth check or additional syntax checks before the auth check.
(and if someone is interested in the whole SSL-MITM topic, but doesnt know how that works ... i am pretty sure i can help with that part, but i dont have a gaming PC, so cant just pull the info myself)
What is it?
Abyssal Horror Script
"Scale":0.990391731262207,
"CreatureID":"^FLYINGSNAKE",
"Descriptors":[
"^_SNAKE_A",
"^_SET_A",
"^_WINGS_NULL",
"^_BODY_1",
"^_B1ACC_0",
"^_TAIL_4",
"^_TWACC_3",
"^_SET_GPXRARE",
"^366051701"
],
"CreatureSeed":[
true,
"0x724B407025178C51"
],
"CreatureSecondarySeed":[
false,
"0x0"
],
"SpeciesSeed":"0x7A7533595C258A93",
"GenusSeed":"0x65FE9A7FF9BBDC01",
"CustomSpeciesName":"^",
"Predator":false,
"UA":"0x506600FF592BB6",
"AllowUnmodifiedReroll":true,
"ColourBaseSeed":[
false,
"0x0"
],
"BoneScaleSeed":[
true,
"0x9D681C04AFE23C29"
],
"HasFur":false,
"Biome":{
"Biome":"Scorched"
},
"CreatureType":{
"CreatureType":"FlyingSnake"
},
"BirthTime":1632824163,
"LastEggTime":1635243363,
"LastTrustIncreaseTime":0,
"LastTrustDecreaseTime":1635243363,
"EggModified":false,
"HasBeenSummoned":true,
"CustomName":"",
"Trust":0.6000000238418579,
"SenderData":{
"LID":"",
"UID":"",
"USN":"",
"PTK":"",
"TS":0
},
"Traits":[
0.030407488346099855,
-0.8616889715194702,
0.346565842628479
],
"Moods":[
0.2203211486339569,
0.8505823612213135
@lime mesa oh cool! Thank you so much! What do the CreatureSeed and other Seed values do? Is it known?
Is it possible to give myself a companion egg via a save editor? I'm trying to in NMSSE but it doesn't seem possible
Creature seed is the random generated name
It’s not
There’s some weird hidden serial number the game gives eggs
Ah I see, is it possible to make a companion instantly ready to produce another egg then?
Ooo do let me know when you've figured it out!
Since I can't easily get an egg right now, can I modify an already existing companion?
A time skip works fine
But when you go back to normal time it adds the difference to the hatch timer
You can yes
But if it’s an egg, anyone who’s holding it can modify it
And duplicated eggs don’t hatch either (same reason, hidden serial number)
Yeah I saw you were saying something about duped eggs not hatching above, very interesting
How do you actually find out these head values and stuff?
Oh also! Is there a way to dictate the colour of the companion?
Yes but idk all the values for it. If you have an already colored companion with the desired colors then you can copy it from there. I plan to make a spreadsheet for it.
Bomb pulled it from the JSON, I don’t know where they found it. I just copy it from existing creatures.
I wish I knew where the “description” list was in the JSON or how to look at it
I hate to bother these guys about it
But they were very helpful
Oh thank you! All of you guys are super helpful 😄 I can send you the current colour of my worm, it's purple I got using landing gear fuel
I’d appreciate the purple actually
Also trying to get antimatter red//white
What's the value I'm looking for? I can send it right now
The same sheet as what I sent for the abyssal horror. Imma plug values in until it changes colors. Though I do believe it would be the “UA” number that comes after “predator [true:false]”
4536589159381968
That's my UA one
I also believe the predator set to true makes the animal attack other creatures
Is the ColourBasedSeed anything to do with it?
I would think so, but I don’t think that shows up on creatures that haven’t been modified in the nexus
As none of my creatures have a color seed
Ah I actually tried testing Predator set to true, it does indeed go on the hunt and stuff, but it doesn't seem like the worm can actually get low enough to the ground to do anything, which is weird since it can get low to the ground when you interact with it
Like, it would say it's attacking but then it'd just be flying around
I know how to get it on the ground, you change “FlyingSnake” (the variable that is lowercase) to what you want it to act like
Ohhh cool! I'll test it out with predator
this companion stuff is super interesting
But there’s also stuff like flying beetle but I don’t remember the syntax from memory
That might be a good one to try tho when I get home. As they are sometimes on the ground, but can still fly
0x184C5DAD8F4C6940 Just for good measure, this is my ColourBasedSeed value too, since I did modify it at the nexus
Then we can safely assume that this makes them purple
Can you send the whole line, line before, and line after? So I can see proper syntax?
"AllowUnmodifiedReroll":true,
"ColourBaseSeed":[
false,
"0x0"
Like this
Sure!
I’ll make the spreadsheet when I get home
"ColourBaseSeed":[
true,
"0x184C5DAD8F4C6940"
and if you need UA: "UA":4536589159381968,
There’s only 3 heads for normal sandworms
There’s 5 for the flying snakes that aren’t rly sandworms
Head 4 has a variant with horns
And heads 1-4 can have the 5th (abyssal horror eye) added to them. And it will appear in the mouth
I've got the eye on the SET_B HEAD_SANDWORM head
Really? It works?
Yep! I'll send a screenshot
I didn’t think it would
the body looks a bit jank though
The abyssal horror syntax makes it so you don’t need any of the head wings tail etc
Once you add the abyssal horror syntax it will generate a whole worm
So technically the descriptors can look like this
"CreatureID":"^FLYINGSNAKE",
"Descriptors":[
"^_SNAKE_A",
"^_SET_A",
"^_SET_GPXRARE",
"^366051701"
],
And it will make a white spinal cord looking body with red flesh at the joints, and the eye
It’s an identities
Identifier*
There's no clipping with the sandworm head either, so when it closes it's fully hidden. Super cool!
I’m trying to figure out where to find that set of numbers is in the JSON, because it’s what determines what creature it is
So you think we can get more than just the eye?
Or is it the identifier for the worm and not the abyssal horror?
can someone tell me what this is
Wdym by more
I don’t think we can do anything more on the worms
But we can probably do more creatures
I’d need their JSON descriptions tho
Anomalous fauna and fish and such
I do wonder what happens if we add more heads tho
Like mix head 3 and 4
Or mix leech and sandworm
Sandworm and sand snake
Winder's mod Sean Sean's Sean
Who?

thank you
Does this involve getting every type of pet so we can copy it's data?
Not rly
@lime mesa then how do you get them? I’d love to lend a hand too 🙂
You can look at the DESCRIPTOR files by unpacking the game files and looking in MODELS\PLANETS\CREATURES
I have no means of unpacking
Actually, you can do it without unpacking by using NMS Mod Builder:
https://www.nexusmods.com/nomanssky/mods/2032
I use Modding Station because I prefer the interface for browsing the files, but some have reported errors with it:
https://www.nexusmods.com/nomanssky/mods/320
Or you can use AMUMSS to unpack and its PCBANKS Explorer:
https://www.nexusmods.com/nomanssky/mods/957
Wow thank you so much! I’m gonna have some fun when I get home from work hahaha
I wonder where the last set of numbers in the description comes from
My uncle said you were dead!
I just realized we can put fur on the sandworms
I haven't messed with the fur boolean to see if it's as straightforward as it looks
Is it?
I think there may be some material file requirements as well, though. The sandworm skin material might not be setup to support fur
But only one way to find out
Let us know how testing goes
Will do, nearly off work
My only issue with testing stuff is that the game takes eons to load in
Yeah, that's always a pain
I'm stuck reading up on Korean philosophy and religion all night, just barely took out enough time to update a few mods for the next experimental
If the fur goes well that’d be pretty cool
Hey that sounds like a p good way to test fur related mat setups
If fur is just a boolean for pets
Have an old guess that I wanted to test for
i assume the Gif Sentinels are not present in this channel?
fur on sentinel walker
Yeah, I think I tried something like that once and couldn't get it to work. But that might be mistaken memory
It might’ve been sentinel specific
Ik they don’t play nice with the companion mechanic
They tweak and crash
I’ll do sandworm head, body, tail and set fur to true
Then I’ll do the same for a snake
And see how it acts
I'm still here
With the way it clips on other animal limbs (dinos and dogs) it looks like it’s mounted to the skeleton or frame (it stretches on exaggerated parts)
Might try something we know fur does work on, like the antelope rig or something
Hi still here, I’m dad

Or adopt a companion with fur and see if the fur category is checked to true
Copy paste it onto a sandworm
lads am gonna see i i cna chagne coords of settlement in my save, is there any way to grab coordinates from game?
Not the kind of coordinates you would need for that. The best I can think of is to place something recognizable like a save beacon outside of a base, then look in the raw JSON building objects folder for that item. I'm not sure it's going to work though, since they are generated by the game. Let us know how it goes.
My biggest assumption is that there will be clipping issues
testing hairy worm now btw
@vale iron could you please explain more about where in JSON are beacons outside the base are located?
also - if i'd make a base and grab coords of it basecomputer, would it work?
the game probably uses a dif language than actual coords
There are three types of coordinate systems: relative to a system zero-point, relative to the planet core, and relative to a base computer. You'd have to track down which one the settlement system uses, probably the second. A base computer should use those coordinates, too, yes.
Is hairy worm a success??
Sadly no
Nooooooo
Items outside of a base are stored in PlayerStateData\BaseBuildingObjects
I wish i could post ss here
fixed cloning/duping eggs
I figured there had to be a way. What was it?
Only functions 6 eggs at a time
The game tracks the "serial numbers" via labeled slots
egg slots 0 1 2 3 4 5
if the egg isnt in that slot its a dupe or a glitch, so the game wont hatch it
Ah, was that the problem you were having with eggs?
They must coincide with eggs labeled as such
{
"Type":{
"InventoryType":"Product"
},
"Id":"^EGG1",
"Amount":1,
"MaxAmount":1,
"DamageFactor":0.0,
"FullyInstalled":true,
"Index":{
"X":4,
"Y":0
}
},
{
"Type":{
"InventoryType":"Product"
},
"Id":"^EGG2",
"Amount":1,
"MaxAmount":1,
"DamageFactor":0.0,
"FullyInstalled":true,
"Index":{
"X":5,
"Y":0
}
},
{
"Type":{
"InventoryType":"Product"
},
"Id":"^EGG3",
"Amount":1,
"MaxAmount":1,
"DamageFactor":0.0,
"FullyInstalled":true,
"Index":{
"X":0,
"Y":1
}
}
],
Could you just duplicate the egg then copy and paste the original egg’s code into the next available slot?
The inventory checks the eggs and the eggs check the inventory
if u duplicate the egg u gotta change it's identity to match a slot
Ah, so it’s not an exact copy
So if you move the egg in the save editor, you would have to update its position in the egg list or it would corrupt?
I thought that's what the index was for, the x/y
Wow they really made the eggs hard to crack, huh guys?
but if u dupe eggs u gotta change the id and corresponding slot in the "serialized egg section" or all matching eggs corrupt
it's not, it's the order (chronologically) that "different" eggs appear in your inventory
if u dupe an egg, the number either
A: Changes numbers (egg1 egg2 etc), but doesn't have any reference data in the egg category, and corrupts
B: Doesn't change numbers, and the game checks the same place twice, and only the first egg hatches, the rest corrupt
Seperate note, I've got eggs up for grabs if yall wanted to test them
Just wish I knew how to speed up the hatching process without a time skip
Probably just have to adjust the Unix timestamp values appropriately. Don't have time to figure it out right now, but I remember there was a value for hatch time. Translate that to normal time, adjust it as you need, then back to Unix, update the JSON
Unix Timestamp
https://www.epochconverter.com/
Nice
eggs available for all 3 if yall want them for free to test duping and such
How long does an egg need to hatch? I forget
I believe 9 hours?
Birth time is a time option
but idk if i have to put it to now's time or 9 hours ago"s time
Subtract 600,000 from this value and it takes a week off birth time, so it should be ready to hatch now.
"BirthTime":1634907627,
I need to get back to work or I would test it myself, sorry
9pm here
same wow, u night shift?
I'm happy to be learning stuff that you're figuring out
No, I'm prepping for classes tomorrow
so installing mods for the first time...do i just copy the .PAK file into the MODS folder under PCBANKS or also the lua file that's in the mod download?
just pak
ok cool thnx!
What’s a good inventory size mod for survival? There’s too many of them. What do y’all use?
Hi @zealous flicker I use The All Substances and More, as it has just been updated (27th) https://www.nexusmods.com/nomanssky/mods/2006
I couldn't find one for more than 48 / 24 slots though - just quantity
Adding slots is a very problematic mod to make, while adding stack size to slots is a simple, trouble-resistant mod to make that only affects a handful of lines.
you're probably not going to find a mod for adding slots, because its far more easily done by save editor
@zealous pagoda@zealous flicker
Can you play with your friends with mods installed?
Yes, but if your mods cause your planets to generate terrain differently, it's gonna be awkward and people gonna be floating wrong n stuff
Pins in this channel have some much more detailed answers
are there any mods that change flight controls or how ships work?
Yes, check Nexusmods and search something like "Flight" within the pages for no mans sky mods
I don’t wanna come off as lazy
But is there an easier way to finish the void egg quest, I quit weeks ago because the cords are so freaking annoying
there is
there is a mod that points you the exact coords
and also shortens the timer
does anyone know if this mod still works? https://www.nexusmods.com/nomanssky/mods/892
It does not.
Hasn't been fixable since NEXT-vulkan released, version 1.77, 3 years ago
@unborn olive
darn, okay
one more question: does this mod change the galaxy seed? https://www.nexusmods.com/nomanssky/mods/968?tab=description
what I mean is that, if I find say a specific creature on a planet, and then I install that mod, will that creature not be there anymore?
(same for spaceships and stuff like that)
Nothing changes the galaxy seed. Thats why all the mods that alter the final result are non-permanent and revert perfectly when removed
alright, thanks for letting me know
Your creatures may change but pulling the mod will reset it right back
well I guess if I have the mod on I can't use #explorers-archive ? that's what I was really concerned about
Its like the core game has a formula, and a mod changes the input for x. Then you dont like the mod and pull the custom x value and it just becomes what it was before
but the mods will never screw up the formula
hm... okay
You can use explorer's archive but it would be rude if you didnt specify which mods may affect the thing you found
well obviously; that's why I was asking if things would change lol
@hushed bronze I'm checking my past discoveries with screenshots/coordinates and it looks like creatures are the same
which is good
Usually things only change when A mod affects the specific thing. Its unusual for say, space colors to change creatures.
that's why I only wanted to install color mods so that I can still use #explorers-archive for fauna and spaceships
I do plan to eventually do a large modded run with mods that change everything but my goal is to do that on a separate install and on a new save
u dont need a separate install. If you accidentally load with the wrong mods, all you have to do is close, change up the mods, and open again. there's no risk of altering your saves in ways that stick
good point... although I guess it was more of a convenience reason and not having to manually uninstall and re-install mods every time I wanted to change
I really wish we had a system like minecraft where we can just launch modded or unmodded
or even better, the project zomboid system where mods are save dependent so you have all the mods always installed but they only become active if you load a save that has them checked basically
not gonna lie, project zomboid's save dependent mod system is the best I've ever seen regarding how game devs went about handling mods; they even have an option to make mods global and impact all saves
damn it was worth it
I'm normally all in support of mods but I've been hesitant about modding NMS because of the multiplayer aspect of it
I don’t install mods, but I have modded saves. Just little things. Like if I get clipped through something I put myself back on the ground. Unobtainable fauna as companions. Bc pets
well this is terrifying lol
DUD'S SKY - COLORS doesn't change anything about ships or creatures or any other collectible type things. Only colors and weather visuals. Everything will revert to normal after removal with no side effects.
The only mod I make that has any kind of issues is DUD'S SKY - TERRA FIRMA. *See mod page for description.
@steel crypt I just looked it up and damn that's a dope ass mod
that's gonna get added to my modded playthrough (technically this playthrough is modded now but what I mean is modding it in such a way that everything changes)
Terra Firma?
yeah
Yeah, I spent almost 2 years working on that. I personally can't play without it. If you install some other mod like a biome mod or something that mods terrain (voxelgen) then you can just install Terra Firma also and have it load last to override the other mod's voxelgen with no ill effects. There is a link on the mod page that shows you how to "order" the mods.
alright, thanks
@steel crypt my settlement planet during the day was mostly the same but at night it gets super spooky now lol, and I'm not even mad; I think it's cool
I do think the rings are a bit too bright now but it's not a deal breaker or anything like that
Those solid color nights like the red above and green here are rare. Also the rings have rare saturated colors. Seems like you found 2 rare combos right away lol.
I don't know if you can, can't think of any way that would get you the center of the planet
How do I get mods to work. I have Vortex and already put the mods into it. But they don't seem to be working
Don't use Vortex, do it manually. It's just as easy and a lot easier to see where the problems are
Go to
Program Files (x86)\Steam\steamapps\common\No Man's Sky\GAMEDATA\PCBANKS
Make sure DISABLEMODS.TXT is gone. Then look in the MODS folder to make sure the PAK files are there. Then check if you are getting a red warning message about mods when you launch the game
You will not be able to find the 'coordinates' (position) directly, it requires some effort and calculations. I would create a base, and place a teleporter. You then check the Teleporter system position (TeleportEndpoints). This is of course not the position of the planet core, but on the surface of the planet. You can then use the position of the Base Computer (PersistentPlayerBases) relative to the planet, the position of the Teleporter relative to the Base Computer, and using the 'forward' vector, to calculate where the core of the planet is. Lastly you would adjust the teleport system position with the core location, to actually get the planet (core) system position.
Hope this makes sense ...
^that's literally how people put their base SRTs in the space station as well so it's legit af
Ahuh.
they put their base what now?
Sry Im brain-deading on what SRT is
Its my parasitology exam's fault
short range teleporter
@hushed bronze based on what's in #legacy-screenshots , is it possible for a mod to put water on moons again?
It depends. If the water-capable terrain types have simply been delisted, it would be easy.
If HG decided to hardcode a terrain floor override in the exe or something, then it would be basically impossible
And before you assume HG would not exe-hard-code something so stupid, just know that there is precedent lol
How would one go about checking? I have all the mod stuff setup and files accessible
Although it'd have to wait until I get home
TBH now that I think on it, since I've never seen a file that differentiates planet from moon, its probably hard coded
Thats right, moons dont get to have water, but Airless planets still have all the atmosphere graphics and clouds
x_x
I'd love it if you checked, but I can't expect someone else to do it lol
Hence why I asked how
I didnt check right this minute but when I was a more active modder I was alll over the files that would have been responsible for this. Ive never seen planet and moon specified separately
Darn
In any case, if Im wrong, you would be better off asking around in the modding discord, i think
Also, Specifically Rayrod, Mjjstral and a handful of others who have actually made changes to normally unmoddable things like DLLs and exes
NGL though, sticking water on moons doesn't seem like a big enough reason to go that far, IMO
I'm not sure why but when ever I have mods they both; don't work and cause frequent crashes. Does anyone know why this may be happening?
You be runnin old ass mods
NMS updates its internal files all the time. Ancient mods have almost zero chance of working
@teal plaza
So even if the mod says it works for frontiers and was made in 2020 it won't work?
Frontiers mods are pretty recent, but some later frontiers updates, and Emergence have changed NMS enough that they still aren't guaranteed to work, unfortunately
@teal plaza Do you switch the Nexus sorting to the most recently updated mods?
There's also the possibility that a modder just ran a quick update script and pushed it without checking it properly and it didn't work from the start
To be fair, most frontiers mods still work. Bad luck
Would the old mods also be the cause of the frequent crashes?
Yes, unless your PC is busted
She's a few years old, but thankfully not a potato yet
Well potatoes aren't necessarily broken 😄
@teal plaza what's the mod? That will help determine if it needs an update
There was a couple, but I found one that does was I wanted, that is also up to date
Sorry for the ping Gumsk, but @plush urchin this is the data you're going to want to find in the game's JSON. If you're using NMSSE go to Edit > Edit Raw JSON, then click the plus next to the PlayerStateData, then click on the "Pets" file. Your pets will be listed in the order they are displayed in game. It's pretty self explanatory from here, the body parts are pretty clearly labeled as HEAD, BODY, ect. Delete the number or word after HEAD_ and change it to 4 if you want the dragon. If you scroll up from the message I'm replying to you'll find other body type names you can use to experiment with. Good luck! 🙂
What are the other bodies and tails?
And look at Dad Cat's posts for more information. He did a lot of research on it
@plush urchin Here is a list of all the possibilities
#nms-modding message
Thanks. I appreciate it, wish it had pictures but I understand. Any recommendations to go with the dragon head? What do the wings look like?
So this is my first time using a save editor.. is it suppose to uninstall my game?
Um obviously no
What happened?
Then maybe something happened with steam.
I used the nmsse, changed the head. Tried to get in and steam went to re-install it.
Even if you messed up the JSON, it would just cause problems with the companion, not the game
Then I guess steam happened.
Checking with the save editor. The save is still there.. so I don't know.
Guess I'll see what happens, after it installs.
It worked perfectly and I love him! Thank you!
Do you guys know, if I try to egg sequencer on his eggs, and only cage the color and size. Put nothing in the mutation slot, it will have all the same features?
Wouldn't really hurt anything if tried, once he is old enough.
Yes
I messed with the companion section of the JSON once and it reset the save. The editor said I had everything but in game it had gone back to the very start. I’ve always made backups since
Ok. Always make backups.
I don't know why. I edit my frieghters and it didn't uninstall then.. though steam has randomly uninstalled games in the past.
Companions do be pretty chill tho. I’ve definitely been looking into this for awhile. Even DM’d the OG miner that first leaked what he data mined the sandworms
But that was maybe a year ago
Thank you so much for the help.. I'm really sad that didn't add such cool breeding options.
I assumed its a bug and not intended
as you can at least give it a different look than the original once, but subsequent eggs break
Oh that happens anytime there is an error in the JSON and it can't load it all. It's recoverable, as long as you can find the error. I encountered that a lot when figuring out how to port a GamePass save to Steam
I know in the JSON it has a TRUE/FALSE section that determines whether or not you can adjust it in the sequencer more than just past the first generation
I think it’s “allow unmodified reroll” tho I could be wrong
@lime mesa I just changed the birth time on my worm and it changed the procgen name. Interesting side effect
My favorite combo so far is wings 9, leech head, and the eyeball
I was so happy discovering the eyeball works with SET B heads
My favorite is probably either sandworm head or dragon
Super hard finding a nice body for the dragon head tho
What do the other bodies look like? And wings? I kind just.. picked randomly for mine.
Where is WinderTP when You need Giant Sean heads on Companion worms
they're in the normal ones already
So on the save edit.. how would one add a technology module to a freighter?
Also.. dad cat, do you know what body part number is the segmented one for the sandworms? I feel like that would look better.
It definitely still looks pretty sick
I can share what bodies I’ve got figured out
I wish nms had a “camera” mechanic that let you hang pictures/holograms
So if you mutate a color in the sequencer, then mutate a new color, it over writes the last one right?
Im getting started on the color spreadsheet
I believe so? I am not sure about that.
Would you mind sharing the bodies when you get the chance? Thank you. I appreciate it.
Yeah I’ll post the spreadsheet here
It’s not finished yet, wanna get at least the primary colors, albino, and melanism
Then I’ll share it
Thank you. <3 I'm heading home and once I get home. I'll send you the SS of my worms set up.
Cool
@lime mesa i see you have the file for a sandworm with a different body
I have found 2 different bodies myself
And tails and wings
Damn
I got them from someone here actually
The file i have for a sandworm is a flying snake type pet file
I just figured out the formatting for the JSON on the companions, someone else grabbed the data for me to start
Nice
They’re the same
Is there a chance you could send me the bodies and heads at any point
The only difference is sandworms are type A and flying snakes are type B
Yeah I’m making a spreadsheet and I’ll post it here
Ok cool ill keep looking here then thanks man
So everyone can have access to all the variants
Nice
Can't send pics here, so here is the raw text
"Scale":0.44999998807907107,
"CreatureID":"^FLYINGSNAKE",
"Descriptors":[
"^_SNAKE_A",
"^_SET_A",
"^_HEAD_4",
"^_WINGS_10",
"^_BODY_2",
"^_TAIL_2",
"^_TAILFIN_3",
"^366051701"
Also, how to you make a backup with the nmsse? @lime mesa
It's probably export Json
"Save As" Instead of "save"
it duplicates the save
Ah ok. Thank you.
does save editor work on the microsoft app version of the gtame?
NomNom does
Hey guys, with the save editor. Is there a way to turn my expedition save to normal?
So I have one mod downloaded. A .pak, I deleted the disable mod text document. I made a mods folder and it's not working
Your mods is within pcbanks like so?
A:\Steam\steamapps\common\No Man's Sky\GAMEDATA\PCBANKS\MODS
Yes
the disable text file is gone and your .pak is in the MODS folder, and NOT still in a zip or rar?
Yes
The page your mod was downloaded from claims it was updated recently?
21st of October
what mod is it?
Burryagas best buds
Maybe. I'll try a different one later and see if that works. I just want better biomes and creatures.
Ah, burry isnt who you want for that anyway
Oh, what would be better?
most people use WoodyMontana's Planet Generation or Redmas's work
Alright. I'll see if those work. Thank you.
np
you could try this and see if your space enviro colors all change 🙂
Would be a pretty snappy-quick way to verify mods working yes/no
Alright. Thank you. <3
My screenshots folder after messing with two tone nebulae for a few hours
Does it still give you the mod warning? Cause I'm not getting that at all.
that means you didnt delete the disablemods text
There should be zero text files in this folder, like so
only the game's stock .paks, a.bin, and your mods folder
Is it all caps "MODS"? spelled exactly that way and no other letters or characters?
Yep
you didn't nest any other folders inside the MODS folder?
Right now it's just the expanse mod
if you do something like MODS/Visualmods/grafix.pak, it won't read anything
It's just mods
You didn't duplicate the installation did you?
Maybe? I do use save editor and it did reinstall the game yesterday.
How would I check?
There is only one no man sky folder
That still seems unlikely that you duped it, but try going to steam or wherever you have the game installed, and use "open containing foler" or whatever takes you to the directory being used by your starter
If there is a duplicate instal and steam is pointed at "the other one", you could have an issue like this
Anyway thats my last idea for now I need to go to bed, GL
Night.
Guess I'll figure out later
If anyone else can help me. I would greatly appreciate it. Thank you
i don't know that this is The Right Way ™️, but yeah, you should be able to change your expedition save to normal by editing the JSON in a save editor. Before starting, i'd suggest two things: make a backup of your save files, and copy the expedition save to another slot using the save editor (and then edit the copy).
in the pic below is the beginning of the JSON file for a normal save, then a creative save, then an expedition save. The version number dictates the game type. each game type (excluding expeditions) are 512 apart to get to the next version: normal, creative, survival, ambient (yes, it's a hidden type!), and finally permadeath. I think it might actually be easier to convert the save from expedition to normal than from normal to survival or permadeath because of all of the inventory slot changes that would have to accompany it.
if you try it, please let me know how it goes.
Thank you. I appreciate it. I may just wait for the expedition to end.
Is there a way I can make my companion faster and bigger?
the stats for the critter are based off a seed number. because only HG knows the math that turns seeds into stats, no, we can't tweak them. the best we could do would be to substitute known seeds into the json.
the legit way to do this is to lay eggs, resequence them to max the characteristic(s) you want, and then hatch; then repeat. takes time.
Darn. Ok. Thank you. Wish I could get mods to work.
show a pic of your mod in the folder
and you get no mod warning correct?
Reading over this, I'm getting it's in the right folder and disablemods.txt is gone or renamed.
At that point it should load unless game is screwed or something or you have some really odd permissions on that folder or I have seen anti-virus stop them before.... usually if they are in a correct folder and disablemods.txt is gone or renamed there isn't an issue 99% of the time.
You do have the steam version right?
Oh shit there was a dublication
Hold on. Let me try this. I just found another folder.
They can't be here: No Man's Sky\GAMEDATA\MODS\
Has to be here: No Man's Sky\GAMEDATA\PCBANKS\MODS\
I know, but it looks like the folders got duplicated.
Cause I just got the mod warning, after I put in a mod on this one.
Okay, good. Glad you got it going 🙂
Thank you. I appreciate the help
Weasel I don't want to tag you, but thank you also. You were right. It was a duplication issue.
are the mod manger downloads for mods broken for some reason?
Ditto. It's more convenient to just do it manually, IMO
how's modding in this game ?
I enjoy it
[only done it for skyrim so far .. and yea i was more modding then actually playing]
so is it kinda like there ?
or easier to handle ?
It's somewhat limited compared to other games
You have three options: hex editing, LUA, or C#, depending on what you want to use
and how does it work rly ? isn't it a shared world so only you would see stuff thats not in the game actually ?
There's a post in the pins here that has all the multiplayer information
If it adds something to the game, yeah, others won't see it
ok .. im a total coding noob and was using mo2 and some other tools for skyrim ... so not rly for me then i guess ..
I didn't have any LUA experience before starting, so I'd say it's still pretty accessible, at least for entry-level mods
And there are lots of examples you can download to help
ok .. thx
I’ve modified things but I’m by no means a proper mod’r
Don't worry, there's not an association or anything that's going to come to get you. Claim away 😉
Ah yes
Pet manipulation go brrrrr
does anyone know of a mod that allows you to access all freighter storage containers anywhere on the planet? I know you can access them from the inventory, what I'm talking about is access to whatever is in our storage containers instantly. For example: if you have oxygen in just general freighter storage, you don't even have to put it in your exosuit inventory to refill your Life support. If its in a freighter storage container however, you have to move it to either your exosuit inventory or general storage on your freighter to refill your life support.
matter beam does that
at least for some things
for example metal plates when building (i have a storage container/storage room with a few stacks of it)
also pretty sure that when i'm recharging my living ship's launch thrusters, i don't have 40k oxygen on exosuit+freighter general combined - at max, i'd have about 22k or so - but the value i see on the recharge menu is 40k
Ive got the matter beam but it doesnt have access to the freighter storage containers.
never had any issue with it
you can only have access to storage containers via matter beam if your freighter is in the same system
otherwise you only have access to general and technology. summon it via quick menu for easy access to those containers
Funny thing, never had it work in the first place, ever 
No damn clue, shit wouldn't ever register the mods I instakled via vortex
weird
Like I'd never get the mod warning or any changes
Lol gave up on it later when I started makin em myself 
not sure if mod organizer works for non skyrim games
should try that
the Skyrim moddign community seems to prefer that over vortex
I know, thats not what im asking. I was asking if oxygen in my freighter storage container can charge me exosuit life support without me moving it out or the storage container
Total overhaul for Expanse
https://www.nexusmods.com/nomanssky/mods/1200
i've taken a few screenshots in game as proof i could show you, if you'd like. i did the math though, and matter beam is using resources from the storage containers, for sure. tested with life support, and ship recharge systems.
that's awesome @hushed bronze , @steel crypt
it works for me
Is there a new version of the “more freighter experiences” mod?
Where there’s stuff like NPCs and vendors inside freighters
Cuz it’s last update was 2018 and broke
Didn't even know that existed
Ahh, redmas, that makes sense
You can look through the features of his latest game overhaul and see if he's included it there. Otherwise, no, nothing exists:
https://www.nexusmods.com/nomanssky/mods/2053
I'd just wait for Eucli-ea to update and then build the vendors myself
but then
dead hard drive
Omg I want that for the faster pets. x.x Though it would probably conflict with the better planet generation mod.. and I'm worried if I removed it. It would completely change my home planet.
Guess I'll make a backup save and mess around with it tomorrow.. push come to shove. I could always find a better planet.
There’s a mod
I think called better companions
Makes them faster
And spawn faster so they don’t trail behind
@plush urchin
There is a companion riding improvement mod, sadly there is a bug on it since frontiers. If you use a mining laser, it will crash the game. No idea when a update will be available
And it doesn't work on flying companions. Which I mostly use my worm.
I'll see what happens tomorrow
I may take a look at it to see if I can update it
oof
we got a calculator for shipstats somewhere?
Not that I know of. The adjacency bonuses alone would cause a headache
@hushed bronze question: does your mod, dud's sky - colors affect fauna colors? I don't think it does but I wanted to double check
Dud's sky is jasondudes mod, but some fauna adapt parts of the flora palette into their own colors. Those animals would be affected by plant color mods
alright (also my bad I'm not sure why I thought it was your mod)
I would honestly love that
Can we have a mod where the Atlas appears as Mark Zuckerberg's floating head? Jk lol
can i dm you?
sure
@hearty wasp would possibly be down fo that
Would be fun haha
Then put Sean's head in place of Mark
but he's already the anomaly 😦
and the blobs
and the flying farters
and the sentinels
and the grass
and the floor

@unborn olive I'd suggest gBase or Beyond Base Building if just for allowing to scale using existing/non-mod compatibility. There are other mods that add a lot of new items, but require the mod to see those, like Eucli-EA or Ultra Base Building.
My next project now that sandworms have been mastered
•digging fauna
•swarming micro fauna
But he's not Mark Zuckerberg yet, is he, now?
I need you to deepfake his face onto mark during one of Mark's many many infamous court appearances
I just realized there’s a portion of the JSON that defines what expeditions you’ve completed
I wonder if we can tell it what rewards we’ve claimed or haven’t claimed to get more
Is there a mod that replaces the current crystals with the low poly E3 crystals?
Can you transfer ships between saves? I found a pretty nice exotic in the Expedition and was hoping I could transfer it to my main save.
So I have a instant settlement timer, will I have to update that every time they update the game?
not always, if it breaks then you have to update
usually doesnt break unless they messed with that part
oh yeah sometimes they just break for no reason and recompiling makes it work again
Got it, thanks
You definitely can. That was the first thing I edited in my save.
You can by using a save editor. It would however be easier to just check the type and seed it uses, to then add that to the other save (if you still have place for ships, 6 max). Exactly copying over a ship, including slots, inventory, tech and whatnot, is more complicated to do right and requires editing the raw json.
You may also wish to check this mod, which can do this with ships and a lot more:
https://www.nexusmods.com/nomanssky/mods/1879
Seems unlikely but is it even theoretically possible to create a mod to "replay" a past expedition? I figure the files would still be there
not anymore
The newer crystals are also very low poly, tbh lol
Yeah but the old ones def looked better
i agree

So I saw some discussion about save editing worms - seems you can mix set A and set B parts, they just blend awkwardly. May need to have both set descriptors
IIRC it isnt a particularly difficult mod to make, if you feel like willingly hopping into a bottomless rabbit hole of modding
(@Chris, not the worms thing)
Seems there's nothing stopping anyone from stacking all the worm body parts on top of eachother. Sadly the abyssal horror set comes with a full body that clips into everything else added.
You can use both, and the blending issue is Bc they use different frames for the body parts, I forget which body but a set B body fixes the issue, the segments don’t overlap at all, it’s just chunky armor in design
There’s a thick body for flying snakes that covers all the eye body but the top of the tail
Which one is that?
I’ll have to check again, I don’t have it from memory and my perma save got wiped
ah rip, I was testing on creative to avoid issues. Least there's only 3 Set A bodies to test. Centipede + Abyssal horror looks ok-ish too despite clipping
Adds texture
I wish we had pictures of all the parts though. There is a body with like a fin going all the way down the spine and wings that have a nice trail down it.
the wings one is on set A and is _WINGS_1 (I tested the wings, and some of the body parts - not sure what the fin one is)
Yes I know that. I would just like pictures of all the parts so know what I am mixing and matching.
ah, may be easiest to just try it in that case.
Last time I changed my sandworm, editing the raw json. Steam had to reinstall the game, kind of don't want to risk that again
Could have someone else modify it
Like.. have someone edit the file and send it to me? Wouldn't that just.. be the same as me editing it and steam maybe install it again?
Besides, I would really only edit it at this point. To start getting pictures of all the parts and putting them in a doc or something for everyone.
nah like edit an egg lol
Yes
It's sorta broken cos the player character's model wasn't updated
But I think it adds to the cursedness
https://www.nexusmods.com/nomanssky/mods/1879
Who else uses this tool? Helps me a ton! I never have to say goodbye to my pets, and I can swap them out if I choose!
It’s good to be able to have a rotation, as I have a lot of eggs from both Twitch drops and expeditions that I have yet to claim and want to hatch
I hope more people know about this, I really do.
Can you add the Normandy to a fleet using a mod or save editor?
@vernal plank you can i have a full fleet of normandys using save editor
if you need the export file i could try to send it
nvm i cant export frigates
if you got one then you can dupe them via save editor
actually
@vernal plank in save editor you goto frigates then make the type normandy and class s then press the generate button
@lime mesa is the sandworm file spreadsheet done
Just moving conversation away from #nms-questions.... And i got nothing to say. Thanks for the help.
You're all good 😉 I am confident some users in here will be able to answer your specific questions in regards to pre-order bonuses to be edited into a save
For those not in the loop.... There's something called the photonix core in the game files.... It is a very solid pulse engine upgrade, but as the wiki says, it's only available for people who downloaded the day 1 patch. These people would be running a Uber legacy game with the older multitools and older freighter setups, but they still have this sweet sweet boost... https://nomanssky.fandom.com/wiki/Photonix_Core
I want to see if it's possible to have this upgrade synced not to my specific save game (which I've already done), but to my steam account instead.
P. S. There's also an analogous boltcaster upgrade (Boltcaster SM) that makes for a cleaner bundle for adjacency boosting. I kinda want that one too, but I'm mostly interested in starship and not boltcaster as the photonix core is simply amazing.
You can just add the Photonix Core through the Save Editor by the way. Not sure if removed again upon launch, but I doubt it.
For most pre-order rewards like ships or Multi-tools, you can in most cases just get the seed value to add it that way. Might need a few additional tweaks, but that is the main part
For example: Horizon Omega ship / Seed: 0xc4c9c1aabca59fe6
It's not removed on launch.
Last time i tried that, you could even stack it since its not counted as one of the tech upgrades that has a limiter. But more than 6 - 8 of them and your maneuverability glitches out and you can't fly properly anyway 😄
@subtle bronze
I'm aware. 😬
Is the Normandy ship a specific overridden seed too?
As in... If I override some random frigate in my save game with the seed, will I get the Normandy instead?
Easiest way to add the Normandy is by editing the 'Account' details (^EXPD_SPEC02). It does have a specific seed though: 0xE876443F6A0A28A6 (home seed 0x0) and is of type: Normandy. Class would be S-class
With the above info, you could also add it through the 'Frigates' tab in NMSSE
Does anyone have the seed for any sea turtles under the genus Talpidae?
Wicked. If only the ship wasn't such a gas guzzler tho...
Is this just for discovery purpose or for use as a companion? If companion, I think it will likely require a mod, although I am not sure. You could then also ask the question in #nms-fauna , which is all about companions.
It was for a companion! I ended up finding a seed for one in the creative server! :))
can't see shit lol
can buildings resized via a mod (as in, buildings that normally can't be resized) be viewed by vanilla players? example: prefab buildings
I did a test where I sized some, saved, exited and removed the mod, restarted and was able to see them so I want to assume yes, but I don't know how it'll work over multilayer with vanilla players
Yes, it works
So I appear to have a corrupted DiscoveryManagerData on my main save file (not sure what it is, but it constantly wipes the majority of entries, copying it to a test save caused it to happen there too) - I was searching past convos here and saw some talk about deleting things from there due to having some from mods or w/e. Has anyone had any luck with save editing/mods to clear out discovery data? All I can find is something about type change mods, though in this case i'd be intentionally trying to wipe it to clear out whatever happened.
Thought of just deleting everything in there but doesn't seem like a great idea, not very knowledgeable about the internals of NMS.
Question, is there a mod that just removes the 6 egg limit?
No but there is a slim chance in the future. RayRod has put out that NMSProxy that allows for dll injection. That said, it's built with Ray's own plans in mind and he's never been the sort to care much about the companions n things like that. His priorities are generally more like early players with preference toward better world generation and colors
Darn, but that is fair. I honestly never understood the limit on companions and eggs.. with so many in different ones. Why only allow players have 6 companions and 6 eggs? I understand only having 6 companions on you.. but I wish they would add some kind of storage system that can only be access at your base or freighter..
Are your discoveries all uploaded? If so, I would recommend just wiping it out completely. You can download the data again as you encounter it
The parts I don't know about are ReserveStore and ReserveManaged. No clue what those do
I know ReserveStore seems to have the number of however many discoveries you have in the "Record" section under store (so I think it's total uploaded or something), like I have 0-3208 for entries and ReserveStore is 3209
I'm hesitant about wiping it out completely since if this bug is caused by too many discoveries (and old ones being overridden constantly even if re-scanned) it would just happen again. The systems list is super small though on my discovery list.
I can't find anything about where it should be hitting the maximum at (other than someone having an 8MB save, mine's 1MB)
Exosolar had enough discoveries that it started losing old ones and he never had any save errors that I know of. I doubt it would be related to quantity.
Plus 3209 doesn't seem that high
Rest got wiped I think but it's consisent-ish. Seemed odd that deleting half of either side of the discoveries list stopped whatever it was at least temporarily
That is odd
Could be a save size issue? Do you have a lot of really big bases? Though they increased save size compatibility twice recently, so it shouldn't be that.
like 3-ish bases and none too huge, my main savefile size is under 1MB (even lower than the expedition 3 save)
Did you go to any odd places, like phantom systems, or maybe encounter odd names like colored ones?
A backup from like March or something (???) has a save size of like 3MB, creative save is tiny though and still has it. And don't think so, what do you mean by colored names?
There are ways to use colors in text and it's so rare that it could have unintended side effects.
Ah so like a player named object? Don't think so then, I usually have MP disabled and don't often visit other player's areas
Only "weird" part is that I have access to 256 (Odyalutai) but considering no one else seems to have the issue I don't think it's related to the galaxy itself.
Whatever it is seems to be in DiscoveryManagerData since copying that part of the json in a save editor and pasting it into a test save on creative broke it. Not really sure how much that narrows down
Yeah, I've got plenty in Odyalutai so it shouldn't be that. Did you drill down further, dividing it in half again and again to find what might be doing it or at what size it goes away? That would take a while with 3000 items though
That's what I was attempting, it's kind of picky about when it reproduces the bug though so it can be hard to tell. Like doing one thing exactly will trigger it, then repeating that won't. Almost always tied to doing something then saving though
At one point I was just using a teleporter to go between two planets that both had it, 're-scanned' some stuff, went to the other one, and if I saved there like 80% chance it would just wipe either the data from the other planet, or both. At one point I scanned something and then went to save, and it was already gone (less than a minute and hadn't left the planet)
It's possibly triggering when it communicates with the ODS, recognizes a problem, then wipes it to try to correct it.
That's what I was wondering too, do you know when ODS normally "refreshses"?
Could explain some of the randomness
Not a clue, unfortunately, but I would guess reloads and saving would be likely candidates
I can't even get it to replicate now for some reason
Haven’t hopped on since the permadeath death, been too busy to start fresh. Next time I’m on would probably be this weekend. Irl work takes up a lot of my schedule
Don't worry about it, and take your time. It's nice that you're doing this for us, and work is certainly more important.
If I wasn't afraid that editing the raw json may lead steam to reinstall it and I have to deal with more dup files. I would be happy to help.
alright I think I finally got a save I can get a 100% repro on, just from loading that save, going through a teleporter, then entering and exiting the ship to autosave.
Ok doing the half thing again, think it's in the first half. Going to see if I can narrow it down.
is there a mod that adds some kinda night vision or something
MCDaMM is giving me a error about how it can't convert an unpacked .mbin file for comparing?
This is weird. It seems to lose the bug depending entirely on the amount of discovery entries I delete, and not the actual entry itself. Around 100 lines isn't enough, around 200 deletes only flora and minerals from that planet (not fauna)
There’s a texture pack mod thing that basically sets the light level to max everywhere but it gets rid of shadows too and things look a bit plastic
yeah there's a mod that just makes it 100% daytime too but thats not what I want 🙂
Fair enough
Sry that I wasn’t able to help
Did you mean like, a mod for a multitool attachment that gives you night vision?
just wish there was, I don't know a either night vision or a spotlight for the ship or something, its hard to explore at night
Ah I see
the flashlight is decent enough on foot
Yeah I wish ships had spotlights, IR, or a terrain scanner, for when you’re in extreme storms
I have my monitor brightness turned down 25% because otherwise everything looks washed out to me, but the consequence is that my games are always darker than everyone else's :p
@wind agate
https://www.nexusmods.com/nomanssky/mods/507
The ship headlights portion
Ok I think what's happening is somehow the "rescan" entries are cut off somehow based on the number of entries I deleted in the discoverymanagerdata.
I may just end up deleting the whole thing since I don't think i'll be able to find whatever is causing it in this case, if it's not caused by an overflow of 3200ish entries
Though if anyone has a save with a decent amount of discoveries knowing the ReserveStore number would be helpful so I can have a comparison
Mine matches what you said, the same as the number of Store\Record entries
What number though? Wondering if the reason i'm bugging out is because mine is so high
1023, but I don't think your number sounds very high
Yeah, hopefully this doesn't happen again. Least stuff that was uploaded stays that way.
...game seems very confused, says I have 10/6 creatures on a planet, and after exiting a ship I was standing on the roof of a building.
The 10/6 thing is a pretty common error
K
Speaking of gumsk I found the all powerful modder on Reddit
Yeah I just saw your message last night!
danggg
like vanillan't?
idk man
I don't play vanilla enough to know anymore
but not making those lights proc gen coloured would be a p wasted opportunity
damn that's awesome
can the save editor change the parts of ships 🤔 like, the shape/color
colour can be changed but it's clientside only
would be easier to go to the seed sharing discord and finding a seed you like
I guess it was too much to hope that you could just change bits of the code to swap one wing out for another...
it's still just a bit of code
just in a different form
so just go to the seed sharing discord
and you can use the bot to make it brute force out the ship you'd like
🤔
godspeed
The problem is that the ship are seeded instead of encoded. So there really isn't a colour "attribute" to edit. The whole ship just generates itself off the box. 😬
I’ve made a lot of stuff proc colored that could have easily been in vanilla. Yes there is a lot of wasted opportunity in NMS. I guess HG has decided to leave it up to me lol.
I've been on this scavenger hunt for the iconic E3 ship, a seed for it, or maybe coords for it(?), preferably both, on PC. I've gone to the ends of the internet, and I either find people saying its only on console, or a seed that looks nothing like the E3 ship.
anyone else having an issue with the save editor ui glitching out, going hall-of-mirrors?
and I'm glad you're doing so many of em, they can be p annoying to convert afterall
a picture would be nice
@steel crypt 😍 👍 👍
timestamp?
1:24
hmm, I don't think fighter proc gen have changed since 2019
but if it does I suppose you can try the seed sharing discord
but uh the details for the bodies are all updated a long time ago so you're only gonna be looking for the general shape
on a side note, rhino pog
DUD'S SKY updated v3.71.1
(Updated all mods for compatibility.)
(Added rideable pet camera adjustments.)
https://www.nexusmods.com/nomanssky/mods/507
DUD'S SKY - COLORS updated v3.71.1
(Added procedural coloring for large "trees" in Hexagon biome.)
(Added procedural coloring for light beams in Beamstone biome.)
https://www.nexusmods.com/nomanssky/mods/968
That discord has a customizer bot?!? I'll just make the E3 ship, then!
Is there any well-known mods that help mitigate the bitrate problems when pulse jumping?
for Twitch streaming
yeah, i think Lo2k maintains it
Im pretty sure he talking about sound bugs
nah bitrate is more of a video thing
the colour usually fucking crushes the image into fine mist
Ah well for video bitrate your suggestion is fine the 🙂
I'd hope so
Maybe it causes an issue with the shaking? I know there were some anti-shake mods?
that could be an issue too
but in general fast changing colours destroys video quality
Ah ha. Did not know this. 👍
So what are the best mods? I don't even know where to begin. The game seems fine to be on its own, but I know there are pretty creative people in modding communities.
Get ArghWater
And then check out Duds Sky and Duds Sky Colors, and Eucli-ea
And GShip Custom
Thanks. I'll look them up
New concept
We mod opaque fauna to be translucent
Not just client side
Like, a glass texture would be the goal-goal
Or similar to the living bubbles
But I think the next best thing would be mimicking the anomaly/space station effect applied to your companions
But have it be constantly applied, even on planet, and have them remain full size
how to get to this planet in pc?
you don't
Which files contain the textures for them?
that's a question with about 3 layers of answers
nah prolly not an exaggeration
Hi guys! do you know if there is a flight overhaul mod that works as of today? I've seen an old video, and there used to be a mod called "Dudestarseed Flight Overhaul" that did a lot of things that improved your experience with spaceship. However, i can't find it, so i guess the author decided to delete it.
this is the video, it starts at 3:17 --->> https://www.youtube.com/watch?v=fXTWQC2hl-M
Try Dazasters flight mod. I think it should work and is a classic
thanks!
sorry to bother again, but based on what I found on the internet, teleports in frighters are a one way thing. Is there a mod that allows you to tp back? I can't seem to find one, maybe you know if there exists one that I am unable to find?
okay, thanks🥲
@lime mesa https://www.nexusmods.com/nomanssky/mods/1850?tab=files for an example.. u can try this one
Oh sheet it's litreally in nexus mods XD
yep
i could post a few of my own XD
^this just makes exocrafts a viable option
now that enough of my self promotion XD
also recommende GMech, sustainable, craftable modules,instant text display, instant actions, reduced settlement timers
get Sean
These are them mods I'm looking for. Thanks @merry wasp
Would you happen to have a mod that allows you to remotely assign frigates to missions? I find it silly that you can teleport a ship, but you can't get on some sort of comm the communicate with your crewmates on your freighter. I mean, even captains from frigates can contact you!
not that i know of
Well get on it! 😜
I'd imagine that it would be popular, but I'll check
also most of the mods i posted are my own
nah people don't use them XD
i love them tho
free resources + units
Well, I mean it would be popular in the mid user community
I usually play and can't get back into the game for another 18 hours
I don't understand what you mean though. Is that a mod?
nah just mean that you probably work XD
I mean, what are you getting at when you mentioned 15hr time gate? Is that a mod?
just that the mission take 15 hrs to complete
ie timegate
lot's of people dislike that
Really? There are so many other ways to make money, though
Trying to figure that out
does anyone know of any good mod sites that don't require an account or login info?
Nexusmods doesn't require a login, I think. Definitely don't have to pay for it. That's really the only reputable site for NMS
Free yep - still have to login to download
Ooo I'm going to download the egg timer mod gumsk made it because yea anyway let's hope for best
should i use mod manager or manual download
A lot of us do it manually. It's very easy to manage in NMS
alright thanks for reply infact iam downloading your mod so there is pak file where do i put it
nvm i think i got it
i should put it in gamedata > pc banks right just to make sure @vale iron ?
its the folder with pak files and it has disable mods
You need to make a MODS folder inside PCBANKS for the mod PAK files
do i put the already existing pak files there or just the mod i downloaded
Just the mods
If it's setup right, you'll get a warning when you launch the game
Yeah that one is an imposter
It doesn't do anything
sus and cool anyway thanks
ok it didnt work hmmmm
i downloaded the pet egg timer first file is it like experimental version only
gCreaturess pet egg timers
is there anyway anyone could give me an unholy amount of sodium
@vale iron does Gcreatures mean is there a main mod i need to download ?
No, that's just for organization. There are no other requirements. Did you get a warning when you launched the game?
From the GMods page? That just says what the mods are compatible with. Egg timers is fine for anything 3.7 or above
ah oke
Did you delete the disablemods.txt file?
Get rid of that
like permanently or should i keep a copy somewhere else
Nah, permanently
No problem
@lime mesadid you figure it otu?
Nope
found this, might be relevant https://nmsmodding.fandom.com/wiki/Vulkan_Shader_Modding
Editing shaders after the NMS Vulkan update (2.0+) has become tricky. GaticusHax has found a way to mod shaders nontheless. Here is his comment from the NMS modding discord:
"If anyone wants to mod shaders...
You should download this tool package: https://github.com/google/shaderc
Direct link to download: https://storage.googleapis.com/shaderc/b...
For anyone who would like to test a mod:
This mod changes the 45deg downward angle thrust trails from spaceships to be straight back like other ships. It affects scientific ships and one dropship/hauler. Also fixes a bad left thruster flame location on the hauler/dropship that has big angled barrel thrusters on the wings. Also fixes locations of some trails.
It needs to be tested with as many ship types as possible. I need pics of any ships thruster flames or trails that seem to be in the wrong place or angled weirdly. Need a wide angle pic of ship for type and close pic of the improper flame/trail location.
I'm trying to include any fixes for other ships that can be found.
THANK YOU FOR ANY HELP 🙂
are there any mods out there that allow for any sort of "automation"? i.e. piping items in and out of refiners, etc
So what is currently functional mod for unlocking all expedition rewards
Have completed them all on ps5 but missed on PC and unfortunately there is no cross save
Hmm... Winders consumerism should do the trick
You can also do it with Goatfungus's save editor now. There's a menu option to edit account.
So the expedition rewards stuff is implemented in the UI itself or do I have to edit the json?
In the UI
that's nice
I wonder if HG ever plans to make the rewards check server side for ownership
I wouldn't mind as long as there would be cross save
nah we should make them into NFTs
just make em into blockchains because having em in local saves are never enough and we need to have affirmation from thousands of network nodes

Wtf
I'm not going to exchange my real money for fake money lol.
€34.62 euros. I mean damn, my cats need food too 🤷🏻♀️
bruh the units one
insanely overpriced considering activated indium farms
even if it wasn't a scam
That looks illegal; where did you find it (without posting a direct link)?
@vale iron I saw you were messing with an entrance into a custom freighter. Would you by any chance know how to adjust the entry point for the space station? I have been looking for that for a while. Not the player entry point (it’s good) but the AI entry point.
(Well maybe not illegal but most likely against NMS ToS)
The best I was ever able to do was have them start their approach farther away so they are lower when they actually get to the station and clip less
Not allowed unless you own the IP, which obviously is not the case