NoMansSky:Landing Page: Difference between revisions

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{{PageTitle|logo=nomanssky|title=No Man's Sky - Unofficial Wiki|subtitle= {{Fs|1rem|2= <i class="fas fa-angle-double-right"></i> [[NMS:Wiki|Link to Step Wiki]]}}}}
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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>
 
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== About ==
== About ==
This is 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 internal workings of No Man's Sky as well as acquaint aspiring modders with the game modding possibilities.
 
Modding No Man's Sky is also an on-going research effort and, as such, many pages will change over time as Hello Games, creators of No Man's Sky, release new patches and as various mod and tool authors publish new ideas and techniques.
 
Hit us up in the [https://discord.gg/kFxjuuj NMS Modding Discord channel], and thanks so much for reading!
 
== Contribute ==
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 [[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:
# Sign up for a forum account at STEP: https://forum.step-project.com/
# Verify your account.
# 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 Discord] 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.


See the [[NMS:Wiki_Reference|Wiki Reference]] for some guidance on creating and editing pages on the wiki.
Modding NMS is an on-going research effort and as such, many pages might change over time as the game will evolve and as contributors will publish new insight details and techniques.
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Join us in the [https://discord.gg/22ZAU9H NMS Modding Discord channel], and thanks so much for reading!
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== Getting Started ==
== Getting Started ==
If you're completely unfamiliar with modding, check out the [[NMS:Tutorials/Getting_Started|Getting Started]] tutorial! If you've read through Getting Started and want to get right into something quick, you might try your hand at Adding new buildable objects. This can give you a first taste of what it's like to make a mod, and the interconnected nature of files within even a relatively simple mod. Once you've read both of those entries, and in case you've not followed their links, you might check out [[NMS:Tutorials/Compiling_Mods|Compiling Mods]], which covers the basics of putting together your mod after you've finished adjusting all the files related to your mod.
If you want to mod NMS, reading the [[NMS:Current_State_of_Modding|Current State of Modding article]] gives a first overview (even if not extensive) to figure out the actual state of modding.


All the tools necessary to follow these tutorials can be found below in [[NMS:Modding_Tools|Modding Tools]].
The second step is checking out [[NMS:Tutorials/Getting_Started|The Modding Process]] tutorial to get all the first advices to extract, edit and repack files and get the basis to create your first mod.}}


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== Contribute ==
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We are looking for adventurous individuals to experiment on every aspects of No Man's Sky modding capabilities. As many aspects of the game remain hidden away behind untested properties and attributes, experimentation is necessary to learn more about all the game could provide.
 
== Beginner ==
* [[NMS:Tutorials/Adding_new_buildable_objects|Adding new buildable objects]] - this tutorial will allow you to add a custom object to the game building menu
* [[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
* [[NMS:Tutorials/Compiling_Mods|Compiling Mods]] - this tutorial will help you compiling your mod so that it is ready to be used and distributed
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== Intermediate ==
* [[NMS:Tutorials/Running_NMS_in_Unpacked_Mode|Running in Unpacked Mode]]
* [[NMS:Tutorials/Cross_SCENE_Referencing|Cross-SCENE Referencing]]
* [[NMS:Tutorials/Terrain_Generation|Terrain Generation]]
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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 ==
* A list of all internal names for things in game can be found in the [[NMS:Reference_Guides/Reference_Tables|Reference Table]].
* For all the commands and object types supported by the model importer see [[NMS:Modding_Tools/NMS_Model_Importer_Guide|this Guide]].
* Some basic information about the input system is collated in the [[NMS:Reference_Guides/Input_Actions_Reference|Input/Actions Reference]].
* A list of all the exosuit voice files with their WEM IDs can be found in the [https://docs.google.com/spreadsheets/d/15AfJNXD0dIKBeEA6jzlI6QLgaNhTG6NeKg5v9fnMm08/edit?usp=sharing Voice Reference Table].
* [[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] - A little helper for creating mods for No Man's Sky. 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] - This handy tool will allow you to extract the .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 ==
Those willing to assist in updating this wiki with all their findings could apply following these steps :
* [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://stepmodifications.org/forum/register/ Create an account] on the Step Forums, if one doesn't exist
* [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.
#: Ensure to verify the account from the email sent to the address used during sign up
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# Log into the wiki using the forum username and password (person icon on the navbar)
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# After that is complete, mention @TechAngel85 on the [https://discord.gg/22ZAU9H NMS Modding Discord channel] with the desire to edit the NMS wiki so the request is public.
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#: Please include the username that was used for the forum account. Users will then be assigned a user group with edit rights.
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== Other Tools ==
Those not familiar with wiki editing and markup, please see the [[NMS:Wiki_Reference|Wiki Reference]] for guidances.
* [https://github.com/goatfungus/NMSSaveEditor NMS Savegame editor] - Tweak your savegame values the easy way. Comes also with a raw edit mode.
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* [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]
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[[Category:No Man's Sky]]

Latest revision as of 07:10, January 25, 2023

Nomanssky flare.png

No Man's Sky - Unofficial Wiki

Link to Step Wiki

About

This wiki has been created as a community effort to document the internal workings of No Man's Sky as well as acquaint aspiring modders with the game modding possibilities.

Modding NMS is an on-going research effort and as such, many pages might change over time as the game will evolve and as contributors will publish new insight details and techniques.

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

Getting Started

If you want to mod NMS, reading the Current State of Modding article gives a first overview (even if not extensive) to figure out the actual state of modding.

The second step is checking out The Modding Process tutorial to get all the first advices to extract, edit and repack files and get the basis to create your first mod.

Contribute

We are looking for adventurous individuals to experiment on every aspects of No Man's Sky modding capabilities. As many aspects of the game remain hidden away behind untested properties and attributes, experimentation is necessary to learn more about all the game could provide.

Those willing to assist in updating this wiki with all their findings could apply following these steps :

  1. Create an account on the Step Forums, if one doesn't exist
    Ensure to verify the account from the email sent to the address used during sign up
  2. Log into the wiki using the forum username and password (person icon on the navbar)
  3. After that is complete, mention @TechAngel85 on the NMS Modding Discord channel with the desire to edit the NMS wiki so the request is public.
    Please include the username that was used for the forum account. Users will then be assigned a user group with edit rights.

Those not familiar with wiki editing and markup, please see the Wiki Reference for guidances.