#nms-modding
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if I can get this down I have big ideas for it
Like, planet big. With 10,000,000 health lol
but for now, I just wanna get freighter wrecking working right
and this is the last thing
Hang on, three things?
Entity files. :p
I said, entity files aren't all that's required to make a new object destructible. More or less.
I just don't know what else.
You listed material, collision, and scene: three
No worries ๐
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
there are zero mods I can find that add any new destructible things not already based on something destructible
Though, that's all I can find.
I might have something
HULLPANEL, HULLBOTTOM, HULLTOP, HULLSIDEA
These are all folders in accessories
and none of them have entity files, much like the other non-destructible objects
Found this
do you mean no standalone entity files or no entity attached
those are 2 different things
Did someone ping me here? I can't find it ๐
role ping
<---- Was setting a new pin
I couldn't find a single entity file related to those objects.
so you did dig into the scene exmls?
A bit yeah, doesn't look promising but today I'm gonna try some other ideas
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
or it's the wrong scenes
You can remove ALL shootable and destructible data from asteroid entity files, they still get hit. Still break.
And I searched every scene I could find last night to do with asteroids, nothing obvi jumped out.
The only diff removing destructible etc from entity file made was, debris didn't spread out after they broke
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
but instead, the projectile that hits it
not really
I think the ore deposits and the chunky asteroids uses a table and are hardcoded for their voxel destructibility
but I'm still p sure if you look into things like planetary rocks and plants they're controlled by the entity
the exe prolly
The exe... I'll try IDA or Ghidra. And no, you're wrong, go do the research I did.
Strip the shootable and destructible components completely from all entity files related to a normally breakable object, try it. :)
It'll still break, just... weird.
I did
that's how I added about 300 rocks
into Eucli-ea
well, 300 rocks and plants
same same
That's not stripping shootable data.
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.
I don't think you understood me properly
I made em indestructible in the process of adding em as buildable objects
.....
that means it's the object class
it has nothing to do with the model or entity at all, it's how the object is loaded in
or they're sketchnode related
or they're trigger action related
can't really check the former tho
since iirc the freighter cargo pods change into a "destroyed" model once you shoot it right
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.
I mean asteroids have no destroyed model except big ones.
it can be a sketchnode detecting damage and then activating different mesh nodes that way
I mean I can't dive into the files
but I'm trying to narrow down what could be the cause
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
I've completely overhauled every aspect I wanted, except this. And I will find a way.
nonono I'm not saying it's impossible to break something
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
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.
Like a cyclotron ball is a physical thing in the game, apparently. It's not just a raytraced shot.
ye
projectile table does define what kind of damage a projectile deal I think
but doesn't define what it can damage tho
maybe the damage type can define what it can damage but scene wise I'm not so sure
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.
most of what we've tested was on players and cars and only splash damage has any amount of difference to direct hits
Oh I did all kinds of things with proj tables!
I can tell you all about it if you like
does space station even have a shootable data ๐ค
oh ok
maybe used for trigger a wanted level reward
cos that's what shooting the station does
Naw you can do that just just shootable data
I can make hitting anything trigger wanted
i.e. I already made hitting a ship hull a one star offense
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.....
hang on
how does the game know that basic mining laser fire is too weak to break a facility door...
how does it know that a weak boltcaster can't break it but a strong one can
'cause you can hit 0's on those too, right?
RequiredTech
shootable data
basically same with the power glove for picking up plants
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?
Like a newb boltcaster will hit 0
but an endgame will damage it
Bet the station is doing the same thing, it's not taking damage from weapons due to them not being powerful enough
so where's the resistance table
/data
There has to be someplace that governs how resistant to any kind of damage any one thing is
I thought that was entity files but xD
maybe
'cause I assumed it multiplied the existing damage but... I can try that
you can prolly check the entities you mentioned as well
for the doors at least I think they're in uhhhh
I can find 'em :) thanks though!
I thought of another less promising thing too
it seems this is an issue mostly with procgen objects
well my memory is going away anyway
so, it could be that the model is actually surrounding the hitbox
rocks and trees are proc gen as well
well the outside part's hitbox covering the inside's
^
since the hull and the bridge are at least 2 separate parts
and the fact that the hull is often multipart itself iirc
Oh I applied damage etc to both those entity files, and that works. I just can't damage it. Here look at this...
I added autotarget to the hull :)
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
I haven't the foggiest idea how to stretch a hitbox, though
with freighters I think they're mesh collisions
so you ain't changing those
maybe just make up some new primitive ones (cubes, cylinders etc) under the existing one
It's just so damn strange. One would think it'd apply the hitbox to the entire model.
To do all this research I've been comparing the ships to three things. Asteroids, cargo pods, and turrets.
I've matched everything from any one to the ship, spare for changing the scene.mbin called
Just for kicks today I might try loading a scene from something totally wrong like an AI fighter, see what happens
wait no this can't be a thing
stations are procgen and you can hit those
and that autotarget points to the tail thing on the back/bottom
my wife pointed out
procgen anomaly encounters such as the containment field, asteroid larvae, etc all take hits of 0
I didn't even know they can get hit
yeah the asteroid larvae will even scream at you and hit you with a tractor beam
oh no most of them can
child of helios can be hit too
just for 0's again
now that I think about it, p.sure the containment field can be wrecked
but not the larvae, not the atlas one, etc
hey uh, can you tell me something?
I noticed a setting in some file, idr which now bit I can find it again
"LaserHealthPoint"
it's not the damage output of the thing in question, and I can't figure out what exactly it does
I also noticed that projectiles have "life"
I thought it was time until culled but, no
๐ค
I wonder if the damage numbers are in the UI...
That would kinda make sense. It is a UI effect, showing the numbers.
mmm, maybe check a gun projectile against the grenade for life
Good call
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
I'll try a few things
if a shotgun has more life than the mining laser there's a good chance that determines how "hard" the projectile is
well I don't see a Life param in GcLaserBeamData
it's in tables>projectiledata.mbin
search "life"
everything about every shot item is there, even autonomy
yeah I'm looking at the struct in the compiler's github lol
that've over my head bro this is day four for me xD
Only reason I took to it so fast is I came from Minecraft before NMS
it's just the defined structure pieces of the data
AMUMSS has an explorer that does this too
I've heard the best things about that in terms of keeping your mods compat up with new vers
but yeah boolets and lasers are defined in 2 lists
gonna get it for sure next update
two huh
hmmmmm
can the mining laser ever damage a door even maxed out? No, right?
'cause I know the projectile list contains drone lasers and uhhh possible vehicle lasers, as well as all ship lasers and projectiles
in fact I used it to double the speed of laser pulse fire in space
ye it prolly does
they're light, idk why tf they were going so slow xD
drone lasers are the sentinel one right?
like the one that's a streak but not a continuous line
The prerelease ship.
The red T-Wing
it's a beta sentinel ship more or less
can be modded in
I think the streak ones are still projectiles
lasers I think are just the continuous lightbeam ones
the ones that does an infinitely long line
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!
Mostly 'cause in huge battles there was WAY too much green
this list even has properties for all the projectiles you shoot on the ground, and all the ones anything can shoot at you
even fiend and scuttle spit
oh also, this is the place that has the controls for the bullet scaling
know how your shots vanish pretty soon in space? I have mine set so that they become tiny pixel specs before vanishing.
that sounds really nice actually
It does
necessary, I raised combat effective distance to a max of 20ku
I also massively increased the render distance of traders/pirates/fighters etc
you can see their trail as a tiny dot from about 500ku
strangely, there was zero performance impact?
mostly empty environment I suppose
this "making things break" issue is my last roadblock before I can release this mod which... basically makes combat "work"
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
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.
Sorta like at some point, HG decided it was better to tone it down and make it a more casual game.
lmao projectile data has a seed option?... why? What would happen if I told it to use the seed?!
๐
I may have found it
at least for asteroids?
<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>
this is in the projectiletable for the cyclotron
looks like the specific particle effect when hitting the object
One way to find out... chop it out and fire on one!
shootable data does have a ForceImpactType that defines the type using GcProjectileImpactType
I'll be sure to give that another look as well
<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>
What exactly is "MaterialParams"
Also I noticed something
There's a "shield"
it's a shootable, non-destructible object with the material filename "FORCEFIELD_MAT"
it's in models>common>spacecraft>industrial>frieghter_a
there's also a related entity file
params for the material
it's not really defined within the material itself
we p much just have educated guesses based on the flag sets in the material
since the material params have to be in a specific order
we think it interfaces with the flags based on the place in the stack they are
that's a pre-release freighter
this one I think
Naw we have that one, it's a cargo ship
but okay thanks that helps!
would explain why nothing I can find will display the name override I gave the shield
digging a bit deeper it seems like that prerelease ship was supposed to be way more complex than the ones we have now mechanically
there was even a ShieldPSU object, suggesting we were initially intended to take out a shield unit to destroy the ship
Now I've seen people re-enable drone ships via mods. Would that be possible with freighter_a?
'cause I'd love to mess about with it, see if I can get it working again
is ther any mod to disable/hide the tooltips specifically?
or rather, any way of achieving that?
Trying to merge mods, and what is AMUNSS doing?
do you have non-ascii characters in your file path perchance
looks like it had trouble finding your NMS folder (if you have set it up in the appropriate txt)
>>> Checking Path to NMS_FOLDER...
[7;93m Path to NMS_FOLDER is >>> GOOD <<< game files found [0m
>>> Updating NMS_FOLDER.txt
"D:\Program Files (x86)\GOG Games\No Man's Sky"
After checking the files in ModScript it then seems to start going through all the folders on my C drive.
And then I have to abort it when it starts causing everything in my OneDrive to start downloading.
Issue turned out to be a Windows $PATH conflict.
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....
@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.
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
What does everyone think of the No Man's Sky Fantasy mod?
link?
so which descriptors allow you to ride the pet?
I'm assuming I can attach such descriptor to any unridable animal type to make it rideable
would you need to define a mounting position too
well, see....that is the tricky part lol
NMS Mod Builder has a script to hide the notifications in the bottom right, and adjusts the timing for other notifications so that they only show for 1/2 sec.
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).
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
you need to define which joint the player rides on in the entity
see HoboTown for a demonstration
@vale iron hey before atlas rises ui in the galactic map was hideable
its not possible anymore
there always ui ni matter what
I'm very confident I couldn't make it a toggle. The best I could hope for is to always have it hidden
i asked a mod he said it was maybe hidden posible
@vale iron how the SR2 model going?
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
can animals that fly very high land with companion pet unlocker installed?
nvm
if they can't land in vanilla they don't have the animation for standing on land
I'd happily see them A-posing tho if given the chance
You can post or ask links to the mods here?
ye
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)
!CreativeHubLink
hey, sort of forgot about this but i believe it's been at least 36 hours
so who's gonna do the mods broke pin again
Probably going to be a while before I can get to it now, with the new update out. I'll try, though.
NEW UPDATE 16/2/22 MODS BROKEN
many changes to make. This one may take a little while guys, so hope y'all patient! ๐
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?
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?
To do it properly, do the transfer first, then go back on previous platform to delete the bases before re-uploading them on the new platform.
Not sure how the transfer will go if you already updated. Might have to use the previous version save(s).
im gonna wait till the update settles, realized it'd be a bad time to try n do it
so I checked into sentinel because I've been working on that huge mod yeah?
effing telemetry I swear...
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
Sentinel official patch + Combat Evolved realism mod
coming soon lol
umm
a friend of mine got a red warning which read something about file tampering
this isn't the mod warning
is this something new? (ie user submitted issue)
cause my output doesn't look like that tbh
Is there a mod that gives the shield recharge the halo shield recharge sound effect?
maybe
What DOES the mod scene look like? I haven't really looked into it.
!nexuslink
1st 1 is the "official" site to where you can find mods
be warned new update is out so lot of mods might be iffy
gotta update this baby, imma cry
it already takes 7 mins to compile
now they added even more
oh god...
the only hope is if the compiler can decomp/recomp geo files properly
well im pretty sure some of my comments will start filling soon
and I can just add any new shit in
i have to find the new mods
but think ill update it first
then add the new shit
but for now all i can do is twiddle with my thumbs
@vale iron you on a roll? like 3 mods on the front page
does the save editor need to be updated or will it just work with the update?
Both NomNom and NMSSE should work fine with just some new fields added that have not gotten a human readable name yet.
nmsse is the one made by goatfungus right?
@thick quartz It never hurts to make a new backup for the new update though
im definitely gonna backup my save if thats what you're talking about
I saw that. I think it was just because there hasn't been a lot released lately
well gotta update my mods
but cant Q_Q
still good job on your mods
btw GMech might have become...obsolete in a way?
still gotta feel the new mech movements before im certain tbh ๐
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
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.
fast action is already up
try using Nexus
also you can tweak that in graphics settings too
something something mouse something something modifier
Do mods that alter the cockpits of various vehicles exist?
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.
Seems like the person who manages that mod also hates the delay so much they fixed it near instantly
it's also a pretty quick job since they've been hex editing the same file for like 5 years
Hey I don't care how easy it is I'm still very appreciative. Delayed actions in games is infuriating.
I was planning on starting fresh this week and trying out modding for the first time, but then the new update came out
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

you can always start a new save after you start a new save
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
so what about them juicy datamines
Hey guys, with the steam deck release right around the corner, I was wondering if the save editor works on Linux?
capes!
although capes are maybe already known?
so far, nothing crazily interesting in the names of the new classes, but we shall see once we get down to mapping them all
first time hearing about them
is it entirely separate from the custom capes on Nada or storyline NPCs?
Anyone got save editor seeds for exotic multitools?
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
p sure java is designed to work on linux
like that's one of its advertised advantages
even then wine is an option
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
Proton is using wine as well so most windows apps should run
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
stop playing the game for a week or 2
wait for the mods to update
use that time to play other games
Ok
Often mods break when the game receives an update. Due to this update being quite large, you'd likely have to wait a while before seeing updates for them. I did however understand that fast actions is already updated.
Thank you devilian I'll try to download it again
hey guys is there a mod to remove the timers from settlements? can't find one
Yes, gsettlements, but it's most likely broken right now
Oh where can I find this mod? will keep an eye once it gets updated
Nexus Mods is the only place you want to get NMS mods unless you are looking for "A hot date in your area" also.
Oh got it, thanks ๐
Corrupting save files or anything?
Very likely broken
Gumsk would know better.
Alright will wait
Other than that, no, Gumsk is good modder can trust any mod.
I haven't checked, but judging by the update notes, probably broken
Anything with the name gXXX is me
gJello is my mod for a Jello recipe, which doesn;t exist, yet
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 :))
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
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.
That has been worked-around in the upcoming 3.9.7W version of AMUMSS (that will be after the current updating of MBINCompiler for 3.80+)
tiny worm is best worm
anyone happen to know how small you can make these guys before they dissapear?
No idea mine is bigger some how but smaller looks much cooler tho
I applied java to my toaster and it did run out.
i'm not sure if this size is possible without mods, i was messing around with save editor while moving saves
are save editors updated yet?
Can no mans sky on pc game pass be modded because it says that this game can be modded
check the pins
don't think so, but it still works on saves that are on the new update, i just wouldn't touch any of the new items/tech with it yet
i was using it this mornin
oki
nothing with settlements seems to me changed really, outside of being the location of the quest start
quest start hasnt changed tho its at your settlementโฆ
get a call when pulsing in space from settlemnt
go to settlemnt fight off sentinels
quest starts on death of one of them
is there a mod that allows faster scanning
my ps5 account had this for some reason
transfered it over. Apparently someone had managed to edit in the sentinel quad pet already?
Is there a way to use a save editor to finish my settlement?
anyone looked into the missions of the upcoming expedition yet?
Can't do it anymore, I believe. It's all server side and pushed out when they release the expedition
Oh heckle.
Wait but... what if the expedition includes new models and such. Those will need to be brought in with a patch
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
Yeah, I believe it's only the expedition structure file
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
Is there any mod/s that allow you to change multitool colours?
Possibly, but most likely not at the moment as mods require updating, which will be a bit.
You could check out the Creative and Sharing Hub for seeds though
!CreativeHubLink
Yeah I wasn't think if it's updated just in general
Easiest way would be to use seeds, as modding will most likely result in something only visible on your end. The above Discord has a lot of info when it comes to seeds and even a bot able to bruteforce seeds to your wishes. Of course there are other places to look for seeds, like #explorers-archive or the Coordinate Exchange Reddit
!nmscelink
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
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
Okay thanks man
https://i.imgur.com/qbwO7oZ.png I has the multitool I used the seed thanks for the discord links ๐ 
Don't mind the damage definitely not modded at all
16k ๐ง
Yeah dw I may have modded it ๐ I only modded base damage to 100 that's all
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?
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
Thanks you mi amigo
Not a problem friend :)
@viral badger the food mods you and gleam and... requested once is on git now ๐ https://github.com/Jackty89/FoodProject

btw @slate veldt if you ever somewhere down the line are free and are looking for the code, i put it on git
Anyone who uses nms save editor it's been updated
Which one? Please and thank you ๐
GoatFungus
Thatโs great, I know this morning it wasnโt up to date, thank you for the information ๐๐๐
Thank you, thatโs the one I use, they updated it while I was asleep xD
Sorry I wasn't more specific, I probably should have been oops
Can anyone give me the golden vector?
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.
some one got a mod file with tweaked ship scanner ?
Medium updates like this (3.75 to 3.8) normally break a lot of mods, but I think Sentinel is worse than normal.
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
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?
It shouldn't break your game; you just might spawn underground or up in the air, either of which could be deadly
When you spawn in, look towards your ship and use jetpack and get in ship.
Assuming you saved near ship.
maybe get lucky
Found out my Snappy Industry mod isn't working AFTER dismantling a lot of Extractors.... eye-twitch doh!
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)
The disable mods.txt file was replaced. Though there's a good chance your mods are broken anyway
Thanks, in the end I spawned underground but the game fixed itself and placed me on the ground
Ahhh, lemme try that and see (still expecting them to be broken though lol)
ok 3 dead but snappy isnt one of them..... ooo mod warning screen, & its loading...
ITS ALIVE MWAHAHAHAHAHA @vale iron thanks!!
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
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
most mods don't work, lots of stuct have been changed due to the 3.8 gotta wait for the new compiler
business as usual, aye.
visit modding discord if you need any further help
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 ๐
(havent deleted the floor tiles yet or moved the silos... thats gonna suck & take ages)
okay so that thing
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
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
Yeah. Those were the duplicate freighters which were fixed in the current hotfix version
I think it was caused by warping to another system and the game not unloading your freighter location from the previous system
Btw, did anyone ever get images for all the worm bodies, heads, tails, and fins?
so i added a mod that was supposed to make more structure stuff and its not showing up in game
Check when the mod was last updated. It's likely outdated now
what date makes it outdated
Anything released/updated before the latest Sentinel update is likely not working
so... anything before this week
oo gotcha, thanks
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
Are you sure you never installed ReShade? You may not have done so for NMS specifically, but due to being a Vulkan game, ReShade used to then be enabled globally for any Vulkan Application. This has changed with latest versions though. I would do a thorough search for ReShade, because I can not imagine any other way for that to show
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
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
do you know how to do it?
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
Maybe that does the trick, give it a try
it was already like that before i opened it, however...
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?
nothing on startup either
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
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
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
not sure if the readme on this is... understandable for people
yeah I guess that would do...
lol, beat me to posting my own link! ๐
LOL, yeah I randomly checked the github and it was like "released 2 minutes ago"
what do i need to see?
@hushed bronze quick question for ya, someone else is maintaining your mods right? Can you explain how it works?
that a new helmet?
Xbox helmet
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
Not currently, as it would then have an icon in the Special Shop
TEXTURES\UI\FRONTEND\ICONS\SPECIALSHOP\
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
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 maybe a new idea for you, a bikini sean skin for the minotour ๐
I mean, I have the thomas mech with Sean head model already
if I learn texture paint in blender I can draw it on
I agree, these new parts do resemble the style of derelict freighter parts.
Are you talking about the same parts?
I was referring to the freighter rooms
Is the updated MBIN compiler out yet?
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
define "updated"
it gets updated daily but it doesn't mean it's 100% working for the new version
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
Darn
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
Laylaps Colors mod released
https://www.nexusmods.com/nomanssky/mods/2176/
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
Ah cool, thanks
https://www.nexusmods.com/nomanssky/mods/957
is this any good, or is there a best way to use multiple mods?
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
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
Anyone able to import 3.8x scenes into Blender? I saw some people looking at the new freighter pieces, but all my imports fail
Is there a mod that allows you to recolour the sentinel hardware for the minotaur?
no
there'll prolly be texture mods for it soon enough
if not, you can always do it yourself
Give me an hour or so
Almost done
Is there a particular color you want?
Hot pink
Always the first request, so always included ๐
Lmao
It's p infuriating that vehicle/suit colourisation involves a whole ass table
But then the multiple patterns thing kinda necessitate it
Black and white?
https://github.com/monkeyman192/MBINCompiler/releases/tag/v3.81.0-pre2
New MBINCompiler ๐
Thank you for your hard work

I did
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?
Lol
anyway most of my smaller mods are updated but there're like 20 of them so I'll just post my Nexus profile https://www.nexusmods.com/users/2666883?tab=user+files
and yes that includes anything Sean related
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 ๐ค
im not really up to trying to use AMUMSS...
i'll just try to get planet flight fixes working
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
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
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
i already tried it a few times in succession
do i need to just
keep doing it until its personally satisfied or
and it doesn't update itself?
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
ok, run it and tell me what version it tells you it's on
CurrentVersion = [3.9.5.98W]
===> No further update currently available```
ok, now it should work
if any of your mods provide a lua file
put that into the ModScript folder
pcbanks explorer doesnt immediately crash this time at least
you don't need it if you're not making mods
right...
so, where do i put my downloaded mods and where do i put the processed ones to make them work in game
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
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
https://www.nexusmods.com/nomanssky/mods/1921
looking forward to seeing this update
its got a 'not updated for sentintel yet' warning which is a good sign
indicates mod author is aware and on top of it
gumsk may have something similar but I don't remember
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]
search "ship" or "landing" on Nexus?
it had been done before but I dunno if someone's still doing it
is it unique to exotics?
@hearty wasp Good work helping with AMUMSS!
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
as far as I know, yes. all of the rest of my ships land in roughly the same speed
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
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
pass through
dont hit
if they have splash damage and hit the ground near the sentinels then they take damage
Apparently rocket lockers are also portable chests that store their item data inside even when carried in inventory
this is new
I mean, it's just a physics object and an inventory
ey was someone talking about a broken tech snapping mod?
I'm wondering how broke it is
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...
Sean & Furious: Interia Drifto
https://www.nexusmods.com/nomanssky/mods/1941
is there any up to date mod that removes settlment timers?
Yeah I just updated gsettlement about 3 hours ago
Nice! Thanks
https://www.nexusmods.com/nomanssky/mods/1017
These hobos got new clothes
just enabled them to have the new exosuit parts
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
so for modding no mans sky, does it matter if the my game is using the latest version? i see mbin uses experimental
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
and im confused in what to change for cmkNMS release
depends on the mod you're installing
not installing creating
where?
above
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
are you using the C# mod builder?
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
eyyy
joined
NMS public is 3.82 and latest compiler 3.81-pre3 works on that version.
does mission progress still break at wires?
Who will rid me of these meddlesome asteroids?
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?
@steel crypt Thank you! Iโll watch for it. Iโve 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!
What will happen to my bases when I install the improved planet generation mod?
im not sure that mod is up to date
if the mod alters terrain generation, the terrain will change
if it doesn't , it will not
you can extrapolate the result
@regal birch How fast backwards do you want to be able to go? And you only want to change it for planets, right?
All mods updated for NMS v3.82 ๐
https://www.nexusmods.com/nomanssky/mods/507
https://www.nexusmods.com/nomanssky/mods/968
https://www.nexusmods.com/nomanssky/mods/2022
Several independent mods that can be used together. Compatible with NMS v3.82
Grass, plant, sand, water, snow, & more... color mod. Compatible with NMS v3.82
@sudden wasp ๐
Wish someone would mod in "Aircar" type control :):)
well there's always time to keep wishing
I mean just out of curiosity....what is "Aircar"?
more 6DoF I guess?
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.
@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?
@steel crypt ๐๐ป
out of curiosity, was anything in particular broken with DS-C since 3.80/3.82?
I didn't notice any issues with it
https://www.nexusmods.com/nomanssky/mods/1017
I messed up and made Hobos crash the game but they don't anymore
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
Probably about -100u/s, if it has acceleration, like in space. and yeah, only on planets, cause you cant go backwards there right now.
https://www.nexusmods.com/nomanssky/mods/367
- Updated with MBINCompiler v3.82.0-Pre1
- AMUMSS Script - BUILD_ANYWHERE toggle now enables every Eucli-ea object to be built outside base boundaries
- Known issue: Daaitau-Geihai "Walker Head" decoration missing middle part of the head
With colors? Ummm let's see, Things in weird biomes would have multiple issues including not using the latest texture format for some things. The "skies" mod would have several issues and be missing new content/code that is not in the older version's globals.
I must have gotten lucky ๐คทโโ๏ธ
I didn't even notice any issues with it
I guess I'll know if anything suddenyl changes from the other day
I didn't go to any weird biomes though, i dont think
Could I maybe edit the JSON file to fix my glitched quest?
Nope
What quest
The sentinel quest
Or somehow skip the message to the terminal at the settlement cuz I havenโt gotten it for like a week
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
Iโm on the lost watchman and I just donโt get the anomalous message at my administrator terminal at my settlement
I might
Ok, one second and we can get it fixed. First, make sure the mission is active in your log. Then save the game. Open the game in save editor (I use goat fungus currently). Go to edit raw JSON. Once you get there I'll catch up and help
Ok
Iโm there
What is the mission name?
โ^SENTINELS_1โ
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
What is the progress number?
21
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
Ok
It does indeed
What is the sentinel_pre?
๐ญ๐ญ thats lit
I don't know. I never had to mess with it. I got stuck at 27
Ok
@vale iron i dont have any mods for nms, would you suggest some useful ones , im on xbox
You would only be able to use them if you are using GamePass to play on PC, unfortunately
@vale iron it worked thank you so much
word
Awesome!
Oh, hey thanks for the thought man! I don't currently have a paypal account, so never really considered it. Maybe I'll have to look into getting that setup in the future.
hey! oh, uh, well, perhaps if there's another way that you'd prefer, let me know. if there isn't, i'd have you promise that if/when you do get paypal setup in the future, you let me know so i can send you a little something, just as a token of appreciation for the work you've done.:D
unsure if i just installed the mod wrong but it doesnt seem to work. i just put it in the MODS folder, correct?
@vale iron
PCBANKS\MODS, not GAMEDATA\MODS. And you have to delete DISABLEMODS.TXT from PCBANKS
No problem
someone PLEASE add more seats on the vehicles, it would make traveling together so much more easier
Not likely a moddable thing
HG would have to do some networking for it.
Unless itโs in there somewhere already.
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
Probably SENTINELMECH, SENTMECH, SENTINEL_MECH, or SENT_MECH. Those are just guesses though
You can try just MECH, though I doubt that will work
may or may not help, but the name it shows ingame (likely an oversight) is SENTINEL_MECH_NAME, could help find the ID?
Solution make a mod yourself
Well that's helpful, guess I'll ask the Reddit since it was mentioned there.
!nexuslink
Check there
Otherwise bibthink digging into the files yourself is best way, some people on modding discord might have an idea
!moddinglink
I mean it's more helpful than trying to find something that may not even exist
"Just go mod it yourself" has to be more troll than helpful, look his much more helpful "I'm not sure that exists" is
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
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
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
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.
All good then- sorry for reading too much into it
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
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.
What's the rule around "Cheat Mods"
Baka
there's no rule
!moddinglink
join the modding server and find #mod-audio
Thanks!
Ok thanks
If you go to nexusmods.com/nomanssky you can see all the mods for the game
Consumerism
thanks, friend :)
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
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
Any mods for stoping the screen from bobbing when walking/running?
Just search 'head' on Nexusmods. It's like the 4th one
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
Just swap to external camera?
tried mods one by one , and the ones that are for 3.8.2 only
did you delete the txt
yes
what's your mod install path
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
is your MODS folder inside GAMEDATA or PCBANKS
and it worked before 3.8.2
check it manually
cant right now , already reinstalling , but i will , in 30 min or so
mod managing software is far from infallible especially for NMS
Vortex hasn't been working well with NMS since 2.7
but it worked fine before 3.8.2
im not using vortex
im using community edition of nexus mod manager
vortex sucks
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
yeah never saw that screen after sentinel update
so which folder is right ?
which goes back to your managing software of choice
the MODS folder should be in PCBANKS
in NMM i can manually specify where to isntall mods
thanks for the info , will test it soon
And triple check the disablemods.txt file
rechecked everything , and got stuff working after reinstalling nexus mod manager
Is there anyone familiar with modding and using save editor on a PS4 I had some questions
https://www.nexusmods.com/nomanssky/mods/853
Added Worm head to Fourth A Edition
Anyone able to test if you can save edit colours to the quad companion from exp 5
1 problem. The quad companion is not the quad companion. So, coloring it would do no good.
anyone has a list/recommendations for Qol mods? thanks
You can't save edit either the blue or orange quad, as they both use a fixed texture file. The best you'll be able to do is a mod reskin, which I'll make as soon as they fix the blue/orange thing
Where can i find mods for NMS?
I am looking for a way to make more changes in the graphics settings
Nexusmods
Muchas Gracias
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
I don't mod, but don't suppose one of you guys knows the build height restriction? I'm curious
1000u above terrain level or 2000u above sea level, whichever is lower
I usually just build those cube blocks really, really high until it doesn't let me anymore, then build below it.
Thankyou.
I'll give that a try.
Oh, yeah, id imagine 2 stacks of pure ferrite is no where near enough xD
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?
People have modded in custom ships from Star Wars and other popular franchises, so something like this definitely seems possible.
looks p ez
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
Possible to sneak in the royal landing legs?
Or wait...i actually dont remember what the landing legs on a squid even look like ๐คฃ
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
Cartoon cars xD
There's some way to see random hosted games?
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
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
locators stay at the same locations
just like snappoints
there's a reason they aren't scalable in vanilla
That's what I was guessing. Too bad
I just updated my Less Asteroids (https://www.nexusmods.com/nomanssky/mods/1802/?tab=description) and No Asteroids (https://www.nexusmods.com/nomanssky/mods/1888/?tab=description) mod.
Have fun ๐
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.....
