Babscoole is currently the manager of Exosolar's mods.
You can post questions here on NexusMods, and both Babscoole and Exosolar check the boards enough that you will get an answer within a handful of days. But for the fastest response, you can contact us through Discord instead.
You can contact Babscoole on discord at Babscoole#6326 You can also contact Exosolar on discord at Exosolar#5120
Additional PSA - **DEEP SPACE V2 (now with LESS NOISE)** is a DEAD MOD and has been dead for FOUR YEARS. (For the love of all that is decent, please stop endorsing it to the top page...)
i don't know how you interpret the sentence, but it doesn't make the space entirely black. the color pattern maybe refers to the distant stars placement and colors.
This mod seems to break lights in space stations. From one side there's a disturb from a diffused red light which is over range (?) I understand it isn't working
The mod changes color palettes in two game files, METADATA\SIMULATION\SOLARSYSTEM\WEATHER\SKYSETTINGS\SPACESKYCOLOURS.MBIN METADATA\SIMULATION\SOLARSYSTEM\WEATHER\SKYSETTINGS\SPACERARESKYCOLOURS.MBIN
The lights in space stations are handled by various SCENE files in MODELS\SPACE\SPACESTATION or a few other SCENE files, if the light sources are buildable objects.
Completely different files\folders.
Think you may have posted this to the wrong mod. :)
Odd. The sole difference is the inclusion of the palettes (color schemes) from MOD_DUD_SpaceColors. Unless there's bleed through the station outer walls, which would be a vanilla bug, if that were happening. If you can, temporarily replace with _MOD_DUD_SpaceColors, from DUD'S SKY - COLORS at No Man's Sky Nexus - Mods and Community (nexusmods.com) and see if it's the same.
Hi, DUD'S SKYCOLORS 452 has the same problem (except that at the top it tends towards purple, on the floor always red). I believe it is a filtering of light from the outside at certain points. I'll use your regular version...
Thanks for checking. I'll let Jason know there's an issue with his palettes. I'll also report the bleed through to HG. Whether or not that can be corrected via changes to the palettes or not is another matter. May need to wait for a fix from HG.
The hybrid version of exo's and jason's space includes dud's space colors of the latest version with all pallettes ? or just some part of it and same question goes to exo's expanse, only 384 or 768 palletes ? Also what is the chance for mod to chose palette of dud or exo's, 50 to 50 ?
The Hybrids include all of the palettes from Jason's mods, in addition to the Exo's ones. Labelled in the Lua with a comment line for Jason's. Jason has less palettes than Exo, but not by a massive amount for Expanse. Every palette has an equal chance of being randomly chosen by the exe for use, first in the list, last in the list, somewhere in the middle, doesn't really matter. Even with equal numbers of each, the exe could easily randomly choose 30 Exo palettes or 30 Jason palettes in a row, no control over that. With the Stratos Hybrid, since Jason has significantly less palettes than Exo, Jasons are actually repeated several times to bring the percentage chance more even, but also increases the chances of duplicates being chosen. Mixed bag then, trying to achieve some sort of parity.
Thanks for the reply ! Also wanted to ask, if i merge hybrid version of your mod with NeptuneX3's clean space overhaul and Lo2k's black space and black space with nebula's, would this merge have equal chance to spawn each mods palette ? (if the number of pallettes less than other, then to multiply it's own number to match others)
You'd have to merge manually. The Expanse black clears all existing before adding it's own and the Black Space one works by replacing existing with it's singular palette.
If you're trying to get something like a half-n-half of black space and not black space mods, you may notice that the space color mods typically include edits to two files: SPACESKYCOLOUR and RARESPACESKYCOLOUR (or something like that). In reality the game engine chooses between them with perfect 50/50 parity, so you could set one of those files to the hybrid palettes, and the other to a black space palette set. Wouldn't even matter which is which. The word "rare" in that name really doesn't mean anything. Just think of them as Pallette kit A and kit B.
As for merging L02k's black space with Expanse Black space, it's pretty pointless. L02k's version is a one-type approach, where all spaces are the same, and the expanse variant has a bunch of black space with varying colors on the stars and sometimes nebulae if you take that version. So knowing that, just pick your preference for the black space component.
_MOD_DUD_Skies_v4081, yes. _MOD_DUD_SpaceColors_v4061, no. Use the Jasondude and Exosolar's Hybrid Expanse version, which incorporates the palettes from _MOD_DUD_SpaceColors_v4061. :)
Thank you! So I delete my _MOD_DUD_SpaceColors_v4061 file and only put your Jason Dude version since everything is included there, or that's what I understood haha :)
WAIT I just tried to use jason's mods last night and several of the FX paks (and skies) aren't working. All of the ones with "colors" in the name currently work, but jason still needs to repack some of the others. I just contacted Jason about it and we will probably track down exactly which ones have turned faulty with the update and get them fixed very soon.
However, once fixed, the newest _MOD_DUD_Skies_v4xxx will surely be compatible with Expanse, as you asked
Great, looking forward to the update to see all jason skies again, both mods are very good so seeing them combined would be great :) I don't update it myself as I'm new to mods and don't want to break anything, I'd rather wait for jason update it when I have free time xD
thanks, i'll try the stratos mod while we wait for jason :) so should i delete delete your file that is combined with jason's, or can i keep it and put the stratos one?
You can use stratos and expanse together, but only one variant of each. Stratos does skies while on a planet, Expanse does colors in space. So, you can use the Hybrid variant of each.
Thank you, last question to be able to complete the triforcewith your mods, if I install your water mod using the file that combines jasondude's palettes, do I have to delete his water and underwater files since they will be included in your mod?
The underwater one no, there's no conflict there. As far as Exo's Abyss and _MOD_DUD_WaterColors_v4061, it's one or the other, BUT Jason makes no changes other than 7 color palettes. Exo's Abyss contains 996 custom palettes + Jasons 7, as well as some changes to GCWATERGLOBALS.
His watercolors should still be working fine, even though he hasn't gotten to update yet. What you can do is this: Try with just DUD watercolors. visit a few planets with water. See what you think. Then remove that .pak from MODS and try the Exo one. See which you prefer. Informed decision.
Jason updated his mods, so... what should I do with yours, which ones should I remove and which ones to leave? xD It's been a while and I'm already lost haha
OK, you now have an idea what the Exo and Jason hybrid is like. Swap over to Jasons for awhile. See which you prefer, then stick with that going forward.
Thanks. Hybrid is latest. Jason made no changes to that particular .pak for this update. He only made changes in 2 or 3 of his .paks, the rest were just a version increment.
The game has become so dark I cannot even play anymore. When you summon the ship the sillouette isnt even green anymore to see where to place it.
I run like no mods so its not a conflict...
Removed the pak file and the game stayed the same really... even tried a new system thinking the changes were just set for the system I was in nope... now summoning a ship is like dark BROWN/YELLOW (instead of green) for where I can place the ship...
If the .pak is removed from NMS Install\GAMEDATA\PCBANKS\MODS it will no longer be applied to the game. The mod only changes METADATA\SIMULATION\SOLARSYSTEM\WEATHER\SKYSETTINGS\SPACESKYCOLORS.MBIN METADATA\SIMULATION\SOLARSYSTEM\WEATHER\SKYSETTINGS\SPACERARESKYCOLORS.MBIN which are the files used for the sky colors in space, nothing else. If you are using a third party mod manager, like Vortex, it may be caching is the only thing I can think of.
Yes, as Babscoole described, your issue is not this mod, because this mod is incapable of producing that outcome (even if it were broken). The issue remaining after removal of the mod is 100% proof of that. You mentioned removing the .pak file, which suggests to me that even if you are using vortex, you know how to manage the mods manually.
If you only have a few mods, just remove one at a time and reboot until the issue stops, then take note of which mod was removed last. Put the rest back. If you have another bad mod causing problems, you can do the same process again.
If you have a lot of mods, remove half your mods and drop them into a new temporary folder, and reboot NMS. If the issue remains, then the bad mod is in the remaining half. If not, its in the removed half. If you removed the bad mod, swap the removed with the remaining, and put the proven good batch in another temporary folder. (The goal is actually to get the bad mod alone and running in game to prove without a doubt which one is the cause - don't worry, no mod can leave its effects permanently, they are harmless). Repeat this halving process until you nailed down your problem mod(s).
Should be fine. If you want to be absolutely sure, take note of the space colors you see in a system before you install the mod. Then, when you reload the game with the mod, check if that systems space colors have changed. If they did, then this mod is working
Yes, works fine. One easy way to tell, for any mod, is if it's been updated to close to current version of NMS. MOD was updated for 4.07 and current NMS is 4.08 (4.08 only changed a few files, none of which were appliable to this mod).
Most of the time it's an issue with mod conflicts. You have more than one mod .pak that makes changes to the same file. In these cases, NMS will only use the last one loaded. I happen to use AMUMSS, which has a built-in conflict checker and is also the tool that can be used to resolve these conflicts by combining mods using lua scripts. If you just want to do a quick check, Joew's No Man's Sky Mod Manager at No Man's Sky Nexus - Mods and Community (nexusmods.com) has a decent standalone conflict checker. In the case of Expanse, the most likely culprits would be LASAGNA SpaceSkyColors or DUD's SpaceColors, but there are others less commonly downloaded (because they are abandoned and haven't been updated in awhile). I'd guess DUD's, as it's more popular than Lasagna. If that's the case, my recommendation would be to delete the DUD's .pak and use the Jasondude and Exosolar's Hybrid Expanse version of Expanse, as it includes DUD's palettes already (with permission, of course).
FYI, regarding "BTW Dark Space V2 has not worked in 6 years." he meant to say Deep Space V2, which is a completely different mod, so not too certain why it was mentioned. lol.
Lol, that'd do it too. I skipped that since you said only some were not working. Yeah, need to check that every so often. NMS updates will sometimes recreate that file and steam or gog game file verification will also recreate it. Enjoy. :)
Is this expected to cause any oddities in multiplayer, or will I just see different colors in space than other people while leaving everything else (worldgen etc) compatible? I'm not entirely clear on how color alteration mods work internally, so I apologize if this is a dumb question. To not ask similar questions everywhere, I'm also curious about the other color mods Exo made, like Abyss.
Like the vast majority of mods, won't cause issues with multiplayer, and are local only. You'll see different colors, because the palettes in your game will be different from other peoples, unless they are running the same mod.
LUAs are scripts used to recreate and potentially update a mod for a new NMS version. They are used with AMUMSS to do this. You only need to put the .pak file into your PCBANKS\MODS folder. :)
As a note, Lua is a highly used and easy to learn scripting language that is used extensively in game development. the Lumberyard game engine (New World and Star Citizen) uses lua extensively. Also Tabletop Simulator and Roblox is completely made in lua. WOW UI system also uses lua. While not poweful enough to make heavy games alone with lua, it works wonderfully with c and c++ to make game scripting easier. Here is a link if your interested https://www.makeuseof.com/why-is-lua-popular-for-game-development-how-to-use/
155 comments
You can post questions here on NexusMods, and both Babscoole and Exosolar check the boards enough that you will get an answer within a handful of days. But for the fastest response, you can contact us through Discord instead.
You can contact Babscoole on discord at Babscoole#6326
You can also contact Exosolar on discord at Exosolar#5120
Additional PSA - **DEEP SPACE V2 (now with LESS NOISE)** is a DEAD MOD and has been dead for FOUR YEARS. (For the love of all that is decent, please stop endorsing it to the top page...)
If it makes space entirely black, what are these 384 color patterns being applied to then exactly? Seems contradictory unless I'm missing something.
From one side there's a disturb from a diffused red light which is over range (?)
I understand it isn't working
METADATA\SIMULATION\SOLARSYSTEM\WEATHER\SKYSETTINGS\SPACESKYCOLOURS.MBIN
METADATA\SIMULATION\SOLARSYSTEM\WEATHER\SKYSETTINGS\SPACERARESKYCOLOURS.MBIN
The lights in space stations are handled by various SCENE files in
MODELS\SPACE\SPACESTATION or a few other SCENE files, if the light sources are buildable objects.
Completely different files\folders.
Think you may have posted this to the wrong mod. :)
DUD'S SKYCOLORS 452 has the same problem (except that at the top it tends towards purple, on the floor always red).
I believe it is a filtering of light from the outside at certain points. I'll use your regular version...
https://drive.google.com/file/d/1lcP9fGEqgu7Tz-v-j72Fu7NfeohnoDXB/view?usp=sharing
BTW, like your character look. :)
As for merging L02k's black space with Expanse Black space, it's pretty pointless. L02k's version is a one-type approach, where all spaces are the same, and the expanse variant has a bunch of black space with varying colors on the stars and sometimes nebulae if you take that version. So knowing that, just pick your preference for the black space component.
However, once fixed, the newest _MOD_DUD_Skies_v4xxx will surely be compatible with Expanse, as you asked
His watercolors should still be working fine, even though he hasn't gotten to update yet. What you can do is this: Try with just DUD watercolors. visit a few planets with water. See what you think. Then remove that .pak from MODS and try the Exo one. See which you prefer. Informed decision.
The game has become so dark I cannot even play anymore. When you summon the ship the sillouette isnt even green anymore to see where to place it.
I run like no mods so its not a conflict...
Removed the pak file and the game stayed the same really... even tried a new system thinking the changes were just set for the system I was in nope... now summoning a ship is like dark BROWN/YELLOW (instead of green) for where I can place the ship...
METADATA\SIMULATION\SOLARSYSTEM\WEATHER\SKYSETTINGS\SPACESKYCOLORS.MBIN
METADATA\SIMULATION\SOLARSYSTEM\WEATHER\SKYSETTINGS\SPACERARESKYCOLORS.MBIN
which are the files used for the sky colors in space, nothing else. If you are using a third party mod manager, like Vortex, it may be caching is the only thing I can think of.
If you only have a few mods, just remove one at a time and reboot until the issue stops, then take note of which mod was removed last. Put the rest back. If you have another bad mod causing problems, you can do the same process again.
If you have a lot of mods, remove half your mods and drop them into a new temporary folder, and reboot NMS. If the issue remains, then the bad mod is in the remaining half. If not, its in the removed half. If you removed the bad mod, swap the removed with the remaining, and put the proven good batch in another temporary folder. (The goal is actually to get the bad mod alone and running in game to prove without a doubt which one is the cause - don't worry, no mod can leave its effects permanently, they are harmless). Repeat this halving process until you nailed down your problem mod(s).
BTW Dark Space V2 has not worked in 6 years.
FYI, regarding "BTW Dark Space V2 has not worked in 6 years." he meant to say Deep Space V2, which is a completely different mod, so not too certain why it was mentioned. lol.
It's a bit tongue in cheek, but see the image of the splash screen for this mod: Intelligence Enhancer (Mod and Resource) at No Man's Sky Nexus - Mods and Community (nexusmods.com). Explains well how things work in NMS land.
https://www.makeuseof.com/why-is-lua-popular-for-game-development-how-to-use/
Rename or delete DISABLEMODS.TXT in PCBANKS.
The lua is used to recreate or update the mod using AMUMSS. :)