#nms-modding

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ivory basin
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great community

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if I can get this down I have big ideas for it

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Like, planet big. With 10,000,000 health lol

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but for now, I just wanna get freighter wrecking working right

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and this is the last thing

ivory basin
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Hang on, three things?

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Entity files. :p

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I said, entity files aren't all that's required to make a new object destructible. More or less.

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I just don't know what else.

vale iron
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You listed material, collision, and scene: three

ivory basin
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Oh jeez you're right

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sorry I'm... pretty focused lol

vale iron
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No worries ๐Ÿ™‚

ivory basin
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man according to everything I can find, if we can figure out how to make something that wasn't destructible into something that is, we'd be the first

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there are zero mods I can find that add any new destructible things not already based on something destructible

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Though, that's all I can find.

ivory basin
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I might have something

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HULLPANEL, HULLBOTTOM, HULLTOP, HULLSIDEA

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These are all folders in accessories

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and none of them have entity files, much like the other non-destructible objects

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Found this

hearty wasp
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do you mean no standalone entity files or no entity attached

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those are 2 different things

obsidian tree
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Did someone ping me here? I can't find it ๐Ÿ˜…

hearty wasp
magic lava
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<---- Was setting a new pin

ivory basin
hearty wasp
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so you did dig into the scene exmls?

ivory basin
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A bit yeah, doesn't look promising but today I'm gonna try some other ideas

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What's really puzzling is, I tried completely chopping HUGE blocks of code out of things to see where the switch was... and it seems like it's either embedded right within the 3D model itself, in some list that has an unrelated name or... I don't know what o.o

hearty wasp
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or it's the wrong scenes

ivory basin
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You can remove ALL shootable and destructible data from asteroid entity files, they still get hit. Still break.

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And I searched every scene I could find last night to do with asteroids, nothing obvi jumped out.

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The only diff removing destructible etc from entity file made was, debris didn't spread out after they broke

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But I had a thought last night in bed... what if whether something is able to break has nothing to do with the files related to that thing

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but instead, the projectile that hits it

hearty wasp
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not really

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I think the ore deposits and the chunky asteroids uses a table and are hardcoded for their voxel destructibility

ivory basin
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Hardcoded where :p

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can't be a shader file, can't be an exml or I'd have found it...

hearty wasp
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but I'm still p sure if you look into things like planetary rocks and plants they're controlled by the entity

hearty wasp
ivory basin
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The exe... I'll try IDA or Ghidra. And no, you're wrong, go do the research I did.

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Strip the shootable and destructible components completely from all entity files related to a normally breakable object, try it. :)

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It'll still break, just... weird.

hearty wasp
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that's how I added about 300 rocks

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into Eucli-ea

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well, 300 rocks and plants

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same same

ivory basin
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That's not stripping shootable data.

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I didn't say adding it to a base object that's already destructible doesn't work. I said removing it from one doesn't make it indestructible.

hearty wasp
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I don't think you understood me properly

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I made em indestructible in the process of adding em as buildable objects

ivory basin
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.....

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that means it's the object class

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it has nothing to do with the model or entity at all, it's how the object is loaded in

hearty wasp
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or they're sketchnode related

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or they're trigger action related

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can't really check the former tho

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since iirc the freighter cargo pods change into a "destroyed" model once you shoot it right

ivory basin
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scratches head are you actually gonna, you know... help figure it out or? So far I'm just hearing a lot of can'tcan'tcan't.

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I mean asteroids have no destroyed model except big ones.

hearty wasp
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it can be a sketchnode detecting damage and then activating different mesh nodes that way

hearty wasp
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but I'm trying to narrow down what could be the cause

ivory basin
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Yeah but, you could at least try suggesting things that could help instead of trying to tell me how impossibly hard it might be lmao

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I've completely overhauled every aspect I wanted, except this. And I will find a way.

hearty wasp
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nonono I'm not saying it's impossible to break something

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I'm saying what you've observed didn't match my previous experience and there may be some discrepancies on what is actually being modified

ivory basin
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Well, could be my morning brain then. But I still think the projectiletable hunch might be a good one because, you know, it's not the enemy ships that trigger damage effects on a player ship. It only carries data about health and damage output, it's the projectile that does the actual damage.

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Like a cyclotron ball is a physical thing in the game, apparently. It's not just a raytraced shot.

hearty wasp
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ye

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projectile table does define what kind of damage a projectile deal I think

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but doesn't define what it can damage tho

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maybe the damage type can define what it can damage but scene wise I'm not so sure

ivory basin
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here's my thought: stations take zero damage from every player weapon right? That means something about hitting a station is diff from hitting a normal obj. Find that diff, and adjust that zero... problem solved.

hearty wasp
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most of what we've tested was on players and cars and only splash damage has any amount of difference to direct hits

ivory basin
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Oh I did all kinds of things with proj tables!

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I can tell you all about it if you like

hearty wasp
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does space station even have a shootable data ๐Ÿค”

ivory basin
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It has to

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you can hit it for 0

hearty wasp
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oh ok

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maybe used for trigger a wanted level reward

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cos that's what shooting the station does

ivory basin
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Naw you can do that just just shootable data

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I can make hitting anything trigger wanted

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i.e. I already made hitting a ship hull a one star offense

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Man it's so weird, everything points to the existence of a table that governs whether or not something can be hit, and how strong the weapon must.....

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hang on

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how does the game know that basic mining laser fire is too weak to break a facility door...

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how does it know that a weak boltcaster can't break it but a strong one can

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'cause you can hit 0's on those too, right?

hearty wasp
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RequiredTech

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shootable data

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basically same with the power glove for picking up plants

ivory basin
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No no, I mean if you actually hit it with a gun that can damage it but it's too weak it won't take damage, right?

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Like a newb boltcaster will hit 0

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but an endgame will damage it

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Bet the station is doing the same thing, it's not taking damage from weapons due to them not being powerful enough

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so where's the resistance table

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/data

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There has to be someplace that governs how resistant to any kind of damage any one thing is

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I thought that was entity files but xD

hearty wasp
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I mean it may still be

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maybe check DamageMultiplier?

ivory basin
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๐Ÿค”

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What if damagemult is set to 0

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does it take none?

hearty wasp
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maybe

ivory basin
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'cause I assumed it multiplied the existing damage but... I can try that

hearty wasp
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you can prolly check the entities you mentioned as well

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for the doors at least I think they're in uhhhh

ivory basin
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I can find 'em :) thanks though!

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I thought of another less promising thing too

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it seems this is an issue mostly with procgen objects

hearty wasp
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well my memory is going away anyway

ivory basin
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so, it could be that the model is actually surrounding the hitbox

hearty wasp
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rocks and trees are proc gen as well

ivory basin
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those are small tho

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a freighter? not so much

hearty wasp
ivory basin
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^

hearty wasp
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since the hull and the bridge are at least 2 separate parts

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and the fact that the hull is often multipart itself iirc

ivory basin
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Oh I applied damage etc to both those entity files, and that works. I just can't damage it. Here look at this...

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I added autotarget to the hull :)

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the reason I think the damage hitbox may be inside the model is, the autoaim targets a specific point in the very center of the ship

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I haven't the foggiest idea how to stretch a hitbox, though

hearty wasp
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with freighters I think they're mesh collisions

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so you ain't changing those

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maybe just make up some new primitive ones (cubes, cylinders etc) under the existing one

ivory basin
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It's just so damn strange. One would think it'd apply the hitbox to the entire model.

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To do all this research I've been comparing the ships to three things. Asteroids, cargo pods, and turrets.

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I've matched everything from any one to the ship, spare for changing the scene.mbin called

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Just for kicks today I might try loading a scene from something totally wrong like an AI fighter, see what happens

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wait no this can't be a thing

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stations are procgen and you can hit those

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and that autotarget points to the tail thing on the back/bottom

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my wife pointed out

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procgen anomaly encounters such as the containment field, asteroid larvae, etc all take hits of 0

hearty wasp
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I didn't even know they can get hit

ivory basin
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yeah the asteroid larvae will even scream at you and hit you with a tractor beam

hearty wasp
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I'm p sure only like, 2 can?

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yeah yeah that's the one

ivory basin
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oh no most of them can

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child of helios can be hit too

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just for 0's again

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now that I think about it, p.sure the containment field can be wrecked

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but not the larvae, not the atlas one, etc

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hey uh, can you tell me something?

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I noticed a setting in some file, idr which now bit I can find it again

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"LaserHealthPoint"

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it's not the damage output of the thing in question, and I can't figure out what exactly it does

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I also noticed that projectiles have "life"

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I thought it was time until culled but, no

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๐Ÿค”

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I wonder if the damage numbers are in the UI...

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That would kinda make sense. It is a UI effect, showing the numbers.

hearty wasp
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mmm, maybe check a gun projectile against the grenade for life

ivory basin
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Good call

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then again there's also a setting for instant death of a mob on grenade impact so they may not need to weight it that hard

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I'll try a few things

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if a shotgun has more life than the mining laser there's a good chance that determines how "hard" the projectile is

hearty wasp
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well I don't see a Life param in GcLaserBeamData

ivory basin
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it's in tables>projectiledata.mbin

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search "life"

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everything about every shot item is there, even autonomy

hearty wasp
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yeah I'm looking at the struct in the compiler's github lol

ivory basin
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that've over my head bro this is day four for me xD

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Only reason I took to it so fast is I came from Minecraft before NMS

hearty wasp
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it's just the defined structure pieces of the data

ivory basin
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this is easier tbh

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oic

hearty wasp
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AMUMSS has an explorer that does this too

ivory basin
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I've heard the best things about that in terms of keeping your mods compat up with new vers

hearty wasp
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but yeah boolets and lasers are defined in 2 lists

ivory basin
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gonna get it for sure next update

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two huh

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hmmmmm

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can the mining laser ever damage a door even maxed out? No, right?

hearty wasp
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I have no recollection

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I haven't played the game for years other than for modding

ivory basin
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'cause I know the projectile list contains drone lasers and uhhh possible vehicle lasers, as well as all ship lasers and projectiles

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in fact I used it to double the speed of laser pulse fire in space

hearty wasp
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ye it prolly does

ivory basin
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they're light, idk why tf they were going so slow xD

hearty wasp
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drone lasers are the sentinel one right?

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like the one that's a streak but not a continuous line

ivory basin
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The prerelease ship.

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The red T-Wing

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it's a beta sentinel ship more or less

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can be modded in

hearty wasp
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I think the streak ones are still projectiles

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lasers I think are just the continuous lightbeam ones

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the ones that does an infinitely long line

ivory basin
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naw, I know the "lasers" here can mean both because I played with colors. I changed friendly pulse lasers to blue, left the beams green, and left the pirate lasers red. Star wars colors, baby!

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Mostly 'cause in huge battles there was WAY too much green

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this list even has properties for all the projectiles you shoot on the ground, and all the ones anything can shoot at you

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even fiend and scuttle spit

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oh also, this is the place that has the controls for the bullet scaling

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know how your shots vanish pretty soon in space? I have mine set so that they become tiny pixel specs before vanishing.

hearty wasp
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that sounds really nice actually

magic lava
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It does

ivory basin
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necessary, I raised combat effective distance to a max of 20ku

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I also massively increased the render distance of traders/pirates/fighters etc

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you can see their trail as a tiny dot from about 500ku

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strangely, there was zero performance impact?

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mostly empty environment I suppose

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this "making things break" issue is my last roadblock before I can release this mod which... basically makes combat "work"

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it was always the #1 letdown for me, combat. It felt slow, lazy, like my character was just sauntering around with no problems. Who takes 7 full seconds to reload a clip when they're getting hit with acid? xD

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A feeling I've been getting looking through everything is, when they initially set out to make this game they wanted something like Elite Dangerous but with ground and animals etc. All the mechanics are there to make everything work, it's all just sorta... dummied and nerfed out.

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Sorta like at some point, HG decided it was better to tone it down and make it a more casual game.

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lmao projectile data has a seed option?... why? What would happen if I told it to use the seed?!

ivory basin
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๐Ÿ˜‚

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I may have found it

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at least for asteroids?

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<Property name="Impacts">
<Property value="GcProjectileImpactData.xml">
<Property name="Effect" value="ASTEROIDEXPLODE" />
<Property name="Impact" value="GcProjectileImpactType.xml">
<Property name="Impact" value="Asteroid" />
</Property>
</Property>
</Property>

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this is in the projectiletable for the cyclotron

hearty wasp
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looks like the specific particle effect when hitting the object

ivory basin
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One way to find out... chop it out and fire on one!

hearty wasp
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shootable data does have a ForceImpactType that defines the type using GcProjectileImpactType

ivory basin
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I'll be sure to give that another look as well

ivory basin
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<Property value="TkMaterialUniform.xml">
<Property name="Name" value="gMaterialParamsVec4" />
<Property name="Values" value="Vector4f.xml">
<Property name="x" value="1" />
<Property name="y" value="0.5" />
<Property name="z" value="1" />
<Property name="t" value="0" />
</Property>
<Property name="ExtendedValues" />
</Property>

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What exactly is "MaterialParams"

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Also I noticed something

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There's a "shield"

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it's a shootable, non-destructible object with the material filename "FORCEFIELD_MAT"

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it's in models>common>spacecraft>industrial>frieghter_a

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there's also a related entity file

hearty wasp
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it's not really defined within the material itself

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we p much just have educated guesses based on the flag sets in the material

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since the material params have to be in a specific order

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we think it interfaces with the flags based on the place in the stack they are

hearty wasp
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this one I think

ivory basin
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Naw we have that one, it's a cargo ship

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but okay thanks that helps!

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would explain why nothing I can find will display the name override I gave the shield

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digging a bit deeper it seems like that prerelease ship was supposed to be way more complex than the ones we have now mechanically

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there was even a ShieldPSU object, suggesting we were initially intended to take out a shield unit to destroy the ship

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Now I've seen people re-enable drone ships via mods. Would that be possible with freighter_a?

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'cause I'd love to mess about with it, see if I can get it working again

lime mesa
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is ther any mod to disable/hide the tooltips specifically?

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or rather, any way of achieving that?

fringe sail
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Trying to merge mods, and what is AMUNSS doing?

hearty wasp
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do you have non-ascii characters in your file path perchance

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looks like it had trouble finding your NMS folder (if you have set it up in the appropriate txt)

fringe sail
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After checking the files in ModScript it then seems to start going through all the folders on my C drive.

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And then I have to abort it when it starts causing everything in my OneDrive to start downloading.

fringe sail
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Issue turned out to be a Windows $PATH conflict.

sterile fog
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Anybody decent with modding want to change the colors of the filters in the galaxy map to be.... not terrible? I'm not even colorblind and I have trouble distinguishing them....

night adder
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@sterile fog There's colour assist options for the galaxy map in vanilla, I use Tritanopia, it makes red and blue stars super easy to distinguish from afar.

sterile fog
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prob. a good idea. I actually have a mod that does it (and also makes the animations MUCH faster which is why I want to keep using it) but it left the default options for the star color (no filter) and it's annoying

elfin forge
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What does everyone think of the No Man's Sky Fantasy mod?

digital blade
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link?

waxen cedar
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so which descriptors allow you to ride the pet?

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I'm assuming I can attach such descriptor to any unridable animal type to make it rideable

finite adder
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would you need to define a mounting position too

steel crypt
rapid sandal
rapid sandal
# sterile fog Anybody decent with modding want to change the colors of the filters in the gala...

There are both AMUMSS lua and NMS Mod Builder scripts to do this.
I believe you want to look in GCGALAXYGLOBALS.GLOBAL.MBIN and change the colors for BaseStarDefaultColours.ColourByStarType[GalaxyStarTypeEnum]
I found making the r, g, b 0.5 for the respective star colors gives the most contrast in-game. e.g. red stars would have RGBA = 0.5, 0, 0, 1.
Hmm sorry, that's for the unfiltered colors ... for the filtered colors ... (looking up).

rapid sandal
# waxen cedar I'm assuming I can attach such descriptor to any unridable animal type to make i...

METADATA/SIMULATION/ECOSYSTEM/CREATUREDATATABLE.MBIN. Go through all creatures in Table and make sure there is a GcCreatureRidingData section. However, some flying creatures never seem to give the chance to make a pet or ride even with the correct sections present. Also you may need to alter the JointName for some creatures. There is a mod on Nexus to do this along w/ lua (AMUMSS) and C# (NMS Mod Builder) scripts.
https://www.nexusmods.com/nomanssky/mods/1868

fallow meadow
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!CreativeHubLink

hardy auroraBOT
hearty wasp
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see HoboTown for a demonstration

heavy oar
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@vale iron hey before atlas rises ui in the galactic map was hideable

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its not possible anymore

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there always ui ni matter what

vale iron
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I'm very confident I couldn't make it a toggle. The best I could hope for is to always have it hidden

heavy oar
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i asked a mod he said it was maybe hidden posible

heavy oar
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@vale iron how the SR2 model going?

vale iron
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I saved it for the night, looking at a mining laser VR mod I said I would look into for someone. The SR2 doesn't look very complicated, just some transparency things that might be an issue

latent laurel
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can animals that fly very high land with companion pet unlocker installed?

latent laurel
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nvm

hearty wasp
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if they can't land in vanilla they don't have the animation for standing on land

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I'd happily see them A-posing tho if given the chance

lime mesa
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You can post or ask links to the mods here?

hearty wasp
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ye

delicate umbra
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Is there anywhere I can find seeds for ships, multitools, freighters? nmseeds.club is kinda nonfunctional now, and there's this other seed repo that's a PITA to navigate (nomansseeds.com)

hardy auroraBOT
regal birch
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hey, sort of forgot about this but i believe it's been at least 36 hours

hearty wasp
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so who's gonna do the mods broke pin again

vale iron
magic lava
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NEW UPDATE 16/2/22 MODS BROKEN

obsidian tree
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many changes to make. This one may take a little while guys, so hope y'all patient! ๐Ÿ˜›

fleet quest
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I'm about to transfer my save over to steam version, is there a way to un-upload bases so they're not duplicated upon transfering?

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or should i just should just load the game on steam, confirm the bases are duped, then log back into xbox and delete them just there?

fallow meadow
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Not sure how the transfer will go if you already updated. Might have to use the previous version save(s).

fleet quest
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im gonna wait till the update settles, realized it'd be a bad time to try n do it

waxen cedar
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anyone know what this item is?

ivory basin
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so I checked into sentinel because I've been working on that huge mod yeah?

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effing telemetry I swear...

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they didn't touch but two files I need, and it's going to be easier to just edit the new copy than merge because that's how little I need to edit

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Sentinel official patch + Combat Evolved realism mod

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coming soon lol

waxen cedar
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umm

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a friend of mine got a red warning which read something about file tampering

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this isn't the mod warning

merry wasp
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is this something new? (ie user submitted issue)

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cause my output doesn't look like that tbh

shrewd kelp
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Is there a mod that gives the shield recharge the halo shield recharge sound effect?

shrewd kelp
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What DOES the mod scene look like? I haven't really looked into it.

merry wasp
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!nexuslink

hardy auroraBOT
merry wasp
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1st 1 is the "official" site to where you can find mods

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be warned new update is out so lot of mods might be iffy

merry wasp
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gotta update this baby, imma cry

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it already takes 7 mins to compile

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now they added even more

hearty wasp
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laughs in changed geometry struct

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try half a year

merry wasp
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damn son

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still gotta wait for new compiler

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can't do shit without it anyway

hearty wasp
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I lost all my blends

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so every single custom model is dead

merry wasp
hearty wasp
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the only hope is if the compiler can decomp/recomp geo files properly

merry wasp
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well im pretty sure some of my comments will start filling soon

hearty wasp
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and I can just add any new shit in

merry wasp
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i have to find the new mods

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but think ill update it first

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then add the new shit

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but for now all i can do is twiddle with my thumbs

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@vale iron you on a roll? like 3 mods on the front page

thick quartz
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does the save editor need to be updated or will it just work with the update?

fallow meadow
thick quartz
fallow meadow
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@thick quartz It never hurts to make a new backup for the new update though

thick quartz
vale iron
merry wasp
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but cant Q_Q

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still good job on your mods

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btw GMech might have become...obsolete in a way?

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still gotta feel the new mech movements before im certain tbh ๐Ÿ˜„

vale iron
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It's definitely not a necessity anymore, but movement can still be tweaked some. I expect the files for that have changed a lot, though, so will take a while to get fixed I guess. Figuring out models will be my main mission, though

merry wasp
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yeah gl with that

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luckly i dont have to bother with those

sterile fog
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Request: Please fix the quick/instant actions mods. Why they thought it was a good idea to delay every single action by a quarter/half second is beyond me.

hearty wasp
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fast action is already up

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try using Nexus

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also you can tweak that in graphics settings too

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something something mouse something something modifier

delicate umbra
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Do mods that alter the cockpits of various vehicles exist?

hearty wasp
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not that I know of

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gotta be hell for VR

sterile fog
# hearty wasp fast action is already up

Oh nice, thanks. They have "hold to confirm" in options, but it's already disabled, and it only affects like.... half of the things. Stupid programming design anyway.

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Seems like the person who manages that mod also hates the delay so much they fixed it near instantly

hearty wasp
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it's also a pretty quick job since they've been hex editing the same file for like 5 years

sterile fog
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Hey I don't care how easy it is I'm still very appreciative. Delayed actions in games is infuriating.

silk rose
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I was planning on starting fresh this week and trying out modding for the first time, but then the new update came out

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I was looking at the Better Planet Generation mod, but I'm not sure what changes the new update made and I'm worried that the mod might break everything

hearty wasp
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don't worry

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it almost certainly does

silk rose
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Aww man

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I'm not sure if I should wait for a mod update or just start a new save now

hearty wasp
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you can always start a new save after you start a new save

silk rose
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The new Total War releases in about 8 hours, I might just binge that for a while and see if the mod updates by the time I'm done with it

waxen cedar
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so what about them juicy datamines

plush urchin
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Hey guys, with the steam deck release right around the corner, I was wondering if the save editor works on Linux?

obsidian tree
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although capes are maybe already known?

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so far, nothing crazily interesting in the names of the new classes, but we shall see once we get down to mapping them all

waxen cedar
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is it entirely separate from the custom capes on Nada or storyline NPCs?

obsidian tree
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not sure yet lol

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I think player?

thick quartz
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Anyone got save editor seeds for exotic multitools?

plush urchin
# hearty wasp NMSSE uses java

Yes I know.. I'm just asking if I can use it on a Linux based system. Like, can Java be used on a Linux based system? I don't really know to much about it

hearty wasp
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p sure java is designed to work on linux

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like that's one of its advertised advantages

#

even then wine is an option

plush urchin
#

Fair, I'll try both. Push come to shove, could just edit stuff on my PC and cloud save it. Thanks for the input though. Still trying to learn this stuff

obsidian tree
#

java will run on your toaster probably

#

but also, obligatory ewww, java

marsh eagle
#

Proton is using wine as well so most windows apps should run

tired urchin
#

Hello everyone
I downloaded a mod in last game of nms in which i can buy everything from space station of galactic glode buying machine. But after update the mod is not working

#

And I tried fast action and fast scan mod there were not working in game earlier nor they r working right now
Plz help as I don't have much time to play games so it helps me alot with mods

hearty wasp
#

stop playing the game for a week or 2

#

wait for the mods to update

#

use that time to play other games

tired urchin
#

Ok

fallow meadow
tired urchin
#

Thank you devilian I'll try to download it again

verbal crest
#

hey guys is there a mod to remove the timers from settlements? can't find one

vale iron
#

Yes, gsettlements, but it's most likely broken right now

verbal crest
#

Oh where can I find this mod? will keep an eye once it gets updated

steel crypt
#

Nexus Mods is the only place you want to get NMS mods unless you are looking for "A hot date in your area" also.

verbal crest
#

Oh got it, thanks ๐Ÿ˜‚

steel crypt
verbal crest
#

Thanks ๐Ÿ™‚ will try it out to see if it's broken

#

No risk right?

steel crypt
#

"risk" what do you mean?

#

like virus?

verbal crest
#

Corrupting save files or anything?

steel crypt
#

or like game breaks

#

oh ....well it is prob broken right now.

vale iron
#

Very likely broken

steel crypt
#

Gumsk would know better.

verbal crest
#

Alright will wait

steel crypt
#

Other than that, no, Gumsk is good modder can trust any mod.

vale iron
#

I haven't checked, but judging by the update notes, probably broken

verbal crest
#

Oh are you the creator Gumsk?

#

Oh yes you are, that's cool

vale iron
#

Anything with the name gXXX is me

#

gJello is my mod for a Jello recipe, which doesn;t exist, yet

verbal crest
#

That's amazing, the issue was I want to play the game, progress my settlements but the hours waiting stuff is really not my thing. Keep up the good work :))

steel crypt
#

So, there is some work to do to get the compiler working so that mods can be updated and junk. Can take some days. Just kinda depends. @verbal crest

verbal crest
#

Oh so there is a custom compiler for modding? I made mods for GTA V for quite a while and we used a dll injectory type of thing there.

vale iron
#

Yeah, MBINC. You can check !moddinglink

#

!moddinglink

hardy auroraBOT
weary ruin
fleet quest
#

tiny worm is best worm

#

anyone happen to know how small you can make these guys before they dissapear?

eternal jetty
light horizon
fleet quest
tidal portal
#

are save editors updated yet?

obsidian dock
#

Can no mans sky on pc game pass be modded because it says that this game can be modded

fleet quest
#

i was using it this mornin

tidal portal
#

oki

fleet quest
#

nothing with settlements seems to me changed really, outside of being the location of the quest start

tidal portal
#

quest start hasnt changed tho its at your settlementโ€ฆ

#

get a call when pulsing in space from settlemnt

#

go to settlemnt fight off sentinels

#

quest starts on death of one of them

oblique geode
#

is there a mod that allows faster scanning

waxen cedar
#

my ps5 account had this for some reason

#

transfered it over. Apparently someone had managed to edit in the sentinel quad pet already?

idle patrol
#

Is there a way to use a save editor to finish my settlement?

waxen cedar
#

anyone looked into the missions of the upcoming expedition yet?

vale iron
#

Can't do it anymore, I believe. It's all server side and pushed out when they release the expedition

waxen cedar
#

Wait but... what if the expedition includes new models and such. Those will need to be brought in with a patch

vale iron
#

Yes, that's how I got the patch

#

Just can't look at the expedition missions structure

waxen cedar
#

ah

#

well that's nice so we don't spoil the potential story and such

#

if they add some

#

But things like in-game dialog boxes and such can't be pushed in via server side right? Those will also need a patch

vale iron
#

Yeah, I believe it's only the expedition structure file

waxen cedar
#

So if they were to add expedition dialog to a specific monolith on a planet Sean's Beard it could still be datamined

#

That's nice

fast ibex
#

Is there any mod/s that allow you to change multitool colours?

fallow meadow
#

!CreativeHubLink

hardy auroraBOT
fast ibex
fallow meadow
#

!nmscelink

hardy auroraBOT
fast ibex
#

Do you think anyone will have royal multitool seeds?

#

There was a red one that I liked the look of but the patch that just came out today patched it so it's no longer at the location rip

fallow meadow
#

I just came across an image with a few which requires changing seed. Model remains the same though.
Check the Multitool section for Royal on the Creative and Sharing I just linked

#

Pretty sure more will be shared as we speak on the various sites/discords

fast ibex
#

Okay thanks man

fast ibex
#

Don't mind the damage definitely not modded at all

random solstice
#

16k ๐Ÿง

fast ibex
tired urchin
#

Lol Bobby the buildery

#

Hello there atlas wizards
I wanted to check how many of the mods are available or updated to be used in sentinel update.
Any idea how can I check that.
And I was looking for quality of life mods and some other modes from where i can them out?

ivory basin
#

mods will take a week to a month to update depending on which ones you're looking for

#

And you'll be wanting to look on the nexus

#

!nexuslink

hardy auroraBOT
ivory basin
#

Not a problem friend :)

merry wasp
viral badger
merry wasp
#

made me chuckle again

#

me and my stupid ass inspiration ๐Ÿ˜„

merry wasp
#

btw @slate veldt if you ever somewhere down the line are free and are looking for the code, i put it on git

fast ibex
#

Anyone who uses nms save editor it's been updated

golden dagger
vale iron
#

GoatFungus

golden dagger
#

Thatโ€™s great, I know this morning it wasnโ€™t up to date, thank you for the information ๐Ÿ’™๐Ÿ’™๐Ÿ’™

golden dagger
fast ibex
#

Sorry I wasn't more specific, I probably should have been oops

fluid terrace
#

Can anyone give me the golden vector?

misty belfry
#

I was wondering, is it that common that every NMS update brake 90% of mods build for previous version? Or is that just because of Sentinel update. I have had installed few graphics and QoL mods and now (without mods) I can't enjoy the game as well as before.

wispy roost
#

some one got a mod file with tweaked ship scanner ?

vale iron
#

Medium updates like this (3.75 to 3.8) normally break a lot of mods, but I think Sentinel is worse than normal.

wispy roost
#

looks like they tweaked a lot of stuff

#

well i find that a bit boring the ship scanner can only see 1 building in its range

#

and in a such small radius

tidal smelt
#

I have a question, I know that if you uninstall world generation mods while on a planet there is a risk of them breaking the game (happened to me once), now, I have a planet generation mod installed, that I assume doesn't work anymore after the update.
I don't remember if I saved on a planet or on a space station, is there a risk of my game breaking if I start the game with no mods now in case I'm on a planet?

vale iron
#

It shouldn't break your game; you just might spawn underground or up in the air, either of which could be deadly

steel crypt
#

When you spawn in, look towards your ship and use jetpack and get in ship.
Assuming you saved near ship.

#

maybe get lucky

merry wasp
#

guess i got my changes sorted out again

dark drift
#

Found out my Snappy Industry mod isn't working AFTER dismantling a lot of Extractors.... eye-twitch doh!

dark drift
#

the mods folder hasn't moved has it? I ask because I am no longer getting the mod warning on startup and none of the mods are now working (I only have a small few QoL mods)

vale iron
#

The disable mods.txt file was replaced. Though there's a good chance your mods are broken anyway

tidal smelt
#

Thanks, in the end I spawned underground but the game fixed itself and placed me on the ground

dark drift
#

ok 3 dead but snappy isnt one of them..... ooo mod warning screen, & its loading...

#

ITS ALIVE MWAHAHAHAHAHA @vale iron thanks!!

merry wasp
#

sigh all i can do now is wait for the new MBIN compiler Q_Q

#

finally got around to rework my unique space ship mod but cant compile it oh well

unique night
#

its been a while since i got into nms modding

#

(tho one of my steam screenshots is of a modded space station... looks nice)

#

i cant remember if i have to set up special mod launchers or whatever

#

i just want something to let my star ship hover in atmo

#

i know they exist

unique night
#

doesnt look like they work right now anyway

#

fiddlesticks

#

what's snappy?

merry wasp
unique night
#

business as usual, aye.

merry wasp
#

visit modding discord if you need any further help

dark drift
# unique night what's snappy?

Snappy Industry, makes things like extractors snap to normal floor tiles, so the 2x2 floors can snap 5x extractors on... like cuboid rooms & the solar panels / batteries

#

currently rebuilding my indium farm... I got 550k p 12hrs with 2600 parts .... am upto about 700k now with 2400 parts ๐Ÿ˜„

#

(havent deleted the floor tiles yet or moved the silos... thats gonna suck & take ages)

waxen cedar
#

it's a firework launcher

#

You put in fireworks

#

am guessing it'll probably shoot the fireworks in an order from top to bottom or something

fleet quest
#

has anyone experienced phantom freighters that you can land in, but are death traps if you get out of?

#

i'm pretty sure ik what caused it, was just a weird result

#

and what i mean by that is that the landing animation is normal, hangar is empty except your ship, but when you get out of your ship the freighter is at a wild angle and you start taking space exposure damage

#

p sure what cause it was having duplicates of the same "save" on the same account, it was trying to render extra versions of my freighter

waxen cedar
#

I think it was caused by warping to another system and the game not unloading your freighter location from the previous system

plush urchin
#

Btw, did anyone ever get images for all the worm bodies, heads, tails, and fins?

marble jacinth
#

so i added a mod that was supposed to make more structure stuff and its not showing up in game

waxen cedar
marble jacinth
waxen cedar
#

so... anything before this week

marble jacinth
#

so everything

#

lol

#

i guess ill wait till the mods get updated

random sorrel
#

So, I have this issue where i get the reshade bar on the top left of the screen telling me that it's unable to save current preset.
Thing is, the game's a vanilla, unmodded, fresh installation and I never installed reshade in it. Can anybody help me remove it pls? Asked on #nms-questions and they redirected me here

fallow meadow
random sorrel
#

I have Gshade installed for FFXIV

#

the thing is, so has my friend who plays with me, but he doesn't have the bar on top

fallow meadow
#

There are still ways to disable it for games/applications, but the default used to enable it for all Vulkan apps/games. So maybe your friend has it setup differently

random sorrel
#

do you know how to do it?

fallow meadow
#

Disable GShade and check?

#

Check the GShade FAQ on the gposers website, it does have uninstall instructions. Not sure about disabling, as I am not familiar with this ReShade clone

random sorrel
fallow meadow
#

Maybe that does the trick, give it a try

random sorrel
#

it was already like that before i opened it, however...

fallow meadow
#

Then it likely still interferes. Maybe you can check if it launches (or part of it) upon startup?

#

You can do a clean boot perhaps and check NMS?

random sorrel
#

nothing on startup either

fallow meadow
#

I am pretty sure this is your culprit application. Not much I can do to help, as I don't know the application, so all I have is some basic suggestions, where I am almost convinced an uninstall will solve your issue

random sorrel
#

i always do a clean boot with only the necessary mobo software

#

wasn't there a universal reshade uninstaller somewhere?

#

i might have installed it for witcher and ff 15

fallow meadow
#

The FAQ is a nice pdf, with Chapter 3 = How to Uninstall

#

Alternatively, ask your friend how they have it setup. Pretty sure they know more than I do

merry wasp
#

not sure if the readme on this is... understandable for people

random sorrel
#

yeah I guess that would do...

tidal smelt
#

It seems that MBINCompiler got updated

obsidian tree
#

lol, beat me to posting my own link! ๐Ÿ˜…

tidal smelt
#

LOL, yeah I randomly checked the github and it was like "released 2 minutes ago"

hearty wasp
merry wasp
hearty wasp
#

it's exactly what you think it is

#

whatever it is

merry wasp
#

@hushed bronze quick question for ya, someone else is maintaining your mods right? Can you explain how it works?

waxen cedar
hearty wasp
#

Xbox helmet

waxen cedar
#

Oh that

#

Visual design at its finest

hearty wasp
#

looks like the OG xbox

waxen cedar
#

Any indicators if the launch locker is going to be a QS item?

#

Sure hope it won't end up like the starship race initiator

fallow meadow
waxen cedar
#

These new freighter parts seem very off. They are base parts but seem to be more fitting for derelict stuff.

Also the railing doesn't make sense in current freighter bases as it breaks the illusion when you can see through walls and such

hearty wasp
#

they've been a thing for a few updates now tbh

#

the models, that is

#

it's how I put em into Eucli-ea

hearty wasp
#

here we are.

#

I like that whichever angle I shoot him at

#

he looks psychotic

viral badger
merry wasp
#

@hearty wasp maybe a new idea for you, a bikini sean skin for the minotour ๐Ÿ˜„

hearty wasp
#

I mean, I have the thomas mech with Sean head model already

#

if I learn texture paint in blender I can draw it on

fallow meadow
fallow meadow
hearty wasp
#

I was referring to the freighter rooms

idle patrol
#

Is the updated MBIN compiler out yet?

hushed bronze
# merry wasp <@!291002647744479232> quick question for ya, someone else is maintaining your m...

Mod updates rarely require meaningful changes. Usually if a mod breaks its because there are minor changes elsewhere in a file like adding one line. When that happens, the game's executeable is also updated to look for those changes and work with them, but an older file lacking those changes will fail, and often crash the game. An updater will take the changes made to older file versions and apply them to a copy of the newer file, so the same changes are made but the new version will have the official changes as well, so compatibility continues. Babscoole is handling that for me using AMUMSS, and on nexus I can grant perms to other members to manage the mod pages and uploads as well

hearty wasp
#

define "updated"

#

it gets updated daily but it doesn't mean it's 100% working for the new version

hushed bronze
# idle patrol Is the updated MBIN compiler out yet?

Its always several days before the compiler reliably works for a new update. Rule of thumb, expect many mods to be unfixable for about a week. Lucky mods may come sooner, but nearly all modders are at the mercy of the Compiler

#

This one in particular seems to have caused more headaches than usual for the Compiler's programmers, so even a week might be optimistic

idle patrol
#

Darn

unique night
#

ah, mod updates have happened

#

i'll have to download plantary flight fixes tomorrow.

#

Maybe snappy industries. Hey, is there a mod that adds snapping points to like

#

the wood/concrete/alloy walls and floors

#

so its not just the round prefabs

vale iron
graceful turtle
#

awesome

#

is there any chance of something similar with the minotaur hardframe?

vale iron
#

That's what I'm looking at right now. I have to find the files

#

I think they might be using material colors, which would be harder to find, but easier to change

graceful turtle
#

Ah cool, thanks

unique night
vale iron
#

AMUMSS is what a large portion of the community uses to create mods. You can use it to merge some mods, though some people find it hard to use

unique night
#

I gotta get to bed for now, but I'm seeing a number of mods that look nice. Definitely want the ship-hover-in-atmo one

#

i'd also like to see a, hm

#

increase draw distance for things like di-hydro crystals

#

you have to basically have your ship's nose against the ground to see them and its probably the same on foot from 50u away

#

If you find a good mod for stuff like that link it for me to come back to tomorrow

vale iron
#

Anyone able to import 3.8x scenes into Blender? I saw some people looking at the new freighter pieces, but all my imports fail

teal lance
#

Is there a mod that allows you to recolour the sentinel hardware for the minotaur?

hearty wasp
#

no

#

there'll prolly be texture mods for it soon enough

#

if not, you can always do it yourself

vale iron
#

Almost done

#

Is there a particular color you want?

hearty wasp
#

Hot pink

vale iron
#

Always the first request, so always included ๐Ÿ˜›

hearty wasp
#

Lmao

#

It's p infuriating that vehicle/suit colourisation involves a whole ass table

#

But then the multiple patterns thing kinda necessitate it

teal lance
obsidian tree
magic lava
#

Thank you for your hard work

hearty wasp
#

I'm kinda sad that no one ever noticed the bubbles

waxen cedar
magic lava
#

Someone asked me a random question about it I don't recall though

#

Did you replace the glyphs at portals with Sean? When you charge them up, and on the ring?

hearty wasp
#

well not yet

#

imagine 16 different Sean expressions

magic lava
#

Lol

hearty wasp
#

and yes that includes anything Sean related

weary ruin
#

PLEASE NOTE
All users of MBINCompiler:

HG reverted the .exe to the earlier version 8223629 in the latest upload on steam, so changes made by 8232836 are erased (for now) in the .exe

Some changes to MBINCompiler need to be reverted too and changes to structures for 8232836 may or may not be right for 8223629 (meaning be patient again)

Hoping HG drops 8234313 soon so we can go forward again...

#

AND drops 8234313 on steam ๐Ÿค—

unique night
#

im not really up to trying to use AMUMSS...

#

i'll just try to get planet flight fixes working

hearty wasp
#

you just run a bat by double clicking on a file

#

you should really try to use it at least once

#

else you're really limiting your choices

unique night
#

i just got a bunch of error messages

#

and i dont really have the energy to deal with stubborn mod troubleshooting rn.

#
Product Version:   2.0.1.5
LibMBIN Version:   Undetermined
AMUMSS Version:    3.9.5.94W

OS Name:           Microsoft Windows 10 Home
OS Version:        6.2.9200.0
OS Platform:       x64
Physical Memory:   56.97GB / 63.93GB (Free / Total)
Virtual Memory:    131,067.30GB / 131,072.00GB (Free / Total)

Error Output:
System.ArgumentOutOfRangeException: StartIndex cannot be less than zero.
Parameter name: startIndex
   at System.String.Substring(Int32 startIndex, Int32 length)
   at NMSPCBANKSExplorer.FormNMSPakExplorer.FormNMSPakExplorer_Shown(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnShown(EventArgs e)
   at System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
   at System.Windows.Forms.Control.InvokeMarshaledCallbacks()``````
if you're curious
#

im not even getting the 'mod warning' startup

#

so its possible i cant even get the basic ones right

hearty wasp
#

have you tried running BUILDMOD first

#

actually I can see you prolly haven't since you're not on the newest version

#

so run BUILDMOD a few times in succession until it doesn't update itself anymore

unique night
#

i already tried it a few times in succession

#

do i need to just

#

keep doing it until its personally satisfied or

hearty wasp
#

and it doesn't update itself?

unique night
#

i did it a few more types

#

leading to it automatically working without seeking updates after

#

what, 6 total auto-updates

#

most programs check for updates once and then download the latest; they dont need to do it in six stages

hearty wasp
#

ok, run it and tell me what version it tells you it's on

unique night
#
 CurrentVersion = [3.9.5.98W]

 ===> No further update currently available```
hearty wasp
#

ok, now it should work

#

if any of your mods provide a lua file

#

put that into the ModScript folder

unique night
#

pcbanks explorer doesnt immediately crash this time at least

hearty wasp
#

you don't need it if you're not making mods

unique night
#

right...

#

so, where do i put my downloaded mods and where do i put the processed ones to make them work in game

hearty wasp
#

this page has instructions for paks

#

for luas, you just put the lua files into ModScript and run BUILDMOD

#

it'll ask you if you want it to put the generated mods into the proper palce for you

#

just press A when that happens

unique night
#

i feel weary even looking at this, but i'll take it into consideration. this should at least get my paks working.

#

aha

#

well, the one mod i was aiming for works

#

and thats probably good enough

#

least for now

hearty wasp
#

cool

#

godspeed

unique night
#

its got a 'not updated for sentintel yet' warning which is a good sign

#

indicates mod author is aware and on top of it

hearty wasp
#

gumsk may have something similar but I don't remember

sterile fog
#

any mod that makes exotics land.... faster?

#

like, my exotic takes SO LONG to land, it just hangs in the air for like 4 seconds before going down]

hearty wasp
#

search "ship" or "landing" on Nexus?

#

it had been done before but I dunno if someone's still doing it

unique night
#

is it unique to exotics?

weary ruin
#

@hearty wasp Good work helping with AMUMSS!

lime mesa
#

can someone here make a mod for me that put snapping back in freighters for the stuff thats not snappable anymore

#

idk if this is too much to ask for

sterile fog
unique night
#

Curious.

#

Also, is there a mod to let starship weapons target sentinels on planets?

#

With a mod to let you hover your ship it becomes clear most projectiles pass right through them

#

Save for your lasers

vale iron
#

Do they pass through or do no damage? There's a table that defines how much damage different types of things take from different weapons. They may have the sentinels at multiplier 0

unique night
#

pass through

#

dont hit

#

if they have splash damage and hit the ground near the sentinels then they take damage

waxen cedar
#

Apparently rocket lockers are also portable chests that store their item data inside even when carried in inventory

#

this is new

hearty wasp
#

I mean, it's just a physics object and an inventory

hearty wasp
#

ey was someone talking about a broken tech snapping mod?

#

I'm wondering how broke it is

obsidian tree
#

Also, for anyone not in the modding discord, I have been working on redoing my audio editor, just released a new version of that now... It has no github page yet because I need to get my shit sorted out for that repo, but I'll get on that as soon as it's mature enough...

hearty wasp
tidal smelt
#

is there any up to date mod that removes settlment timers?

vale iron
tidal smelt
#

Nice! Thanks

hearty wasp
#

just enabled them to have the new exosuit parts

unique night
#

save editing indicates that storage containers can be made larger already

#

id like to see a mod to expand them to be max size by default

#

they start at 20 and can edited to 48 as it is

#

given that they're gigantic pieces of powered industry id say its fair lol

umbral perch
#

so for modding no mans sky, does it matter if the my game is using the latest version? i see mbin uses experimental

obsidian tree
#

We always target the absolutely latest version as it allows us to stay ahead, so if we get it working for experimental and then experimental is pushed to public, we already have a version that works

umbral perch
#

and im confused in what to change for cmkNMS release

hearty wasp
#

depends on the mod you're installing

umbral perch
#

not installing creating

hearty wasp
#

then depends on the compiler version you're using

#

see monkeyman's msg

umbral perch
#

where?

hearty wasp
#

above

umbral perch
#

so would i just leave the .txt alone?

#

the video mentioned in this sub tells me to duplicate a line and change it but idk what to change it to, im pretty sure 3.81 is the latest and same with mbin

hearty wasp
#

are you using the C# mod builder?

umbral perch
#

yeah

#

just got a bunch of errors trying to unpack the game files ugh

hearty wasp
#

I don't personally use that, but cmkushnir comes up here relatively frequently

#

but we have a channel dedicated to it in the modding server

#

I forgor the command

#

!moddinglink

hardy auroraBOT
hearty wasp
#

eyyy

umbral perch
#

joined

steel crypt
#

NMS public is 3.82 and latest compiler 3.81-pre3 works on that version.

lime mesa
#

does mission progress still break at wires?

sudden wasp
#

Who will rid me of these meddlesome asteroids?

steel crypt
#

DUD'S SKY on Nexus mods will have an asteroid mod you might like as soon as I can update it. Maybe within a day?

sudden wasp
#

@steel crypt Thank you! Iโ€™ll watch for it. Iโ€™ve been using some of your mods for years now on and off - i really appreciate your hard work and creativity and your efforts to keep your mods updated. They have helped me to almost 3K hours of well-spent time. Again, Thank You!

raven dew
#

What will happen to my bases when I install the improved planet generation mod?

umbral perch
#

im not sure that mod is up to date

hearty wasp
#

if it doesn't , it will not

#

you can extrapolate the result

vale iron
#

@regal birch How fast backwards do you want to be able to go? And you only want to change it for planets, right?

steel crypt
#
#

@sudden wasp ๐Ÿ‘†

zenith skiff
#

Wish someone would mod in "Aircar" type control :):)

hearty wasp
#

well there's always time to keep wishing

steel crypt
#

I mean just out of curiosity....what is "Aircar"?

hearty wasp
#

more 6DoF I guess?

steel crypt
#

In that case it could be done. You could make that thing just flip all around like a baseball going through the air. Not my cup of tea, but could be done.

round sinew
#

@smoky wing hey, i'd like to donate a few dollars so you can drink a cup of coffee or something you like - but you don't have a donate button on your userprofile on nexus mods. any other way we can do this?

sudden wasp
#

@steel crypt ๐Ÿ™๐Ÿป

slate veldt
hearty wasp
unique night
#

An asteroid mod, huh? Be nice to have asteroids placed into easily blasted rings rather then all over.

#

Still thinking about that container mod I want. Might be something I can throw together as a script myself, but I'm doubtful

regal birch
hearty wasp
steel crypt
slate veldt
#

I didn't go to any weird biomes though, i dont think

idle patrol
#

Could I maybe edit the JSON file to fix my glitched quest?

idle patrol
#

Nope

idle patrol
#

The sentinel quest

#

Or somehow skip the message to the terminal at the settlement cuz I havenโ€™t gotten it for like a week

vale iron
#

What step are you on and what is happening?

#

@regal birch I'll have you a mod in about 5 minutes, if you have time to test it

idle patrol
#

Iโ€™m on the lost watchman and I just donโ€™t get the anomalous message at my administrator terminal at my settlement

regal birch
#

I might

vale iron
idle patrol
#

Ok

#

Iโ€™m there

vale iron
#

@idle patrolGo to PlayerStateData\CurrentMissionID

idle patrol
#

Ok

vale iron
idle patrol
#

Iโ€™m there

vale iron
#

What is the mission name?

idle patrol
#

โ€œ^SENTINELS_1โ€

vale iron
#

ok, that's what I thought. Now go to MissionProgress, then search for SENTINELS_1. It is case sensitive, unless you uncheck the default box

idle patrol
#

Ok

#

Iโ€™m there

vale iron
#

What is the progress number?

idle patrol
#

21

vale iron
#

Probably 27 or so

#

Ok, now you get to play around until you get something that works. Try advancing it to 25, saving twice (once in JSON, once on main tab), then reload

idle patrol
#

Ok

fluid bough
#

heyyyy

#

nms has mods!!!

vale iron
#

It does indeed

idle patrol
#

What is the sentinel_pre?

fluid bough
#

๐Ÿ˜ญ๐Ÿ˜ญ thats lit

vale iron
#

I don't know. I never had to mess with it. I got stuck at 27

idle patrol
#

Ok

fluid bough
#

@vale iron i dont have any mods for nms, would you suggest some useful ones , im on xbox

vale iron
#

You would only be able to use them if you are using GamePass to play on PC, unfortunately

idle patrol
#

@vale iron it worked thank you so much

fluid bough
#

word

vale iron
#

Awesome!

smoky wing
round sinew
regal birch
#

@vale iron

vale iron
#

PCBANKS\MODS, not GAMEDATA\MODS. And you have to delete DISABLEMODS.TXT from PCBANKS

regal birch
#

it works great!

#

thanks so much

vale iron
#

No problem

lime mesa
#

someone PLEASE add more seats on the vehicles, it would make traveling together so much more easier

vale iron
#

Not likely a moddable thing

steel crypt
#

HG would have to do some networking for it.

#

Unless itโ€™s in there somewhere already.

proven dock
#

I have read there are mods that both partially uncap ship speed and fix some pop in issues- is this common knowledge / accessible? I don't even know where to look :( think it's kinda sad that we can raise land speed up to 5kish but only actually move at 500

vale iron
#

Probably SENTINELMECH, SENTMECH, SENTINEL_MECH, or SENT_MECH. Those are just guesses though

vale iron
#

You can try just MECH, though I doubt that will work

minor moat
#

may or may not help, but the name it shows ingame (likely an oversight) is SENTINEL_MECH_NAME, could help find the ID?

proven dock
hardy auroraBOT
merry wasp
#

Check there

#

Otherwise bibthink digging into the files yourself is best way, some people on modding discord might have an idea

#

!moddinglink

hardy auroraBOT
hearty wasp
#

I mean it's more helpful than trying to find something that may not even exist

proven dock
#

Just a personal gripe though, if I told people go just go compound medications themselves instead of doing it for them or giving them info I'd be called an arse in my expertise

hearty wasp
#

I mean you're talking to someone who's whole shtick is telling people to learn to mod because the modding community has been minuscule for years

proven dock
#

I literally just asked if something existed after hearing about it on Reddit

#

A "no"is eons more helpful than "nou" and

#

K? I mean, again doesn't really look like I indicated any coding of program editing skills, hence me asking about a mod's existence. Oh well though, I'm getting preachy

merry wasp
#

Never intended to be trolly tbh, you mentoined, that there were mods that increased land speed to 5k, so i assumed you already looked on nexusmods, but didn't find what yiu wanted. Hence why i offered to make your own mod.

proven dock
#

For nexus mods, I did look into it but for some reason quite a few mods don't come up under no man's sky- now that I took a direct link to one from the mods discord there's a bucket load I couldn't find before

lime mesa
#

Any chance I could get some assistance with audio modding? It's become quite clear to me that the article posted on fandom.com is either horribly out of date or missing key information.

#

Please ping or DM me if anybody is willing to help.

ocean pond
#

What's the rule around "Cheat Mods"

neat thorn
#

Baka

hearty wasp
hardy auroraBOT
hearty wasp
#

join the modding server and find #mod-audio

lime mesa
ocean pond
stable pelican
spring wedge
#

anyone got a mod for the expedition rewards

#

@ me if u do

vale iron
spring wedge
#

thanks, friend :)

hearty wasp
#

shrinking down the vanilla basebuilding categories so we can fit more modded contents

#

before this, the Kibbles N Bits category was completely inaccessible due to an overflow somewhere in either the UI or the build menu

#

now mods can work in harmony and no longer be squeezed by vanilla groups' bloating

hearty wasp
#

here it is with vanilla categories condensed, Eucli-ea. Kibbles N Bits, and Ultra Base Building all installed

#

over 2000 new objects have been added in this screen and now completely accessible for building

jolly rivet
#

Any mods for stoping the screen from bobbing when walking/running?

vale iron
#

Just search 'head' on Nexusmods. It's like the 4th one

hollow jacinth
#

after the 3.8.2 i havent been able to use any mods

#

tried mod manager/ manual , nothing works , no crashes either , just mods not enabled in real game instance

sweet widget
hollow jacinth
#

tried mods one by one , and the ones that are for 3.8.2 only

hearty wasp
#

did you delete the txt

hollow jacinth
#

yes

hearty wasp
#

what's your mod install path

hollow jacinth
#

now reinstalling whole game

#

its on archive disk on steam folder , steamapps common nms

#

paks files were there

#

and besides , the mod manager automatically found the path

hearty wasp
#

is your MODS folder inside GAMEDATA or PCBANKS

hollow jacinth
#

and it worked before 3.8.2

hearty wasp
#

check it manually

hollow jacinth
#

cant right now , already reinstalling , but i will , in 30 min or so

hearty wasp
#

mod managing software is far from infallible especially for NMS

#

Vortex hasn't been working well with NMS since 2.7

hollow jacinth
#

but it worked fine before 3.8.2

#

im not using vortex

#

im using community edition of nexus mod manager

#

vortex sucks

hearty wasp
#

if the game is using any mods you'd see the mod warning screen, and it detects em with the exe, and I don't think there's much margin of error for that

#

so usually the issue comes from the way the mods are installed

hollow jacinth
#

yeah never saw that screen after sentinel update

hearty wasp
#

yeah

#

that prolly means the mods are not installed properly

hollow jacinth
#

so which folder is right ?

hearty wasp
#

which goes back to your managing software of choice

#

the MODS folder should be in PCBANKS

hollow jacinth
#

in NMM i can manually specify where to isntall mods

#

thanks for the info , will test it soon

vale iron
#

And triple check the disablemods.txt file

hollow jacinth
#

rechecked everything , and got stuff working after reinstalling nexus mod manager

cunning lark
#

Is there anyone familiar with modding and using save editor on a PS4 I had some questions

hearty wasp
lime mesa
#

Anyone able to test if you can save edit colours to the quad companion from exp 5

steel crypt
#

1 problem. The quad companion is not the quad companion. So, coloring it would do no good.

lime mesa
#

anyone has a list/recommendations for Qol mods? thanks

vale iron
zealous hill
#

Where can i find mods for NMS?
I am looking for a way to make more changes in the graphics settings

vale iron
#

Nexusmods

zealous hill
#

Muchas Gracias

slate veldt
#

k, run the standard bat

#

it should know where your save files are typically located

#

try the 4G one then

#

you already installed java?

#

try running as admin

#

select that st_ file

#

figure out which game slot is the correct one

#

look at the save dates

#

easy peasy

#

Discoveries tab

#

Known Technology

#

sorry, Known Products

#

yeah, i cant remember its specific name in the code though

#

save changes, exit the save editor

#

start game, load save, build terminal

#

sure, i guess

#

unlocked for that save file

#

or you could play and unlock it normally

#

dont let the save editor kill the game for you, thats all ill say

#

its a great tool for situations like this

#

we're still assuming it will progress the mission.
i hope it does and doesnt make things worse by mistake

fiery flint
#

I don't mod, but don't suppose one of you guys knows the build height restriction? I'm curious

vale iron
#

1000u above terrain level or 2000u above sea level, whichever is lower

zinc snow
zinc snow
#

You'll need a lot of ferrite, though

#

just a heads up

fiery flint
#

Oh, yeah, id imagine 2 stacks of pure ferrite is no where near enough xD

slate veldt
#

Hey @vale iron, i probably asked long ago but any chance this is possible?
custom ship mod that just removes the squid tentacles and makes the upper portion larger?

zinc snow
#

People have modded in custom ships from Star Wars and other popular franchises, so something like this definitely seems possible.

hearty wasp
#

just comment out those parts and you're good to go

#

just disregard the invisible ass

#

eh, this looks better

#

just scale up the cockpit_A reference node

slate veldt
#

Possible to sneak in the royal landing legs?

#

Or wait...i actually dont remember what the landing legs on a squid even look like ๐Ÿคฃ

hearty wasp
slate veldt
#

reminds me of those cheap wind up toys lmao

vale mason
#

Does anyone know what file the data which determines how fast your hazard protection falls in different game modes (IE, classic vs survival) is stored?

#

in the unpacked files, that is

lime mesa
native current
#

There's some way to see random hosted games?

lime mesa
#

So I made this big table, but you cant resize chairs so I was wondering if someone could make a mod to to change this, and I want the character to be the same size when he sits down in it

vale iron
#

gBase should let you resize anything, as long as you don't try snapping it

#

I have no clue how the interaction would work with it

hearty wasp
#

just like snappoints

#

there's a reason they aren't scalable in vanilla

vale iron
#

That's what I was guessing. Too bad

odd stag
young zealot
#

Does anyone know if there is a mod to allow 8-Axis movement like almost every single other game that you fly a spaceship in? It's a huge disappointment that the movement of spaceships is so primitive in this game and that this issue has not been addressed or fixed as of yet. Not being able to strafe, fully stop your ship, nor move up or down, is something that makes flying in space extremely difficult.....

hearty wasp
#

don't think we can make em

#

the up and down part, specifically

#

there was a space drifting mod I really liked tbh