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<div style="background-color:#42857b; font-family:Verdana; color:#EEE; font-size:1.5em; border:3px solid #4c535e; border-radius:10px; text-align:left; margin:0 auto 30px auto; padding:5px 15px 5px 15px;"><div id="NMSmenu">[[NMS:Landing_Page|Home]]  |  [[NMS:Wiki_Reference|Wiki Reference]]  |  [[NMS:Tutorials|Tutorials]]  |  [[NMS:Modding_Tools|Modding Tools]]  |  [[NMS:Reference_Guides|Reference Guides]]<div style="float:right; padding-right:60px;">'''Join us on [https://discord.gg/kFxjuuj Discord]!'''</div></div></div>
<div style="background-color:#42857b; font-family:Verdana; color:#EEE; font-size:1.5em; border:3px solid #4c535e; border-radius:10px; text-align:left; margin:-10px auto 30px auto; padding:5px 15px 5px 15px;"><div id="NMSmenu">[[NMS:Landing_Page|Home]]  |  [[NMS:Tutorials|Tutorials]]  |  [[NMS:Modding_Tools|Modding Tools]]  |  [[NMS:Game_Structure|Game Structure]]  |  [[NMS:Index|Index]]<div style="float:right; padding-right:0px;">[[NMS:Wiki_Reference|Wiki Reference]]  |  '''[https://discord.gg/kFxjuuj Join us on Discord]!'''</div></div></div>


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== About ==
== About ==
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!
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 game modding possibilities!


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


Join us in the [https://discord.gg/kFxjuuj NMS Modding Discord channel], and thanks so much for reading!
Join us in the [https://discord.gg/kFxjuuj NMS Modding Discord channel], and thanks so much for reading!
== Getting Started ==
If you want to mod NMS, reading the [[NMS:Current_State_of_Modding|Current State of Modding article]] is a good start to figure out the actual state of modding. List is not extensive but it will already give an overview.<br>
Then, if you're ready to try editing some values, you might check out [[NMS:Tutorials/Getting_Started|The Modding Process]] tutorial to get all the basis to extract, edit and repack files.<br>
Once done, you might have the basis to go on and create your first mod, or you can continue to explore and pick [https://wiki.step-project.com/NMS:Tutorials one of the other tutorials].


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


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 [[NMS:Current_State_of_Modding|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.
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, experimentation is necessary to learn more about these unknown aspects and interactions of the game. Listed within the [[NMS:Current_State_of_Modding|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:
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:
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# Verify your account from the mail you will receive.
# Verify your account from the mail you will receive.
# Log into the wiki using your forum username and password (login is at the top right of all wiki pages).
# Log into the wiki using your forum username and password (login is at the top right of all wiki pages).
# Mention @TechAngel85 on the [https://discord.gg/kFxjuuj NMS Modding Discord channel] or PM him [https://forum.step-project.com/user/326-techangel85/ on the forums] with your username and desire to edit the NMS wiki. You'll be assigned a user group for editing.
# Mention @TechAngel85 on the [https://discord.gg/kFxjuuj NMS Modding Discord channel] or [https://forum.step-project.com/user/326-techangel85 PM him on the forum] with your username and desire to edit the NMS wiki. You'll be assigned a user group for editing.


See the [[NMS:Wiki_Reference|Wiki Reference]] for some guidance on creating and editing pages on the wiki.
See the [[NMS:Wiki_Reference|Wiki Reference]] for some guidance on creating and editing pages on the wiki.
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== Getting Started ==
To be begin with NMS modding, the best thing to do is to first check out the [[NMS:Tutorials/Getting_Started|Getting Started]] tutorial.<br>
You might also check out the [[NMS:Tutorials/Compiling_Mods|Compiling Mods]] page, which covers the basics of putting together your mod after you've finished adjusting all the files related to your mod.<br>
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 [[NMS:Modding_Tools|Modding Tools]].
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== Beginner ==
* [[NMS:Tutorials/Compiling_Mods|Compiling Mods]] - this tutorial will help you compiling your mod so that it is ready to be used and distributed
* [[NMS:Tutorials/Importing_Custom_Models|Importing Custom Models]] - this tutorial will help you importing your own 3D models
* [[NMS:Tutorials/Adding_Replacing_Audio|Adding/Replacing Audio]] - this tutorial will help you replacing the game sound effects
* [[NMS:Tutorials/Merging_two_mods|Merging Two Mods]] - this tutorial will help you combine two mods
* [https://wiki.step-project.com/NMS:Tutorials/ToyingwithAMUMSS Toying with AMUMSS] - Learn how to detect and solve mods conflicts and how to extract an old mod made for an unknown game version
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== Intermediate ==
* [[NMS:Tutorials/Running_NMS_in_Unpacked_Mode|Running in Unpacked Mode]]
* [[NMS:Tutorials/Adding_new_buildable_objects|Adding new buildable objects]] by '''WinderTP''' - Add a custom object to the game building menu
* [[NMS:Tutorials/Enable_object_snapping_for_buildable_objects|Enabling object snapping for buildable objects]] by '''WinderTP'''
* [[NMS:Tutorials/Cross_SCENE_Referencing|Cross-SCENE Referencing]]
* [[NMS:Tutorials/Terrain_Generation|Terrain Generation]]
* [[NMS:Tutorials/Spawning_and_Testing_Objects_Scenes|Spawning and testing Objects - Scenes]]
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== Advanced ==
* [[NMS:Tutorials/Vulkan_Shader_Modding|Shader modding]] - Vulkan (NMS2.0+) or GLSL (NMS1.0 to 1.77)
* Entity modding:
** [[NMS:Reference_Guides/Actions_and_Triggers|TriggerEvent]] to Action chains in [[NMS:Reference_Guides/ENTITY|entities]] - including action loops by using gotostate action repetitions (example: Health refresh every second.)
* [[NMS:Tutorials/Mod_Creation_by_Hex_Editing_MBINs|Mod Creation by Hex Editing MBINs]]
'''[[NMS:Tutorials|View all Tutorials]]'''
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== Reference Guides ==
* [[NMS:Reference_Guides/Reference_Tables|Reference Tables]] listing game items and properties.
* [[NMS:Modding_Tools/NMS_Model_Importer_Guide|NMSDK Guide]] : All the commands and object types supported by the model importer.
* [[NMS:Reference_Guides/Input_Actions_Reference|Input/Actions Reference]] : Some basic information about the input system.
* [https://docs.google.com/spreadsheets/d/15AfJNXD0dIKBeEA6jzlI6QLgaNhTG6NeKg5v9fnMm08/edit?usp=sharing Voice Reference Table] : A list of all the exosuit voice files with their WEM IDs.
* [[NMS:Reference_Guides/Reward_Types|Reward Types]]
'''[[NMS:Reference_Guides|View all References]]'''
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== Development Tools ==
* [https://www.nexusmods.com/nomanssky/mods/320 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!
* [https://github.com/periander/PSArcTool PSARCTool] - Extracts and recreates .PAK files. No Man's Sky stores all of its assets and data in these files.
* [https://github.com/monkeyman192/MBINCompiler MBINCompiler] - The quintessential tool for decompiling and recompiling the .MBIN files contained within the .PAK files.
* [https://github.com/monkeyman192/NMSDK NMSDK] - A blender plugin which allows importing and exporting of models from the game.
* [https://github.com/Ant2888/NMSExtender 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!]
* [https://www.nexusmods.com/nomanssky/mods/957 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...
* [https://www.nexusmods.com/nomanssky/mods/957 VR mod enabler] - Enables mods in VR.
'''[[NMS:Modding_Tools|View all Modding Tools]]'''
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== Assistive Tools ==
* [https://github.com/GmrLeon/NMS-Reward-Allocator 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.
* [https://www.cheatengine.org/ 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.
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== Other Tools ==
* [https://github.com/goatfungus/NMSSaveEditor NMS Savegame editor] - Tweak your savegame values the easy way. Comes also with a raw edit mode.
* [https://nomansskymods.com/mods/nms-location-manager-saveshare-locations-and-teleport/ NMS Location Manager]
* [https://www.nexusmods.com/nomanssky/mods/363/ No Man's Connect] - Online Location Manager
* [https://www.raxdiam.com/nmsse/ Save Editor by Raxdiam] (outdated)
* [https://www.nmseeds.club/Account NMS Online Seed Database]
* [https://www.nexusmods.com/nomanssky/mods/658 NMS Translator] by Lo2k - Converts all language files into easy to read and edit txt files and back to MBIN.
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[[Category:No Man's Sky]]
[[Category:No Man's Sky]]

Revision as of 21:21, August 20, 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 game modding possibilities!

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

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

Getting Started[edit | edit source]

If you want to mod NMS, reading the Current State of Modding article is a good start to figure out the actual state of modding. List is not extensive but it will already give an overview.
Then, if you're ready to try editing some values, you might check out The Modding Process tutorial to get all the basis to extract, edit and repack files.

Once done, you might have the basis to go on and create your first mod, or you can continue to explore and pick one of the other tutorials.

Contribute[edit | edit source]

We are looking for adventurous individuals to experiment on some of the more obscure aspects of what modding has yet to reveal!

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, 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 forum 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.

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