#nms-modding
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Does that just move the entire base?
Ye
yep.
Good to know, thanks ๐
and there's stupid vector math bs going on that i haven't bothered to look into, which is why i suggested getting the pattern for a small and easily understandable move first to extrapolate out the shift you need to get up high
Yep I gotcha, learn the max movement you can do before you actually do it so nothing breaks right
more like a small movement straight up will affect the 3 coords in the position block, and then you can proportionally adjust all three to get the height you want
so if you go 50 straight up, then you know by how much each of the coords change for 50u, so you'd add 18x those differences for each coord to the original values to get to 900u elevation
ok, i'm doing math at 3 am and this might all be fiction
plz help, qp
i should turn in
๐
You can also ask in #no-mans-sky or #nms-questions for other people's experience on building in the sky to know the approximate max height to build in
Because I forgot the max height to build in
gumsk said 1000u so 900u should be your target?
And since the coord values in the json correspond to in game units 1 to 1 you can just punch in the value as units
Ye may be a little bit lower if you wanna be save
But you can always just build something, save and reload and test that way
i suppose it depends on what you plan to make vs your desire to hit max elevation. more math.
sure, if it got gross, could just drop the height to recover...?
whatevs. night, all.
Ye you can always fall down to where you feel most comfortable is my point
that was kinda of expected
No I mean it's not just changing the counts, it's changing the ship seeds. When I disabled the mod, entirely different explorers were spawning.
I went to a system looking for an explorer I had coordinates for and thought it was outdated til I disabled it.
That is also not unexpected to some degree
Okay, this issue is fixed:
(Reticle off-center on canopy B scientific/explorer)
This cockpit type:
Before is night pic. After is day pic.
The reticle was actually centered properly. The problem was the canopy (cockpit) was rotated on all axis for no reason and made it appear as if it was the reticle. (look at the alignment with the outpost ramp - level - in the "After"/fixed pic)
this instantly reminds me of how buildings look tilted on moons. but that happens even on foot.
I know what you're talking about. I kinda wondered why that happens. It seems like some kind of geometry issue because the surface is that small of a radius. Yep, not fixing that one lol. That's HG if even practical/possible.
yeah, it might not be possible - it's been in game for a long time now
My guess is it's a precision issue because the planets start as a big cube. All the points on a surface and what is known as "up" is relative to that cube. The further away from the cube, the less precise. I think it's that "up" is only so precise.
I fixed all the ship model problems I know of or people have mentioned except for one. It's a punk of a problem. Not sure if it can even be done without HG tools but haven't gave up yet.
After this, I hope I never look at the ship files again. ||Sorry ass pile of shit code|| The same reason HG doesn't fix them lol.
I doubt it wouldn't be possible since moons worked fine before
This moon tilting issue has appeared sometime in the past 2 years or so
i reported a bunch of times now, and i know it happens on multiple platforms
I know. Been experiencing it too on ps and pc
But we all know HG might ignore reports for years xD
yeah..
looking at you, emptying refiner bug
it's very easy to notice i mean - i'm sure this wouldn't be hard to reproduce or something
Also my repeated requests for console text chat ever since it was added to pc back in 2017 with orbs

Speech to voice inside a group doesn't exactly help when you want to socialize in larger lobbies or if someone outright refuses to join the group
Great work :D
Did you by chance happen to fix the engine emission lines being off center for hopper explorers?
I don't know. I'm not exactly sure what you're describing. Could you please post a pic or 2 of what you're talking about? Thanks ๐
@green ridge
I need a pic that shows the whole ship so I can see details of all the parts together, and a pic of the actual alignment issue.
This, perhaps? <#no-mans-sky message>
For sure! I'll get a cap to you
Assuming you might be talking about this ship set-up?
If so, I did fix it. I fixed a lot of thruster trails, engine glow, and engine flare locations.
Appreciate the heads up! If you or anyone finds another issue with the ship models, it doesn't matter if I've done it....any pics welcome so I can try to catch what I can. @green ridge
Ok I need some help, its been a while since I used the save editor for seed editing, but I can't seem to find any good sites for ship seeds. The one I used to use nmseeds.club doesn't seem to be up and running any longer. Anyone else have any sites that have more updated ship seeds?
@round sinew I've looked at that site as well. The images are a bit rough to make out colors on some of the ships, even with the enlarged images.
You can create your custom ship and even creature, part by part and color by color nowadays with a discord bot. For console players theres also the option to serach for ship portal locations: #nms-reddit-feed message
Here is the part table to use the bot
@marsh eagle Thank you! This will be much better.
Where can I find the save file in the game pass version of nms?
!faq-savefiles
enable Link Preview to see info 
Save File Locations
Steam: %appdata%\HelloGames\NMS\st_<Steam64ID>\...
Game Pass: %LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...
GoG: %appdata%\HelloGames\NMS\DefaultUser\...
Linux (Steam):
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...
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).
@shell spruce ^
Lmfao I can't even find the game in my pc
I found it
So, my laptop is a potato and I play on xbox, anyone know at what point an edited save will be uploaded to the cloud so I can synce my xbox save
I've had the save loading on the laptop for a solid 15 minutes now and it hasn't actually loaded me into the game yet
Would it have already synced my save?
I can't get it to sync to the cloud
Any way to force it without loading into the save file, my potato only got 4 gigs or ram
For anyone that uses or wants to use gShip Custom Ships, I redid the textures on the Jedi interceptor and added engine glow and a droid in the empty spot on the wing. I'm also adding a version that is Yoda's in green and grey that looks pretty slick without the hexagonal plates deployed. I'll also be adding the TIE Advanced and Interceptor. I'll look into others as well. Requests always welcome
@opal void Is this a pic of a missing canopy?
#nms-photomode-gallery message
If so, I have a mod fix for that posted here:
#nms-modding message
It was only that exact ship
Hi
I was wondering
Could I move a whole base to another planet with the blender addon?
Like, literally copying the base and pasting the parts in another base inside of blender
Would it work?
It would work, but you'd likely have to fix rotation. Previously a base had all its parts relative to the base computer, but this is no longer the case. However, considering the Save Editor and Blender plugin likely not having changed for that matter, it may still work?
Yeah, I mean, I don't want to move the base itself, not the information but only the structure, like a clone
it is symmetrical on all sides so I don't think I'll have a problem with rotation
Ahuh, I understand. So you have base A, from which you copy all parts apart from the Base Computer to base B which only has a Base Computer
I mean rotation relative to the planet
Exactly
I usually just copy all from the base in the Save Editor to NP++, then copy the data from the base B in another NP++, before pasting in all the base parts minus Base Computer. Then I copy that back into the Save Editor, as well as the Blender Plugin for any possible changes you wish to make
Only thing I have not tested just yet, is how this will work out now that base parts are no longer relative to the BC.
Normally the new Base Computer, you placed on a different location (planet), has the correct rotation, which then adjusted all base parts added to it because of being relative before this was changed
So I am afraid it may result in all parts being rotated relative to the new location (planet), as I expect this to now no longer being adjusted. So you may need to adjust for this in Blender by doing a rotation on all parts
Hope the above makes sense, but feel free to ask
Oh? When did that change?
@waxen cedar
The base computer can now be picked up and moved within the bounds of the base.
Source: https://www.nomanssky.com/2021/11/expeditions-revisited/
Basically it now functions like any other base part, although being a portable device of course
Oh ye. I'm aware of that. Just didn't know that base parts themselves aren't saved relative to the computer position anymore
Yeah, I was curious to see if the base area would move with the BC or not, as well as a few other things, when I noticed how they made this work without requiring to recalculate everything
How do they save the parts now? Is it just relative to the original point of BC?
Also what if I were to just move the BC far away from the center of base? How will it treat the new surrounding area around BC
Will it just create a new circle with default base radius around the new point?
Yes, basically the origin point, which has always been pretty much the same as the initial BC location (rounding aside).
Well, there are some issues with moving the BC out of base range ... lol. It will allow for this, but changes to its portable behaviour. So placing it then, will be like placing it like new, to allow scanning for new a base location to setup
This also means your initial base will then be without a BC
Oh heckle
Then that base will still exist but won't have a marker because no BC in it?
Yup, but you can move it back inside area to be back to how it should be. Or place another out of range and then move it inside base range. Also means you can have multiple BCs that way ๐
I have not tested what happens if you spawn at multiple BCs, but its interesting none the less
Hmm, so if I created multiple neighboring bases using that one BC method and then have that BC in the middle of them all, I would have many bases with one singular BC?
If you move the BC within the area, to the edge, it adds 50u to the range, like any building part does
Well, it still checks for other bases, and behaves like it should. So it will just become another base with that BC, or not if not allowed
A BC can only handle the base it is in, not multiple that surround it
You would have multiple bases though, but the BC would only report for the base area it is in
What's the new base sharing value? Think I recall seeing something like that somewhere
it was set to "undefined"
Is that something from the Network settings, or something from the Save Data for a base?
I do see 'Unspecified' in the Save Data for a base for GameMode > PresetGameMode
Not seeing it in Save Data
Hmmm, let's look into this some more ...
"Key":"TwH","Value":"BaseSharingMode"
And that thing is unspecified
Can't really help that much since I'm visiting relatives until New Year. So no PC here
But ye. What is that even used for. That's confusing me a bit
Not seeing it in Save Data, not with the actual key name either (which is possible if not mapped yet)
Might be part of AccountData
Found it
Could just be used in the Network Settings for shring a base with friends, everyone, none ?
Oh
Hmmm, maybe not though, as I just altered 'adding parts', 'deleting parts', as well as 'editing terrain' without a change to the 'undecided' value I have for it
Would be nice if we knew what additional values it will accept. Maybe try some that the permissions have?
Or if it's literally just a part of something that isn't really functional yet
Could be, or something that would not work for me being on Steam?
It is right after several console settings, right before all seen stuff
But why would consoles have an additional setting regarding bases?
At least it's not visible to the player on console
Not every system is identical in various ways. I can see how PS4 or Xbox would treat certain things different compared to PC or possibly Steam specific.
Also not sure if all possible account settings are functional, or even meant to be changed
I mean, filter is worth a try, just because I am curious
Well, 'filter' did not appear to change anything, or I don't know what I am supposed to be looking for
I don't know what it does, if anything. Also not quite sure what other value could possibly be valid, but even then, I am not sure what to look for either, other than assuming something base related
Hi Guys I need some help with the raw JSON, i was messing around with my companion seed and somehow broke my save because when I loaded it, it started a whole new save. I made a few copies of the broken save to try and fix it, tried reloading a manual save i made ingame and it didnt work. Apparently it has something to do with a few rogue ascii characters in the JSON file but that was last seen in the NEXT update.. It seems to be different in the frontiers as the characters arent in the RepairTechBuffer folder.. Some help and guidance would be appreciated as I cannot play the game right now ๐ Thanks!
Is there a good Nms mod that rebalances combat with the ai
Or makes combat actually good
This does indeed sound like you broke the formatting in your save file. This can be hard to find at times, especially if multiple edits were made at different locations in the save. Fixing this can be even harder now if it fails to load in the Save Editor, due to the reasonably new compression. Best to check your backups and start fresh.
Which editor are you using and what platform are you on?
Can anyone help me do the livingnship inventory glitch?
This is best asked in #nms-lfg-or-trades , considering it requires another player's ship.
if you don't have a fully upgraded freighter yet, there was that glitch: equip LS as primary, upgrade freighter inventory with bulkheads, each bulkhead applied adds 1 inv slot to equipped LS
that might still work, not sure
Freighter is fully upgraded S class
Does it backup automatically in the save editor? To be clear, i can still edit the save with the existing data as I made copies, it is only when i load it when the game starts the save fresh. I am using the goatfungus editor
Holy shiz there is actually backups
Thanks!
Do let us know if you still have issues. I am more than willing to help out and have a look with you.
Can anyone create a fix for atmosphere harvester?
What is the current best "black space" mod (that makes the space backdrop more realistic looking)
mmnCccc
@loud plinth https://www.nexusmods.com/nomanssky/mods/1939
also that for better mech movement
(by animations i meant as in trails, and engine rotations) @vale iron
Oh trails I can do, engine rotations I can't
Not like some exotics rotate their parts/fins
You could also input existing trails from the game, correct?
(Have fun btw, always fun seeing people collab with different skills
)
I can place trail locations, as many as you want, but the color is up to whatever is installed in the ship inventory. But I do have a mod that can replace the green color with custom colors, so they can be combined
I have time in January at different parts, so just message me
Ill do some sketches as soon as im able to, then ill postem either here or in #no-mans-art
Will do!
I'll have 2-3 days off per week starting January
New job perks ๐
That's nice. Same for me, work in university, so I've got quite a bit of time until end of February
Perfect :3
@merry wasp @reef nova What shades were you wanting on that model? Pastel or more saturated?
Ok, got it ๐
Pastel would be upmost wonderful
utmost?
Is it possible to make a mod that turns on the torch while in your starship?
I could use a spotlight while flying into storms at night.
Dud's Sky has a ship headlights component @viral condor
I'mma check it. Thanks.
Had my first derelict today.
Is there a mod that causes all those pods to pop when one of them does?
It was enjoyably scary until I accidentally popped one. Then I realized the swarms weren't a threat.
Don't think so but i wish
๐ค Hm... What software or tools do I need for modding anyway?
I actually make mods for Skyrim... Might as well try here.
!moddinglink @viral condor
@viral condor
https://discord.gg/22ZAU9H
@vale iron oy,
I thought about making the model in blender, could you tell me what type of . File do you need it exported as?
I use NMSDK to export from .blend. I would need to show you one to see how I setup everything up make exporting go smoothly
Sounds good! Ill get to sketching these days :3
I'll find a smaller .blend that I can send you
should i get the unlimited tech mod?
also is there a mod that disables building limits?
U should get a mod that limits your tech even more actually. The game is far too easy with the tech limits at 3 ๐
true, 6 shield upgrades between tech/inventory in normal makes you virtually invincible
the only winning move is not to play

so i managed to get a backup of the xbox save
I see you tried to get your Game Pass save converted to Steam?
yes
im following this site rn https://www.gamepretty.com/no-mans-sky-how-to-transfer-xbox-game-pass-saves-to-steam/
Have you made backups before even starting to attempt this?
That is outdated from what I can see
NomNom is able to directly transfer without all the JSON editing mentioned in that article
o, how do i go about that?
yes i have a backup of the json file and some zipped files that were made from nomnom
I mean backups from the source files before you started to use any save editor
yes,i think i have one from xbox
The zipped ones may be from before making any edits, created by NomNom. Not sure, which is why I always prefer to have users create a backup before anything
Either way, do you still have access to the platform you used before Steam? Was this Xbox with cloud, or was this Game Pass?
xbox with game pass
i believe there was an online cloud version of it saved but the pass has expired
Ok, so you were on console, using the cloud to get to the Game Pass saves?
on pc
yep
Alright. So we do rely on the saves from the cloud or any full backup you may have created
So as long as you still have a good working version of those files, we should be good.
So do you have those files still in the actual original location?
no
Save File Locations
GoG: %appdata%\HelloGames\NMS\DefaultUser\...
Steam: %appdata%\HelloGames\NMS\st_<Steam64ID>\...
Game Pass: %LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...
Linux (Steam):
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...
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
they were removed
So you do not have the folder as shown above?
when i had to do a clean install of windows
i do have those folders but nothing in them
Do you have a full copy of those folders before you did the clean install?
let me double check
We need those files to be able to do a transfer to Steam, because that would be your actual Game Pass saves
Oof, I dont seem to have it anymore
If you have other files backed up or JSON of your saves, the transfer may still work, but it will get more complicated
Do you have anything from your Game Pass saves, and if so, what exactly?
i have a json of the actual save, and those archives shown in nms-help from nomnom
Would you mind taking this discussion to DM?
Maybe I can have a look at what you actually do have, and see if anything can be saved from it
sure
@dire owl and cc @verbal pelican
I have successfully converted the save data from a Game Pass JSON source (NomNom). From what I understood this was the earliest and pretty much only data available as source files no longer existed. This data showed to be an old version (4639, Companions?) and therefor did not contain all name mapping. Some remapping was required, including the replacement of various data to match Steam to get it working again. Some further testing required, as I am not familiar with their game.
nice
How do I do the discord thing that makes code pastes appear in an actual box
like this?
```xml
test
```
Where it says 'xml', you can put any short-code for the language of the code block
ty
can someone direct me to a source on how to extract my ships 3d file
and 3d print it
I would suggest you get the following installed:
- Blender https://www.blender.org/
- NMSDK plugin for Blender https://github.com/monkeyman192/NMSDK
- NMS Modding Station https://www.nexusmods.com/nomanssky/mods/320
- MBINCompiler https://github.com/monkeyman192/MBINCompiler
First you need NMS Modding Station to be able to 'unpack' all the game files, so you would have access to the so called 'scene' files that contain the models. This requires MBINCompiler to be installed to decompile the game files.
Once that is installed and the game files are unpacked, you need to locate your model and import it into Blender. Blender requires the plugin NMSDK to be installed to make importing NMS 'scene' files possible.
Once you have the correct model imported into Blender, you will likely have to make edits for the purpose of 3D printing. Any model can be exported in various formats, which in case of 3D printing is likely '.stl', which Blender can do for you.
I don't think I can post the link here, but No Man's Sky Sharing and Creative Hub discord server has a channel for 3d printing
@carmine wigeon link for the above mentioned Discord was posted here:
<#nms-modding message>
Ahh, good to know I can post that link
Might work with the actual Discord link, no idea. Not part of '!links' command by the looks of it.
thanks fellas!
I may try to make it hollow
and paint a diorama with glowing cannon shots
I got the blue transparent resin on hand
When a model is converted to .stl (or some other formats), it will all be a single mesh. Making it a whole lot easier to work with than keeping all the separate parts and additional info
Of course this also depends on the model you wish to re-create
yeah I may end up going through all the individual parts and make sub assemblies
so I can easily access wiring for LEDs
You got the gist of it, do not hesitate to ask additional questions
Aye, I know the basics of blender and such
I started with WH40K, ended with printing knowledge, 3d modeling skills, and a bunch of random subskills
wargamings one hell of a drug
I can sure see that happening, always the same ... one thing leads to another ,,,
what scale are the ships irl?
I wanna take conventional scale
aka 1/64, 1/32, ect
given our character is 6ft average
You will have to take the scale with a grain of salt, but good to think it through in case you are planning on making many models. The game uses 'u' for measurement in game, which equals 1m. However, sometimes additional tricks are used as well as scaling, like in space for example, where speed is being adjusted.
il just drag the file of my character too
and figure out how tall I am
then place copies of me to match the length of ship
crude but effective
I believe the player character is about right for 'human' size
do the models come with textures?
Yes, the textures should be pointed at DDS files
DUD'S SKY - COLORS updated v3.75.1
Updated _MOD_DUD_Skies_v3682 to _MOD_DUD_Skies_v3751 Adjustments to "Prime" planet fog height. Removed "note.txt" from all files for compatibility with conflict checking programs that don't check for conflicts properly.
https://www.nexusmods.com/nomanssky/mods/968
DUD'S SKY updated v3.75.1
``Updated _MOD_DUD_ShipHeadlights_v3511 to _MOD_DUD_ShipHeadlightsPlus_v3751
All ship thruster trails that were at a 45 degree downward tilt now go straight back.
Many (too many to list) vanilla NMS ship model bug fixes.
Ship model fixes include fixes to: wings, missing model parts, cockpit location, engine glow location,
engine flare location, engine trail location, etc.
Updated _MOD_DUD_SpaceshipFlight_v3681 to _MOD_DUD_SpaceshipFlight_v3751
Adjustments to "combat" boost to fix a vanilla NMS bug.
Updated _MOD_DUD_TractorBeam_v3641 to _MOD_DUD_TractorBeam_v3751
Fix for vanilla NMS bug of AI ships clipping through ceiling of space station when entering.``
NEW MOD! _MOD_DUD_AiShipPlusMoreDamage_v3751 AI ships will circle outposts for a few seconds before landing. AI ships will fill up landing pads. AI ship flight speeds and capabilities modded to be different per ship class and affect in-atmosphere flight. AI ships will go to outposts and space stations slightly less frequently. AI ships will stay at outposts and space stations slightly longer. Trade route lines removed. Removes broken vanilla NMS atmosphere effect from AI ships. All AI ship combat speeds, flight patterns, attack patterns, shield strength, attack strength, etc. modified. Increases AI ship difficulty level. Weapon strength increased for AI ships and freighters. Increases damage from, and survival mode multipliers of: sentinels, fiends, deadly flora, AI ships, asteroids, freighters, lightning, meteors, tornadoes. Improved asteroid collision. Improved freighter pulse gun turret and laser gun turret accuracy. Freighter pulse gun modified to shoot in 30 round bursts and have 1 second cooldown before firing another burst. Difficulty level balanced so that starter ships will have a hard time against all but the weakest AI ships. Difficulty level balanced so that fully upgraded player ships are very similar in capability to fully upgraded AI ships. Difficulty level balanced to not be overly difficult, but very challenging. Makes suit and ship upgrades important.
https://www.nexusmods.com/nomanssky/mods/507
I asked this on Reddit, I was wondering about a mod for my character to wear cloth or nada cape or something
@fallow meadow got Nada's cape working at one point, but no mod exists for it
How does it work with the jetpack I wonder
Not sure, it's possible to hide the backpack, so she might have done that
it'd just clip thru it
be reminded that there is zero soft body physics in NMS
the cloth is just a solid object with no collision
Got it thanks. Too bad there isnโt like a side cape yet like boba fett
gShip Custom Ships updated to 375a. Reworked textures on the Jedi Starfighter/Interceptor, added Yoda's Jedi Interceptor, White X-Wing, TIE Advanced, TIE Interceptor, Vonreg's red TIE Interceptor, Gundam Sazabi, Gundam Sazabi Blue, Gundam Sazabi Pink, Babylon 5 Star Fury, Babylon 5 Shadow
https://www.nexusmods.com/nomanssky/mods/1891
I might ping you on how to summon the ships without it wrecking existing ones
I don't think I understand. Summoning a ship will replace your current one, just like buying a new ship. What exactly are you trying to do?
Well the instructions say it wonโt overwrite your ships.
That means that it doesn't replace them in the ship pools. You still have to replace a ship to get a ship, only 6 ships total still. If you want to do some work, you can save edit to change an existing ship into a golden vector, then enter the seed value of the ship you want.
So I could have my golden vector and then with this mod, use the summoner to replace it with one of the custom ships?
You can either replace a ship by summoning one of the custom ones, or if you have a golden vector, save edit to change it's seed to one on the list (then you don't lose any inventory or anything like that)
Thanks. I can save edit to change the seed. Probably how Iโd prefer that. If you turn off the mod does the custom ship remain?
Last Q
If you remove the mod, the ship will revert to a Golden Vector
Thx
No problem
trying to answer a question in -help, led to searching what product corresponds to anomaly detector, and it's POI_LOCATOR. as we know, it can drop from asteroids. can't find it in rewardtable though; anyone has an idea where else to look?
are there any mods that eliminate the cap on the terrain being destroyed?
You sure? I'm seeing it in the RewardTable
thanks, i'll take another look
I'm only seeing it on expedition rewards, though. I'll look more
yeah, that's where i was seeing it
multiple exps, milestones
but not from "asteroids"
That would be really strange for it to be hardcoded
@round sinew GCSOLARGENERATIONGLOBALS
@lime mesa want to try to fix your frieghter?
Ehh i think i need a new freighter anyway
orly!
just be sure to reset your freighter base as soon as you buy the new freighter (i.e., stay on the bridge!) if you do that
so say i make a 3d model of something and wanted it to be added to the game through mods, what would be the best file format to export for that?
like a simple base decoration
Likely Blender, exporting through NMSDK, but modded base decorations take some work and can crash vanilla players
Can u get mods on Xbox
There might be an obscure way, but practically, no
can you jailbreak your xbox?
that'd be the first step to modding a game on the console
Hey guys, sorry if this is the wrong chat but just trying to fix my game. Logged in today after some time and my Capital ship has decidedly completely changed. I discovered you can use the save edit tool to change aspects of your game like your ship and trying to do so. Though struggling to find the seed and home seed of the same size of ship I had, (Not bothered about the colour) It was a S tier T2 Dreadnought, but just no luck finding a seed for the ship this style
there are seed sites
and a seed discord
also a r/NMSCoordinateExchange on reddit
actually, that one doesn't really do seeds
mmmm glowy.
That means they're safe to eat, right?
Any good exosuit voice mods?
The only one on nexus that works sounds too human.
Got an AMUMSS question if anyone knows. Tldr, how do you make an lua file from a mod pak that doesnโt include one? I can break it down to the XMLโs but all the AMUMSS readmeโs have extremely vague instructions about what to do after that
Just says โcreate an lua file from the xmlโsโ, but I have no idea how one would do that (and canโt find any documentation on the auto mod builder either)
Welp. I repacked Inara. Works with the latest version now. Can't upload to Nexus though cuz it's not my file.
You write it from scratch
Godspeed
Is the AutoModbuilder something that will assist with that?
๐
what am i missing/not getting here. https://nomanssky.fandom.com/wiki/Starship#Upgrade_Modules says s-class shields go to 30, and x-class shields up to 37.5. but in NMS_REALITY_GCPROCEDURALTECHNOLOGYTABLE.EXML, it says s-class shields can go to 0.2 (20% right), and x-class up to 0.25 (25% right).
There are a lot of things in there where people seem to just be guessing without any reference to the actual game files
i thought wiki was wrong too, but even in game, s-class shields seem to be 30% <#nms-questions message>
i'm really confused.
So the in-game display is going off some other calculation, not sure what that would be
has to be right
Need even more confusion?
Check the images for some of the S-class Deflector Shield Upgrades here:
https://nomanssky.fandom.com/wiki/Deflector_Shield_Upgrade
Some show 40% even
I know the wiki says to be updated for Prisms on those pages, but it looks like stats have not changed between then and now either
@lime mesa If you have the full JSON, it should work, unless you are missing parts or making mistakes.
I have the full JSON.
Then you should be able to make the edits needed and then copy paste it over an existing Steam save
How old is the save?
I helped someone last week to fix their GamePass save, which had an additional issue due to naming not being mapped, as the save was older
Then mapping should not be an issue in your case
You mentioned the game forcing a fresh start, which is an indication of the save not being able to load, which is most likely due to formatting issues, or other mistakes made.
Like I said, if you need help, feel free to ask, but I can;t really help with having the full JSON, but it doesn't work. Some additional details would help a long way
Im not really sure, I could give you it and you can take a look.
Have you attempted to edit it already?
According to the guide you sent, yeah
Ok. I will send you a friend request so we can have a look
What edit are you trying to make?
Im not trying to make a edit, Im trying to transfer a save from game pass to steam.
Does the automated transfer in NomNom save editor not work?
They only have a copy of the JSON, no longer the source files
So manual edit is required
oh yuck
Yeah, but at least it is a recent save which has all the mappingsa correctly I hope
So just trying to paste it into a new save file?
Well, with changes made to some fields, of course changing the other required values as you are well aware of
Sorry, yes NomNom
I assume at least ...
Have to convert the 2-space tabs to 4-space tabs, and remove the space after the colon trailing field names
wow, yeah! OP shields!
@twilit smelt The issue with @lime mesa 's json has been fixed. There was a huge negative Units count -600M+ causing an invalid value, as well as several seed values broken due to a replace that was done XB to ST (without case sensitivity and without quotation marks), so you can imagine what a seed like 0xB2345... becomes.... invalid. All good now though, just letting you know.
Party on ... ๐ฅณ
Good to know the solution. Thanks, Pixy
Ah yes, sorry I forgot to mention you as well
OH, yeah, i specifically recall the use quotes thing in the instructions. oof.
Out of curiosity, is there a good tutorial somewhere that explains how to get started with AMUMSS scripts?
Currently Iโve been confused by the difference between what I see in the XML and what needs to go in an LUA script. Sorry for all my questions ๐
I'd say the first step would be understand the exml structure
it's a markup language which ain't difficult to learn
then it'll be good to just download AMUMSS and take a look at the example scripts in ModScriptCollection
Are save editors easy to use?
Yes
except may be if you're 7 years old
No, unless you can cloud save and play it through gamepass on PC to get a save there
Ill do that ig
Anyone know of some Good QoL mods
Looking to start a 2nd playthrew and mainly looking for a Scanner mod that reduces the time from 10s * annoying as f *
Does anyone know if it's possible to save edit to create custom ships?
Not through save editing. You have to mod to make custom ships.
gTech has a scanner package.
You sound like you may have experience with that
I've dabbled :)
Lol
I meant using the preexisting models just like choosing which parts and what colors
Sean is a good quality of life mod if you think your quality of life is too high
Still no on parts, yes on colors (but not visible in multiplayer). The ship parts are all determined by the seed value and what's in the mbin files; there are no overrides for them. The colors have overrides you can edit in the JSON.
https://stepmodifications.org/wiki/NoMansSky:Reference_Guides/TEXTURES/Ship_Coloring
Any mods thst increase distance between planets?
are there any mods you all use that are like super highly recommended, gotta have/use?
Like Better Planet Generation?
Exosolar's Beyond Base Building?
Busier Space?
Redmas' Quality Of Life Mods?
Sean
You good Gleam?
Yep!
are those 4 mods you consider 'must haves' ?
For me, yes
Water overhaul, building insanity, extra custom ships without removing any from the tables, and crazy colors
Must have mods for me are Red and Gleam 

What about me?
Chopped liver
I'm a must have lol
Couldnt find Gships and Duds sky on nexus
Un moms to
Wiow
Un momento
Thx autocorrect
cool thanks. wow that gships one is awesome
Yeah!
grrrr
can't get it to work
but then again i'm not using the official version so can i really complain
Use these these the most, especially bloom, ambientlight, hdr, SSR for some things and then finally rtgi
I can't get RTGI to work - whatever I do
what happens when you tick it ?
(It's not that I am too cheap to spend 5$ on a shader btw lol, it's just that I might have spent a little too much lately and i need to wait until next month - something which my impatient brain is not capable of doing)
it doesn't show up at all - lol
ALT+TAB'ing also crashes the game
might clean up reshade entirely
it can be fiddly, annoying at times
make sure reshade is installed with vulkan shaders enabled
yeah - i think the RTGI fork is the issue, not ReShade or NMS per se
latest version is from Q4 2019
don't think that is up to date to say the least
Any working mod for the latest update to make refinery faster? Need help
gEpic Normal and Max have faster refiners ,but a lot of other stuff too.
Thanks.. where will I get it? Nexusmods?
Yes
Seems like I have to install the whole pack . Right? I only need the refiner mod for now though.
Yeah, it's all packed up into one
Alas!
Do people not use fast refiner mods anymore?
What's the alternative to battle the slow refining?
I'm pretty sure there's one current. I just don't know what it is
There is one in nexusmods. But its a bit old. Not sure if it will work with the latest update or not.
Fast refiners was updated on 22th oct, last year
There hasn't been an update since then. It says compatible with 3.75 Expeditions Revisited
Oh. Didn't know.. when was the last big update?
earlier in October was a moderate update
Thanks
@vale iron did you have a mod that increases interaction reach length?
or do you remember where that is defined
Yes I do, but I'll need a few minutes to find it
Is it univeral to each interaction? Like flower picking as well as ship entering etc
also that would be nice
I think what you want is in GCPLAYERGLOBALS.GLOBAL.MBIN, one of these values, but you'll have to play around some to figure it out, as I haven't done extensive testing.
InteractionScanRange
InteractionButtonRange
InteractionFocusTime
InteractionSubstanceRange
alrighty. I'll check those out. Thanks!
So, i was thinking of snatchin preexisting ship part models and use thise as a basis for my model
I learned the basics of blender and i feel comfortable using it now
I'm far from comfortable with it. The UI drives me crazy
So, i think there's an app for my pc on which i could see the models of the ship parts
I guess im well adjuted to the UI, since i have years of experience with AI and PS
NMSMV, though it's a bit out of date. Not sure how well it works with current files. You might have to download some old files to use with it. Really not sure
NMSDK on Blender also has import functionality, but I never get it working right
I just wanted to see if i could snatch model files, new or old doesnt matter
Just something i could base my build from (size, proportions, general shape)
I think ill get it working right
Shouldn't be a problem
Thanks for letting me know the name of the program
Someone else here will have to help with importing to Blender, as I said I can't get it to work right. But when you do, you get all the ship parts at once and have to hide the parts you don't want
That's only natural
The ui is actually really practical, i find it nice to work in actually
The hotkeys and shortcuts are widespread, and very useful
I'll get there someday, if I keep using it to do more varied things. Most of my stuff is pretty repetitive and easy
I put some time in to reallocating keys to better suit my needs, since I'm used to my old workspaces from back when i worked in adobe programs
You'll get there no doubt!
I guess im just lucky that i have past experiences with similar programs before
Adobe only mildly irritates me
๐
did sentinels have their own seeds btw?
They only have one variety, so no need for seeds
oh righty
what about descriptors? Were those left empty too?
Yeah, if memory serves they don't have any descriptor groups, just the main ID
What exactly is the issue with importing?
It just always fails for me, only get a few meshes. Haven't dug into it too much, which is part of why it never works for me: I'm too lazy ๐
I know that 'import recursively' needs to be checked when importing, or else it fails often for me.
Other than that, mostly no issues.
Ahh, yeah, I see what you are looking at. I always had that problem with drones, too
Did you ever figure a workaround?
Yeah, I tried that as I'd seen others mention it before, but still failed. Let me try importing something really quickly
I saw someone with a rideable quad too. Personally couldn't make them rideable either
Done through modding or through Save Editing?
Just tried with fighter_proc.scene and got all the correct meshes in the list, but nothing visible in the actual workspace
save editing
That would basically just be the cockpit
Cockpits, engines, and wings
Looks like all parts have to be added separately
What version of Blender?
Yet another Blender complaint: why is there no program info in the Help dropdown?
CockpitA, CickpitANoceC, EngineB, WingsA
Bottom right of the window
I am currently on 2.93.4
2.93.1, but I think I had the same problem when I used 2.8.x
Yeah, I get an empty screen
Yeah, supposedly 2.82 is still recommended, but I have had no issues with newer versions, and rarely had to switch back
A nice mod idea. Seethrough cocpit windows with the actual interior visible inside
VR basically does it already. The entire exterior of the ship is rendered along with the cockpit inside
A couple of my ships have this in gShip Custom but I think it adds too many polys for too little benefit
If you have gShip Custom, you can look at the Razor Crest cockpit
if the glass is working. I keep having problems with that ๐ฆ
I think the quads and such need at least one descriptor for a part that allows it to be ridden
I know the tame anything mod adds some code to make some things rideable
Like VR also has 1st person in ship view when warping
HG made it so that this mod won't allow any sentinel tames anymore
Yeah. I was just wondering if there is any easy switch to enable the "VR ship mode" in flatscreen
Did they do drones too? I know they did walkers and quads
Not sure if there is an actual camera during warp for flat mode
But I can only imagine being able to put something together
Do I need to do anything special with unpacking files or having them in a certain location to make it work?
Sorry, bit of a late reply, but if through save editing is supposed to be possible, than it should only be model references done the right way
I often notice though that not always will a model reference keep any other references. For example replacement of Freighter NPCs, which most of the times breaks interaction, just because it is not part of the referenced model
Also locator by the looks of that image with the drone. Placed too low
Not tried anything with pets yet, so no clue if it can even be done by just save editing.
Can't adjust positions with it, unfortunately
Modding a drone to be a pet, pretty sure it can be done, because then you can keep anything else and just replace the model alone
I wonder if there is a community of people sharing pet builds
Yes there is I believe
really want to mash together one of those dragon things
but don't know any of the descriptors
Hmmm, looking for pet places other than custom seeds, maybe not really a place/community for it, let alone modded pets or save edited pets other than normal creatures
@vale iron Wasn't there someone here who was pretty busy with save editing pets?
Can't remember right now
Hmmm, Dad Cat?
oh yeah, I think so
@waxen cedar I believe Corvus would be the person to ask about all the wicked and weird pets and the dos and donts (MP) in the NMS Creative & Sharing Discord:
<#nms-modding message>
thanks
Btw. Does any of you have any ideas where the invisible collision boxes come from in the anomaly? Can they be viewed in model viewer or something?
Talking about the ones that have been spread all across over the hangar area. Getting kinda tired of them already
Not sure if MV can/will show them, as I am not too familiar with the later versions. NMSDK can show them, but by default they will not be drawn (check to enable drawing collision in import settings)
so the game saves every player claimed settlement you see in memory?
There is room for 100 settlements in Save Data (indexes 0-99)
was wondering if those affect performance in any way
guessing they're only to reduce server load
Other than being loaded into your save, I see no reason why it would.
seems like servers favor settlement ownership data over player base visibility
Of course paying a visit would load the settlement, so only then would it likely have a direct effect on performance. No different than visiting a base I assume
in a system with hundreds of bases it will only show up around 20-30 but for settlements it syncs literally every single ones ownership
Hard to tell how much it truly affects you, but I have not really noticed it when not in a busy area
I actually even wonder if the data is being synced when nowhere near.
I'm guessing it only fetches the data when getting near a settlement?
It does load in a few claimed ones upon entering a system but not every single one
Well, there is initial data being loaded, but I can imagine it is being updated when it becomes important to your environment
well settlement charts are supposed to locate unclaimed ones but upon using them and the game having to locate one, it will immediately pop up the claimed settlement icon along with the basic locator icon
I am only guessing though, as I have not done any testing for this. I am not in a system with other players, and looking at my save data, it appears to only have my data stored, no others at all
so it will store the previously owned settlement data as well?
I would think it swaps the data, as you can only have one settlement. So once you own a new one, the previous is reset and the new one takes it's place with fresh data. Likely moved to index 0 as well
@waxen cedar I just checked my main save, as it would likely be the 'busiest' save I have, even though I believe to be alone in my system at least, and not aware of anyone else even near in another system. Including my own settlement, there is data listed for 11 settlements total. So it appears the other 10 settlements are indeed owned by players, but the Universal addresses are all different. This assures me that indeed nobody is actually active in the system I am in, even though data for their settlements is present, no need to sync at all in this case at least.
(I wonder why specifically their data though)
Hmm... interesting stuff. I'm just wondering what the frequency of settlement data being either requested or sent to servers is
Well, there's tools for that I am sure, although likely best not discussed here
But yeah, I can sort of understand your reasoning though
Main gripe about this is the fact that settlements seem to get priority over player bases when it comes to data fetching from servers
What brings you to that conclusion?
At least servers appear to be a whole lot more stable since a change seen a while back. I have only ever really been bothered when some of my bases are not loading in (alt account)
I know a fair amount of people who have established their bases in nearby spots that I know of but those bases will almost never get loaded in for me (unless they're online ofc), despite the owners having uploaded them multiple times across the years.
Meanwhile every settlement I locate in the system will always be synced perfectly with their owner and progress status.
Different platforms at least used to not even load when the owner was not online, not sure this changed. So a lot of what I at times know to be there, has not always been loading in. Not sure if having MP enabled/disabled in this even makes a diff, but I rarely have it enabled.
Server stability has been improved of course but there seem to be a set limit of bases that the game will fetch per player
last year the game consistently loaded in the same bunch of around 20-30 bases in a specific system for me. Only twice did it load in a separate bunch of bases of similar amount
1 base per planet per player in a system is at least one of the rules. Then the platform when not online. There are also limits to total bases being loaded that I am aware of.
Are those bases all on the same platform you are on?
most of them are, yes
I had also noticed how location in the system makes a diff, from testing to get ByteBeat songs from other players
of course there is an exception when other player comes in. They'll of course have their personal 20-30 base bundle loaded in that also get synced on my end
20-30 bases from a single player?
Yeah. From what I've observed for the past half a year or so, game will fetch around 20-30 bases per player and stop at that unless someone else connects to the same instance
That seems really odd, as from what I have seen, only bases for the system you are in are being loaded
A player can have max 6 bases uploaded in a system
This requires 6 planets/moons
being in the same system for an entire day when multiple people come in and out has had my game load in a maximum of 800 bases whilst being in that same system when nobody comes around it has stopped at a maximum of 30
Are those 800 bases then all present in your save?
They will be until I reload the save or close and open the game
then the game will yet again fetch the same 20-30 bunch of bases for me
it's definitely intentional
hmmm, interesting. Can't say I have done any testing on that.
I do recall having seen values for max bases in source, but would have to look them up again (if I can easily find them again). I assume one of the globals
seems like each player gets their "personal" bundle of bases. Don't know what the conditions and requirements are. Probably the fastest responding server?
I do not recall such a high value of 800 though. More like 250 in my mind, but could be mistaken, as I only vaguely remember seeing it
But seeing a single player result in more than the allowed bases for that system alone, just seems wrong and likely not intended at all
Dangit, first suspect fails to decompile
My bad ... lol
@waxen cedar
<Property name="MaxDownloadableBases" value="100" />
In GCMULTIPLAYERGLOBALS
Well the rest of the bases were synced through other players tho
I think I've tried that one before and it didn't manage to overcome the personal download limit
You mean it still downloads more even if set to like 1
well it certainly downloads more than the default 100 if people with other set of bases appear in the instance
never tried to lower that value
but I did set it to something insane like 9999 once with no change to the personal "base bundle"
Why would you increase that value?
to load in more bases
Yeah I guess
But like I said, it would be odd to see more than 1 base usually per player at least, or perhaps the odd few for those who made bases on the other planets in same system too
depends if you play in populated areas or not
I've shifted more towards the community/social play in NMS ever since the introduction of crossplay
and living in systems with many bases and a familiar neighborhood of sorts becomes normal
Players have an upload limit. The only way I can see a slight increase is with players requiring to be synced, which may then include bases that are not uploaded, but actively worked on
But there shouldn't be any total base limit per system right?
across every player ofc
If I disable MP and load into some really busy hub, I will not see a single player with more bases than possible for upload in the system (at max equal to amount of planets/moons)
There is no base limit for a system that I know of, no. BUt apparently a limit to how many are supposed to be downloaded to the player
that limit I would like to overcome
So sure, if 10k players made a base, uploaded it, and they are all on Steam like I am. I should be able to get at least the 100 we believe to be the download limit
I know for sure that the system I'm in has several hundreds of bases but the game stops at a maximum of 30 unless others come in
even tho the max download is 100
I honestly don't know how exactly this works. But knowing this data goes into your save, I don't think it wise to try increase this amount
and when said players do appear, the game will go way above the 100 base limit anyways
Do you know what the limit of player base data is per save? Is it similar to how settlement data is stored?
I believe most of the lists are having fixed indexes. Most of the limits are likely coming from the executable as well, so not possible to change either. Sure you could try alter the default save data files, but I doubt this will work, in most cases even if increasing global values that may appear to be involved
I do know my own save data limits when it comes to bases
16k parts global, 3k upload, 400 bases max
Now that 400 might even be less, as I have not tested this in a system where other player bases already exist.
So it could be 350 max, if there are 50 bases being loaded
Although then what happens if I make 400 bases, to only then go visit a busy place?
well on a very positive note, discovery servers have been working perfectly for months now
How does it load those bases that you do get to see? Is it based on your location, only loading those close to you?
I still occasionally get some inconsistency with planet names in system and on discovery menu but that's about it. It seems to still hold onto the original discoverer and not let any new discovery data slip onto the previously discovered stuff
well it loads them randomly really
most of the bunch is located all across the planet I'm on and the rest are loaded in from surrounding planets
even tho the priority seems to be on the planet I've landed on
many of the base icons only show up as I get closer to the planet too
I can see how this could annoy you. I am totally not into MP, mostly because I just don't prefer to play with random others, partly due to the issues involved. If I were however, I would likely love to know as well, and certainly would love to see all the bases having been made (as long as puter can handle)
it does get a bit annoying at times. Especially when there is that familiar neighborhood and key locations that I've gotten used to and memorized
It is cool to be able to see other bases, but for some odd reason not from all platforms unless they are online ... I am then trying to imagine a busy hub system ... wow ... must be bad
base servers are a lot more stable these days but there are still some weird arbitrary limits and inconsistencies to them
(not even thinking about the silly implications that 'not showing a base' would have)
Done testing ages ago, where you can totally ruin someones place without even knowing. Yeah, no way I am letting myself in with that, as I love to build
I give a silly and a bit dumb example. Me and my friend have visited one base quite frequently to just chill there, vibe to the music and chat. That regular base at a spot we both know well suddenly became very inconsistent and would only rarely load in. Over time we lost that one familiar hangout spot.
It is still there. It still loads in but only if a player with that exact base in their personal loaded bunch happens to be on there at the same time
Hmm can it be done? Rick Sanchez mod with morty companion? :P
Assuming you are grouped up, do you at least both get to see the same inconsistencies?
Indeed we do
I will keep the info in the back of my head. If I do find out anything worthwhile, I'll let you know
It can definitely be done. There are a few guys who do in-game model overwriting around here and could probably even help with that
So for now it is unclear what that 100 value even does?
Yeah. That 100 value doesn't seem to affect anything really. My best guess would be the amount of accessible bases via teleporter menu
Yeah, I can see that ... hmmm
My teleport menu is full of other players bases with only about a dozen of them being available to teleport in. The rest will consistently fail to download
the base name and owner is saved somewhere but the actual location and part data is not
Possibly where players have deleted their excess bases. There is a base part limit right?
I would think in TeleportEndpoints?
Good guess but that's not it
A base of my very recent NMS-friend. It is definitely there and exists. The guy is even online too
but teleport list will continuously fail to load it in
Does it ever work?
if base is unable to download it won't let you teleport to it
But does it sometimes work as well?
if it succeeds with the download then yes
but bases that fail to download will continue to fail unless I group up with the person
Only other things I can think of are: something they change in their network settings, or as I saw that base edited today it says in the pic. Maybe needs uploading by owner? Dunno lol
Pixy, I don't know if weasel told you, but the storage network problem was a typo in gBase. It's been fixed now.
Yes, weasel told me the cause of their inconsistent storage depot values
can't find that base on TeleportEndpoints
Looks like it doesn't store related user info, just base name, location and whatnot
Although I think TeleportEndpoints is getting part of its data from elsewhere too, as it likes to change on me whenever I made edits to it
It was a fun endeavour though, although I often wish I'd asked about mods sooner, at least I learned a few things, as well as being happy it resulted in a mod fix
hah, trying to add them as a friend? That would be fun
@fallow meadow It surely didn't help the troubleshooting that the storage display is rounding to the closest increment of 250, not displaying the actual storage
I'm guessing HG plays with multiplayer turned off
It is related to a set stack size as well as rate and time (seconds)
Seems like the 100 base download limit is for teleporter list and completely unrelated to system bases
@vale iron Notice how the extractor used to have a storage value of 3600, which is an hour, now 360000. Depot was 14400 (4 hours, or 4 times as much), while now 1440000. Then notice how the rate changed from 1 to 100, equal to the other increases somewhere back with Synthesis or so
Interesting observations. Those changes happened before I started modding I think, so I didn't know about it
That's surprising and disappointing. I was trying to use that to minimize bases downloaded
I was trying to achieve the opposite ๐
I was laughing too
You know what would be evil
Making a regular seeming mod
Except at random intervals
It plays the discord notification sound
sounds like a great idea
A mod that plays random exosuit notifications each time any audio should
even the unused ones
yknow with sketchnodes that may actually be possible
Any recently released mods worth checking out?
do mods work in multiplayer
Some of em do I think, just depends on what mods and how much they change I guess
Most mods probably tell you if they're mp compatible
okay ty :)
the vast majority of mods in existence will be fine in multiplayer, since mods are client side: if you're using terrain generation mods for example, another player might see you walking in the air (terrain exists in your game, but not in the other player's game)
see pinned post <#nms-modding message>, @dense frigate , @severe parcel
Doing some more work on Frozen colors. Especially HQ biome.
These "Ice Crystal" formations are now proc colored:
These type rocks and snow mounds are now proc colored and match the ground snow:
(Might be hard to see this one in a pic...especially my potato pic)
Ice now proc colored to match snow and ground color:
DUD'S SKY - COLORS has had proc colored HQ pine trees for a while, but now it's possible to have more than one color on a planet:
Also added "completely frozen" trees:
DUD'S SKY - COLORS updated v3.75.2
Procedural coloring for rocks, ice crystals, and ice.
Enabled possibility of more than one color HQ pine per planet.
Added completely frozen HQ pines.
is this the right place to ask for the download link to the mod which lets you tame flying creatures?
Quick question, is anyone able to extract the Settlement icon and the Derelict icon from the game files?
PNG would be perfect, but I'll take anything
looks awesome as usual
Do you know what color settlement icon you want? I'm finding a few different ones. One really low res black and white, a yellow, a blue, a few others
Still looking for the derelict icon
Or screenshots of the icons you want would be really helpful
Ah, think I found the derelict. Is it purple?
That's the one
I think the icon for settlements I was thinking of is black and white, but any one would do
This is the best one I've found so far for settlements. White on transparent. There are two varieties with a slight glow, blue or yellow, if you want those.
There are some with diamond borders, but they are 1/5 the res
@spring vessel And here's the same for derelicts. Just like settlements, there are blue and yellow versions with a slight glow effect if you want those. Again, the diamond icons were low res.
those are perfect, Thank you!
you don't happen to know if those have their versions that can be used with <IMG>
because from what I've seen, some of the typeable image files are from font folders and some are from just mixed with general HUD elements and such
I have no clue, unfortunately. I don't know how to figure out the IMG tags
Is there a recommended no camera shake mod, or will any of the ones I can see on nexus be alright?
oh and do i need the no extractor shake as well? thanks ๐
oh son of a
ok thanks i will go find that in a bit
because that is awful
hrmm none of the mods appear to be loading
do you get the "mods are in use not supported" warning message on bootup?
not that i could see... i would imagine said warning would be big and red and very obvious?
forces you to click through it, yes, quite noticeable
nothing like that
ensure that you've deleted or renamed GAMEDATA/PCBANKS/DISABLEMODS.TXT
renamed first , just deleted and tried again
and that they're in the right folder, see @hearty wasp 's link
nope they be in the mods folder.... gotcha
righty lets try that again
now i get a mod warning
fast scan seems to be causing an issue preventing the game loading, but fast actions and snappy industry seem to work, ok I think i am good to go thanks guys
hrmm none of the fast scans seem to want to load the game.. oh well
might need to be updated, i don't use any fast scan mod
ahh ok, i was wondering if fast actions already modified it
in the mod pages in nexusmods, authors will often mention which game files the mod changes
two mods modifying the same game file might "conflict", depending on current load order, of those 2, the last one to be loaded will be the one active
aye, so far though so good... dont want anything cheaty, just some QoL mods to help
thanks ๐
@vale iron Do you remember where the galaxy map button unlocker was?
DebugGlobals pretty sure
Yeah, DebugGalaxyMapInQuickMenu
thanks!
What would happen if I gave my character more than the limit of 6 eggs per save?
would the additional eggs just have no creature data stored in them
like how
via save editing or in game
if the former I think it depends on how robust the game handles saves
can either just unexist it or crash
Anyone know a mod that helps with wiring mode?
I don't know what sort of changes I'm looking for specifically.
I don't know of anything that alters wiring mode
Shame.
I feel like wiring mode is pretty frustrating sometimes.
Snapping to wrong nodes, camera control making it hard to see while wiring things together when in tight spaces...
Serious question btw. Does QS mission completion actually send any data to the server?
idk how we can check that?
If it does it's prolly just counting how many missions are completed
So I saw this in the wiki
Someone had made the fauna system in blender
I tried doing something similar of customizable fauna but I didnโt get too far bc it takes 5 minutes to load into the game to see what body part is which, and I can only rly check one variation at a time
I donโt rly have blender experience but is there a way to import NMS resources to it to be able to render fauna in pieces like that? Or would I have to add each item individually from scratch
a creature rig contains all variations of parts for that rig
so on import you'll see em all
Iโm new to code and associated things. Iโve only ever copy pasted and ran it up to see what changed. What is a creature rig?
a rig for a type of creature
I can't really explain that without going in circles unless you already know what a "type" is, no matter how self-explanatory it may be
but to give an example, all creatures with 8 legs are probably in the "spider" type
and one type of creature use one scene/geometry i.e one model and one rig
Yes
Like, Iโve messed with the sandworm json info (technically theyโre all flying_snake)
Stuff like that
Theyโre all flying snake but thereโs head type_a/b/and so on
So if I import this into blender itโd render the sandworm parts?
I just donโt know where I find this in the game code
Ah I see
models are SCENEs in the files
thanks
@lime mesa You have your files unpacked into MBINs, don't you? I can help you find what you want in about an hour, but I can't help with the import; I can never get it to work right. Maybe I'll try again tonight
Im unpacking it into unreal, I dont have anything unpacked yet
Unreal?
Unreal engine was the only unpacking software I could find
It can render the models too
Idk if Iโm doing this right, I havenโt unpacked the game
You have AMUMSS right?
nope, i can get it
Get that or NMS Modding Station
Mod Builder probably has an unpack option too
I'll check
Personally, I use Modding Station to unpack and browse files, but I know some people have reported it missing some files on unpack. I just like the interface better
It just takes a long time. What % are you at?
20, been on 20 for 8 minutes
That does seem long. Is it a slow drive maybe?
Since you're familiar with flying snake, that can be found here:
MODELS\PLANETS\CREATURES\FLYINGSNAKE
thankssss
There are both SCENE and DESCRIPTOR files. You kind of need to get to know both at least a little
Ill scrub through them then
Descriptors is probably the easiest to start with, at least to me
Actually, I guess you don't need to understand their structure to import them, but it will help you understand what gets imported, especially the descriptors
I'll start playing with importing, see if I can get it to work
I found the folder but alas, no descriptors. I might be viewing it in the wrong medium
It might not be unpacked yet
Just right click and hit refresh every once in a while to see if it has unpacked. Once it has, double click the descriptor and mbin compiler should decompile it into an EXML that you can then double click to open in NP++
comes out but its a little messy
That's an EXML in Notepad++?
yes, of the descriptors
so much cleaner
I don't know why your NP++ isn't handling the formatting correctly. That doesn't even look like a formatting issue, more like it didn't decompile from MBIN or something
You have this?
If I didnt install mbincompiler properly could that be the issue?
I guess maybe if it was the wrong version, but even then, the SCENE files wouldn't be that different. Without it installed, it wouldn't decompile from MBIN to EXML at all, I think
That's Notepad++, not normal Notepad?
I think that must be the mbin...
this is ++
I don't know what to tell you. I've never had NP++ display an EXML like that. The only things I can think of is that is the MBIN like Moo suggested, MBIN Compiler isn't working for you, or NP++ can't read EXML files
Try opening that
That's not right
Upload the file you're looking at?
There's something wrong with your Notepad++ display
Check the Encoding and Language menus at the top, UTF-8, XML
That's an MBIN file, not an EXML
It wont convert
Yeah...
Go to Setup -> Settings, make sure your MBINC path is right
yup, it takes it to the application
do i need to unpack and repack?
er
pack and unpack
it doesnt
Do you have .net5 desktop installed?
yes
Do you have any AV software that might be blocking it from running?
Well, you have two problems to resolve, MBINC not running and NP++ not properly displaying EXML
Ok, that's a start, but NP++ should be highlighting all the formatting stuff as well
Legible, but not as convenient
Ill work on that next, for now Imma sift through the formatting for a bit to gain familiarity
Ok. I find it best when starting to fold all (alt+0), then expand them one section at a time to cut out some of the noise
Once ive got familiarity Ill try and make the Alluring Specimen fish into a companion
Otherwise its time for work, thanks for all the help
question, can you add custom items into the game?
Really basic question. How do I make and load a backup of a save?
Trying to make one for my perma death run just in case a glitch ends me
It depends exactly how you want to do it.
I just back up the whole save folder with all the saves in it.
C:\Users\DUD\AppData\Roaming\HelloGames is the folder with all the saves in it. I make copy of that "HelloGames" folder somewhere and if I need to use a backup, I just go delete the original "C:\Users\DUD\AppData\Roaming\HelloGames" folder and copy my backup into "C:\Users\DUD\AppData\Roaming"
Maybe that answers your question?
So I bumped into a problem making companions
"BirthTime":1632824255,
"LastEggTime":1635243455,
"LastTrustIncreaseTime":1635344538,
"LastTrustDecreaseTime":1635243455,
"EggModified":false,
"HasBeenSummoned":true,
"CustomName":"",
"Trust":0.6500000357627869,
{
"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":1635344485,
"LastEggTime":1632824163,
"LastTrustIncreaseTime":1635344479,
"LastTrustDecreaseTime":1635243363,
"EggModified":false,
"HasBeenSummoned":false,
"CustomName":"",
"Trust":0.6500000357627869,
"SenderData":{
"LID":"",
"UID":"",
"USN":"",
"PTK":"",
"TS":0
},
"Traits":[
0.030407488346099855,
-0.8616889715194702,
0.346565842628479
],
"Moods":[
0.0011141388677060605,
0.002773306565359235
]
}
This is a functional companion
The number on the line after set_gpxrare in descriptors is required for the creature to exist
But I canโt find that number in the game for creatures, and each creature type has a different one
I checked the descriptors and the scene but it wasnโt in there
Thank you that is a huge help, I had no idea what directory to find saves in. Glad to see it doesnโt require to much finagling
even without the "latest" update you could always have just used the AMUMSS script and have it work 
could just be a hash of somesort
frankly, numbers in string fields are often seemingly random and have no way of deciphering or use for modders other than a necessity to have a thing work
I tried putting in random numbers or numbers from other fauna but theyโre fauna specific, any idea how I might be able to dig up the numbers on fauna? Itโs easy enough for obtainable fauna. I just tame one and copy paste. Trying to get true fliers and digging fauna
Ah
Yeah
you can make a list yourself
just like how people have made lists of numbers for the modes in saves
Might just have to install the tame any fauna mod and copy paste from that
yes, that'll be easier
Thanks
for @winter smelt https://www.nexusmods.com/nomanssky/mods/2113?tab=description
Oh this looks very cool! Will check it out more after work! ๐
I love it, helps with my ocd and also if you like building say 5 extractors on a single large floor tile snaps em in just nicely ๐

Is there a mod that increases the FOV? I feel so claustrophobic
Pretty sure that's an options file edit, not a mod
oh, good
I'm not 100% on that though
@barren pine I was wrong, it's in the camera globals file. I should have remembered that. If you want, I can make a LUA that increases it. I recommend you learn how to use AMUMSS with a LUA so you can update it whenever the game updates. That file changes fairly frequently, and I won't be able to update it every time for you.
Making a spreadsheet for companion modding
Might need help compiling colors at some point
Iโll share it here and update it as I make progress
https://docs.google.com/spreadsheets/d/1c7k6PWfSQX0IcxS_9Qe2v-cmuCRolip8JQkLfKn57UE/edit?usp=sharing
Sheet1
Fauna Type,Descriptor ID,Normally Obtainable?,Can attack?,Can be fed?,Can be ridden?,Special Descriptors?,Descriptors,Creature ID
Flying Snake,^366051701,Expedition Reward,No,Yes,Yes,_SET_GPXRARE,^FLYINGSNAKE
Bio Horror,^3997382721,Expedition Reward,Yes,Yes,^FIEND
Crab Spiders,^2219047072...
Also open to a different title ๐
Iโm bad at naming things
Feel free to comment more info youโd like to have on a new column
Working on fish right now, anyone have a planet with something theyโd like added as a companion?
Modded turtles/moles diggers
How bout Proto's
Like the underground krakens?
There are krakens x.x
yeah but wdym by proto
like the digging fauna thats underground and is a lot of little entities popping up?
Need some mod help, anyone available?
I cant get this to work, yall think its out of date? If so, can I backdate my game version to be compatible?
Iโve used this mod on birds and fish, assuming I removed all my other animal mods cause it seemed to conflict with a lot
The trick is you canโt tame when jetpacking/riding anything
You need to be standing
Apparently it was out of date I just had to update it
I learned how to do mod things it was so cool
I used the auto builder
I didnโt make the mod but it was cool updating it

Did you update it with amumuss by just putting it into scripts then running buildmod.bat? Or is there another process to it
https://docs.google.com/spreadsheets/d/1c7k6PWfSQX0IcxS_9Qe2v-cmuCRolip8JQkLfKn57UE/edit?usp=sharing
Sheet1
Fauna Type,Descriptor ID,Normally Obtainable?,Can have fur?,Can attack?,Can be fed?,Can be ridden?,Special Descriptors?,Descriptors,Creature ID
Flying Snake,^366051701,Expedition Reward,No,No,Yes,Yes,_SET_GPXRARE,See note,^FLYINGSNAKE
Bio Horror,^3997382721,Expedition Reward,No,Yes,Yes,Se...
updated list
you could open up the mod with the unpacker
maybe lua is in there
if not all you need to do is compare
depending on the no of edits i could be easy
but looking at the updated date (today) it should work
I think the pet unlocker LUA is in the repository
als make sure to merge mods that edit the same files
just read that
should drop my mods in the lua repo too
have done that yet
should do it
XD
yeah but trying to figure out git out again been a while XD
wanna push all my mods for my own ease of use
Just sharing the link for anyone that doesn't know. Easier than unpacking mods to get the LUA
well not all mods are in there
or are they?
Not in the slightest. Just a lot
I try not to use git at all; confuses me too much. Babscoole keeps that updated
i get the gist of it but never went indepth with it


