NoMansSky:Landing Page: Difference between revisions

From Step Mods | Change The Game
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== Intermediate ==
== Intermediate ==
* [[NMS:Tutorials/Running_NMS_in_Unpacked_Mode|Running in Unpacked Mode]]
* [[NMS:Tutorials/Running_NMS_in_Unpacked_Mode|Running in Unpacked Mode]]
* [[NMS:Tutorials/Adding_new_buildable_objects|Adding new buildable objects]] by '''WinderTP''' - this tutorial will allow you to add a custom object to the game building menu
* [[NMS:Tutorials/Adding_new_buildable_objects|Adding new buildable objects]] by '''WinderTP''' - Add a custom object to the game building menu
* [[NMS:Tutorials/Cross_SCENE_Referencing|Cross-SCENE Referencing]]
* [[NMS:Tutorials/Cross_SCENE_Referencing|Cross-SCENE Referencing]]
* [[NMS:Tutorials/Terrain_Generation|Terrain Generation]]
* [[NMS:Tutorials/Terrain_Generation|Terrain Generation]]

Revision as of 05:25, August 9, 2020

<img src="NMSHeaderBG.jpg" alt="BannerLogo" style="border-radius:10px;">

Welcome!

About[edit | edit source]

This wiki has been created as a community effort to document the technical aspects of No Man's Sky's internal workings as well as acquaint aspiring modders with all of the possibilities of what you can do with the game!

Modding No Man's Sky is an on-going research effort and, as such, many pages will change over time as Hello Games, the developpers of No Man's Sky, release new patches and as various tool authors publish new ideas and techniques.

Join us in the NMS Modding Discord channel, and thanks so much for reading!

Contribute[edit | edit source]

We are looking for adventurous individuals to experiment on some of the more obscure aspects of what modding has revealed so far!

Research work is paramount to the continued existence and improvement of mods; as many aspects of No Man's Sky remain hidden away behind untested properties and attributes that cannot be understood without trial and error. As such, experimentation is necessary to learn more about these unknown aspects and interactions of the game. Listed within the Current State of Modding article is what can and can't be done, as so far as we are presently aware. There, you'll also find links to places you can contribute findings and find tools that you may help develop further.

If you are willing to assist in advancing research of the game's internal mechanics, please update this wiki with your findings. To be able to create new pages and edit content, users will need an account. To obtain one:

  1. Sign up for a STEP forum account
  2. Verify your account from the mail you will receive.
  3. Log into the wiki using your forum username and password (login is at the top right of all wiki pages).
  4. Mention @TechAngel85 on the NMS Modding Discord channel or PM him on the forums with your username and desire to edit the NMS wiki. You'll be assigned a user group for editing.

See the Wiki Reference for some guidance on creating and editing pages on the wiki.


Tutorials

Getting Started[edit | edit source]

To be begin with NMS modding, the best thing to do is to first check out the Getting Started tutorial.
You might also check out the Compiling Mods page, which covers the basics of putting together your mod after you've finished adjusting all the files related to your mod.
Once both done, you might have the basis to go on and create your first mod, or you can now pick one of the beginner's tutorials.

All the tools necessary to follow these tutorials can be found below in Modding Tools.

Beginner[edit | edit source]

  • Compiling Mods - this tutorial will help you compiling your mod so that it is ready to be used and distributed
  • Importing Custom Models - this tutorial will help you importing your own 3D models
  • Adding/Replacing Audio - this tutorial will help you replacing the game sound effects
  • Merging Two Mods - this tutorial will help you combine two mods
  • Toying with AMUMSS - Learn how to detect and solve mods conflicts and how to extract an old mod made for an unknown game version

Intermediate[edit | edit source]

Advanced[edit | edit source]

View all Tutorials

Reference Guides[edit | edit source]

View all References

Modding Tools

Development Tools[edit | edit source]

  • NMS Modding Station - This tool was created to ease up the process of putting a mod together. Its primary aim is to cut down on some of the steps that are currently being done by hand but can be accomplished programmatically, such as repacking modified MBINs. Note: it has PSArcTool built-in!
  • PSARCTool - Extracts and recreates .PAK files. No Man's Sky stores all of its assets and data in these files.
  • MBINCompiler - The quintessential tool for decompiling and recompiling the .MBIN files contained within the .PAK files.
  • NMSDK - A blender plugin which allows importing and exporting of models from the game.
  • NMSE (No Man's Sky Script Extender) - similar to script extenders in games like The Elder Scrolls: Skyrim, new functionality can be added through NMSE via external scripting. [NOTE: This hasn't been updated since the 1.0x release of the game. If anyone would be interested in reviving this project, many people would be very appreciative!]
  • Auto mod-builder updater with mod script system (AMUMSS) - Revolutionary No Man's Sky script based tool that can automate every step of nms modding via easy to create and use lua scripts. Once translated into a script your mod will be ready to be regenerated again in a click after any update (once MBINCompiler will be updated too as AMUMSS relies on MBINCOmpiler). It can also merge mods together, extract .pak files, check any mod conflict and much more...
  • VR mod enabler - Enables mods in VR.

View all Modding Tools

Assistive Tools[edit | edit source]

  • NMS Reward Allocator - this tool allows one to add either preexisting rewards, or custom rewards, to every interaction of any set of existing interactions in the game. E.g. this enables one to quickly add a reward to all Korvax/Vy'keen/Gek Operations Centres or Manufacturing Facilities, as well as any others.
  • Cheat Engine - a powerful tool for adjusting games in real-time by accessing how they're loaded into a computer's memory. However, it's important to remember that these changes are only for as long as the game is loaded, and must either be saved & reloaded alongside Cheat Engine each time (via CheatTables) or copied over to related game files to create a mod. It's this latter approach, making live adjustments and converting the results into file-based mods (i.e. recompiled MBINS, packed into .pak files), where one may find the most value in using Cheat Engine with No Man's Sky. Nevertheless, there are some situations in which the only real way (as of writing) to share one's changes may be to distribute CheatTables, and one will have to discern these situations for oneself. You can find more details about Real-Time Adjustments below.

Other Tools[edit | edit source]

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