Notes about NMS updates: Please remember that you can update the mod yourself with AMUMSS when the game gets updated. I'm particularly thinking about CSO [Asteroid Fields Overhaul].pak, CSO [Invisible Trade Routes Lines].pak and CSO [No Metrics Lines].pak: they modify ".GLOBAL.MBIN" files which are regularly modified by the devs. If AMUMSS fails to convert EXML/MBIN files, its probably cause MBINcompiler is awaiting an update too. If so, I highly recommend you to disable your mods and wait for MBINCompiler to be updated (pretty quick in general).
Cheers! :)
About CSO v5.29 (Last edit: January 30, 2025) I'm having trouble updating the mod using AMUMSS for now. Hopefully, an update for NMS v5.50 will be available in a few days.
I thought my Lua scripts would need more work to make them work again. Good to know, thanks a lot for the info!
As I mentioned earlier, I don't have time right now, but in about two weeks, I'll have a few quiet days. For now, I'd rather not rush too much, I’d like to take the time to review the changes in each file and the new methods for modding the game.
That makes sense, I had to completely blitz my NMS install start over as AMUMSS simply kept spitting out .mbin errors with any script I would try to compile. It really didn't want to play nice! Anyway, thanks again for the mods <3
Modding has changed drastically since version 5.50, and I haven't been able to find the time lately. And since the modding tools must have been updated, I haven't been in a rush either. In about two weeks, I should have a few quiet days, which will hopefully allow me to dive back into it ;)
You'll also find the address for the "Modding Discord" where they are very active. Make sure to read the guides carefully before contacting them if you encounter any issues, of course ;)
Very nice mod, love the Darker Space mod, and now I'm testing Asteroid Fields Overhaul. One question, is there a setting in Lua I can edit to add a little more asteroids?
To my knowledge, not really. From what I deduced at the time, asteroid fields are generated using a kind of "Perlin Noise" (I could be wrong). But you can play with their distribution:
For example, the "Spacing" parameter affects the distance between asteroids within the fields, but also surprisingly affects their render distance (the higher it is, the more spaced out the asteroids are in the fields, and the more visible they are from afar).
The "NoiseScale" parameter affects the distance between the fields, but also the distance between asteroids within the fields in an opposite way (the higher it is, the greater the space between the fields, but the smaller the space between the asteroids within the fields).
The initial goal of this plugin was to increase the distance between the fields a bit more, and especially to increase the render distance of asteroids so that they appear more naturally when approaching at pulse speed. It therefore increases these two parameters among others: "Spacing" increases the distance between asteroids within the fields and increases the render distance, while "NoiseScale" increases the distance between the fields and brings the asteroids within the fields closer together (which compensates for some of the effects of "Spacing").
These are simple deductions made after many trials and observations, probably not entirely accurate, but it seems to work ^^ Sorry if this information was already included in the comments of the Lua script, but I don't really know much more :)
Thanks you for your reply and good explanation. Now I understand why whole fields of asteroids disappear :D Yeah I see that the same information is in your lua already and that's great, but you explaining it made it more clear.
They are quite discreet, but in space, they are visible at very low speed or when stationary. They are the kinds of small bluish gas clouds that pulse near our ship. The plugin removes them.
Hi BigHeaded, At one point I wanted to include a plugin to reduce/tweak the brightness of the stars. But I couldn't figure out how to do it at the time. Maybe one day if someone points me towards a solution :)
Hi there! "Black Space" is not compatible with "Darker Space" (the same files are modified), but since each feature of the mod is in a different .PAK file, it is compatible with every other CSO file/feature. So, just use any CSO file you want, but you'll need to choose between "Black Space" and "Darker Space".
I didn't mean "Darker Space" mod, I meant make the space darker than CSO does, but now I see that the screenshots show a combination of CSO and "Darker Space", my bad, thank you
This mod makes the hatch on my starship (as I exit) open super, super slow. I tested one mod at a time to find the culprit. Let me know if there is info in my logs or something that would be helpful to determine issue.
I haven't been home for a few days, so I couldn't update the mod right away. It has not been compatible since the May 31st NMS v4.71 update. Try the latest version (v4.71 just uploaded) and tell me if it's ok, I think it will probably solve your problem.
Haha no problem, yes the mod should work as expected with 4.46.2/4.47. I try to monitor files modified by the devs thanks to "No Man's Sky Modding" discord. Thanks for your comment ;)
123 comments
Please remember that you can update the mod yourself with AMUMSS when the game gets updated.
I'm particularly thinking about CSO [Asteroid Fields Overhaul].pak, CSO [Invisible Trade Routes Lines].pak and CSO [No Metrics Lines].pak: they modify ".GLOBAL.MBIN" files which are regularly modified by the devs.
If AMUMSS fails to convert EXML/MBIN files, its probably cause MBINcompiler is awaiting an update too. If so, I highly recommend you to disable your mods and wait for MBINCompiler to be updated (pretty quick in general).
Cheers! :)
About CSO v5.29 (Last edit: January 30, 2025)
I'm having trouble updating the mod using AMUMSS for now. Hopefully, an update for NMS v5.50 will be available in a few days.
As I mentioned earlier, I don't have time right now, but in about two weeks, I'll have a few quiet days. For now, I'd rather not rush too much, I’d like to take the time to review the changes in each file and the new methods for modding the game.
By the way, didn't new game update made AMUMSS kind of obsolete?
In about two weeks, I should have a few quiet days, which will hopefully allow me to dive back into it ;)
Here is the link to AMUMSS: https://www.nexusmods.com/nomanssky/mods/957
The creators have also released a complete usage guide (PDF) for mod users: https://www.nexusmods.com/nomanssky/mods/2626
You'll also find the address for the "Modding Discord" where they are very active. Make sure to read the guides carefully before contacting them if you encounter any issues, of course ;)
One question, is there a setting in Lua I can edit to add a little more asteroids?
To my knowledge, not really. From what I deduced at the time, asteroid fields are generated using a kind of "Perlin Noise" (I could be wrong).
But you can play with their distribution:
- For example, the "Spacing" parameter affects the distance between asteroids within the fields, but also surprisingly affects their render distance (the higher it is, the more spaced out the asteroids are in the fields, and the more visible they are from afar).
- The "NoiseScale" parameter affects the distance between the fields, but also the distance between asteroids within the fields in an opposite way (the higher it is, the greater the space between the fields, but the smaller the space between the asteroids within the fields).
The initial goal of this plugin was to increase the distance between the fields a bit more, and especially to increase the render distance of asteroids so that they appear more naturally when approaching at pulse speed.It therefore increases these two parameters among others:
"Spacing" increases the distance between asteroids within the fields and increases the render distance, while "NoiseScale" increases the distance between the fields and brings the asteroids within the fields closer together (which compensates for some of the effects of "Spacing").
These are simple deductions made after many trials and observations, probably not entirely accurate, but it seems to work ^^
Sorry if this information was already included in the comments of the Lua script, but I don't really know much more :)
Yeah I see that the same information is in your lua already and that's great, but you explaining it made it more clear.
At one point I wanted to include a plugin to reduce/tweak the brightness of the stars. But I couldn't figure out how to do it at the time. Maybe one day if someone points me towards a solution :)
I'd just like to get all the features of the mod, but have the space be black or even darker
"Black Space" is not compatible with "Darker Space" (the same files are modified), but since each feature of the mod is in a different .PAK file, it is compatible with every other CSO file/feature.
So, just use any CSO file you want, but you'll need to choose between "Black Space" and "Darker Space".
Let me know if there is info in my logs or something that would be helpful to determine issue.
Try the latest version (v4.71 just uploaded) and tell me if it's ok, I think it will probably solve your problem.
Have fun!
Needs update for 4.46.2? OMG! I'm THAT kind of person...Thank you for this wonderful mod!