No Man's Sky

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Last updated

Original upload

Created by

Chris Kushnir

Uploaded by

cmkushnir

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Safe to use

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About this mod

A one-stop solution for researching and creating NMS mods using C#.
View game and mod pak file items, without having to extract to disk or decompile, the app does it in-memory and on-demand.
Use C# to create scripts that query game and mod data, and|or modify game data to create new mod pak files.

Requirements
Permissions and credits
Donations
Remember, like most NMS mods & tools, this relies on libMBIN.dll (MBINCompiler) to work.
MBINCompiler has to be updated when a new update is released for the game; this may take several weeks.
During that time most mods will be broken.  Be patient.

Requires .NET 5 Desktop x64 for versions up to  3.82.1.
Requires .NET 6 Desktop x64 for versions 3.82.2.2 onwards.

See GitHub project site for latest release and documentation, including install and startup instructions:
https://github.com/cmkushnir/NMSModBuilder

Features:
  • Automatically detects normally installed Steam and GoG game instances.
    • Optionally select game instance using folder browser dialog, for non-standard installs.
  • View MBINCompiler | libMBIN Enums, Classes, Fields.  See parent classes, and mbin's for top-level classes.
  • Select NMS language to view all language ID's and their localized values.
  • View all substances, products, and technologies - ID, icon, localized names.
  • View all refiner and cooking recipes - ID's, icons, localized names.
  • View all game and mod pak items without having to unpack or decompile anything - it's all done on-demand in-memory.
    • Specialized viewers for common pak item types e.g. .mbin, .dds, .spv, .xml, .cs, .lua, ... .
    • Side-by-side views of game & mod pak items, with built-in differ for text-based views.
  • Use C# to create query scripts that search game and mod pak items.
  • Use C# to create mod scripts that modify pak items.
  • Compile, enable, and execute mod scripts to create modified pak items, save the modified pak items in new mod pak files.
  • Includes a number of query and mod scripts to get you started.

Some of the included mod scripts (easily adjustable values, easily enable only those you want to use):
  • Increase base radius, wire lengths, extractor and power rates and storage limits, ...
  • Adjust C,B,A,S class probabilities for poor, average, wealthy systems (e.g. ships, multitools).
  • Enable all creatures to become pets, enable all creatures to be ridable.
  • Adjust frequency of freighter battles.
  • Adjust C,B,A,S class probabilities for freighter tech quality.
  • Increase freighter warp distance.
  • Reduce negative penalties for frigates.
  • Remove camera shake effects.
  • Adjust stack sizes, current script sets max stack size to 100,000 for everything.
  • Make all upgrades install with maximum bonus'.
  • Remove lower-right notifications, shorten display time for other notifications.
  • Make all portal runes known, make portal buttons no-cost.
  • Adjust reward locations and chances for star charts, add portal as possible ancient chart location.
  • Make ship salvage terminals placeable anywhere e.g. in bases or right beside crashed ships.
  • Auto-mark various locations e.g. crashed ships, portals, when you get within range.
  • Remove bloom and star twinkle effect, make space darker.
  • Increase interaction and teleport distance between player and ship.
  • Make all ship weapons auto-aim.
  • Ship hover.
  • Increase spawn chance for royals, or increase number of royals per system.
  • Adjust asteroid spacing.
  • Make water clearer.
  • Many adjustments when starting a new game:
    • Random suit, ship, multitool.
    • Specify min|max starting distance to ship.
    • Specify starting units, nanites, quicksilver.
    • Specify number of inventory slots for suit, ship, multitool.
    • Easily add starting items to various inventories, many already defined.
    • Specify known tech and products.


Dependencies: