#nms-modding
1 messages · Page 226 of 1
It updated when I was in the owner’s server
BSG Pegasus custom freighter mod uploaded:
https://www.nexusmods.com/nomanssky/mods/2151
Hey gumsk, I saw ur the only one on the nexus with egg mods, was wondering if you knew how to remove the condition requirements for egg laying. Like, have the game not check for anything, just always spit out an egg
bc I messed with the lua of the companion mod and got this result
I guess tou can just use save editor to set the creatures home biome to "All"
How would I go about doing that?
It's not on my roster
If anything I want all eggs/companions to be "all" biome
I need the companion in a companion slot for that to work
well all you can do is make the companion do so
that would most likely make their egg to have a "all biome" child too
I sadly dont have it as a companion on my roster
Well you can hatch it and then use the save editor to make the pet "all biome"
then every egg that pet lays will be all biome and so on
@leaden coyote https://www.nexusmods.com/nomanssky/mods/2123
Could you get me one of those worms for an egg?
Is there a save editor for 3.75
Both NMSSE and NomNom work with 3.75. Any specific reason you are asking?
Nvm the creator of the save editor lmk i couldnt use it cause he hadnt updated for ps4 but now he can
And which save editor was that?
Nomnom
The nms save editor give me a metadata error
So probably same issue
But i dont see why i cant convert a modded pc save
Ok. And the error you get is that about Name Mapping?
So hang on ... you are trying to convert a modded PC save to PS4?
No no just mod my ps4 save
But im sure i can convert a modded pc save they use the same file type
And ive added pc mods to skyrim and minecraft so i dont see why it wouldnt work here
I just need a pc save to test xd
I am sort of lost on what you are actually trying to do here
Mod my psr save for quick silver since i have to play offline
But when you say 'modding', you actually mean editing, right?
For save yes but i did infact see that theres nms mods so i guess eventually ill be doing both
If ps4 allows
Wich it should (hopefully)
PS4 and actual modding, nope, not yet done by anyone and likely won't happen any time soon. Editing save, sure, with use of either Save Editor, together with Save Wizard
Im jailbroken though im tat person
Ah, that makes quite a diff
Now when we stick to Save Editing, this should work fine with either Save Editor
It needs to be updated so i can
I can't verify that, but I honestly don;t see why it needs updating, unless this is about the Account Data instead of the Save Data. Unless new mapping is required for NomNom to do the job. NMSSE will work regardless of requiring update Name Mapping
For something as simple as QuickSilver, hex editing (with help of Save Wizard) should be easy too
Save wizard works for ps4
But im jailbroken and broke so i use save mounter
Nom nom wil be soon patching it to use save mounter
Idk how to hex edit sadly but if i can get the qs name in the json file i can learn rq but scanning over my save i didnt see quick silver only rewards
Where is quick silver in the .hg file
Also would you like to help me see if modding is possible for ps4 were gonna have to manually place the mod files
I guess i should say besides my personal goal id like to see for the ps community if we can use pc saves and if we can add mods
PC saves can be used, as they can be converted to work without issue. Not letting myself in with modding PS4 as it involves jailbreaking. Nothing against that in itself, but I would not recommend anyone doing so
No no i just need your pc knowledge ill take care of the jailbreak part and making a tut for other jaiobroken users
I dont have the pc game cause my pc cant run it lol
Quicksilver is called 'Specials' and if not mapped, it would be called kn;
Ty
Whats the path(s) for mods in nms
And could you toss me a fresh standard save
Thats all i need help on
Please
game install dir/GAMEDATA/PCBANKS/MODS
i don't have one, but i guess i could start one
Awesome
going for dinner now but
I tried googling for one and came up with ps4 saves not pc lol
@lethal dagger
Since jailbreaking can be used for legal and illegal reasons it is frowned upon by all device makers and all of them will void your warranty if you jailbreak your device and in the case of Playstation they will also ban you from using their online services.
Cant use online services jailbroken
And everything im doing is legal no worries
Also my ps4 lost its warrenty 3 years ago
mostly giving you the heads up since you mentioned this:
No no i just need your pc knowledge ill take care of the jailbreak part
Im jailbroken im not asking anyone else to do it
I just need a pc save at this point
Is there a mod that speeds up surveying? Right now it takes forever to scan every item...
got on for faster text too
In this video, I show that starship racing was indeed a feature of No Man's Sky in version 1.4.0 of the game. This version was never released for PC or PS4. It was released for XBOX only on the Blu-Ray disc distribution by 505 Games. Most people never actually played this version because the game will automatically quit and force you to download...
is this long gone now? I was wondering if we could somehow bring it back?
Well the item for it did exists last year at least but I remember that I couldn't find a way to place it so I assumed it was just leftovers from a planned feature.
Just recently found out about it actually having had a function.
Do mods just appear or is there another way to tepl you have em
Youd need a jailbroken xbox
But technically yes you can bring it back i dont see why not
Awesome I’m ready whenever
I got two eggs do you prefer a type or just any one?
Okay what’s ur friend code?
Also can I pick a specific worm or do you only have one?
Theoretically speaking, if I wanted to make a mod, and it involved logging stats that the game already displays in Milestones - but I wanted to generate more on top, and compile it all into one place - would this be possible??
I was thinking a career summary, which could be saved as an additional file, simple size say XML? I have no clue on modding. To be honest I am not even sure I am capable.
The idea I had in mind was to have a comprehensive stat screen, everything in one place. I would possibly need to have a new menu to show it? Or redo the Milestones menu perhaps. I would like this idea to work for PD saves, so even if you get a game over, you could still view the saves accomplishments.
Hope that makes sense
Also something else important to note, when the game creates either save type, an update to the file would be required. So if you do a save reload, you don't keep ghosted stats. For the things I would need to calculate that the game doesn't store I mean. Sorry for the long text!!
I dm you
if the functionality is yote there's nothing we can do
if it's just up to the objects then they prolly are still in the files and only need to be configured in the basebuilding objects table properly to be placed down
sounds undoable in game
shit that can fetch data from memory like Cheat Engine may help with that, if they are not already saved in your saves
milestones should be in saves tho
either way, you're gonna prolly need an external tool to export any data
as for in-game milestone UI, I'm not familiar with, but there is a slim chance you can put more shit into it
it'll just be very difficult 
How do mods work?
in what level
if you mean on a code level they work the same as vanilla files
if you mean on a user level you put the mod files into a folder and they work
Is there anyone someone could mod me?
Or is it self nodding
Modding
(Im also on ps4)
So only pc?
unless you're content with editing saves
Nah lol
Can you get steam in ps4?
no
Ok
anyone here familiar with amumss?
I made a folder with content in it and Im trying to figure out how to get the game to use it
you put the stuff in the extrafilestoinclude folder with proper fodler structure
and AMUMSS asks you if you wanna include em
Can I mod if im using the xbox gamepass on pc?
Yes, see pin:
<#nms-modding message>
Me sitting here learning about the starship racing feature for the first time like "nah instead of that we got protogek milking"
Well, that pleases me to know thanks! I thought I was gonna have to start learning mod haha
never hurts to try
Na, if I cant implement my ideas, that would just frustrate me
Actually I dont even run mods
I don't see any reason why not to have that. People could create pretty interesting races on planetary surface
well both player would need tho have the exact ship/mods otherwise races would be useless
Not so sure about that one. People race with different exocrafts too and even if they have the same exo they probably have different manouverability and speed upgrades on them anyways
Any suggestions for popular mods that dont change gameplay? Essentially gfx mods
Sean
What lol
Lmao
Sick! So basically increases colour palette of skies?
Plus grass, plant, sand etc
Yep
Check out his other mods also
And here is a bad ass ship mod
And a building mod to allow a lot more construction opportunities
Oh
Amazing ty, i was looking for exactly these kind of mods
These will work on gamepass version right?
I know you can mod on gamepass, I'm steam though so no clue about details
But this should work https://www.nexusmods.com/nomanssky/mods/1751
Ah perfect
how do i copy bases
save editor has a back up button on the base section. You can use that to copy and the restore button to paste your base to another computer
^
NMSC also does save backups now https://www.nexusmods.com/nomanssky/mods/1879
anyone know creature ID or descriptors for these things?
or their original form of blue jellyfish
I can get you one of their IDs in a couple of hours, but those don't always match up with pet IDs, if that's what you're trying to do. It probably won't have any descriptors, since there's no variety in them.
I would really appreciate that
also the security drones in derelicts too if you can
Anyone interested in helping me see if pc mods can be converted to ps4 i have a jailbroken ps4 and what not just no knowledge of how to make mods nor a pc capable of running nms
There shouldn't be any conversion needed. You just need access to the file system and put the mods in a PCBANKS\MODS folder
I haven't seen the PS file structure though, so I don't know for sure
Is it ok to show you in pm that way i dont spam chat, its different and so far where ive placed them m9ds have given me a black screen but usually your right its a drag n drop
Atleast start screen was black with audio
@vale iron
Yeah you can send me a message, but I doubt I'll be able to help really unfortunately
No worries i just sent what i wanted here
Do you think making a folder named MODs in /data itd work better?
Hmm that's much different. Interesting
I was guessing it would be the same structure, just packed up
Psarc does that
Idk what that is
It's a program for packing and unpacking PS format . PAK files
Maybe thats all that needs to be done
That nms-arc looks like the PCBANKS folder we are familiar with. Not sure if creating a MODS folder inside to put the mods in would work. Not even sure if there is a DISABLEMODS file present
updated infinicam for latest version
have fun

@lethal dagger Being homebrew, it may even require editing the existing pak files to contain the modifications
With the PAK files being named differently, I don't think mods will work on their own, as I think they have references to the vanilla PAK files
That shouldnt be an issue sense i make my own gp4 files
It's getting too much into stuff I don't know much about, unfortunately
PSARC
Other than the file structure being different, the pak files also have normal naming instead of hex values in them
So I guess if you look for the source pak it is supposed to edit for the mod, you can then un-pak that source pak instead to edit it and then re-pak. In theory that should work. In our case, those mods are in their own folder and overwrite the data from the original source because they are loaded last.
Thats what makes me think bringing in another folder would solve cause shouldnt it apply one folder at a time and not all at once
Only thing I am unsure about is how the re-pak is being done in case of references, but I think PSARC will work fine for that
Im checking rn
Yes, having a separate MODS folder would normally be best solution, but the mod you have there is likely created as a pak including references to a different structure.
Ooooh i see what you mean
Either way, the game can also be played fully unpacked :)
No cap?
So once all is unpacked, you can make an edit to any of the files and it should work as well.
Just make a backup ...
So i can just unpack the files and drope em in the game and that might work?
I have 2 backups xd
Not sure what you mean by 'dropping them in the game'. What you showed is from the game, right?
Ahuh, exactly
Ok cool thanks for the many ideas ill lyk how my adventure goes
Just for giggles though, have you tried making a MODS folder in the 'nms-arc' folder and put a mod in there?
Not just yet i just started the process hit that black screen asked around all while being interupted constantly xd
Also make sure the mod is supposed to work for your version. That date from 2021, not so sure
I didnt even think about that and thats modding 101🤦 where do you get your mods from
Nexus Mods
I think Gumsk made a pretty recent mod with some cool freighter
Although not sure how easy to test in your save
Should be pretty easy
Extracted file types look the same gonna extract a bigger one and see the folders
Ok i lied
The ps4s pak files are not extracting
Ahuh and I am not sure you modified the BC to allow building anywhere
(although that may not work regardless, can;t recall, been a while)
Ah, but what about base/build range?
increased that as well, tho it shouldn't matter because I'm not currently building in any base
Ah ok
Is there any recent mods for random planets and the ability to have more than 1 frighter
Ok just the more than 1 frighter
I don't think owning more than 1 is possible, not even with mods.
Sadness
Mods are in building fpkg meow
@vale iron your pegasus will lmk if it worked or not, if i dont run into black screeb
You have a capital freighter, right?
For the derelict freighter, I see FLOATER, FASTFLOATER, FREIGHTERDRONE. None have descriptors. They're in kind of unconventional places, so they might not do what you want. In the normal planet creatures folder is a FLOATERCREATURE that also has IDs of STRANGE, STRANGE_FLOAT, and FLOAT that has the following descriptors:
FLOAT_RADIALWAVE
FLOAT_TRAILORB
FLOAT_METALORB
FLOAT_EYEFISH
FLOAT_ROSEFISH
FLOAT_FLATCREATURE
FLOAT_RIDGEEEL
FLOAT_ELEPHLOATER
Thank you. I'll check out how they are
Seems like all the derelict creatures will outright vanish. The pet slot will just be empty
That's too bad. I'll keep an eye out for other possible IDs
Installing game rn
Sooner or later ill figure out how to make it an update
Still didnt work
Sadness
@vale iron goodnews ps4 reads the mods folder badnews still black screen
Doesnt it also allow making teleport cables between planets?
It does
Anyone know what slugs are? They’re in the creature code but I can’t figure it out
They’re listed as slugs and their only info is slug
a friend had an idea let me see
try SPACEJELLYFISH
for id? No descriptors? what about type?
As uhh just spevies and yhats it
that just disappeared as well
Hello can anyone help me with fixing conflicting mods it keeps crashing my game on start up and I know nothing of modding so any help is greatly appreciated
-
Check if the mods are up to date with the latest version of the game
-
If two mods modify the same file it can cause a conflict
How do you know which file they modify?
I want to add faster mining and faster scanning of the environment these 2 mods always conflict with a file
Usually mod authors include that info in their mod descriptions but you can also unpak them to see which files they modify
The mining one was updated September last year
Modifies the Optical Drill and Advanced Mining Laser Tech to mine faster and get more resources.
Modifies GCTECHNOLOGYTABLES
Optical Mining Drill
Changes Weapon_Laser_MiningBonus to 16 from 1.5
Modifier also affects how many plants you harvest while the multi-tool active.
Advanced Mining Laser
Changes Weapon_Laser_Mining_Speed to 0.25 from 0.85
Most mining takes about a second or less.
That's the description do I need to remove a file out for this to work or?
I have no idea what to do or what to look for
:/
Those are two different mods? If so, they modify the same file and only one will work. That, however, wouldn't cause the game to crash. One of your mods is out of date must likely. September might be ok. I think early October was the last update but I can't remember if the tech table was affected
Okay I found a fast scanner last updated last year April time this again is causing confliction where is the file that conflicts with it?
We have no way of knowing what conflicts because we don't know what you have installed. Last April would be too old for that file anyway
Then there is no mod for fast scanning that would be up to date
There all 1+ year old mods
There are multiple updated ones, including one I make, gGame
There's always my scanner mod that's regularly updated by Babscoole
@woeful wharf
But yeah there are two very old ones that are constantly and inexplicably upvoted all the time despite being useless lol
A lot of mods do that, actually. I can't explain it
Some mods are even from like 4-5 years ago and still get upvoted
nexusmods is a potato
Hmmm i’ll be sure to try it but if it conflicts with something I need help I’m stupid with modding or changing files to make something work
@hushed bronze tytytytytytytytytytyty it works I have been looking for days for a working scanner mod since you and everyone here knows all about mods do you know the best mining mod that works that I could use?
Does anyone know a working no tech overload mod?
That will conflict with scanner mods
You need one that does both in one mod or a custom mod
gGame does both, but it has other things in it too that you might not want
@woeful wharf
what other things
do you have the link to the file?
I found it no I'll get this tbh
it looks good the one you made @vale iron
it still is giving me the overload issue?
What am i doing wrong I removed the other mods that would conflict with this one
nvm I got it to work thank you again for this mod yano ty to all of you who create awesome mods 🙂
cable length limit....
f
updated
How long will it take till its live
now
hmm
can you send it to me over dms perhaps?
sure
thank
How this room work?
You talk about mods
K so no asking FOR mods?
You can, but chances are slim. You're more likely to get help making that mod
On a scale of 1 to 4 how hard is it for xbox s
4, if possible at all
K ty
so umm
I really do wonder if it's possible to backwards engineer the UID somehow into a friend code
@vale iron doesn't the friend list store peoples UID's as well?
also where the heck do I find my friend list
😅
okay UID was definitely user id
same code can be found in a string referring to "AuthorOnlineID" in bytebeats
added myself to blocked users
how does this turn into that
or do they even have any relation to one another
My guess is that they aren't related, but it's purely a guess. It wouldn't be a hex conversion
id for your personal friend code is MY_FRIEND_CODE at least
54AD-2423-08BE-24AF"
this was alternative friend code
hmm
time to add that and see what happens
friend failed to add
hmm
I set HG's UID as the preset ID to PLAYER01 in the multiplayer join list
umm
would anyone care to provide their UID for testing purposes?
I'm attempting to turn my base into someone elses base

"UserData":4278190087,
this is separate user data
that ID seems to be tied to placed base objects
so everything placed by me will have that UD
everything placed by other people will have UD of 0 or 45 it seems
ok I turned my base into HG's base
@waxen cedar The "UserData" part of base objects is used to identify various things for that specific object. Can be colour, material, logic state, etc.
because HG's UID is the only one I know
this i sthe base owner UID
I changed it to external base and made HG's user ID the owner
other players bases are shown as External
That is not going to do much though, only to how you perceive it
I can report my own base now
don't have build perms
hmm
I have claimed my PS5 accounts base on my PC
I can edit it
my PS5 account can see the edits
despite all permissions being off
this is hecking illegal
this is a base of my PS5 account and I can literally upload it on PC
the heck
welp, on a positive note you can basically have shared bases now
idk I'm drunk
sorry for spam

Did you change the UID/LID for the base data on your PC save?
ye
idk but now my PC and PS5 acc has the exact same base and both accs can see the edits and such
Then you created a copy that now belongs to you on PC, so sure you can upload it. The PS5 base is still there as well though, owned by the PS5 account
You can likely check now you have it uploaded. Restart and force bases to reload from the server, then check your save data and you likely see both bases (one PC, other PS5)
TS = TimeStamp. PTK is the platform code for the UID/LID
welp
All you are doing is making local edits.
at least I've reached my goal of getting my PS bases to PC
I've wanted to do that for a while now
Oh yes, this is exactly how that is done when transferring between platforms
don't really care for the shared thing. Just thought it was now possible in my drunken state xD
sry for misunderstanding
😅
Is it possible to move settlements?
Aka from a place that's literally hell to somewhere less....hot
@waxen cedar However, bases have always remained a bit of an issue, because if you truly wish to do it right, you would have to remove the initial base on the original platform, after you have done the transfer. If not, there will remain a duplicate base.
yes but the move won't be seen by others unless you moev to settlements that are generated by the vanilla algorithm
.-.
I don't mind the duplicate. If my PC breaks for some reason I still have the OG
I wish someone would release a mod that throws up a large shield around an area to protect against environmental hazards and stuff
I guess you could copy the settlement data, then find a new settlement elsewhere and claim that instead. Then copy over pretty much all the settlement data for it.
especially settlements, I know that emergency heaters can make you immune to the cold planetside
but other people wont see the one I copied over
Well, it can at times be annoying and cause weirdness. If it is not loaded at the same time, you won't notice.
Hello, I was wondering if there were any face/race adding mods (or iterations as I think they are called). Also, I tried to install the mod manager on nexus mods, but the download said it may be unsafe, so I wanted to check if that was the case or not.
Finally, the pins say that while most stuff is identical if two people have the same mods except base mods. What exactly does this entail, just nothing in a base being visible? My friend and I have been sharing settlements, so that'd be inconvenient.
is there no mod that negates hazardous conditions around a general proximity?
I think others will still see your progress if you copied the settlement data over to another existing one
both need base mods
x.x I need to find the data for it
Save Editor, either NomNom or NMSSE
still need to figure out how to get UID into friend code
my ultimate goal is to add Hello Games to my friend list

I have their UID
where the heck is friend list located in
goatfungus?
Do make sure the mod manager does things correctly. With NMS hardly even needed to be honest.
As for modding and multiplayer, everyone will see changes made to 'vanilla' things. But as soon as it does things that are not present or possible in vanilla, it will only be visible if another player uses the same mod(s).
couldn't get HG to appear by adding them to FRIENDSINVITESPAGE as presetID for player1
Not sure you want to
I had one, gFloor, but 3.75 broke it
I wanna stalk when HGs account is online
how did it break? Is it fixable?

The protection bubble is registering as a collision box. I tried some things but couldn't figure out what is causing it
would be nice if I could slap a few to cover a settlement. Does it also prevent brush fires?
Sorry, missed it. goatfungus is NMSSE
wdym collision box? Like you can't walk past it?
is there a mod that can also extend the range of emergency heaters?
I can extend the heater range. That shouldn't break
@fair crown Here is the settlement data (SettlementStatesv2), near the bottom of PlayerStateData
Make sure you have the right index (number on the left) that belongs to you, which can be seen in the data on the right for the owner.
Basically the highlighted data is unique to the settlement and should not be altered. All the other data can be pretty much copied from a previous settlement, and then has your progress, buildings built, stats, everything.
because if I move the settlement to a icy location I dont feel like spamming 20 bajillion emergency heaters
probs wouldnt even let me I bet
@fallow meadow do you know where the friend list is located at?
so I guess if the settlement gets uploaded to the cloud it will also overwrite the original spot?
@waxen cedar I don't think it is located locally, but more likely all done server side
I will never get to add HG to my friends list :c
In that case, I doubt it
How exactly does the heater prevent cold in the code? Can a duplicate of it be made so that it can be set to different hazards?
It already protects against everything
...it does?
Not sure how settlements are kept in sync and what can be changed for others to see, but I do believe any progress is being synced at least
isn't the heater radius basically equivalent of the state when you're in a building
or in a cave
It's a similar state, yes
I can place em outside near the base
...would be nice if the same can be done at settlements
base part version of the heater is a separate object and doesn't have the properties of a heater on derelicts
damn
I can take a quick attempt...?
well at least it's not preventing you from getting hazard damage and such
the base part version is purely visual
protects against cold hazard damage
I use em on some of my bases
oh heck
I'll look in a little bit
that's changed then
I remember trying that on the pie4 console when we first got those items
and they didn't protect from cold
I actually believe it negates all planetary environmental effects (not sure about extreme storms, lightning, meteors etc.)
ofc not lightning and meteors smh
If scaled to max size, radius of protection is max as well
x.x gigantic heater
I'm pretty sure I can slap together an extension for it shortly
It's just going to be an integer in the entity file
would it be possible too to have it get rid of the hud filters when a storm happened with it on?
I have that mod already
naw I mean, have it prevent it when the heaters on? Or would that be too hard?
I'd have to play with the area effects
Some of them maintain the overlays and some hide them
I see
If you are giving it a range Gumsk, large planets are 130ku radius 😉
nothing that extreme
isn't scalable by much
range isn't very appreciable but the smol heater is cute ngl
area seems to be one panel wide, one panel long...
IT DOES WORK
You're gonna get in trouble :p
oh no oh no
why did I click it
help
am drunk
a
sorry
@vale iron please check featured base list
help
I'm not online
Maybe should submit a bug report and tell them what you did, how you did it, and that you hope you didn't cause a problem
issue is
Idk what I did
So it protects against everything? Hmmm, maybe you should try lightning as well?
that would be very hard to pull off
umm
this is a completely random base
like
literally
I didn't even edit anything in anywhere
why can I rename the base
kek
I think I've seen that before, maybe in the save file. It's possible you're just changing a flag in the save file and not doing anything bad. I have no idea
well let's hope so
*hacking 🙄
not trying to...
I'm just trying to add HG to my NMS friend list. Issue is I've drank and stumblin upon other stuff while trying to find the relation of UID to friend code
Idk where am going. I just wanna see HG in my friends list
I don't think there is a direct relation between UID and friend code.
Only relation they have is being a unique identifier
alright
okay it was just UI thing. It wasn't actually doing anything
you need to be a dev and have some account and server override stuff active for that to actually work
thank god
@fair crown Still around? I have an extender you can test
What's one of the better reshade mods that doesn't add distance blur?
(Also, will Better Planet Generation only function if we make a fresh world, or will it start to work once we visit a new planet?)
Got it, additionally, are there any good increased walk speed mods besides Vanilla plus? That and increased refined speed are conflicting with my other mods
Refining speed is Gameplay Globals, which many mods hit, so it's going to be hard to not conflict there. Walk speed is Player Globals, which is also pretty common. What are the mods that are conflicting?
I have Better Planet Generation and Reduced Launch Fuel installed, and the conflicting ones are Vanilla Plus and 100x refining speed
I just looked at vanilla plus and that would conflict with almost anything and it's way out of date. You need to pull that one
Already did fortunately
The others shouldn't conflict with each other
gEpic has increased walk speed but it also has a ton of other stuff you may not want
Yeah im here boss
Sadly the fast refining still conflicts somehow. I did find a walk speed mod but its from like 2017 so not gonna try there
pain
I somehow managed to wipe my freighter base out of existence last night

time to see steam cloud backups
Base exports are always your friends
btw
can I safely just delete all the stuff in the st_ folder
with saves and such
if I've made a cloud save
You can try by just moving the files first
lets see
welp
everything is fince now except for a freighter base
anyone mind sharing their freighter base?
about 12 hours late but i just exported my freighter base is this right?
or it as a txt file idk
seems like a lot of garbage though
and not right
What did you use to export the freighter base?
the no man's sky save editor by goatfungus
which is the only save editor i know of, the top search for nms save editor
Ah yes, should be good, but is the compressed data which makes it unreadable and possibly only useful to NMSSE itself
So NMSSE can 'Restore' this file fine from this freighter backup, but NomNom likely doesn't know what to do with it.
I personally prefer to make JSON backups, but although readable, requires understanding of the JSON and where it needs to go inside the full Save Data JSON
@slate veldt probably should take chat here so what about base building mods would that be client sided I dont know what's safe to install for client side just in case if I play with friends
The folks in this channel can answer that better than I can tbh
Also that mod you suggested I think I'm definitely getting
Yeah, it sounded pretty neat!
Here's almost all of them. I think I need to update the list:
https://www.nexusmods.com/nomanssky/mods/1541
@lime mesa what was the question you had?
Yeah :(
Wait what defense turrets?
Oh thanks
Ye. HG patched them to not work on bases sometime around Origins I think...
weird that it was still kept as a base building part tho
Hmm weird
Weird they ever put it in there. I don't know what they were planning
I think they kind of worked on some sort of base defense system at some point
in the present state of the game it wouldn't really be that fancy tho
looking at you, settlement defense events
So the guy who makes no man's sky forgot his name has he mentioned anything about modding that he doesn't like it or like it because I would feel bad If I modded and he frowned upon it
@lime mesa To answer your question about building mods and client side or not, this depends on what is being added and done by the mod. Some build mods will allow vanilla objects to be placed in situations or ways otherwise impossible, but still visible this way by any other player. Other build mods will introduce new objects or existing objects that are not supposed to be possible, which will then be just client side only, unless another player has the same mod. With the latter there may also be some issues involved where it might be possible for other players to crash when getting your 'modded' base parts loaded (same session or uploaded base)
I see thanks
There is also a pinned post with lots of info for that matter when it comes to MP
They are fine with modding. They may never actively support it, but they don't have a problem with it existing
Oh ok yeah it's rare for a company to support modding its usually frowned upon
Unless it's Bethesda lol that's a different story
@vale iron make lego ninjago shhip mod
I don't think there's a model available for that. Haven't seen one at least
I'll look later
That’s bc Bethesda never finishes their games
Bethesda has turned into straight trash; the way they handle Fallout 76 is disgusting
There's blatant bugs that would easily be fixable with a mission as SOON as you leave the vault
They refuse to fix anything
There's plenty of quest breaking bugs; I had an issue where a main quest completed way ahead of time without any of the pre-requisite stuff all because I was exploring and opened a terminal.
It just randomly completed a quest and locked me out of a lot of quests and content
I quit the game over that shit
Fixing it won’t make them more money, they got a lot of ppl on initial release and are still getting a good number of them via that subscription system. I forget what the ‘premium’ sorta thing gets u but yeah. It def sucks
It would make more money indirectly
The game would have a lot more players if they consistently fixed their game
when it comes to fallout 76 yes however they have made some masterpiece games like skyrim
I don't mind the occasional silly bug, but leaving quest breaking bugs in the game is unacceptable
Skyrim isn't some wonderful masterpiece lol; it's a good game, don't get me wrong, but it took a LOT of updates over the years to get "good"
It relies heavily on it's mod community to fix a ton of issues as well
That option doesn't exist for Fallout 76
Not to mention, the mod scene is STILL a mess for Skyrim after their insane anniversary update breaking mods
They lost money from me, because I enjoyed 76 until I started running into quest and progression breaking bugs that ruined my save
it takes alot of modding to make it good lol
personally I still play it and enjoy it
I had a subscription to Fallout 1st, I promptly canceled it when I started encountering unacceptable bugs
76 is littered with bugs you'd expect from that type of game while it's still in development, pre-release type bugs
I think we should take modding chat back to nms related
https://docs.google.com/spreadsheets/d/1h_dR6FHt3z1UaMdhn6AEQSJa_Ww9adojTR9vk1nybBc/edit?usp=sharing
Just again, putting these up to sharing
all clean and updated to date.
o7 have fun.
Finally found a way to fix gFloor Heated Floors. Renamed to gWeather Safe Buildings. Gives a hazard protection bubble to basic floor pieces.
https://www.nexusmods.com/nomanssky/mods/1657
Extends the range of emergency heaters (from derelict freighters), makes them always on, and optionally hides weather effects inside the heater area. Thanks to JasonDude for help finding ways to make it always on.
https://www.nexusmods.com/nomanssky/mods/2154/
Is there any way to tell what ships line up with those generated codes when using the save editor?
Nvm think I found it. They are apparently called seeds. Here's the link if anyone else needs it
https://www.nmseeds.club/
Use this one instead https://nomansseeds.com
The largest collection of ship seeds and NPC seeds for No Man's Sky
@lament mountain
They also have a discord
!creativehublink
just use the ship builder bot on their discord lmao
@sudden wasp Mission skipping:
#nms-modding message
I forget, is there a mod for hiding mission guidance text completely?
If it does what it says it does, that looks perfect for this use case
Depending on how faded they mean
@twilit smelt @lean saffron Thanks! That’s what I needed!
i've done this before (albeit from poking around on my own instead of reading a nice guide from devilin) and it helped get through a broken mission. it's pretty straightforward once you get comfy with the hierarchical structure.
Is there a mod that allows a starship to have 48 tech slots?
can't you just edit your save
with a save editor
Just in case you didn't already know, any S class non-living ship can be upgraded to 48+21 slots using in-game methods.
Yeah I know that but I can edit the save file to give my ship 48 slots instead of 21 tech slots
yes
@lime mesa No guide, but really easy to do and most mods will explain how to install and possible requirements needed.
In short, download the mod, put all the .paks into a folder called 'MODS' (all caps and created if it doesn't exist) inside the PCBANKS folder, NOT in the already existing 'imposter' MODS folder. Then remove or rename the DISABLEMODS.txt in PCBANKS.
Make sure your mods are not outdated, and be aware of possible conflicts if mods change the same game files
Thanks for posting the link to the online guide @vale iron
@lime mesa This is the mod enabler for Microsoft. It also tells you the path.
https://www.nexusmods.com/nomanssky/mods/1751
what do i do with that file?
i extracted the folder then ran the application now i have a screen that popped up
It just does its job, then when it's done you can use mods
so now that it says press any key to exit i can just load NMS and the mods will be in the game?
No, you have to browse nexusmods to find the mods you want. Then you install them with the guide I showed earlier
ohh ok
i have the mods just havent implimented them
one question how do i access the actual folder for nms the guide doesnt say how to
The path is listed on the Microsoft enabler page above
if i click the HelloGames folder then click NMS am i supposed to have defaultuser file?
"The PCBANKS folder where you can put your MODS folder after running this can be found by entering the following into the Windows file Explorer:
%localappdata%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\LocalCache\Local\Microsoft\WritablePackageRoot\GAMEDATA\PCBANKS
Note, the _bs190hzg1sesy part may be different. In that case navigate to %localappdata%\Packages and navigate to the folder from there."
yea if i input that into my file explorer it sends me to my internet browser
Try browsing there manually
I don't remember if there's a difference between appdata and localappdata and not at my computer to check
there is i never noticed that
do i just put the mods in the mods folder because in the mods folder theres another folder
You're in PCBANKS\MODS?
Yes, the . PAKs
You need. PAK files
LocalAppData is the Local folder within AppData
the mods i got from nexusmods all downloaded into zipped folders
Game Pass makes use of localappdata, Steam mostly Roaming within AppData
wait theres .pak files inside the mod files
some of the mods have multiple .pak files do i just put them all inside the mods folder?
The mod usually mentions the use of multiple pak files, so I'd check the mod page to see what it says
the page doesnt say anything about multiple pak files
Which mod is it?
shaidaks generation
Forget about that mod, it's no longer updated nor maintained
no worries then
Someone did create an update at some point, but that one is hidden currently. I would suggest to check the 'last updated' date and if not recent, to check the posts. Often it is quickly figured out if still working or not
so for these other mods do i just put the pak file in the mods folder and then the mods installed after that?
Yes, installing means putting those .pak files in that folder, that's it
if i did this right the mods are installed
will the game tell me the mods are installed or do i just load the game and hope for the best?
There should be a warning when you start the game, just prior to the intro screens
If the game for some reason fails to start, it is likely a mod causing an issue
Yes, the mod warning shows when you have removed the DISABLEMODS file (or possibly removed by ANMSMEMSPC)
Kinda sucks I have to remove a mod then enter the game just to see if it works
You'll grow more familiar with the mods and will learn when a mod may fail.
Tbh I’m just looking for graphical mods that’s it
I don’t want anything game changing just graphical changes
But yes, only way to tell is by trial and error. Remove one at a time, or if you have many, remove half at a time to speed up this process
Do you know any updated graphics mod for NMS
Oh and yes, Shaidak appeared to have multiple .pak files, depending on the quality or density you wanted, I think. Either way, you only had to pick one of them.
I don't use mods, so I am not all that familiar with them
Argh Water Mod, Duds Sky, not too many graphics mods though
Nvm no it didn’t
I could recommend ReShade, but that's not really a mod to begin with, but sure can improve your graphical experience
What’s does reshade do?
ReShade is post-processing graphics
I might just not use mods and run vanilla I’m getting pretty tired of loading the game and then it not loading getting kinda annoying
@lime mesa Try one mod at a time perhaps?
Or start with a mod known to work? Hard for me to tell not knowing what mods you selected for a first install
Ok, dead topic, i know, but i scanned around the chat and didnt see anything shared. Did you post this fix on Nexus?
I think it's in dud's sky ship headlights plus
Any interstellar music mod guys?
make a playlist in Spotify or something ?
does anyone know how to derive any useful info about the coordinates of base parts relative to the base computer using the forward value?
since what i do know is that controls what the plane of the base computer is
-0.22818604111671448,
0.972118616104126,
0.05400592461228371
do not set the forward values to 0
doesnt work
The Base Computer is no longer involved when it comes to other base parts. Base parts indeed used to be relative to the BC, but now we can move it in-game, this is no longer the case. Base parts are relative to general base position.
As for the Forward and At values, those are normalised vectors for the rotation, but also control size.
so wat is goin wring then
So yes, setting those to 0 is not a good idea. They are usually close to 0,1,0, or 1, 0,0, or 0,0,1 or something alike
my base parts do seem to be relative to the base computer
how do i change that
Well, this change was pretty recent, so the save editor and Blender plugin, likely still handle it that way. So as long as you do not move your base computer, it should make no diff
The BC was always made the 0,0,0 on the planet for other base parts relative to it. Now the planet position for the base is made the 0,0,0. By default the BC is placed at 0,0,0 anyway, so no diff there
The diff you are getting is a miscalculation
im
not sure it is
i cant see any other possible way
someone else i gave the values of did the calculation
i checked the values with player and ship location so i dont think they are wrong either
Base 1 is relative to Planet 1 core, Base 2 is relative to Planet B core. Each have their own orientation as well. Then you have the planets themselves which are relative to the system space.
The mistake most often made is the diff between being relative to planet and relative to system space
i have both coords relative to the system
Also the rotation, because getting that wrong, you may have the correct distance, but going the wrong way
which i checked with player and ship position which also seems to be relative to the system
yes thats what im asking how do i figure out the rotation
the forward vectors?
these ones?
The forward for the planet is important, yes
so do i multiply my values by the forward ones then divide them by the magnitude of the forward vector
but you also have the base parts, which use an Up and At
yes
To calculate a position in 3d space, you need multiple vectors unless you already know the base axis
so i do need to calculate the plane the base computer sets and then recalculate the position vectors?
Think of it this way, you have a base at planet 1, of which we are ignoring where it's at for now. Now you have a base on surface relative to this planet. You need to know the forward and up to know its orientation. The position is relative to the planet core. You now need rotation (forward and up) together with the position vector relative to this planet position to know where to move each base part to.
Now move into space, you can check the planet positions, and then calculate the distance between each core. But now taking the bases with it, you have relative stuff going on towards 2 planets, and then towards each other
Gumsk is correct. Sorry for late reply. All fixes I have made to ship models are in ShipHeadlightsPlus mod in DUD'S SKY on Nexus.
@leaden coyote The easiest way would be to first calculate the distance between both planets and the vectors to know direction of this distance from one planet to the other (lets call it Space Move). Then you get the base part position relative to planet 1 and the direction, move it there, then move it along the Space Move, then you need to once more move it from the core of planet 2 to the end position on planet 2 surface, which also has a position and direction.
I am really not sure how to describe it any better
Not sure it helps in any way, but there are 4 planet sizes (radius):
15k Moon, 65k Small, 98k Medium, 130k Large
You can easily figure those out to then simplify base part relative to planet core, other than direction to core.
planet base position is given, then:
base distance from core = sqrt(x^2+y^2+z^2) <- will more or less equal one of the radii mentioned above
Of course all base parts are relative to this position and you have yet to determine any direction
Some prefer to eyeball it or do some sort of triangulation or other manual way and less precise tricks to get it right. I prefer calculation myself, as adjusting is going to be a pain due to relative orientations. Certainly possible though and I I know someone who does it that way. Check out Peter Laan on YouTube
Could also just install a mod like InfiniCam ...
iyeah the issue is the direction i can figure out the distance relatively easily
done this its too slow trying to edit speed the unpacker refuses to unpack camera speed
getting vamera mod faster
doesnt
Unpack the paks?
I can be wrong but I'm p sure Gumsk don't really make stuff without luas
the issue is i cant unpack the camera paks
for whatever reason
the one thing i wanted couldnt be unpacked
Then look on either the gmods page that has all my LUAs, or the modding LUA GitHub repository
@vale iron Hey, I don't know if you saw that final "fix" for the heater thing. Just giving you a heads up in case you didn't. Anyway, the solution or idea is in there which you might be able to use for other things.
I did, thank you! I'll definitely keep it in mind for future uses
Is there a mod that totally disables the photo mode vignette?
Or just a way to always default it to 0%
I have the most annoying banding issue with it that often ruins shots when I forget to remove it
There's a recent mod for it, but you have to hit a key first. Completely removing it requires editing a LUT, which I might do sometime if I feel like learning that
Also, I have an oddball question that maybe someone here can answer.
I'm trying to save edit my position in an old Path Finder save.
I'm using a save editor from the 1.2 days but it doesnt have the convenient coordinate viewer option that the modern save editors have.
Would anyone know hte specific areas I'd need to save edit my position to a station in a system in a different galaxy?
Dang it, was hoping for something that at least defaults it to 0%.
I did find a file once that seemed to store photo mode vignette settings but I didn't mess with it
Yeah that's what the mod does. I messed with it before and had the same results.
oh ok, i misunderstood
No way to edit the raw JSON?
Huh, I can't find that mod now
There is, but i am scared as hell to fuck it up 😆
thanks for the link!
oh, removes controls banner too, neat
For the save edit, change your location first digit to 0, then the state to inship
What do you want your position to be?
Any system in a diff galaxy?
specific system near core in galaxy 255
then 256, 257
you get the idea
Does not have to be Space Station?
I'm looking to put this debate about 257 to bed lol
I figured space station is safer but I remembered i have a creative save
What is the debate again?
Whether 257 ever existed
Though I think you're going to run into the wall you mentioned earlier: unverifiable myth
No matter what you actually prove
Keep in mind that internal galaxy values are 1 less than what the wiki shows, even though it makes sense to do it like that
"it's in the wiki" and "but I heard some people still have access"
yeah, im concerned with that as well
It's basically trying to prove existence of god at this point
yep, aware
I'm firmly in the camp that Odyulatai is the actual last galaxy
since its index 255
Me too, and that Odyalutai is the fallback for anything outside the 0 to 255 range
yep, that what my testing resulted in
@slate veldt I would just visit a space station with your ship in the current save. Then jump out of ship to have it saved there.
After that, go into the raw JSON and edit the 'RealityIndex' to 255 for Odyalutai, or 256 for Yilsrussimil
Can always use a portal to jump to a core region
for current game at least
no portals yet?
1.2
Path Finder
I tested just before they fixed the Galaxy map and found the same thing
Ah ok, so it would require to get a match region or system from current
Not necessarily, I want to test it locally.
Not concerned about galaxy reset
Just want to see if the game version back then ever supported a galaxy beyond Odyulatai
Could at least test the galaxy. Let me know if you really need a system near core
I also have 1.03 on another hard drive, but I have to find that HDD
The reason I want a system near the core is to show core warping results in the same thing
Ok, I will have to find one and get the data from it
afaik, core warping would take you to 256 back then
I think it puts '256' in the save file and generates a name to match, maybe some other things, but planets are all in the same place and bases from Odyalutai are still there
Just a system with SSI 1 would be safe bet, just need a region close to core
Yeah, there was some weird shit happening with the galaxy map but I think that's just because I was in Euclid before the save edit.
It still said i had bases everywhere nearby
!coords 0804:0083:0804:0001
@fallow meadow
0804:0083:0804:0001 // planet 0












000104005005
Distance from center: 3250 ly
let me convert that to proper decimal values
question
if this is a thumbnail for player base
and this is a thumbnail for a space station
then what the heck is this
what are those doors and paths in there

That's part of my confusion. Sometimes the system coordinate is in decimal, sometimes in hex.
Not sure which is the correct one to change
Cropped out the majority of it but it looks like the Artemis chamber in the Anomaly

Hmm, could be. Weird how it was under the teleport location thumbnails tho
which thumbnail?
@slate veldt So you want the below values for respective fields in your save. I don't think it will be any diff. You will find this pretty much at the top of the JSON. Just make sure you saved in a Space Station, although still no guarantee you will actually end up in there, as sometimes you still spawn near or inside the mesh.
"UniverseAddress":{
"RealityIndex":255,
"GalacticAddress":{
"VoxelX":5,
"VoxelY":4,
"VoxelZ":5,
"SolarSystemIndex":1,
"PlanetIndex":0
}
},
Perfect thanks, will try in a few minutes.
This is probably going to be a slow test though, since the game is stored on a HDD
Takes bloody forever to load the save
Let me know if the JSON is quite diff, as I have never played such an early version (started just prior to Atlas Rises)
can someone link the message with the mod website links
I always set SpawnStateData\LastKnownPlayerState to InShip so I'm safe if I spawn in space
i cant seem to find it
It's similar at least but the save editor just shows the lines, no directory
so i have to search manually
Could do that, but with being in Space Station something similar will happen when you actually spawn near instead
thank you gumsk
good to know, i will see if I can do that as well if the space station thing doesnt work out
No problem
oh ok, nvm then
Only time you spawn out of ship (when previously saved in SS), is when it is an uncharted system
is deep space v2 known to work?
@vale iron At least that is what happens in current versions
Definitely not. Hasn't in years
idk, Prisms kind of surpassed some of those old mods imo
Sort by Last Updated or restrict your searches to recent
FineLOD helps with pop-in though, if thats what youre after
ArghWater makes the water look really good. I don't know of any others that are still active, but I don't follow that closely
oh right, ArghWater
Unpopular opinion, but I really think the old water was pretty terrible.
I just don't see the appeal in it personally.
i really want a mod that makes space look better
Like what do you want it to look like? Better is really subjective
more like you can see nebulas in the background type stuff
i saw a mod that had that but it doesnt work
@slate veldt Another thing to keep in mind is the fact that values as edited in the JSON, will stay that way in some cases. When you change RealityIndex to 256 for example, it will still show 256 after having loaded in and having saved again, even though you are now in Euclid. Not sure the same happens in the old version, but be aware of this, as this may be part reason of the convoluted debate.
ive never seen nebulas in vanilla before
seriously??
yea
not sure what to tell you, they are definitely in the vanilla game
never seen something like that before
gotta get out there and explore
usually my sky is really blank
Hmm, i dont think its related to settings
Maybe black space with nebulae?
https://www.nexusmods.com/nomanssky/mods/1471/
Not every system will have visible nebula/gas clouds
march 2020...probably not 🤷♂️
lol, i never know with old mods
I did test it late last year though
2.0 or 2.1
l02k is usually on it, so maybe
I think they also post a list of their currently working mods
that or im thinking of other well known modders
Plenty of useful stuff there
Alright, just to recap, if I save in the space station, then I should only have to change this bit in the save, right?
Works for me at least, yes
ok, if I fuck it up, I can just overwrite a previous save and it should load back in fine
Make sure you have a proper backup
Then overwriting the edited save should revert it
The old game had 3 saves
So saving over one of the 3 for that playthrough updates it as teh most recent to load
kind of like using a manual save to overwrite the autosave nowadays
that was a shit description, ignore it lmao
Why does the wiki say you can reach Yilsrussimil with a Save Editor?
Was this still possible in Visions?
Because there's bad info on the wiki 😛
Because you can put in 256 in the save editor. Also, the save editor decided to keep Yilsrussmisl in the list of galaxies
Idk why tho
You definitely can't anymore
At least it doesn't say it is a different galaxy, other than name/colour
Wiki being the wiki lol
Well, I just put 256 in the save and it spawned me in Euclid
Yeah, they fixed that around Origins
Right, but its not
The galaxy map just says euclid
And the system names in the map are incorrect
Oh well, live research in progress, way more fun than discussing wiki data
Yeah, this is the same results i had
Ah fuck, the game isnt loading my saves at all currently
You used to be able to put any value you wanted for the galaxy and it would generate a procgen name, but actual experience as above
Havent even save edited yet
I still have a list of some of the names and values
Ah, I only have some of the negative values and names saved
Btw @vale iron that space mod for the nebulas is what I was looking for
Great!
Awwww
With just that save edit?
I didnt even save edit yet
Oh, that sucks
I recently update nvidia drivers though, so maybe i need to revert
I used an anomaly detector and it spawned a black hole
I hear myself running, jetpacking, etc
White screen with system name on it
Menu opens at least
Gonna try it in bordered window
Also a no lol
Is there a mod that gives units or increases the units you receive from doing/selling things
@vale iron or @fallow meadow, any idea as to how to fix?
Any files I could delete and allow to be rebuilt?
Actually, let me try reverting the driver for now and i'll get back to you
Argh
Reverting the driver didnt help
At this point, either the install is screwed or my VR headset is causing issues
Hmmm, so 258 would be Gukarbolez?
Not sure, only have some negative names
From what I am seeing currently, Yilsrussimil is the same as Odyalutai
Both have the same Station name, same 5 planets, same everything
You're testing current version?
Yes, this is with current version
