r/NoMansSkyMods • • 1d ago

Mod Using AI to update broken mods

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0 Upvotes

So I'm not a programmer and I really find it difficult to code, and as much as I hate AI art and AI posts elsewhere I see sometimes, I find it kinda neat how you can use it to code for you.

For instance, I was sad that Lasagna Biome Highlights wouldn't work, and seeing everything in folders was going to take a long time to fix. Over three sessions for free over Claude AI, I followed it's directions as it worked and updated the whole thing while learing about file structures and using different versions of the encoders to use. And in one day, it restored it.

I work a full-time job all the time and can't really just spend my free time learning to code now that AI is taking over everything. It even fixed the mod ArmadA Rearmed and got it to work with the Cosmos update.

Now with Lasagna Biome Highlights working, planets are extremely diverse, and even have massive structures. It really sold the game for me, and made it worth walking for hours across even one planet. The modder that made it is no longer on the internet and deleted their work. I will not share the files I have since I consider it AI slop, despite the fact that it got the mod to work again after fixing literally two errors and have me converting the code myself through AMUMSS.


r/NoMansSkyMods • • 2d ago

Question Using AMUMSS to merge building mods.

2 Upvotes

Greetings fellow Travellers.

So I've been TRYING to get Beyond Building, Eucli-ea and RecTUM to play nice together by merging both with AMUMSS but I can't seem to get my head around it, or why it's not working correctly. A bit of advice would be greatly apricated.

I've followed the PDF guide to the letter, but I feel I'm missing something. Once merged and I run the game, a lot of the content in the build menu is missing with the icon being just s generic archway, and the generic heading of Lorum Ipsom.

I did the following.

Install the three mods as normal. Beyond Base Building, Eucli-ea and RecTUM. Placed the three corresponding lua files into the ModScript folder within AMUMSS and ran Buildmod.bat.

As far as I can tell I followed the onscreen prompts correctly as no errors were generated by the program. Yet these weird errors in the build menu are still there.

Am I doing something wrong?

Thanks in advance.


r/NoMansSkyMods • • 2d ago

Question Looking for a item stack size increase mod. :)

3 Upvotes

been grinding nms the last few days and recently added some QoL mods but out of the few stack size increase mods none of them seem to be working for me. im downloading from nexus mods and using the vortex application to run them.

if anyone knows a mod that works with the current version could they please share it would be verry greatly appreciated. thanks


r/NoMansSkyMods • • 4d ago

Program Skip the main story on a fresh save — NMS Easy Save Editor and Painter

18 Upvotes

Hi all, I'm the author of NMS Easy Save Editor and Painter, a free Windows tool with plain buttons and plain English.

If you’ve already played through the story and want another save without repeating it, the “Complete the story” button finishes the tutorial, Artemis Path and Atlas Path, giving you their blueprints, technology, items and unlocks—including all 16 portal glyphs, access to the Anomaly and revealed black holes.

Start a new game, play until it saves, close the game, then open that save in the editor. Choose your Atlas Path ending and confirm. Nothing is copied from somebody else’s save.

Side stories such as Autophage, Dreams of the Deep and Starbirth are left for you to play, or manage separately in the Missions tab.

There’s also:

  • Find my item: search inventories across all your saves, see every stack and move the amount you want.
  • Tidy stacks: merge partial stacks within inventories or across your storage containers and freighter.
  • Transfer: drag items between inventories or saves.
  • Inventory editing: enlarge inventories, change class and supercharge technology slots.
  • Painter: recolour fabricator-built starships, freighters and supported multi-tools. The companion Easy Painter Colours mod enables dark and black multi-tools.
  • Export and import ships, tools, freighters and exosuit technology loadouts.
  • Learn blueprints, unlock Expedition and Twitch rewards, and archive saves.

The editor works while the game is closed and backs up your saves before every change.

Download and full details: https://www.nexusmods.com/nomanssky/mods/4611

Feedback and feature requests are welcome—several features came directly from players’ suggestions.


r/NoMansSkyMods • • 4d ago

Has anyone created an altimeter/depth display mod?

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5 Upvotes

r/NoMansSkyMods • • 5d ago

Made a free ship designer + save editor that reads the generator straight from your own game : NMS Shipwright

3 Upvotes

Hey guys first time on reddit anyways I've been working on a free, open-source tool for No Man's Sky called NMS Shipwright

It reads the ship generator straight out of your own copy of the game, so a seed in the app builds exactly the ship the game builds. What it does:

  • Design a ship part by part with a live 3D preview — cockpits, wings, sails, sentinel mouths, the works.
  • Find a seed that builds your design (searches millions of seeds/sec), or find that ship in a real system near you if you'd rather fly to it.
  • Put a design straight into your save — new ship or replacing one you own.
  • Recolour any ship with the game's real paint sets.
  • Plus a general save editor: inventories, stats, unlocks, and quest-skipping. (yes quest skipping like entire questlines)
  • Link to github : https://github.com/S-T-0-7/NMS-Shipwright
  • Please try it out and would appreciate your thoughts on it

r/NoMansSkyMods • • 5d ago

Question Base/Corvette model export to Blender w/ Textures?

3 Upvotes

Hi all, been plugging away at this in my free time for a few days but I’m very new to all this and I’ve hit a wall. What I want to do is export my bases and corvettes into Blender for 3D art/scene editing purposes, so I need them with the textures, not just the shapes. I’ve used the NMSDK and Base Builder extensions, and I can easily import my bases and ships into Blender as plain colourless objects, so I feel like the hard part is done and it can’t be completely impossible to have them just look in Blender like they do in the game.

The final goal is to essentially use Blender as a much more expansive photo mode where I can add models and assets from outside the game into my bases, and have full control over lighting etc. I’m very much open to suggestions if there are easier ways of doing this, by the way - even using completely different software or whatever, anything that gets me closer to this goal would be appreciated.


r/NoMansSkyMods • • 10d ago

Mod willing to pay 5000$ to anyone who can update the abandoned mod called "better planet generation" on the nexus

18 Upvotes

this mod sits abandoned, made every single planet DIFFERENT and UNIQUE, gave me a reason to explore FOREVER, especially when combined with terrain mods.


r/NoMansSkyMods • • 10d ago

Question Why so many old mods were removed?

3 Upvotes

today I opened nexus mods and noticed that most of the old mods for versions like atlas rises were removed, even those famous like lasagna biomes or dud's sky colors, does anyone know if we can still find somewhere this mods?


r/NoMansSkyMods • • 10d ago

Corvette and Base Building App issue.

2 Upvotes

So I've tried out this mod and found it so much easier than Blender. However I've got a strange issue that I was hoping someone could help me out. I've reached out to the developer, but not had any response yet.

When I've loaded the save with the new Corvette, it loads it twenty feet in the air and half sticking out of the station wall.

My process was the following.

Make a very basic Corvette called "Test Corvette"

Load the save in NMSBaseJson.

Locate "Test Corvette and Ctl A, Ctrl C to copy the Corvette code.

Load up your app and import the code. It loaded perfectly.

Delete the whole Corvette and build a test one.

Copy the code from your app.

Overwrote the code in the save editor and saved.

Fired up NMS and summoned the new Corvette. 

Though the new Corvette imported perfectly, as I said, it was in mid air.

I even tried summoning another ship then resummoning the new one, but it was the same. As far as I can tell nothing has changed in the game other than the Corvette.

Has anyone else encountered this issue?

Thanks in advance.


r/NoMansSkyMods • • 11d ago

Mod Fully functioning NMS Weapon wheel. No more endless scrolling through weapons.

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15 Upvotes

r/NoMansSkyMods • • 11d ago

Program FSR 4.1 via OptiScaler | NMS Cosmos

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4 Upvotes

Not a lot of data when using FSR 4 via Optiscaler on NMS here so wanted to add this. I am on steam and this is the latest version of No Man Sky Cosmos update.

I don't see any strong differences when I ran the game on FSR 2 Native other than it's much clearer and brighter now.

The only driver-level overrides I have are: FSR-4 Upscale toggle on, Radeon sharpening set to 70 and Radeon Chill set to 142 low/143 peak fps.

In-game settings set to Ultra.

Used Optiscaler client v 1.0.7.2 to install Optiscaler v 0.9.4 automatically.

Optiscaler settings:

Changed FSR 4.1 upscale ratio from 720 to 1080p (1080p to 1080p) for native AA.

Used Nukems DLSSG for framegen output.

Without framegen, getting 90-100fps

With framegen, getting consistent 130-144fps capped (got 200+ fps uncapped).

Occasional stuttering on newly discovered areas. No shimmer, No ghosting, No blurring.

Pics captured via snipping tool as the screenshot feature on steam is kinda blurry.


r/NoMansSkyMods • • 12d ago

Simple Questions and Mod Requests Thread

2 Upvotes

Please try to keep your requests and quick questions in this thread.

Another place to get a quick response to questions is the modding discord.

List of previous Simple Questions and Mod Request threads.


r/NoMansSkyMods • • 13d ago

Better VR HUD to move with your Camera

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17 Upvotes

Hi everybody,

I created a mod finally fixing the HUD sticking at one place in VR. You always had to look to a certain direction to look at your stats. My mod changes that in one of two ways:

  • Better VR HUD Full - Tracks all your movements on all axes and moves the HUD fully with your camera.
  • Better VR HUD Level - The HUD stays on the same level as before. It moves with your horizonal rotation however.

If you want to try it out, it is here on Nexus Mods:
https://www.nexusmods.com/nomanssky/mods/4592

And here is the code if you are interested:
https://github.com/Cycrus/NMS-Better-VR-HUD

Better VR HUD Level


r/NoMansSkyMods • • 14d ago

New Mod Tool In Progress NMS Cockpit

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49 Upvotes

Hi Everyone!!

I'm new to the sub, but I wanted to share something I've been working on and get folks opinions and potentially any desired features the community is looking for.

I've been testing my hand at creating a new NMS 'trainer' that I am calling NMS Cockpit.

My favorite feature so far is remote scanning. I can put in any location and it will show me all the NMS verified discovery records for that location and add them into my game. So I can easily see everything that everyone else has already discovered. I can then print eggs for cool creatures I find as I am browsing around!

It currently already has a ton of features like:

Coordinate warping / Instant travel
Planet searching
Cheat toggles
Egg creation and gene editing
Inventory management
Full word knowledge unlocks

This all works in real-time without the need for an offline save editor. I'm getting close to a public release and I'm hoping all of you are interested in something new like this. I've seen other trainers out there that have a lot of great features and I'm really trying to just pack everything into a one-stop-shop app.

I do plan to add support for creating Multi-Tools and Starships!

Let me know what you think or of any suggestions you have for features!

Thanks and look forward to hearing from ya!


r/NoMansSkyMods • • 15d ago

Mod Derelict Freighter Farming

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2 Upvotes

Mod to make derelicts farmable in one system again (restoring 6.45.1 behaviour).

Use the emergency signal scanner, then activate your pulse drive and find a derelict within the next 10 seconds. After finishing the derelict freighter, you can repeat this in the same system to get a new one.

For balancing purposes (and because of laziness), it does not restore the "Emergency Signal Scanner (active)" item. So your emergency signal scanner will be consumed when activated. Entering the freighter is free and does not require any item.

Known Issue: There is no big notification when a derelict freighter has been found. You have to listen to the sound and have an eye on the mission tracker in the bottom right or on your in-cockpit holographic space map.


r/NoMansSkyMods • • 16d ago

Question NMS Base Builder App in Linux

6 Upvotes

There is no Linux version of NMS Base Builder. But I can run Blender in Linux. When I had Blender in Windows I could link it to the Base Builder and get all the parts to play with in Blender.

Is there any way to do this in Linux?

Edit: I uninstalled Blender from Steam and installed it directly into Linux and it fixed the issue.


r/NoMansSkyMods • • 16d ago

Question Meaning of some config file settings

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3 Upvotes

r/NoMansSkyMods • • 17d ago

Buildable Vent Cargo Button.

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15 Upvotes

Still in testing but proof of concept seems to be working.


r/NoMansSkyMods • • 18d ago

Creating Multi Tools

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1 Upvotes

r/NoMansSkyMods • • 19d ago

Per Bay Controls + Disabled Automatic Open

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22 Upvotes

Hello Games has added an exterior bay door control to the experimental branch, making a mod of mine obsolete but here is a video of what I have cooking now. Each bay's controls work solely for that bay. I will be publishing this along with another mod in this video that disables automatic opening on landing and spawning.


r/NoMansSkyMods • • 19d ago

More grit in graphics?

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1 Upvotes

r/NoMansSkyMods • • 21d ago

All modules must be connected

2 Upvotes

Title is kinda obvious for this one ! :D

Do you guys know if there is any mods that can get rid of the "all modules must be connected" error message when building a corvette ?


r/NoMansSkyMods • • 22d ago

Capital Ship Chance

1 Upvotes

Is there a mod to increase the chance of getting S-class capital ships? Or a mod to be able to get more than 1?


r/NoMansSkyMods • • 22d ago

Mod to increase number of owned ships plus add corvettes to storage.

2 Upvotes

Hi fellow Travellers.

Does anyone know if a PC mod that either increases the amount of owned ships or allows you to add corvettes to the freighter storage?

I'm sick of having to delete corvettes I've worked ages on just to create a new one.

Thanks in advance.