No Man's Sky
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About this mod

The Step NoMansSky Guide is aimed toward users that want an "enhanced vanilla" feel, but don't want the hassle of merging and changing a ton of files. This page hosts the Resource Files for the Guide.

Permissions and credits
Step Modifications - No Man's Sky Guide
A lightweight, enhanced vanilla overhaul
Supported Version: NMS:Companions v3.53
-> Step No Man's Sky Guide Link <-
Also see our mod-build guides for other games:
FalloutNV Guide
SkyrimLE Guide
SkyrimSE Guide

The Step No Man's Sky Guide is aimed toward users that would like an "enhanced vanilla" feel with something closer to an "install and done" approach. Those who have already modded their game aren't likely to find anything useful here.

The scope is to combine desired changes that stem from extended gameplay using various mods. The goal is to provide gameplay that is still true to the spirit of the game while enhancing aspects that are somewhat lacking. This means many annoyances are reduced without completely nullifying gameplay elements.

The following are features that this Guide will provide:

  • Increased base radiuses
  • Unknown buildings and icon range increased
  • Cable and wire length made to match the base radius
  • Some base item's terrain cuts have been improved
  • Additional base items will cut the terrain properly when placed
  • Base item limits and restrictions have been removed for most items
  • Most buildable items can now be rotated, scaled, change color, and change material
  • Removing most base items will no longer remove attached items (prevents rework)
  • Increased the minimum and maximum buildings the ship will scan for

Environmental (land & space)
Step had to make some decisions around water. Basically there are two big issues. One is there is a bug that the player floats above the waterline, and two, the foam sucks, visually, and is too bright at night. The "fix" for the player floating is to reduce a wave height setting. This does place the player floating in the water, however, it also affects the visuals of waves. Step's philosophy on things like this hasn't changed for years, which is a "fix" that causes other issues isn't really a fix, it's a trade-off. Therefore, we've decided to have better water visuals than care about floating above the waterline.

As for the foam, most mods simply make edits that remove it at night. However, that's not the goal of this Guide. Therefore, edits have been made to help reduce it's effect rather than removing it. As such, the night color has been reduced by 66% to eliminate the overly bright effect at night.
  • Improved water colors
  • Improved water ripples
  • Improved foam color at night
  • Reduces pop-in of terrain
  • Fixed the clouds having huge vertical heights and narrow bases. They're more flat now.
  • Space colors have been reduced by about 60% in their strength.
  • Space between planets and asteroid fields is doubled.
  • Asteroid fields shape has been made more flat.
  • Increased space between individual asteroids.
  • Asteroid drawing distance increased.

Player Movement, Jetpack & Rocket Boots
  • The player swims, walks, and runs faster
  • Jetpack & Rocket Boots are faster and last longer
  • Jetpack has more forward thrust to use it more easily for travel
  • Increased "Low G" environment character speeds (e.g., derelict freighters).
  • Sprinting and Jetpack's drain on Life Support has been reduced by 50%

Gameplay & Miscellaneous
It's all too common for new players to try to take on a planet only to die before they can even find enough resources to survive the first storm! Since players are almost guaranteed to start on a hazardous planet, Step found the default hazard protections severely lacking in good judgement. Therefore, the HazardTable is included with adjustments to hazard protections.

Coming from a sense of logic, the chances of hazardous planets are so high that one sould start their journey with the right gear...or at least better gear. Our adjustments are meant to address this "foolish" oversight of the character being ill equipped. However, we've also adjusted the damage rates of most of the hazards in order to add some variation. Overall, these adjustments will allow players to survive more comfortably in harsher environments:
  • All hazard protection times have been doubled from vanilla settings
  • Radiation damage rates have been reduced by 4x (radiation is a slow killer)
  • Toxic Gas damage rates have been increased by 50% (gas/toxins are a fast killer!)
  • Extreme Heat and Extreme Cold damage rates have been halved
  • Extreme Heat and Extreme Cold trigger temps have been adjusted to just beyond vanilla values

Other changes include:
  • Customized camera shakes (many have been disabled, others reduced)
  • Refiners are 20x faster vs vanilla
  • Ship interaction range increased from 50u to 500u
  • Decreased chances of broken slots on crashed ships
  • Freighter battles (when exiting warp) happen twice as less vs vanilla
  • Reduced flashlight/torch strength to reduce blowout when close to objects
  • Moved torch more in front of the player to reduced it lighting the back of the head as easily

  • Survey Scanner will scan further away and complete the scan faster
  • Terrain Resource compass and scanner ranges increased
  • Clear binocular view (no vanilla tint)
  • Binoculars will scan further away, complete the scan faster, and have better close-range scanning at zoomed levels
  • Mining and Terrain beam distances increased to mine further away
  • Visual Only scan will scan further away and completes faster
  • Zoom level 1 (L1) increased by 50% of vanilla, L2 by 125% of L1, L3 by 200% of L2, L4 by 750% of L3
  • Beacon, Debug Planet, Debug Space, Distress Signal, Observatory, Radio Tower, Ship, Tool, and Waypoint scanners scan faster and further distances

Ships & Vehicles
A great bit of testing and tuning went into reworking the ship controls. The goal was to separate the ships a bit more by weight class for all settings, instead of solely relying on thrusts and brakes as has been done in vanilla. The "Normal" weight class was set and used as the median between the Lightweight and Heavyweight classes. The lightweight ships should feel lighter and faster. Likewise on the other end of that scale, the heavyweight ships should feel heavier and slower than their normal and lightweight counterparts. This weight class deviation was already somewhat implemented in vanilla between lightweight and normal ships; however, the heavyweight ships had nearly the same controls as the normal class. What Step has really done is taken what the developers did between lightweight and normal ships and expanded upon it further, while adding equivalent negative adjustments to the heavyweight class. All three weight classes should feel more distinct now.
  • Land, Boost, Pulse, Space, and Warp speeds are faster
  • Narrowed the tracking for Pulse auto-aim.
  • Spaceship controls have been overhauled to align better with their weight classes
  • Improved the overall landing of ships
  • Pulse will exit closer to Space Stations
  • Ships will hover closer to the ground during takeoff
  • Ships can now hover on planets and come to a full-stop and reverse in space

Important Links
-> Step Modification Forums
-> Current Changelog
-> Feedback & Bug Reports
-> Facebook

The Step Guide Mandate

Step Modding Guides
Step offers complete, stand-alone modding guides for our supported games. These guides are intended to be a complete, 'Step-modded' setup for each of their games. In addition to adding upon the visual and acoustic enhancements of a vanilla game, Step Modding Guides modify aspects of gameplay mechanics and may include mods that add or subtract specific functionality to yield an overall more immersive experience.

Step Guides are about ...
  • ... bug fixes and corrections to malfunctioning aspects of the vanilla games.
  • ... HD asset replacements in the style of the vanilla game (or as close a representation as possible).
  • ... improvements to existing content that increase the consistency of the vanilla game.
  • ... interface mods that improve the menus and UI for the PC.
  • ... tweaks that improve consistency in gameplay or meet realistic expectations of intended game features.
  • ... new content, assets, and effects that are consistent with the game's style and lore, as established by Bethesda's creators
  • ... continuity and qualitative consistency of all in-game behaviors and assets (i.e., sounds, textures, models, gameplay, etc.)

Step Guides are NOT about ...
  • ... sex mods, body replacement mods, or beauty mods that unrealistically affect or digress from the ambiance and style of the vanilla game.
  • ... sound replacement mods that digress from the game's vanilla ambience.
  • ... texture mods that significantly deviate from the game's original visual style.
  • ... mods that are only required for a specific user base (i.e., a mod that fixes UI issues but only for users running at 4K)

User Contributions
How YOU Can Help

Step Modifications is always looking for volunteers willing to help out. We need help at many levels from mod suggestions and testing to forums management and release coordination. Please jump over to the Step Community forums and PM any of the staff there ... or just jump into the mix and help out as you are able.