#nms-modding
1 messages ยท Page 227 of 1
Yeah, I noticed
hey, can i just...idk, delete the entirety of the shader cache?
sorry if that sounds stupid, im a bit out of my element since this install is outside of steam
You can, it will just have to rebuild
upon startup?
Yes, wasn;t that what it did back in the days?
um...maybe lol
i made a backup for nwo, gonna delete and see what happens
Ok, that did nothing
@vale iron I am in Yilsrussimil (256 internal), but saving or whatever is not changing the internal value, but it does change to show Euclid
yeah, this is what im seeing while it loads.
doesn't matter what save or a new save
Without any edit?
You are not stuck inside something like the SS?
no, sounds like a planet
on either of my saves
new save oviously a planet too
I just cant see anything other than a white screen and the system name in front of me.
compass at the top too iirc, and that gets glitchy as hell.
leaves duplicates of compass icons all over the screen if i try to move
The only other thing at this point is to disconnect the Index.
I guess that could cause this but its not even on
And it is not using Steam, right?
correct
Could it still be using the Steam Shader Cache somehow though?
well, its never done that before, so i dont know why it suddenly would start doing that
Unless something major changed since October
No idea either, just wild speculation
I'm going to disconnect the index and see if it changes things.
@vale iron Ah, so indeed, it only changes to show Euclid in the GM when supposedly in Yilsrussimil
Teleporter still shows correctly
Alright, im thinking i have to give up on this. Hopefully someone else with a legacy install can test.
@fallow meadow do the planets and/or bases match up with Euclid or Odyalutai?
Odyalutai
@vale iron Could you do me a favour and tell me the name of galaxy -1 (if you have it)?
Curious if it is Pequibanu
Ah, it is!
@vale iron If you want any negative galaxy name, I can get it for you ๐
Also this list, but not all that many there:
https://nomanssky.fandom.com/wiki/Negative_Galaxies
Negative also defaults to Odyalutai by the way
Oh, that list must be from me, those are the numbers I have ๐
I can get any, just by editing to go there., Then I teleport to another SS and back to see the name
This is needed to update things.
Yeah, I just sampled a variety and satisfied myself how things were working then gave up
I've been to that place before
I remember the name
But not the galaxy tho

Any tech savvy travelers? I have a RTX 570. Would that be able to handle the "High Graphics" without frame rate drops? I have 16GB of ram
@lament mountain keep in mind #nms-questions would have been a better place to ask; a 570 should be able to handle high graphics, with that being said NMS is very cpu intensive
Sorry. Thought that was specific to in game questions
np; -help includes tech support as well
Noted
Ok, so I downloaded NMS on Xbox for the first time right as the 4th Expedition ended but saw the Worm helmet and fell in love with it but cant get it. I downloaded NMS onto my laptop via game pass/microsoft store so I can use a save editor. I logged in on my laptop and made a new save by entering then exiting my ship. The save editor -the one by goatfungus- has no info, everything says none or is blank. Im sure i made a stupid mistake somewhere and would appreciate some help.
It won't let me send a picture otherwise I would have.
I put the pic in #nms-photomode-gallery
You will have to browse to the save file location, top left > File.
See save file locations below:
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
For Game Pass, I am not quite sure which folder to actually open to make it be recognised by NMSSE, perhaps 'wgs' to then select open is enough, else you get into weird container folders (numbered), to open one of those to have it see the actual saves.
Once recognised by the save editor, it should show with the file details
For the Expedition rewards, you need to select the Account tab at the top
it still stays blank and says no file selected..... ah, all this for a helmet ๐
ok
I am sure it is all in one of those sub-folders, just not quite sure which.
reposting here for @solid flame in case it's still needed
Sorry, not a screenshot but a pic to help #nms-modding see what I'm seeing, sorry.
thank you @shy grove
Thanks, I did see it though
so on this string: %LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs... is there something i need to put in place of the "..."? (im not super command savvy)
You are browsing through the save editor, right?
Um, yes?
That is where you need to go though, but using the tools file browser. Then once in wgs, you get weird alphanumerical folder names, and have to open one of them to see if the tool then recognises it as the save path
ok
I can not check myself as I don't have Game Pass :(
im screen sharing in the gaming channel
I am unable to join, sorry. The full path should look something like this (copied from what another user once provided)
@solid flame Let me know if you can get it to work or need further assistance
ok, i got the save file
how do i find the necessary command to give myself the worm helmet?
Woot! Now as said, for both the Twitch rewards as well as the Expedition rewards, you have to check any you wish to add in the 'Account' tab top left
ok
I'll see if I can find the name for the Worm Helmet
^EXPD_WORMHAT, I believe
Ah yes, Feasting Casque
before i save the changes, how can i back up my existing save in case something gets corrupted?
For backup, I would copy the full HelloGames.... folder
It has a very long name though, but that way you do not forget what to look for
The full 'wgs' folder should be fine too though
Save Editor also automatically makes a backup for you, but having your own is always good practice
ok, after working out a lot of kinks, I finally got it to work! Thank you @fallow meadow for all of your help! I seriously would have been lost and majorly screwed something up without you! (and an honorable mention to @vale iron ๐ )
okay so my other accounts lobby ID was "0x37A3EEEBD9EAAFAD"
it's always the same, no matter the location
I like what you did with the inventory tab icons ๐
I wonder... if I turn my freighter into flyable ship and then start flying. Would the fleet just get dragged along with it

Turning it into normandy crashes the game btw
you're assuming you can fly it in the first place
Well this actually turned it into the police ship which was just floating there in parked state
am just assuming it could be interacted with
@waxen cedar I believe NMSSE also allows to select Mini and Small Freighter next to Normal and Capital, but all it does is change the model to one of the Freighter Pod models, losing entry option. I assume all it does is change the referenced model to use.
well apparently you can turn your capital ship into a derelict freighter too
and there are unused models for them
kinda sad that every derelict is that boring rectangle by default when they got perfectly fine models there
Reminds me of the different default freighter bases possible, which have always been identical. A bit of a shame as you could in fact have diff default freighter base per class
so where the entrance
nowhere
not included
I turned my freighter into a ship
It doesn't show up on your owned ship list nor has any stats but you can drive it
It copies your current ships inventory
but doesn't get added to your ship collection. It's just a ship you can freely enter or exit.
that is funny
wasn't there an interactable shield/forcefield generator in the game files as well?
I recall once seeing something like that as portable tech
Not sure. I know Winder had a mod for one at one time.
ye
I think the scene may've gotten yote in the last few big updates
I'd have a screenshot but yknow
the HDD thing
actually I got half a picture for it
Are there any mods that can nake the game run better??
Is there a list to what mods currently work for the multiplayer side? Obviously whatever I put in never seems to work,
Mostly for extra building options, storage would be nice but I don't think it works for me, and more options of ships in the wild without spawning them in.
anyone know of a mod that can help me track of base parts, like a counter?
You could check this tool made by @twilit smelt if on PC
https://github.com/weasel-nms/NMS-base-part-count
Due to save compression implemented with Frontiers, you will have to export to JSON using a save editor first.
awesome sauce! thank you Pixy ๐ ... time to bite the bullet and grab the save editor ๐
@dark drift Both NMSSE and NomNom will show part count per base, but neither shows a total or overview for that matter
@dark drift Actually, scrap NomNom, not sure what it tries to show for bases
okie dokie!
I remember seeing someone post a terminal/dos window which had the counts in... now my bases are getting bigger I need to make sure I'm not gonna run out eventually that is
Will show weasel how compression is done, maybe he is willing to implement something to avoid requiring an additional tool
It looks alright ๐
oh i dont mind having a few bits to get the output, I've got nearly a dozen for ED:O thanks for the info.... thats the one
I am assuming its best to use these tools without the game running?
Should be no issue, unless either the game is updated by saving, or you make changes to the save with any of the tools.
When save editing, you will only get those changes on a reload
yup that makes total sense
wow 10789 parts used already... oh I love that detailed report... ahh just what I was looking for thank you again for the assist ๐
I had realized that whatever the folder vortex puts the mods in, makes it not work. I put it in the MODS folder and everything started working finally..
But is there a way the refiners dont cost a million carbon and use up after 20 items are made? with the different container and item stack sizes that get increased?
Here is a example of a html based system info export for a region in euclid for anyone interested.
It contains highly usefull info of 550 systems that help finding perfect planet/system configs or specific creatures. I can also create exports for any other region ofc. if needed.
Anyone know the save location for the Microsoft store version of NMS?
Is your exporter aware of shadow systems?
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
@cursive root See above
You mean systems after the max system index of a region ?
Ty. Took me awhile to find
I mean systems that actually show on the Galaxy Map. I know there are more that exist
The example region you used, goes well into the shadow systems as well
I just inluded the first 550 which in 90% of cases exist. But I could include all 4096 if wanted sure
And via emergency jump you can also go to shadow systems
Not sure if there is a need to include all, but it would be nice to know where they start for the region if you do include them. Not much of a chance there will be 550 'valid' systems, usually lower
I know you can still teleport there is you have it listed, or if someone or yourself made a base there, outside of save editing
Most have 520-570. And some 270. I made exports for the entire galactic hubs
Oh wow, I would love to see some of that data, considering you brute force this. My 'manual' research shows a much lower average
There are also regions with even lower than 270
Yes 122 is record. So I say the first 100 in ny exports will always exist no matter what
I am actually mostly curious about those limits. The shadow systems are fun though, as I have been trying to find all sorts of patterns and interesting quirks about them, but manual research takes a lot of my time to find patterns on a large scale
What patterns and quirks ? That is interesting af
Well, obviously they all exist up to the Atlas system (124)
All yellow to that point as well
Only after Atlas will the randomness for colours be added
122 for smallest region seems off ... because that would mean there is no Atlas system in that region
or are those hex values?
Ah cool info. Well the code for that is very complicate and depends on the 3d environment of the surroundings and distancevto core.
122 is stated on the wiki
Decimal
220?
00DC
You mean this one?
https://nomanssky.fandom.com/wiki/Delta_Majoris_Hilbert_Umbra
@fallow meadow 217, that is the lowest starcount currently discovered in a region, by yours truly. 122 is the theoretical lowest possible starcount due to the atlas interface always being there.
Sorry, Atlas at star 123
Ah yes, Atlas is always 122 007A
SysIndex counts from 0
Ah ok
And I dont know the rules governing it, but not all regions are all yellow stars til after the Atlas system.
Ahuh
I have been intrigued ever since Atlas Rises
Although most my research was done last year. Just some oddballs long time ago that got me interested
It's nice to see an increase in interest to try figure things out
Most of my exploration the past few months has taken place in phantom star systems, in all 4 galaxy types - I noticed all yellow stars in Euclid and Zavainlani up to 123, but in an empty and harsh galaxy, the same regions had other colours starting from stars 0 and 4.
So you have found low SSIs that are coloured systems?
Interesting. Just so much to figure out for that matter
How are you differentiating harsh types? It's not listed in the biome chart and I can't find any files that define it. I'm guessing it's all in the exe or something?
Actually thats one thing i could brute force
My wild guess is that all yellow to 123 will occur in every region in the initial player spawn ring, but no theory yet on what determines it for the other 99.999% of the galaxy, lol
Recently I have been made aware that SSIs 0 will not get a teleport in the Space Station when having a base there. Done a few tests that confirm it as well, but want a few more for good measure. Most my findings I have posted about (Atlas CSD forum)
Harsh type galaxy is what i was referring to, not biomes
I only recently came across some of the wiki topics on it
For planets, anything with activated stellar metal I'd consider harsh, except for corrupted bubble planets
I understand, but the biome chart differentiates by galaxy type and doesn't have a harsh type listed
@night adder Do you feel that amount of systems in a region is done to vary density?
(often really wish I could actually plot those shadow systems in the GM)
Ahh, because harsh galaxies have same probabilities as normal - the difference in harsh galaxies isnt biomes, its in frequemcy of extreme weather and sentinel aggression
Ok that's what I was wondering because I can't find anything about them in the MBINs
You can change some asm instructionsvonnthe binary to force show all stars. Done that before
And yes, I believe that procgen is used to determine visible stars per region for varied density, it is also used to determine which of 4096 specific points within each region the visible stars appear at.
Yeah, not sure I wish to go there. I am actually not even sure I wish to make use of brute forcing for research. I love to figure things out, but making it a bit too easy might ruin the intrigue
Theres no reason to plot phantom star positions, the 4096 star positions will almost definitely form a 3-d grid, all straight lines
The thing is for certain procedural stuff probabilities go into 1 of trillions. No way to figure out manually
Also making all systems visible is likely going to mess up the GM even more than it already is, considering icons and stuff, although limited, is not being reset upon galaxy swap
Ok cool, as expected
So with brute-forcing we can now determine how many planets there actually are eh? @marsh eagle How long will it take?
HG didnt think 3+ yrs ahead when they set up the galaxy map - your save basically only has 1 iteration of it, because on launch, all people did was travel to the core and jump to the next galaxy, and start over again 700k LY out, so the chances of coming across the exact same region locations visited previously before the data for the stars visited there was rolled over to make room for new data were infinitesimal.
I still dislike the fact travel has been made this easy, but oh well...
Noone prevents you to restrict yourself
Oh I know ... avid save editor user, but still a gamer too
I wish corrupt addresses always sent you outside the player spawn ring randomly, but aside from that I love travel in NMS lol
Any idea why the shift in portal addresses, speaking of corruption?
I mean 0 is not available, but the last actual valid one won't be possible either, by Portal at least
Why not make 0 available and switch it all back by 1 so it all matches again?
@night adder Have you also noticed how some things within a region are always identical, like Space Station suffix, Spectral Class letter used (per colour). Space Station suffix is actually always the same for that region in whichever galaxy
Let me just link a list I posted a while back:
https://forums.atlas-65.com/t/shadow-system-research/7723/30
Portal addresses arent shifted, Glyph 0 belongs to the space station, Im guessing HG was considering setting up Portal travel to/from SSes and then changed their minds.
Ahh, that one I dont have an answer for - fyi, that last valid SSI is termed a Shadow Star, can be warped to but not Portalled. Stars above that SSI up to FFF are termed Phantom Stars.
Will take me some time getting used to. I have always called those hidden ones the Shadow Systems.
I didnt come up with the names, I just try to stick to the terms accepted on the wiki, or by the majority for things not yet documented on the wiki.
@small notch Not sure if working or if you tried either, but these seem reasonably recent and worth a shot:
Dec 17th, 2021 https://www.nexusmods.com/nomanssky/mods/2079
Sep 19th, 2021 https://www.nexusmods.com/nomanssky/mods/918
I assume they have a description?
Not joking during the last five years I've seen at least 25 hyperdrive range mods ๐
Are there any mods that currently work that help with performance?
I believe I tried answering it last week
#nms-modding message
@static wind You can try this. It's my personal mod for grass. It changes the density, LOD ranges, slight variance to size, etc.
There isn't really much as Winder said.
the graphics settings is p much the extent we can change
Can anybody give me a golden vector?
you can get it yourself with consumerism
it's a mod
I'm on Xbox
oh
Yea
this is the modding channel
oh ok
it's just not really directly mod related
but if you can get your save onto PC via gamepass you can edit your save
Most likely not gonna happen
ok
then you can prolly ask in the other normal channels too
because it's just the same as giving a normal ship to another person
Ok
@frigid ginkgo I can get you one if you find me the ship seed for it through Google.
What's a seed
Pretty much the item identification code. I'll do that part too. Can't imagine it's crazy hard to find.
Golden Vector uses custom model, not a seed.
I might be able to dupe it then
Possible to give to NPC on Space Station, then have someone else take it from NPC.
Ooh wait. Easier way. I just start a new save in w.e. mode they use and do exactly the method you mentioned after I redeem the gold vector from the anomaly
Cake.
trying to use NMSSE and i am stuck
- Run the bat file (or the jar file if the file extension is associated to java).
I have both a bat file and a jar file
Once you downloaded the blue link, you get an self-extractable exe, which requires extracting. Then you run the main NMSSE.bat
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
which folder are the saves in?
theres one folder named t, and one foler with random numbers and letters
Just select to 'open' one of those sub-folders and it should recognise the path to see slots inside
Select main drive, the icon with the small blue windows at top left
go from there
'Users'
'Username'
'AppData'
'Local'
'Packages' ... etc
thank you kindly
AppData\Local\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs
ok im here now what do I do
I am personally not familiar with actually using Game Pass with NMSSE, but from what I have heard and seen, it should look something like this when one of those sub-folders is selected to open, making the slots available under the drop-down
Ah, now that is something else
Easiest might be using another Save Editor actually
NomNom
alright
Unless you wish to do it all manually
i'll try this nomnom thing
Prone to mistakes and messing up, but a good learning process if a backup was made to not care too much
Yeah, NomNom has an automated transfer option
I would suggets to make a backup of the full 'wgs' folder though, before doing anything, just in case
can nomnom do backups
It should, just as NMSSE make backups when changes are being made
emphasis on should, and knowing how ot work with those
Should be within the root of install
so for destination on platform transform, do i do steamapps/common/no mans sky?
You have to make sure to set the target platform, as well as edit some variables before the transfer
The 15 slots is just a total, doesn;t mean you are using them all
wait, so can i have more than just 3 slots?
Each slot consists of 2 saves, auto and manual, but in case of steam, each save also has an accompanying 'mf_' file (Steam Metadata File)
ohhhhh
So the amount of files can be like 60 total for steam if you use all slots
ok am I doing this right? screenshot of nomnom -> https://cdn.discordapp.com/attachments/873051405475258389/937138528490508338/unknown.png
Make sure to type the LID/UID/USN for hte new platform
what do I set for those
LID and UID are both the same and will be your Steam64ID
Your USN will be your Steam UserName
You will have to check your Steam profile page for UID/LID
Your Steam profile page has it shown on the right side (Permalink contains it, a large number, usually starting with 7....
/profiles/<STEAM64ID>/
The actual transfer button is the tiny icon showing between 'source' and 'destination'
where do I find permalink
On the right here, I outlined it
i dont have that
Are you logged in to Steam?
yes
Go into your Steam Client, then Library, then right-click on NMS and select properties
Never mind, it's not in the NMS install
o
alright now what
Check 'Display Web Address Bars when available'
Then when you check your profile page inside the client, it should show the url containing your Steam64ID
Unless like me, you have a custom url
it says id/turtleboi2480
ty
Can you confirm?
https://steamcommunity.com/id/turtleboi2480
and then do I do for USN my custom URL or my current username
๐
Alright, permalink shows it though (right side near bottom)
TurtleBoi
my current username (TurtleBoi) or my custom url? (turtleboi2480)
ok ty
alri and then what button do I press
Tiny icon between source and destination (I put a green circle around it
i cant click it
i click it and nothing happens
also how come for destination platform it says unknown
Hmmm
Here is the FAQ I just copied from the NomNom Discord regarding the transfer:
Q: How does the platform save transfer work?
A: First open the "Platform Transfer" section on the Manager page where you'll then see some selections and text fields. The "LID" (Local ID), "UID" (User ID), and "USN" (USerName) are used to identify the owner of something (base or discovery) and needs to be changed in the process to give you access to your things on the new platform. This will be automatically filled if possible (you need at least one base in any of your saves) and doesn't need to be changed, except you know what are you doing. The source is filled with data from the normally loaded saves you see on the left. Click on the "Target Path" button to select the destination and it will also fill automatically if possible. If both is set up, select the slots you want to use and click the copy icon button to start the transfer. Once NomNom is responsive again you are done and you can start up your save on the new platform! To see it on the new platform in NomNom you have to switch the main save path to it afterwards.
Also note that there is currently a bug, that wont let you overwrite an existing slot. Make sure to select an empty one as target.
am i using the right path? steamapps/common/no mans sky
That is the path to the game files, not the save files
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
still can't click
i chose the path appdata/roaming/hellogames/nms/st_<userid> and still nothing
I can not really verify, as I only have one platform. I do assume you have to select a slot though. According to the notes above, an empty slot
I selected an empty slot and i have no claimed slots right now, i haven't played on steam save yet
I am however not sure how a save slot can be empty to be honest, because that usually means it would not exist yet on Steam
so do I have to start over
But still no way to activate the transfer?
nope
Figured as much
you can dm me it
https://github.com/cengelha/NomNom
Discord link provided towards the bottom under Contact & Support
alright thanks for your help
I wish I could have done better though :(
no worries!
Ope, sorry for the hassle, Dev - thanks for helping 
WIll keep an eye on there to follow the solution for future reference. Always worth to learn something new
@delicate sinew Only thing I can think of is the save being required to exist on Steam. You could try create a creative save real quick, claim the base through the computer that is there, then exit and try to see if NomNom detects the save slot on Steam to transfer to
ok
might have to auto save by jump in/out of ship
@fallow meadow did all that, closed nms
now when i opened nomnom
it discovered steam instead of microsoft but i want microsoft to steam
So you need to alter source, destination to switch
how alter source
I guess when you load up NomNom, you select at the top, where it says Path then Save and click the Windows icon to 'Reset to Microsoft Save Path' ?
epic thank you
Then ones it shows Windows saves again, only then do you start to select for transfer
Well, hold I'd hold on the 'epic' until you got this done
yay!
Go try and let us know
uh i clicked it and it did nothing, but at least it lights up now
It may have actually done something without being clear about it
I am not sure what to expect. So just try and see by loading Steam?
Or if you prefer, switch to Steam as default again, then we can check the data
oki
Edit Save Data
so did we hit another roadblock
I am not sure
This is what I am unsure about, knowing how Steam works
Also note that there is currently a bug, that wont let you overwrite an existing slot. Make sure to select an empty one as target.
wait what?
Ah, so you selected slot 2 (which did not exist) and now it worked?
yes
can I delete save from inside nomnom
Just do know that your base(s) you may have had for this transferred save, now exist both on Steam and on Game Pass. If you do not wish for duplicates, you could go back into Game Pass to delete there in-game.
idc what happens to the game pass version
I would use the file explorer to delete saves. Not sure the save editor has that option.
Slot 1 auto save would be save.hg , but also mf_save.hg
alright
No manual save was made for slot 1 I think
if there was, it would be save2.hg and mf_save2.hg
can you run the save file location bot command again
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
ty
I got
mf_save.hg
mf_save3.hg
save.hg
save3.hg
steam_autocloud.vdf
and a folder called cache
save3.hg and mf_save3.hg are both for the auto-save for slot 2
so save and mf save are slot one?
so you only have to delete the save.hg and mf_save.hg
alrighty
Or do it in-game
Alright, have fun, go enjoy your game ๐ฅณ
Do let us know if you need assistance again
wait
oh oh
i put a save in saveslot one (i deleted save.hg and mf_save.hg before i put a new save in) and it thinks its creative
I am not sure, but the game will only ever list things available in order
So when you deleted the slot 1 auto-save, there not being a manual save for slot 1, the save3 (auto save slot 2) takes top location in the list
Of course assuming Steam Cloud never interfered at all
The game never shows to care about slot numbers, as it always lists available slots in order of date/time of last saved
If you want to make sure, you can check the files or the editor
one sec
ok so i just made my game pass saves 1/2/3 to steam saves 2/3/4
and it works
so I am all good
thank you so much dev!
As long as you are all good, even though I am not quite sure about the 1/2/3, 2/3/4
save.hg (auto) + save2.hg (manual) = Slot 1
save3.hg (auto) + save4.hg (manual) = Slot 2
save5.hg (auto) + save6.hg (manual) = Slot 3
save7.hg (auto) + save8.hg (manual) = Slot 4
...
etc. all the way to slot 15
Note: any of the above files on Steam, will always have 'mf_' equivalents as well (metadata files), so double the amount of files even
You're welcome ... time to finally play ๐ฅณ
๐
If you are smiling, I am, just the way it works
thank you so much
um one last thing @fallow meadow
one of my saves was a multiplayer with my friends, when they log into the save and i log into it will we be on the same planet?
You may have to group up again, because if you start up alone, you will be in a diff location. Multiplayer location and single player location are different.
You may wish to check your 'Network' settings again, as you are now on a diff platform too. Those settings have likely not copied over
ty
Henlo
How does one create a .lua file from a mod?
Is it as simple as putting the .pak file into "ModScript" folder and then executing the "BUILDMOD.BAT"?
If it was made with AMUMSS, then the LUA is likely in the PAK and can be extracted that way
If it was made manually or with NMSMB, though, you won't get a LUA that way. You would have to make one from scratch
What is the max standing value in reputstion
some of the mods i installed arent PAK files , some are rar and 7Z , will they still work
got to unpack the zip/rar to get to the pak file inside i guess
9 CONFLICTS detected in processed Scripts/paks
[ATTENTION] CONFLICTS will prevent the mods involved from expressing their full effect.
[ATTENTION] Some CONFLICTS can be resolved by COMBINING mods...
[ATTENTION] See file 'Creating a Patch for an existing MOD PAK.txt' for further help
So, I got a question. I've received that message and I also have combined all the conflicted mods (I think?). The question is, has my problem in mods conflicting solved?
Here is the result file after combining mods with AMUMSS
Are there any mods for joystick support? Want to take my flightstick for a spin.
You might have to do some searching, but from what I understand, to get HOTAS, or flightstick to work as well as possible, you will have to use 3rd party software. Most often used is x360ce to alter and emulate an Xbox 360 controller. The result may still feel clunky though, as the game was not made to simulate flight all that well
Wow, I just tested it and it feels incredibly clunky and awkward. Not recommendable at all.
Going to disable that. NMS needs proper joystick support.
Can you save edit quicksilver as an inventory item like you can with nanites
Absolutely able to
Like a tradable item?
I mean there is a "gift" item of QS
you can try that
you just can't redeem that one yourself
Right okay
godspeed
are there any mods that A: allow me to sort the galaxy map by economy level or B: allow me to sort the teleport locations screen by.... economy level?
and by sort the galaxy map I mean filter with colors
A: don't think so. B: no
Hi all. Not sure which channel this would be best asked in, but is there any way to get into the games files and look at the internal music? There's this one song I'd love to hear again, but it was removed off of YT Long ago. Ironically it was called Beyond.
If you go to the modding discord and look in mod-sound, scroll up a little and you can see a program posted by monkeyman that lets you listen to sound files I think (haven't tried it myself). Might take a lot of searching, and that's assuming the file is still there even though it's not being used.
!moddinglink
Ah it only works with wem files right now, not bnk files
is there a way to add QOL mods on PC xbox game pass version?
You will need ANMSMEMSPC, see pin here:
<#nms-modding message>
alright I will take a look there, thank you
can a mod like Better Planet Generation interfere with story lines? y'know with all the surfaces being changed and stuff
not unless you eliminate all of a kind of planet
e.g. not letting dead planets spawn
gotcha, thanks
if I just grab the steam version is it possible to transfer my save? do you know?
Yes, this is possible if you have access to the Game Pass save files
@weary cradle You will require a Save Editor called NomNom (link in pin in #nms-modding ) to do the transfer to Steam. Feel free to ask further details in this channel
I think you should be fine if you combined the mods, Amumms just warns you that certain files are changing the same MBIN
if you look at the log/report more closely you can see what is "conflicting"
if you wanna be 100% sure check the conflicts in the report files and see if in game they do what they should do
^
Yeah,
Once I got to know how to solve conflict and combine mods, well not entirely, I have 50+ mods installed and all of them work flawlessly, I guess
interesting
there is a base icon for an underwater base
but it isn't being used
also a new icon for the orb monuments
Nice, I like that one
What even is the difference between pressing "Host new instance" on multiplayer menu or just directly opening your save.
You don't even get any LobbyID when selecting the "Host new instance" so it's basically the exact same thing
Okay I'm trying to get to understand the correlation between Friend codes, UIDs and LobbyIDs
creating an excel sheet to make it easier to manage
And yes, this is the length I'm going to just to figure out what HG's friend code is ๐
If anyone wishes to help out, feel free to. I'm just a potato and will probably not figure this out
You lost me at Host
I think LobbyID might be tied to the location
3rd time joining my ps account and lobbyID has changed
complete mystery
@slate veldt I don't think vignette remover would alter any files related to rewards, but it's possible
It might be possible to set bytebeat default to on, only for you, of course
Yeah, i found myself frustrated with the inverters rigid timing. Tried using bytebeat but there's not an easy way to trigger power off as quickly as power on
Basically, I need to power off at a specific rate so this walkway is built as I walk across.
https://gfycat.com/scalyfarawaybedbug-bytebeat-walkway-nms
I wonder if a well placed prox switch could work for you
Prolly not reliable enough. Also diff ranges involved for On and Off
Yeah, the problem is i rely on the power off to make the bridge walkable
And inverters are just way too slow for that
You could maybe tweak this to get the distances you need
i haven't looked at the bytebeat switch before. I'll see if it would be easy to change the default
I honestly wish they added a feature that let you choose how the BB switch works by default (no signal)
Would inverting the garage doors work for you?
No, that would put the door frames in the walkable area
It's all modded solutions though, while I had the impression you were looking for a 'vanilla' solution
Yeah, and i still am, just wondering if the mod is something simple or not
Any way to hide a pressure switch (floor)?
i tried that as well
There's no BOOT state on the bytebeat switch. Winder mentioned sometimes you can just switch the order in the entity to change the default state. I would need to try it to know if it worked
I've had some close tricks almost work, but still have issues with the timing
and when i tried using floor/prox switches, it often caused some of panels to trigger early
which is more of a fault for the bytebeat, i realize
I am still not sure I have the right idea of what exactly needs to happen and when
I basically need it to power off in sequence at the speed the bytebeat dictates.
My issue is Im trying to create an inverter without using an inverter
And it only gets started once, to then run only once, to then stop?
I would be fine with it staying off until triggered again
I actually nearly got that to work
Ok, so a single loop, which can be re-triggered
Yep, basically.
Doors powered
Bytebeat power off sequence happens
All doors remain unpowered
Bytebeat creates the sequence, right?
You could maybe add another 'note' with BB Switch to trigger the inverter. Just have to set the timing right and possibly length?
What if each bytebeat switch powered the next switch in sequence?
If your Inverter 'note' is somewhat early compared to when it actually needs to shut off, you might be able to cover the delay
Thats how i did it before, and it worked but still had weird issues
I basically had to set the bpm so a beat landed on the 1
Otherwise it triggered a panel somewhere in the middle
Well, BB Switch has a power connection, but still requires a signal for input as well to have any output
Gah, i feel like im so close to solving this and then get lost in the logic
If you want, we can both have a look in-game, see if I can actually come up with something?
Yeah, ill send you a note when im on later. It will be in Creative mode if thats cool
Doesn't have to be now, but do consider EU time
Oh right ๐
Forgot were like 8 hrs apart or so
almost 9:30pm now, so likely off to bed in a couple
Alright, well ill upload it at least and send you coords so you can see the insanity i put together lol
Sure, will have a look and give it a try at least. I like a challenge
If it is anything like this, I might take some time ...
Lol, no i uh...laid the wires out somewhat neatly
Me too actually, but I also had to save parts
holy fudge! that's impressive! what's that part of?
that's so kickass! Dev's so creative and in depth
It has memory on the left side (visible), control logic on the right, more logic out of sight and a display driver in the back, also not visible
I believe you actually end up in that 'mess' when teleporting to it
(there is a way back up and out though)
oooh that's crazy that you land in there too lol
Yeah, you get a chance to get electrocuted before playing
(I should prolly move the computer)
lol you so cute. would ppl be able to come see it now? it all still works right?
I have not actually checked recently, but it used to work fine still
I guess I could put something together for the explorers-archive?
you think you'd be able to build something like that in one of our hub's outposts? 
Let us move to a diff channel
yesss! that'd be awesome
Can someone help me figure out how to change the NPC on my freighter? I have the seed here " 0x575C878ECF592BEE ", i went into the JSON and went to the Freighter NPC and changed the seed and saved the JSON but my NPC's have stayed the same as before
What specific part of those NPCs do you want to change? Their race, names, or professions?
The race, I didnt know the freighter npc's had professions? and names dont bother me.
Well, sometimes the head of the freighter would be a "captain", sometimes it would be an "admiral". It's random.
oh, gotcha, my bad
No worries.
you can't select the titles alone anyway
race and seed are separate params under the freighter's name iirc
or above idk
in the same area
but the captain's seed is different I think
changing the seed will only change their appearance, not their race
is there a mod to stop items from disappearing when your inventory is full?
this "feature" is frustrating enough for me to start using mods
don't think that's possible
ok, i dont care what race and title and all that jazz, im ONLY trying to change the appearance of the NPC's on my freighter. I have the seed of what i want them to look like but it doesnt seem to work.
if you're using NMSSE you have to save from the dropdown menu
you may also want to double check if you didn't change your captain rather than crew
or the appearance of the freighter itself
@solid flame To change appearance of the Freighter NPCs, you will have to edit the raw JSON. You'd be looking for CurrentFreighterNPC where the race is determined by a model reference path as well as a seed for the looks for said model. Note that this will change all Freighter NPC; the commander, the fleet commander, the two crew to the left, the one sitting above.
I've changed the seed in the raw JSON and no change. Do i need to change the reference path for the race? Currently the MRP is " MODELS/COMMON/PLAYER/PLAYERCHARACTER/NPCKORVAX.SCENE.MBIN "
@solid flame If you want it to be a Gek for example, you have it something like this
the seed might be incompatible then, its has a normal sized body and a Helios head
That sounds like something not default, which is possible, but likely came with a howto?
Having a Helios head, means it is most likely using the PLAYERCHARACTER, NPCFOURTH, or NPCFIFTH
Mind you, using non-default models, can change behaviour of those NPCs, like no longer being able to interact correctly.
Up to you. I don't believe it hurts to try. Just make sure to have a backup! Where did you get this from? I'd think for support with seeds, you could try the below discord, where they have experience with these kinds of changes.
!CreativeHubLink
The No Man's Sky #nms-modding channel
Welcome to the channel for everything modding related, including save editing. Feel free to discuss and/or ask questions about mods or modding No Man's Sky in general. For assistance with modding, there is usually someone to reply, but feel free to use <@&376156604417966100> for someone to assist you.
General links:
NMS Nexus Mods
https://www.nexusmods.com/nomanssky/
NMS Modding Wiki
https://wiki.step-project.com/NMS:Landing_Page
http://nmsmodding.wikia.com/wiki/No_Man's_Sky_Modding_Wiki (outdated)
NMS Modding Discord
https://discord.gg/22ZAU9H
I bought the game on GOG back when it was released (vanilla). I would like to play the Pathfinder update again, unfortunately I did only make backups of Vanilla, Foundation and Atlas Rises. Is it somehow possible to get Pathfinder?
I am not all that familiar with GOG when it comes to NMS. I don't think rollback versions go as far back as Pathfinder (1.20+). For all I know it is suggested to contact GOG Customer Support to ask if there is a standalone installer still available.
@fallow meadow I already wrote them but they said that they have no older releases available ๐ฆ
I have a gog backup of 1.02 release, 1.24 pathfinder and 1.77 visions (last opengl version)
@marsh eagle 1.24 would be awesome! Exactly what I'm looking for. Would you give that one to me? That would be awesome. If you want, I could also post you a screenshot to proof that I actually own the game on GOG.
hi everybody I just joined and so I immediately sped to the modding section.
I come bearing a question.
is there a darth vader outfit mod for NMS? because I cant find one
i need help with fixing a quest from a transferred save(gamepass->steam), roarinflames suggested via save editor
any1 here got any clue of that stuff?
What exactly is the mission?
the scientist and overseer mission
i have to return to them
What did you use to transfer the save?
no tool, did it myself with notepad++ if i remember correctly
Ok, so did you transfer your bases as well?
not sure, not that i remember actively
Did you follow a guide at least?
The one by Gumsk on Reddit?
yes
You have both the Scientist and Overseer at your base?
but when i go there it says they should not be disturbed rn
The base is actually yours too when you interact with the Base Computer?
I am asking because you transferred saves and I want to make sure the base is yours on this platform. Also trying to make sure you do indeed have both NPCs at their respective terminal.
i have, i did place the terminals an hour ago or sth (idk where the old base is, i just cant find it), forgot to mention that
Could you screenshot the mission log objectives for both Expanding the Base and Scientific Research?
Could you select the Space Anomaly mission, then save and reload. Then select Base Computer Archives to see if you get anything. Then rebuild the terminals one at a time and see if they have a task. Start with the Overseer first, then the Scientist.
If it is then still stuck, we can move on to actually check your save
so should i delete the terminals before reloading?
You could delete those before save/reload. Main thing is to have a different quest active when you get back into the game
ok
so for the base computer nothing changed
No base computer archives at that computer?
Oh well, not really related, you likely have other bases?
yes, but only from before the transfer if i remember correctly
Yes, but those were transferred as well
there appears to be a quest marker for all bases in euclid for the scientist quest
or at least for 2
The Scientist should only have 1 marker, as you only have 1 Scientist
Same system, so they both list the marker
hm but i cant remember having the scientist ther
e
You should really be at your base where you have those terminals. Did you select the Anomaly mission to then save reload?
yes
didn't do anything
Now go to the base with those terminals, then rebuild one at a time seeing if any has something new for you
for the overseer nothing changed
but there may be those terminals placed in an older base, doesn't that matter at all?
No, because you move those NPCs when you place a new one elsewhere and interact with it
Ah, there you go
Nice! Just needed some extra working
don't know what i would have done without you two, thank u so much ^^
Now keep doing one task at a time, first one that has something. Make sure to finish said task, then ask them again and repeat the next task you get.
Ha, i tried and failed. This was all devilin
will do, thank u
the base computer still didn't update tho
The Base Computer may actually be at any other of your bases you have
yuh possible, will check later
but u tried & helped me with the first mistake
Alright, go play and have fun. ๐ฅณ Do not hesitate to ask for assistance again
will do :))
What was the issue in the end anyway?
i got no clue at all haha
Just order of things as a whole. You know how you get all those NPCs, but when you are that early with Expanding the Base, there is only ever one who has anything for you. Does get stuck at times though, making it seem like nothing works anymore. So selecting another mission, to then save/reload will often reset the checks needed. If not, rebuilding those terminals asking one after another will
In this case it was the Overseer being stubborn
oh yeah, had them do the mission switch trick but it didnt work for some reason.
I think they were in multiplayer at the time though, and that tends to prevent it from working.
Anyway, at least I know thats still a fix
MP can certainly be an issue as well
Oh well, better than actually having to dive into the save data
i also tried it in single player but replacing the terminals worked out for me here
Ah, good to know
do you guys think i can continue these quests in mp now?
It is never recommended to do any of your own quests in MP.
ok thanks
oh and one other thing, steam always says sth like the game couldnt sync with the cloud, any idea where that comes from?
@fallow meadow @slate veldt base computer archives smh work now
reloaded my save in between here and there and now it works
is there a mod that would let me fly backward on planets
Steam
It comes from Steam
Most ship flying mods have that tweak, I'm personal to Gumsk's mods but that's just my personal bias towards someone I know
Just search on Nexus Mods
It is
Most mods disables the flying height limit and lets you essentially fuck the ground
any specifics?
so its server sided?
if it fails to sync, prolly
@rose zodiac You can read all about the Steam Cloud here, including troubleshooting:
https://help.steampowered.com/en/faqs/view/68D2-35AB-09A9-7678
thanks
are there any mods that decrease the length of the movie when you transfer between galaxies?
like the HUGE zoom out, then zoom back in
huh?
If you are talking about Galaxies, I don't have experience with that. If you are talking about any warp animation like between solar systems, then the only way to make that faster is to have better hardware or use the hardware better.
hey might be a faq but how would I go about merging mods
iirc, there was one - have you checked nexusmods nms section?
If it has lua script, AMUMSS
If not, manually
Hows modding using linux? what do I need to do that? I only know modding using windows so far
I assume it works the same since at the end of the day the game just reads paks anyway
installing/using mods work the same way, GAMEDATA/PCBANKS/MODS
and renaming/deleting DISABLEMODS.TXT ofc
No I ment how to create mods. I used modding station and mbin files on windows - is both available for linux, too?
the compiler's sourcecode is on github
you're welcome to convert it for linux use I guess
else prolly need some wine or alternatives
i just use a vm
Use wine
hmm
is there an NPC seed for the quicksilver merchant?
wonder if I could toggle one of my freighter NPCs into it without having to make a separate .pak for that
check NPCSPAWNTABLE
it's a specified NPC under special NPC section
Thank 
Doesn't the game occasionally shuffle your freighter npc seeds tho?
at least their names seem to change sometimes
I'm p sure freighter NPCs are all clones?
since they use the same seed other than the captain
@waxen cedar The Quicksilver NPC is this one:
...\MODELS\COMMON\PLAYER\PLAYERCHARACTER\NPCSPECIALSHOP.SCENE.MBIN
thank
Hey guys how can I tell if Finelod is on
I activated it last night but I havenโt seen much of a difference
I guess seeing if 3rd party logos not showing on startup would be easiest to spot it working. Checking the water level would for me be a good alternative to check
any good mod for the looks of a ship or something like that for xbox?
your save
it can be edited
specifically, to change the seed of your ship so it appears as another
how do you mean edit the save
with the program known as NomNom
by using the tool
what does the edit do?
change the seed of your ship
so it appears as another
here
read the green text
NomNom has great functionality, but I generally recommend Goatfungus' save editor to beginners because its GUI is more user-friendly.
i still cannot find a mod that will let me go backward on planets
Remind me in about 36+ hours and I'll try to put one together. I'm traveling for the next 1.5 days
ok
New mod announcement, to be released after final tweaks.
"Combat Evolved" is a complete combat overhaul (in the making)
Some overhauls include: Much faster and more satisfying reload animation, slightly deeper FoV with ADS, slightly more kickback with ADS, more melee damage, slightly wider melee contact tolerance, snappier gun response to aiming, sentinel drone/quad/walker health has been buffed to appropriate endgame levels, sentinel drones/quads can now deal laser fire damage to a META maxed out player, walker plasma grenade panic mode now properly spawns grenades, walker panic mode now lasts slightly longer, increased duration of drone pulse fire and duration variance between 1 and 16 shots, time between drone attacks lowered, quad jump-back distance lowered, and lots more
Note: While this mod will not make survival any harder, it will make upsetting sentinels, attacking fleets, or engaging with pirates much more dangerous for new players.
If people are interested I'll get it up on nexus when it's ready.
Along with a better list of tweaks
goat's can't edit Xbox/PS saves
but ye it's more useful for json editing
'd be great if you can help discover how to control number of sentinels spawned per wave too
It has support for both PS and GP:
1.9.5 - Update (29 September 2021)
- Added support for PS4 Save Wizard storage.
1.9.1 - Update (22 September 2021)
- Added support for MS Game Pass saves.
oh ok
Both are fine editors, with NMSSE being basic and reliable, and NomNom having a lot more planned but still in beta. I'd recommend either, personal preference
Haven't people done that before? I don't know what was modded, but I seem to remember someone (at least one person) making massive amounts of sentinels spawn. Or was that something fucky?
Never tried it myself and don't remember any controls for it.
ahhh okay. Well, I'll post something if I find anything.
Currently working on that, I've got the max cap raised so for instance in multi one player can spawn a wave and join another player's wave for up to a total of 16 active drones
What I'm still looking for is how to adjust the spawn weights and radii
I'm pretty sure I know where they are but testing must be done :p
I already tested spawnheight and spawnradius, I can get them spawning just off in the distance and flying to players now. Fairly more realistic.
though, to be fair- Currently the mod is adjusted so that even a wave of three sentinels can be an actual threat to a maxed out player. Not like a "run for your life thing" but, more like "hope you have ammo bro"
that's a pretty good workaround
just fired up testing for the morning and noticed something cool and interesting
scaling up the relative danger to playercount
didyouknow: there are in fact two kinds of quad, drone, and walker?
normal and "swarm"
swarms are what come after you during alerts, normals roam the map
there's a separate cap for both
I just had a situation where I attacked one drone on a hostile drone planet, and five more from the local 100m radius (set by me) flew in to help. I did however make "normals" slightly weaker than "swarms" to keep it fair, because I haven't found the swarm wave caps yet.
But yeah this is turning out good, I'm literally 2% away from the game's max allowed shield upgrade %, and drone fire can harm me.
A group of three drones two quads and a walker could probably kill me if I wasn't careful
update: found the sentinel wave spawn controls :)
wave two spawn four at least, now
wave three spawns four drones and two dogs
five can spawn a walker six drones and four dogs, keyword can
essentially if you commit the ultimate crimes, the army is coming after you
gonna play with it for an afternoon, maybe adjust life amounts now that I can spawn more per wave
I also plan to slightly increase walking speed, tbh the walk speed is slower than Halo 1
and I'd like it at least that
Is it possible to create a mod that removes the "highlighting" of ressource collections (copper, emeril etc.) when using the scan on a planet?
So that only plants get highlighted and not the ores?
Someone knows what file I have to look at or if I have to remove a UI element or something?
you mean the icons?
UI stuff may work if that's the case but you can also just... make the icon textures transparent
not the icons, theres something like a grid that highlights the ressources
I'll try to make a screenshot of it tomorrow, to be more clear ๐
the holographic cubes are shader based
anyone have any idea how to extend freighter attack range?
projectile range is already taken care of, I mean detect and fire
Controls are in:
``MODELS\COMMON\SPACECRAFT\INDUSTRIAL\TURRET\TURRETA\ENTITIES\TURRET.ENTITY.MBIN"
@ivory basin
THANK YOU!
I... may have gone sorta uhhhhh "elite dangerous" with the distance values...
see my goal was, make freighter battles possible
freighters (now that turrets are done) are finally fully configured to engage at a max of 300,000u
the shot deviance is 10 degrees so they have trouble hitting at that distance but...
Yes exactly, that's what I mean. Can I edit shaders and remove them somehow?
Shader mods died for a reason
But you can try
Of curiosity, what reason?
Vulkan happened, which made shader modding a lot more complicated and at times maybe even impossible. Only a rare few have been willing to even attempt messing with shaders (Argh's water mod for example)
^
it's technically possible now but the variable names are obfuscated so good luck finding the right variables
^
Anyone know how to control how close to another freighter yours can warp in?
I thought it was the visibledistance one but
tag me /w response plz :)
found out the issue, thanks anyway!
@vale iron has anyone described fauna completion nanite rewards going to 0 when they have your pet egg timer mod?
Wow, yeah, apparently adding that one back on drops it to 0 nanites again
Ah nvm, im an idiot and forgot to update it to 375, my bad.
So it's not an issue?
What about If I'm going to do that for Foundations update?
Currently I'm playing that old version besides the latest one, do you think it might be easier to do that with the old version (that uses OpenGL)?
Are "WarpsBetweenBattles" and "TimeBetweenBattles" the only two values that affect when freighter battles occur? And do we know for sure if "time" accepts inputs of <1?
Shader modding for old versions prior to Vulkan should be a lot easier and without obfuscation.
Some notes: (image in #nms-photomode-gallery)
Capital ships will target one another with proper lock-on and attempt to damage each other's turrets. Capital ships are accurate enough to phase beam at a fighter and not hit another ship behind it up to about 10ku. Capitals now also defend you properly instead of dealing a useless 25 damage per hit to AI.
ToDo: Program capital ships as destructible objects with at least 100,000 health, add auto-aim to the hull, add loot tables to hull and turrets.
Good news... it's working so far
Capital ships can now target and actually destroy one another
Oh heckle
Have you attached some explosion effects to it?
I'm gonna copy the ones over from destroying the ship's cargo hold and extend them
You can scale them up, right?
ye to the whole model size automatically
Oh righty
Do you have a clip of destroying one by any chance? Have always wanted to see such an event happening

once I finish up I'll make a showcase for the launch :)

Yes ! All old shader mods are pre 1.77
If you need a specific one let me knowm i have a complete backup of all old mods ever released
Is there one that already does what I need: Get rid of the holographic cubes (when scanning for ressources)?
Also nice to see that you still have all these mods, I think I'll stay a while with foundations ๐
Is Nexus the best site to get NMS mods or is there an alternative?
I would say it is by now the only reliable source for No Man's Sky mods out there.
And how much does it alter? just cosmetics?
Depends on the mods you install, from small individual change to complete overhaul, or a combination of whichever you prefer and manage to get working together
I see
There is a pin explaining what modding means. When searching Nexus mods, I would suggest to sort by 'last updated' to ensure they are up-to-date, as you will also find mods no longer working. You can get more advanced as well, making your own perhaps, or possibly try to update with some tools. Feel free to ask around here, or visit the modding discord
!moddinglink
Heck yeah! Thank you for the detailed response
Can I stop pop-in with mods?
@magic lavaMaybe you should swap that more detailed thing you just wrote for the !moddinglink entry also?
So that gunter dishes out that instead of just the discord bit alone
Nah, just point em at the pins
Say, yo

Now it's Gunters pin
GUNTER
Where is my Gunter mod for NMS?
Slackers
are there any mods that improve multiplayer?
wait, u can play modded NMS??!
Anyone know how to make an indestructible object destructible? I've got the shot and damage stuff in but for some reason it won't take any damage
gotta add damage related components to the entity
check rocks
I did, they're there and working. I used the small cargo pods as reference, but...
It's like the damage point is inside the model
and shooting the models doesn't do anything
Seems to be the only compatible entity (HULL_A & HULL_B)
I can't get it to compile freightship001 entity data /w damage and destruct data
I'd just try it on a random planetary object to make sure it work beforehand
and then maybe try to attach an additional entity in the freighter scene?
Attaching additional entities is something I've not attempted yet, this is day 3
Can I? So... I could make an entity for the freighter engines
not really recommended if you're not entirely sure it won't interfere with other shit but the worst it's gonna do is crash your game
I came from Minecraft modding a while ago. I noticed something about this game engine. It's a lot more tolerant than minecraft. In MC, one small oversight in mechanics can screw everything else up.
This, not so much.
Like, I've already been able to massively extend fleet battle radius and the AI handled it fine
oh you just haven't touched the right part yet
just had to narrow the shot spread
Oh no I've killed the game multiple times xDD
but I'm only learning now
what I mean is, when it actually works it's really hard to screw up game mechanics
yeah because we can't really do much with em to begin with
anyway you may want to see if you're modifying the root scene of the freighter
which there are multiple I think
tbh it'd be funny if you made the parts of the freighter blowupable like SWBF2
and then just leave holes that you can see thru
I'll triple-check for formatting errors and try again to mess with the other ent files. If I can figure that out I'll try moving onto scene editing.
I had an idea this morning to take this same idea to building prefabs and parts if it works on something as simple as a freighter
I already nailed down loot types, armor, etc. This is the last stubborn problem lol
Wife is an artist.
well, if you can modify models directly, anything is possible
no to mention we already have derelict freighter models
never easier to just rip parts of that and put it in a normal freighter's palce
That's the idea
there are also destroyed building models, too
the scum and stuff might be a placeable
gonna have to see eventually
anyway, back to work :p
posting this here because research and documentation is cool:
Whatever file determines at a base level if something can or can't be damaged... is not a base entity file for that object
Using asteroids, I started anti-modding. Chopping Properties out of the entity files for asteroids and seeing if removing any one gave the same result I'm experiencing with the hull not taking damage.
I chopped out everything in the entity files that makes any difference, and I can still destroy asteroids.
It might be something about the material, collision, or scene files.
If anyone has any further insight on this, tag me.
I can't imagine anything in any of those three things would cause something to be destructible. SCENE file would be the most likely. I'll take a look at ships when I finish updating gShip Custom in a few minutes
