#nms-modding
1 messages Β· Page 239 of 1
Yeah, art, I wouldn't call my work art haha. A custom UI or something would just be fun to make for people
I will be honest I am just delving into modding myself, I know there is a modding discord server. Stuff like that might be on there? I can't really say for sure
v3.91.0-pre1 is the one you want to use, equates to NMS 3.93
Thank you. I would have messed up there lol
Thanks, i'll give this a go!
For a freighter battle to trigger, you can just change both those values to 0 using a Save Editor, without a problem. If you are using NomNom, there is an option for it in the default UI somewhere.
hello , anyone can tell me where is the price table ?
Of what?
There is no 1 'price' table
But its gonna be one of these
METADATA/REALITY/TABLES/NMS_REALITY_GCPRODUCTTABLE.MBIN
METADATA/REALITY/TABLES/NMS_REALITY_GCSUBSTANCETABLE.MBIN
METADATA/REALITY/TABLES/COSTTABLE.MBIN
could a be more
but those 3 should at least cover a lot
seems you really loving it (NMSMB i mean)
and yes most timers are minutes i think
cooking timer is in sec at least
but you should double check it
but now that i look at it , settlement globals etc seems all of them are in secs
thanks you β₯
it's awesome!
Do you know exactly how long they are turned off in vanilla?
All timers I have seen so far are in seconds. Def doesn't mean there aren't others. Sometimes there is a multiplier.
I don't know much about the gameplay elements there.
(In the red box) my guess would be "R_SHOW_HIVE" shows the building location, "R_SENT_OFF_W5" is a reward from the building (which is probably the value for the time they are "turned off"), and "60" is for disabling the wanted level for 1 minute after defeating level 5. Again, just a guess.
If "R_SENT_OFF_W5" is a value for the exe to turn them off then it's possible there are other values for other times/actions.
it will be more than 60s for sure
1h is much closer to what i've seen in game them staying disabled for
(haven't actually timed it)
@steel crypt ^ forgot the ping sorry
I can't find any solid info so far for the time except "for a limited amount of time"
i'm going to go in game in a bit
and will test it
will also then mod it to like half, see what's the result
I guess you could set that 60 to 1?
yep, that would work too, a shorter timer
but i'm going to time vanilla first so we can have that data too
i'll just grab some screenshots while i wait
π
even more amazing nebulas now
Something to look for:
Either the 60 is for the "off" time (in minutes) or for no wanted level for 60 seconds after level 5 defeat before turning them "off". I would guess.
Yeah when I made those, I didn't look at them from planets. I need to do that.
π
well
this test might be a bust
--kzzt--
uhm
ok so
all was going well
shutdown sentinels at 21h30
1h1m later, sentinels still disabled
1h5m later
1h47min later
after the 1h went by, i waited a few more minutes, went to the station and returned, sentinels were still disabled
i went to space again, opened galaxy map, warped out, and my game crashed in the warp loading screen "mod incompatibilities detected".
what
i've been told (by amumss) that i have no conflicts
i game for hours, never have crashes.
it decided to crash today.
Quick question with the save editor, I unlocked the expedition rewards with it but it won't let me claim the eggs or the ship and frigate
@round sinew "mod incompatibilities detected" doesn't have anything to do with mods. It's just a general crash screen. They just put that text because people will tend to remove/check their mods. Mod related crashes are usually top bug.
So did you do anything to try to mod the time or was that vanilla?
I really don't know if the vanilla "sentinels off" time is even time. Might be based on time and other conditions....or not time at all?
that was with vanilla yeah
I seem to remember they changed the way sentinel shut-off worked a short time after it came out. They might have changed it from a timer to as long as you maintain that session, with that timer variable not doing anything anymore. This is just a really vague recollection though, could easily be wrong
that actually makes sense with what i've seen like not long after Sentinels
being a session thing.
because i remember being way more than 3h in game
and it was still disabled
hmm what happens if you reload?
What were you trying to accomplish with it?
is there a mod or a script for wire glitching?
i found an old akh script but it doesnt work
just confirming how much time sentinels stay disabled π
ahh gotcha
but learning a few things along the way - that's always good/welcome
DUD'S SKY - COLORS updated v3.93.5
-Added 50 new rare black space with nebula palettes.
https://www.nexusmods.com/nomanssky/mods/968
woah!!!
dude!!!
those are absolutely gorgeous
π what
you madman
freaking amazing.
i'm drooling right now.
π
ok so going to try again the sentinel shutdown timer thing again today
but this time, i'll disable, then leave the planet/system but stay in game, and come back 1h later
also some timer are not what you think they are π
yeah, for realz
well nothing new for me tbh
im not sure if i should add hive to the exocraft scanner or not
seems OP
says me how added a crashed ship scan option XD
btw @round sinew if you want a script to test pirate timers i could provide it for you π
as i already have one, but haven't tested it yet
oh pirate timers like you mean the ones that do bombing runs on planets/buildings right?
think i saw that somewhere
I made a LUA for pirate raid timers but don't remember if I released it anywhere
ok so
i retested shutting down sentinels with vanilla times
this time
i teleported out after disabling them
went to do some cooking.
1h later approx,i teleported back to the planet i disabled them on
they were still disabled.
so it seems that if you leave the system or restart, the timer runs out as set in the game file.
looking at testing from yesterday, staying in the system, even reloading in the system, they can (not going to generalize from a single test but) stay disabled for longer than 60 which we assume is in minutes
think its seconds tbh
i looked through a few of my mods and most of the timers are seconds
i mean, then it has to come from somewhere else
maybe test this
how long does it take from lvl 5 to go back down to 4
could be that the timer is for that
well, could be
i don't usually go tolevel 5, and then wait for it tp drop to lv4
if i go lv5, i'm going to shutdown sentinels.
and i've seen
... this a fact
i've seen wanted levels take more than 60s to drop
from one level to the lower
but i can test that for sure
like could be a max timer before it disables the wanted level
sometimes there is a delay on it
afair, there isn't any
had that happen to me a few times
once level 5 is cleared/dialog option chosen, any remaining sentinels are immediately killed/despawned
instant for me is within 5s
not via the hive
so if you clear a level 5
the wanted level also gets disabled
but it sometimes doesn't happen instant
not sure i follow; if i clear level 5, all the ones that were spawned got deleted by me
yes they do, but for some reason sometimes there is a delay
at least what happend to me
so could be a fallback timer
oh, between clearing level 5, and "sentinels shutdown"
yes
i see i see
so that could be it too
but like a said
HG code doesnt always make sese
π
anyway gtfg
Would anybody know how to get a Corrupted Sentinel drone as a pet via save editor? I know how to do most other creatures but can not quite get it to work for the Corrupted Drone
Just wanted to ask, are there any female character mods? The only one i can find doesn't work on the current version. (just having some shitty gender problems rn and need to do something about it)
not that i know
hey can someone help me find out why my mods arent workin?
fastest way is ask
!moddinglink
ask in mod-help
thats shit. Gender is a bitch sometimes
does anyone know how to restart the atlas quest with a save editor?
(retyping to be less of a dick)
your xbox save is compatible with the pc version of the game. it syncs over the cloud, and that gives you access to it for save editing. the same cloud will put it back on your xbox automatically
Thanks
just gotta have game pass, so you can play it on pc through the microsoft store
gMech Hardframe Exomech Reskins Updated to 393a
- Added WHITEGOLD body reskin
- Increased color coverage. Most noticeable with gold or camo combos
- Fixed METALLIC mask and added MATTEMETALLIC mask for gold combos
- Added RED light reskin
- Updated LUAs for AMUMSS 4
https://www.nexusmods.com/nomanssky/mods/2180
Blue and black when
lol do it for the meme
If I could get the lighting right to replicate that meme, I would for sure
is there a mod that allows melee in stations ?
Anyone have any idea where the trigger for frigate flyby in space is?
If you mean the planetary ones, GCGAMEPLAYGLOBALS.GLOBAL.MBIN, FrigateFlybyTimer
In space, I don't know of any flybys there
Do save-edited custom ships work in multiplayer?
@crude cave Depends on what you mean by save edited. Seed-swapped ships, yes, custom-coloured via editing, no. By working I mean other players able to see the colours.
Yes, other players cannot see those colours.
Every ship in the game has a seed, if you change the seed via save editing, you change the ship.
Is there a tutorial for seed swapping?
Yes steam guide is here: https://steamcommunity.com/sharedfiles/filedetails/?id=2822621742
The ones that get triggered by outlaw station missions
thanks for this

Make them giant roamers
every single mod for NMS in that page is outdated
the author should get around to readying up for the next update when it'll be a good time to update their mods
no one cares how you play your game as long as you're not griefing people, it has 0 impact on anyone else's gameplay
DUD'S SKY - COLORS updated v3.93.6
- Updated _MOD_DUD_SpaceColors_v3935 to _MOD_DUD_SpaceColors_v3936
(Fixed incorrect palette sections that caused some rare space colors to display incorrectly when viewed from planet surface.)
https://www.nexusmods.com/nomanssky/mods/968
imagine griefing
like, you don't get anything from it
nope. but there are always a few jerks in any community
And yet 1 person got banned by HG
For that reason
I am on a fence about 2 mods if you can help me that would be great, the 2 mods in questions are Better Planet Generation or DUD'S SKY - COLORS, i know they are technically a bit different then each other but i want to use one of those
@odd crater you recommend that? I will have better experience?
Using BPG will come to if you like it or not. Now regarding DUD's colours they are objectively the best.
Outside of one particular colour palette, there are no conflicts between the two.
I haven't played this game long, maybe 2-3 hrs at best, but i am scared that i will get bored hence the mods at start, but i am scared of BPG i dont want worlds to look crazy or to have too many objects or objects that don't belong there
this line in the mods scares me most " it is more than likely that you will never be able to encounter all the possible assets combinations this MOD can generate"
it means its too random!
too much shit thrown in, otherwise why state that fact!
that is BGP
With BPG, I try to keep the planets believable. But you can't make an omelette without breaking a few eggs.
OH ITS YOUR MOD!
BPG isn't random, either.
hahaha did not know that sorry
No problem.
well this will easy my decision i think
You are right to be doubtful.
your mod, alters the biomes and that is ok i want variety since i fell the vanilla will bore me fast, but are objects place thoughtfully and with sense?
Yes.
Each biome does use new objects, but not just random stuff.
Also, these objects are modified to visually fit depending on the biome.
Like new textures or in depth modification of the procedural shapes to remove those that don't fit.
Nicee this is what i look for
i was scared that there would be too much, too random, and not fitting stuff on planets
For example you have additional trees in the radioactive biome, but they all look alien or exotic, like palms. You won't find a pine tree there.
oh you even have the other mod as recommended bellow your description
Niceeeeeeeeeeee
so basically all objects fit in their biomes and doesnt look weird as shit
I have a big update coming but so does the game. I don't know if I'll be able to push it soon but when I do I'll simply restore all colour palettes to vanilla so people can use DUD's ones without issues.
Nothing out of place.
@odd crater thank you π«
I will definitely use your mods since you cleared a lot of confusion for me, unsure if i should start the game today or maybe wait for the update and your update, i think its best to wait
i mean when he does an emote , update usually comes fast
I'd recommend you play the vanilla game a little bit before modding the planet generation.
i can mod it, after i play? no harm?
educated guesses are that the update is arriving tomorrow so I'd wait on mods a little
Terrain might change so don't build a base just yet
I hope its not melee combat, seems useless and there is shitons of other better ideas they can do
π
Hi. Just a question. Is there an existing mod for the quick menu? I mean when my life support is low i press X then click but after that i have to choose between oxygen and life support gel to recharge my exosuit and i dont understand why the game thinks i want to charge it with oxygen when i have items that are only usable for that purpose.. so that would be a QoL change for me if my life support gel would be the first on the list so i just press X then double click and not wasting my oxygen.
Does anyone know what code language mods are made in in NMS
Most are done in LUA or c sharp. There are some other c sharp and c++ options coming
anyone know a mod to track down creatures youve already scanned
oh some lua... huh. now why would I want to get into modding... honestly this game already sucks up enough of my time. π no. no. no!
Any mods to make the game look better without lagging it?
I don't know how expensive ArghWater is as a mod but people recommend it highly
sorry, what's the mod manager we should use for NexusMods? is it Vortex?
(new to this)
Most of us don't use a mod manager. Just do it manually
Some people use Vortex, though, yes
thanks π
Vortex is kinda convenient and all tho
I'll probably learn that, some day. Now I want to try something simple, like disabling this "scrolling text" when you talk to NPC... I hate it π
two clicks for each page? no way π
yeah, I suppose π thanks! π
in the meanwhile I'm just reading and installing Vortex π
then, I'll wait
vortex has had reports of mods not installing properly for NMS so if something doesn't seem to have an effect after install you'll have to resort to manually installing anyway
Really need building mod or way to download leviathan version of the game π
I didn't prepared for this, need to tear off old stuff that's messing up with corridor
Just don't play the game for a couple days and wait for a save editor to update
Then you can export your base with said save editor and then keep playing while you wait
That can work too, dunno why they didn't kept ramp as a legacy part this time
I already made a backup of leviathan version save rn
Just need that old game so I can fix everything up before go..
Didn't knew patch would turnout to this way..
I assume most mods will still work with this update?
always assume the opposite

not sure if i can use mods now after the update? what are safest mods to use?
texture replacers
model replacers have been reported to be working too
everything else assume fucked
check mod pages or check it in game yourself
How do I claim expedition rewards on the same save twice? I had the golden vector but accidentally got rid of it so wondering if I can use the save editor to reactivate it
texture replacers such as the mods from DUD and BPG ?
those are not texture replacers
where'd you get that idea lmao
p sure they list the files they edit
I don't know they change ground textures sky and put objects
again, check the mod pages
reading the mod descriptions is the least you can do to determine what they modify
Is the nms save editor updated?
No, but it still works for older stuff
Man i gotta do the expedition legit π€
Where can I find the mod file for NMS for the ms store? Gotta uninstall all these old mods
any save editors here? i need ur help, dm me. My game got bugged with mission and i need to skip it.
I need some help getting out of being stuck inside my freighter. I figure mods are about the only way to do this, so any suggestions?
Use a save editor to make yourself go tk another system
It'll default you to be in your ship in space
They stole my black hole mod lol, messed with asteroids, messed with color palettes, changed space color stuff, etc.
ETA for mod updates = 1 month
I literally got NMS yesterday after 2 years of being on my wishlist, spent hours installing mods, just for them to break today. How nice...
And I have a few questions.
- I can't figure out how to use AMUMSS. Is there a tutorial which is easy to understand and makes sense?
- Is there an easy way I can tell which mods are incompatible/conflict with other mods?
- Is there a way I can tell which mods the update didn't break?
I'd appreciate any help!
Q#1: use this link, go to the modding Discord and go to #amumss-lua.
Q#2: You will have to check what files they modify. If they modify the same file they conflict. You can use AMUMSS to do this also.
Q#3: You can go to #mod-resources on the modding Discord and get the latest diff compare. Then you will have to see if any of the changed/added files are in a mod.
Note: A LOT of mods will be broke. The compiler will have to be updated. You need the compiler for AMUMSS.
https://discord.gg/R3rbEvq4
Thank you!
How can I modify my save file so that the Artemis / Atlas quest line is completed? Was told to ask here.
Has Beyond Base building broken because of the update or is it still fine to keep around?
seems a handful of mods I have, arent needed anymore like an LOD one and some other stuff
ah yea seems its broken as per the nexus comments rip
doing trial and error to see which ones are screwed
one by one
noooo
enhanced 3rd person camera brokew
I love that camera

found the culprits
Tech Overload has an update, so does NTR
hm
If you grabbed the update and it crashes, I know what to remove.
I guess bottom line it doesn't matter to me as I'll be playing the expedition
well
tech overload broke I guess as thats what I downloaded
that or theres a conflict
@vale iron You said you were looking into Arwings for the Ship model mod?
might be better if you used AMUMSS and merge the mods anyways
I had an old ntr
I didnt actually notice the routes were gone w it installed
btw what's the difference between buildmod and buildmod_auto anyways
itll boot but not load
Yeah, when I can get around to making another update with new models, that is one on my list
Any particular arwing models you're looking in to? The different games have different models
I can't get you models but I can throw references at you
I remember requesting the R-9A arrowhead from the r-type games as well, but I have no way to rip models from r-type final 2.
but I could probably throw image references at you from the game
It has a museum with all the ships as 3-models.
So AMUMSS is failing to decrypt lua scripts. It's decrypting paks just fine though. How proceed?
What do you mean failing to decrypt LUA? LUA is unencrypted
"Decrypt LUA" isn't a function of AMUMSS, that's what I'm saying. So how is it failing at it? Need more details on what you are trying to do and what AMUMSS is saying
Decompiling, not decrypting. My bad, misread that one. Still haven't had coffee.
There were several I found. Looking through my likes on Sketchfab, it doesn't look like I'd settled on one yet
No worries, I probably should have made that connection, also need coffee π
tl;dr I'm trying to build a pak with Fast Actions and NoTechOverload (both of which have already been updated).
So you are trying to run AMUMSS on LUAs for those?
Yas. I also have a PAK in there, which runs just fine.
Those two were updated using hex editors, not AMUMSS
AMUMSS won't be able to run the LUAs yet, as MBIN Compiler isn't updated yet
AH.
Right.
So I wanna check if they have PAKs available or I'm shit out of luck. Should've thought of that, thanks.
I'm pretty partial to the Starfox Assault Arwings and Wolfen models
Yeah, most stuff is still going to be broken, except shaders, model replacements, and texture replacements
I think they'd fit well with the NSM aesthetic too
Do you have links?
I can DM you images or should I just post them here?
You can just post here I think
Hmm, I've got two that look useable. One is more hyper-realistic, a bit overdone on the texturing, but I might be able to tone it down a bit. The other is more true to the source
I feel for Jason.
Those seem pretty accurate for fan models o.o
Yeah, the realistic one looks better done, but I don't love how strong the textures are
In the actual games the wings can sweep open and closed like a fighter jet's
reminds me of the solar ships
Yeah, I can't do that. Haven't gotten into animations, at least not yet π
the current arwing models are pretty nice too.
from the 3ds and wii U games. I can look for screen shots of those too if you'd like
They aren't showing up in the search, don't think they exist on this site at least
Yeah, that would fit NMS pretty well, but don't see any models for it
Oh :(
are there any models for the SNES arwing?
well for the concept art of it, not the actual blocky version
Yeah, but they haven't been retextured, still the original highly pixelated
Ah so nothing like this?
darn
The Samus ship model you used is beautiful
Have you considered the gunship from Metroid Prime 3 as well?
That's the only metroid gunship model I remember seeing that was any good
I'll do another search, but it's mostly just models of Samus
ah :(
I'm asking the R-Type discord I'm in about the R-9A model, if it's ever been extracted
Wait. AMUMSS doesn't clean up after itself?
What folder
Gamedata\Pcbanks\Mods
π
Sorry I can't be more helpful other than throwing references at you
It will overwrite mods of the same name, but if it is getting a different name, it has no way of knowing what to delete. Would likely end up with issues of it deleting the wrong thing, which would be worse
The R-Type series is kinda niche, so I imagien it might be hard to find good models
It could (maybe should) keep track of what mods it created in the past; if it finds that file in the mod folder, delete it while writing the new mod. Not a top priority, but imo idiot proofing is important.
<said idiot
I don't have date and time in my naming, so it always overwrites. I just use version number
I only had the choice of date/time or combinedmodname when I ran it earlier (don't ask me why, nothing has changed on my end).
Yeah, I just use combinedmodname and manually rename it. I'm not a huge fan of combined mod auto-naming, but it's a minor inconvenience
These may or may not help. But here you go. I can try to get back to you about the model question from that discord later on too.
It's like an exotic mosquito ship, but more spikes! >_>
down the line that presents the same issue though, as if you rerun the script it won't replaced your renamed file.
Yeah, I manage it all manually
Did this recent update add more bloom? It seems like it?
And it's making my game stutter
Yes, and fog
Yeah both are making my game stutter x.x
I already have things on the minimum setting
GTX 970 card
For those interestedβ the codename for the new freighter Singularity Engine is "^F_MEGAWARP". Was able to easily install via raw json editing with a save editor
Anyone know about a guide to edit the JSON of a brand new save to bypass/complete all of the starter and storyline quest chains? I've done them 3 times over the years and I refuse to ever do them again. I'd like to start a fresh save with Expedition. There is a mod, "Tutorial Skip and Quick Bootup", but it doesn't work with Expedition.
have you found a way to start expedition early?
Not all expeditions start with the standard onboarding if memory serves right, @static creek
@vale iron I just remembered something, not sure if it was the mod or not. But when I had more trader ships active. I would sometimes find that I couldn't land on my freighter or the space station
I would instead end up flying into the docking holes, the docking beam wouldn't grab me
regarding the earlier thing I was talking about
someone managed to do it
I'm so sad that we didn't get moving freighters π₯²
Yeah they replaced the frigate model with the freighter model. That's why there's no docking lights
I'm guessing all the pads are full, which can't normally happen, but is allowed by the mod to get more ships coming in
If you are using fillupoutposts then I have experienced this.
I was using the increased trading ship mod. Dunno what fillupoutpost is. I just use the mods, I don't know the coding you guys put into them, haha
Was more directed at Gumsk. Sorry, should have made that clear.
I think the way Gumsk did it is what I'm thinking. If so, they will fill it up and you can't land at outposts, space stations, and freighter. You can go close to the door on freighter and they will usually leave. I don't think that works at the other places. You have to wait for one to leave.
Why are there Green lazers tracking on to me when I play multiplayer
I don't know, I've experienced that too.
I hope somebody makes a mod to get rid of the bloom and fog that was added to this update x.x
it is seriously hurting my game's performance
and it's just plain nasty to see
What green laser?
Does installing mods make any part of the game inaccessible? Like earning certain achievements or accessing multiplayer features
GreenFuzzTiger β Today at 4:44 AM
Would a mod that allows player to organize the teleporter menu be possible?
Not really with currently available tools
GreenFuzzTiger β Today at 4:44 AM
kinda tedius traveling the universe deleting bases to sort it
aww
what about one for auto-sorting storage container inventory?
Also no
π¦
can anyone point me to a mod that provides instant actions.. and also reduced launch cost without it breaking my game, i just had around 15 mods.. and one was breaking it.. i deleted them all and didit one by one.. and the game loads.. but my hazard proctection evoporates on any planet.. like in 0.1 sec.. the whole bar... and i have no laser firing my my ship and the ship stopped working entirely, the pulse engine kept saying planetary disturbance even when i was like in an asteroid field... and thousands of milesin space.. still wouldnt let me.. so ive had to restart ...
High odds yeah
Fast Actions is updated, but reduced launch cost I don't know
https://www.nexusmods.com/nomanssky/mods/1081
Most mods
LUA is a way of making mods, not a type of mod
Installing outdated mods makes you unable to access the game at all because it'd crash
Otherwise no
does AMUMSS still work?
Yes, but it needs MBIN compiler to be updated to be able to compile mods using the newest files
And that's going to take some days
ok ty
What are your favorite no man's sky mods?
I'm looking here at NMSConnect seems interesting
Sean
is this a channel for duping questions too? or
Nope
thx
Whats NMSConnect? An app? A website?
Ahhh a mod
NMS - Freighter Floor Planner
A simple browser tool to plan your own Freighter layout with.
Size has been updated to reflect changes for Endurance 3.94
- Various parts/icons
- 3 layers
- Options for import/export
https://jsfiddle.net/DevilinPixy/d8s7k9jt/
hello , guys am i allowed to play the expedition with mod or should i disable them first ?
you can if the mods are updated, and it's up to you
thanks
expeditions will not have been playtested against mods so there could be weird interactions, just keep your eyes open for issues (assuming, again, the mods are updated for the current patch)
thanks ill will check to see if there is any issues
Hello folks! Is there a mod to eliminate the jetpack dip-down?
When you start flying, the character dips, as if the jetpack can't handle the weight, and then recovers. My spacebar is hurting now because of this
What does that do?
can you only see your own profile or can you look at anyones?
I feel really stupid, but how do you run the "app" without seeing the code and all?
You don't, because it is meant for sharing code. I usually set the layout to 'Tabs (rows)' and then drag the display window up.
no but there are other jetpack mods that makes that irrelevant by boosting the jetpack itself
search "jetpack"/"jet pack" on Nexus
Hey anybody know of an updated insant/fast click and better rewards mod?
I tried https://www.nexusmods.com/nomanssky/mods/1602 which includes jetpack improvements and it wasn't enough to fix the dip. Might try other stuff later, but not holding my breath. Just increasing jetpack speed is not enough as long as it has this annoying dip in the curve
Damn I know some of my mods updated but was hoping for those 2
actually
fast actions got updated
you should just track it on Nexus
so you don't forget next time
Thank you but interesting since I use Vortex and I noticed it says it was updated but didn't seem to be working for me time to mess with it for a bit
Vortex installation's prone to paks just straight up not having an effect
I always recommend installing manually
and just use vortex to download the mod for version tracking
or if you wanna try things out for us
switch to hardlink deployment
Good to know I had just recently started to try it out
I am on hardlink deployment by default I think
Or I set it that way at the start because its already on hardlink
Doing one last test before I manual install it
I have some guesses to why that happens but yeah sometimes it just doesn't wanna work
Nope no luck
Since Vortex is a toss up any actual mod managers that work well? Just started modding again recently after many years of not so haven't been in the loop
not really
we just either yeet files into folder or use AMUMSS
usually both at the same time
Gotcha also im extra tired it seems I forgot that I updated this morning and my disabledmods text file showed up again...
I totally forgot that happens but this is my first update on no mans sky so at least I learned it early on
hello guys, someone know if the mod InventoryUnbalance is updated or exists some similar?
is there currently any working save editors
so um NMSSE doesnt want to boot at all for me, and I know I doubt its been updated for this recent update but the only err I seem to get is cannot make backups
ok so i figured out my pc is locking it out of access but now when i giv it access it says it cant access the .jar file
should still work
but here ya go
i prefer to update when the MBINC is up to date
so dont expect no issues when its not with the latest
also
No, I thought I just had to wait for them to unlock. And I have learned that it dumps you in a spot with a bunch of other people, so I would end up using a save editor to input some random glyphs and teleport out into the dark anyway, heh
What does this mean, 'standard onboarding'? My hope was it would let me start a new save with all the quest stuff already completed. Is that not correct?
sadly no. Found singularity engine and random life support thing for freighters but nothing else
Iβll check in a bit tho
^F_MEGAWARP and ^F_LIFESUPP are the two new freighter upgrades. I think theres also a GEOSCAN one (i know its a room but pretty sure theres a hidden tech too)
Hey so Im new to save editing. When Nom Nom updates to have the new items, do I need to go somewhere to download it? How would I update the program to the most recent version?
whats the rocket locker?
I second this. WTF is a rocket locker?
tyy very muchhh, work perfecttly β€οΈ β€οΈ β€οΈ
Storage Units, presumably?
https://nomanssky.fandom.com/wiki/Awakenings
this is NMS's standard onboarding, I assumed you were referring to this.
π€ can't you just access your freighter inventory directly from the UI already?
Yes. It might be some kind of expedition thing? Or maybe some defunct idea.
i saw a few people with a lot of asteroids on their systems while watching for twitch drops and i wanna know what the mod is,
Or, right, yes, certainly. But ALSO the Artemis and Apollo quest lines too. Well, I guess Apollo wasn't too bad. So in the end I just want to have everything unlocked, access to anything possible, and no quest lines jammed up in my Log, lol. And be in a brand new save.
You might be able to achieve that with a save editor. idk though I'm not using it personally.
It's a part of the new update
πΏ
On PS4 the asteroids dont even come close to looking like this.. still pretty average & insignificant (not really affected by the update to this scale)
I think they know about the hardware limitations of PS4 so they decided to tone it down. Also, I'm playing on PC with Ultra settings, maybe that's reason why that pict goes hard.
Hey there, does anybody know of a mode that set the camera a bit further away from the character in 3rd person view ? Or maybe there is a setting somewhere in the options I missed π€
I don't think any camera mods have been updated yet, so no mods that work exist for that. There is not a setting for it.
i dont know if its possible but maybe u can change the maximum fov somewhere in a table , i didnt look for it .
