If an new update has dropped it can take up to a week or more for the compiler to be updated. Unless the old compiler still works. So be patient, as soon as the compiler is updated I'll update my mod. Feedback is welcome, if you have any idea's or questions feel free to ask. If you encounter any bugs please let me know. Before posting any issues please read the description.
Mod Format Explantion
EXML Format:Partial edit, only touches the lines/values that need editing. Very low chance of conflicts with other mods (unless they edit the same values). Can be edited easily by user using an editor like Notepad ++/VSCODE/... . MBIN Format:Full File Replacement. High chance of conflict, comparable with old pak format (pre. WORLDS). Can be used together with EXML, MBIN mods are loaded first so changes in EXML mods that edit the same file will still be applied. Other MBIN mods that change the same file follow the FIFO principle, merging is highly recommended with MBIN mods (see How To). Lua Format: Script file used by AMUMSS to generate the mod or used for merging with this tool. CS Format: Script file used by NMSMB to generate the mod or used for merging with this tool.
Description First things first. This mod quite technical and annoying to come with new ideas. & Sticky New custom mod idea's are welcome. A few things you have to keep in mind, I cannot cross f.e. ship specific stat types over to weapons so you will have to look at the existing stat values if you want to submit an idea
Hey, just coming back from a long hiatus and re-updating everything. Glad to see your stuff updated.
I had an question & ideas, as for the above, perhaps you could get some community modders in on it as well on disco or forums. I think an idea similar on bladehawk's deRandomize page and had this discussion in the past, though not sure if it was NMS or another game, they kind of blend in with so many mods and games after all these years, lol.
My initial question was, if this had some kind of loot table, could it be extremely rare tech? I was looking through the lua and couldnt tell if it just added unlockable tech to the tree or something else.
I like how you added a company/corporation for manufacturing goods. My idea also goes with this train of thought.
1.)The adding of a variety of groups, companies, races, etc that have created goods for the players to find, above and beyond what the vanilla game offers. Starting small, you can choose one thing, flesh it out, and use it as a blueprint for other items, tech, weapons, modules, etc going forward.
Current Alien Races: Make about 10-20 groups for each, anything from special military groups, research tech groups, manufacturing corps, etc. Unknown Alien Races: Same here, make up the races names and sub-groups/corpse, etc accordingly or simply have "unknown civ/race" or simply use the name of the race as the prefix to the item. Pirate, Bandit, Black Market Factions: Same as above, make about 10-20 to flesh it out for variety. Military: If you didn't use it for the above, you can make specific faction military's items. It would be understandable to find these more often that other private sector gear... usually.
2.)Decide on type of module or items to focus on, for here, lets say weapons or weapon modules. A variant of each group can be made (note - not all groups have to have a variant or item similar, they may have some things they worked on that others didn't or vice-versa, or something unique entirely). You could setup a spreadsheet with stats between the variants and groups. You could also set a base group of stats for each letter class (C,B,A,S, etc) and run a randomizer to get the base stats for an item and then apply any buffs/debuffs, +/- modifers to the stats later (I'll explain below).
3.)RNG types for condition & rarity. This could be things like exquisite, rusty, shabby, master crafted, inspired, cursed, defective, unique, legendary, high quality, prototype, mythic, etc. Basically a series of modifiers that would apply negatives and positives to the base stats of an item for that group, ex. Mythic Atlantean Spear vs Rusty Atlantean Spear. Atlantean Spear would be the base item for the Atlantean faction. Once you have "x" number of bad and good prefix modifiers, you can then do an RNG chart when rolling for loot and the base bonus/penalties, example: Broken: -65-80% Cursed: -45-60% Rusted: -35-40% Shoddy: -20-30% Defective: -10-15% -NORMAL- : base stats Well Made: +10-15% Exceptional: +20-30% High Quality: +35-40% Lucky: +45-60% Mythical: +65-80% Additionally, you can either do a flat rate applied to an item or module to all stats and slot numbers, OR the random way. HaveRNGapply the +/- to all the stats and blocks within the range of the prefix to the items "base" stats you setup or used RNG for in the first place. I personally prefer RNG for both as it makes finding and searching for things more fun, IMO.
You can also seek help for naming from the community, reward them with special/unique named items, etc with their names in it somewhere, as well as other modders tags who may want to assist with the project. Just a thought, lol.
Edit: Forgot to say, with all the factions, it would give a wide range of variety for similar items but not the same old same old for every class.
Also, the prefixes can be found on all letter classes... like a Mythical Invid Engine "C" class. The same for the same kind, but for "B" class will still be better... should be... if RNG is kind.
As for tech or unlocking the blueprints... if you want to allow it, you can either have to collect "X" research fragments for each type, disassemble "X" amount of them at a special machine, turn in "X" of the item (any prefix or class variant) and get a research chit to buy and unlock the ability to learn how to craft. If craftable... I would probably still apply the RNG of the prefix to it so you'd have some variety and a reason to stockpile/use up resources trying to get a good roll.
Also, for rolls on the RNG chart for prefixes, the more severe or beneficial, the more rare it is. Lol, it would suck to have everything cursed at the start of the game, hah.
Icons and differentials - You could use AI generators for icon art, real pics, etc and/or get the community to help submit some. Then you can reuse the same icons, have unique for all, or have some with the "tint color" codes applied to the icon to make a series different.
Lastly, I was saying use what you come up with as a template for future use, like if you did all this for a Beam Weapon, as an example, you could then apply all the conditions and factions to other weapon modules, then move on to ship parts, exosuit stuff, possibly vehicles (thinking cloning a vanilla vehicle and applying the mechanics to them).
1) Can't be done. There is just "stores" we can add items to their "loottable" or the unlockableitem trees that let's you unlock the be craftable (with some additonal steps) 2) I could make specific tech, it's what i did for the suit tech, but it can be a pain in the ass to do. And don't think for weaponry havin proct tech for 1 specific thing is good thing. Could it be done yes but that would probably end up being a page for each weapon we have since there's quite a lot of tech. 2.1) All my cutsom procedural tech have some sort of multiplier on their base stat dependign on class ie B== Cx1.5, A== Bx1.5 etc etc making it true RNG is impossible unless we get access to real modding tools 2.2) What you seem to be asking is more rarity class, could be done in a roundabout way fe Broken and Cursed would be variants in C Class etc. But doing this would require tremendous amount of work and I frankly don't have the time for it anymore. 3) Yes AI can be used to generate icons etc. But time
Yeah, it would definitely be a project that takes a while, but since some of the basics have been implemented in over the years, I figure it could be either someone with a passion could do or something the community could cobble together and work on like other group projects in the past.
As for 1.), hmm could there be a workaround in additions of stores or store names, if not, then, like you said, you can dump the new items in their loot tables and assign some RNG to them with the groups names attached to items.
For 2.), yeah thats why I figured roll up the base stats for new items and have those +/- RNG modifers work their magic on top of it. I suppose the variants could be made (all of them) if not doing, or not possible, the application of modifiers AFTER the loot is found/seen/picked up, etc. Could have roll them on top of the base stats and keep those as "set in stone" for that type, minus what the game does to randomize some things on top of it.
But doing this would require tremendous amount of work and I frankly don't have the time for it anymore.
Absolutely understand. Part of my reason for my hiatus from No Man's Sky was modding on other games, the past year on 7 Days to Die... im supposed to be finishing up an overhaul but here I am back in NMS, waiting on the game updates to go through over there lol.
I know I have this posted on your site and bladehawks, but some of the things modders work on share some similarities or mechanics. I just like to get the conversation going so others can see. A lot of times other modders will see it and add their knowledge in to it as well or even get something started. Just getting some feedback and discussion going if these COULD be done. I can do some things in xml/exml but I would have to learn more of the "usage" of scripts and functions here as there are a good bit of differences and limitations between games/game engines.
I was already working on resource packs for another game but there are plenty of similarities to use some of the assets. But your right, every little thing adds up to one big chore, ha.
I'm probably doing something wrong, but 4 of your mods require craftable items that are no longer in the game, S class Super Resistant Shields Fire, Radiation and Toxic, and S Class HG Corp Suit Gills (says it needs 100 sulphide on craft but doesnt accept crystal sulphide). Otherwise an amazing mod and I love everything else.. Great Stuff, thank you for making this mod :)
thx for letting me know, HG might have removed some stuff with 5.5 didn't get around checkign ingame that much yet, only was able to fix the lua and upload it and play the exp. Might check it out this weekend and fix it
Hello , Great Mod but was wondering why one upgrade offers +100 Range and for the same item another offers -100 Range. Sorry if I am not understanding it properly but there are a couple of - (minus) stats where it looks like it should be a +(plus) as well. I might be wrong but are you able to confirm everything is as it should be ?. Thank you, I used your LUA and merged.
As a modder myself, it's good to know that from now on when someone posts a message with one word and a question mark, such as "EXML?", that I should IMMEDIATELY know to check all of my uploads in order to determine what the poster meant by their one word comment. I will also strive to practice and improve my psychic abilities in order to better understand the INTENT of what a single word post like "EXML?" actually means.
That will save so much time, instead of making the poster go out of their way to actually post a usable and readable sentence and/or question.
I love new content and upgrades, so thanks for sharing this :) I have a tiny request, very small super tiny request, barely noticeable, can you make a more "balanced version" of this mod? ;)
Hi, sry for late reply. On top of my head I don't have any particular mods that stand out. I just think it would be great if your well made mod fit into the game in a balanced way in price, access and recipe costs.
Acces and recipe cost should be balanced at least to some extent. But i'll check, but on the other hand, scripts are there lua and NMSMB, so you can tinker yourself now :D
Hey jackty89, huge fan of your mods! I just had a quick question about this one though, v5.03. I can't seem to be able to find any Hazard Protection modules (such as in this screenshot). Are those no longer implemented? I can't craft them, haven't seen them from vendors, and can't unlock the ability to craft them at the Nexus.
I think i swapped those out by making more focued ones Ie Cold, Heat, Rad, ... since otherwise proc gen text strings would be screwed up.
I'm might invest some time to see if custom proc tech names are possible to make if so I Could potentially bring this back. But for no since it didn't look nice I changed it
Quick question. I haven't actually purchased any of the mods yet, but they seem to be loaded correctly and working fine. Can anyone tell me if they count towards your total mod counts for each upgraded item? Like how we can have only four mods installed at any one time before the technology gets overloaded?
I know I could install them and find out for myself, but I'm getting ready to fly home after the holidays and probably won't be able to play NMS for a couple days, so I'd appreciate a quick "Yep. Still only four mods. These are just better," or "Nope. Load them all and pretend they're Pokémon."
Still 4 mods and they are on steroids basically. You can always give it a spin on a new save with purchase free/skip tutorial in case you're still not sure
79 comments
Mod Format Explantion
Interesting links
How To Guides
Mods folder has changed, all mods should now go in: ...\No Man's Sky\GAMEDATA\MODS
For more information read this: (credits to GumskBF): NMS modding After 5.50
I had an question & ideas, as for the above, perhaps you could get some community modders in on it as well on disco or forums. I think an idea similar on bladehawk's deRandomize page and had this discussion in the past, though not sure if it was NMS or another game, they kind of blend in with so many mods and games after all these years, lol.
My initial question was, if this had some kind of loot table, could it be extremely rare tech? I was looking through the lua and couldnt tell if it just added unlockable tech to the tree or something else.
I like how you added a company/corporation for manufacturing goods. My idea also goes with this train of thought.
1.) The adding of a variety of groups, companies, races, etc that have created goods for the players to find, above and beyond what the vanilla game offers. Starting small, you can choose one thing, flesh it out, and use it as a blueprint for other items, tech, weapons, modules, etc going forward.
Current Alien Races: Make about 10-20 groups for each, anything from special military groups, research tech groups, manufacturing corps, etc.
Unknown Alien Races: Same here, make up the races names and sub-groups/corpse, etc accordingly or simply have "unknown civ/race" or simply use the name of the race as the prefix to the item.
Pirate, Bandit, Black Market Factions: Same as above, make about 10-20 to flesh it out for variety.
Military: If you didn't use it for the above, you can make specific faction military's items. It would be understandable to find these more often that other private sector gear... usually.
2.) Decide on type of module or items to focus on, for here, lets say weapons or weapon modules. A variant of each group can be made (note - not all groups have to have a variant or item similar, they may have some things they worked on that others didn't or vice-versa, or something unique entirely).
You could setup a spreadsheet with stats between the variants and groups. You could also set a base group of stats for each letter class (C,B,A,S, etc) and run a randomizer to get the base stats for an item and then apply any buffs/debuffs, +/- modifers to the stats later (I'll explain below).
3.) RNG types for condition & rarity.
This could be things like exquisite, rusty, shabby, master crafted, inspired, cursed, defective, unique, legendary, high quality, prototype, mythic, etc. Basically a series of modifiers that would apply negatives and positives to the base stats of an item for that group, ex. Mythic Atlantean Spear vs Rusty Atlantean Spear. Atlantean Spear would be the base item for the Atlantean faction.
Once you have "x" number of bad and good prefix modifiers, you can then do an RNG chart when rolling for loot and the base bonus/penalties, example:
Broken: -65-80%
Cursed: -45-60%
Rusted: -35-40%
Shoddy: -20-30%
Defective: -10-15%
-NORMAL- : base stats
Well Made: +10-15%
Exceptional: +20-30%
High Quality: +35-40%
Lucky: +45-60%
Mythical: +65-80%
Additionally, you can either do a flat rate applied to an item or module to all stats and slot numbers, OR the random way. HaveRNGapply the +/- to all the stats and blocks within the range of the prefix to the items "base" stats you setup or used RNG for in the first place. I personally prefer RNG for both as it makes finding and searching for things more fun, IMO.
You can also seek help for naming from the community, reward them with special/unique named items, etc with their names in it somewhere, as well as other modders tags who may want to assist with the project.
Just a thought, lol.
Thanks again for all your work jackty89!
Also, the prefixes can be found on all letter classes... like a Mythical Invid Engine "C" class. The same for the same kind, but for "B" class will still be better... should be... if RNG is kind.
As for tech or unlocking the blueprints... if you want to allow it, you can either have to collect "X" research fragments for each type, disassemble "X" amount of them at a special machine, turn in "X" of the item (any prefix or class variant) and get a research chit to buy and unlock the ability to learn how to craft. If craftable... I would probably still apply the RNG of the prefix to it so you'd have some variety and a reason to stockpile/use up resources trying to get a good roll.
Also, for rolls on the RNG chart for prefixes, the more severe or beneficial, the more rare it is. Lol, it would suck to have everything cursed at the start of the game, hah.
Icons and differentials - You could use AI generators for icon art, real pics, etc and/or get the community to help submit some. Then you can reuse the same icons, have unique for all, or have some with the "tint color" codes applied to the icon to make a series different.
Lastly, I was saying use what you come up with as a template for future use, like if you did all this for a Beam Weapon, as an example, you could then apply all the conditions and factions to other weapon modules, then move on to ship parts, exosuit stuff, possibly vehicles (thinking cloning a vanilla vehicle and applying the mechanics to them).
Thanks again!
2) I could make specific tech, it's what i did for the suit tech, but it can be a pain in the ass to do. And don't think for weaponry havin proct tech for 1 specific thing is good thing. Could it be done yes but that would probably end up being a page for each weapon we have since there's quite a lot of tech.
2.1) All my cutsom procedural tech have some sort of multiplier on their base stat dependign on class ie B== Cx1.5, A== Bx1.5 etc etc making it true RNG is impossible unless we get access to real modding tools
2.2) What you seem to be asking is more rarity class, could be done in a roundabout way fe Broken and Cursed would be variants in C Class etc. But doing this would require tremendous amount of work and I frankly don't have the time for it anymore.
3) Yes AI can be used to generate icons etc. But time
As for 1.), hmm could there be a workaround in additions of stores or store names, if not, then, like you said, you can dump the new items in their loot tables and assign some RNG to them with the groups names attached to items.
For 2.), yeah thats why I figured roll up the base stats for new items and have those +/- RNG modifers work their magic on top of it. I suppose the variants could be made (all of them) if not doing, or not possible, the application of modifiers AFTER the loot is found/seen/picked up, etc. Could have roll them on top of the base stats and keep those as "set in stone" for that type, minus what the game does to randomize some things on top of it.
Absolutely understand. Part of my reason for my hiatus from No Man's Sky was modding on other games, the past year on 7 Days to Die... im supposed to be finishing up an overhaul but here I am back in NMS, waiting on the game updates to go through over there lol.
I know I have this posted on your site and bladehawks, but some of the things modders work on share some similarities or mechanics. I just like to get the conversation going so others can see. A lot of times other modders will see it and add their knowledge in to it as well or even get something started. Just getting some feedback and discussion going if these COULD be done. I can do some things in xml/exml but I would have to learn more of the "usage" of scripts and functions here as there are a good bit of differences and limitations between games/game engines.
I was already working on resource packs for another game but there are plenty of similarities to use some of the assets. But your right, every little thing adds up to one big chore, ha.
Thanks for your reply, insight, and time jackty89!
Sorry if I am not understanding it properly but there are a couple of - (minus) stats where it looks like it should be a +(plus) as well. I might be wrong but are you able to confirm everything is as it should be ?. Thank you, I used your LUA and merged.
I will also strive to practice and improve my psychic abilities in order to better understand the INTENT of what a single word post like "EXML?" actually means.
That will save so much time, instead of making the poster go out of their way to actually post a usable and readable sentence and/or question.
I have a tiny request, very small super tiny request, barely noticeable, can you make a more "balanced version" of this mod? ;)
On top of my head I don't have any particular mods that stand out. I just think it would be great if your well made mod fit into the game in a balanced way in price, access and recipe costs.
I can't seem to be able to find any Hazard Protection modules (such as in this screenshot). Are those no longer implemented? I can't craft them, haven't seen them from vendors, and can't unlock the ability to craft them at the Nexus.
I'm might invest some time to see if custom proc tech names are possible to make if so I Could potentially bring this back.
But for no since it didn't look nice I changed it
I know I could install them and find out for myself, but I'm getting ready to fly home after the holidays and probably won't be able to play NMS for a couple days, so I'd appreciate a quick "Yep. Still only four mods. These are just better," or "Nope. Load them all and pretend they're Pokémon."
Thanks.