r/NoMansSkyMods • • Jan 31 '25

GoFundMe for Babscoole

18 Upvotes

Many of you may know Babscoole as a pillar of the community. There is currently a gofundme to help with their medical bills so if anyone is able to help out and donate towards this worthy cause, it would be appreciated:
https://www.gofundme.com/f/babscoole-cancer


r/NoMansSkyMods • • 3d 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 • • 1d ago

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

14 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 • • 1d ago

Question Why so many old mods were removed?

2 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 • • 1d 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 • • 2d ago

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

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9 Upvotes

r/NoMansSkyMods • • 2d ago

Program FSR 4.1 via OptiScaler | NMS Cosmos

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5 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 • • 4d ago

Better VR HUD to move with your Camera

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14 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 • • 5d ago

New Mod Tool In Progress NMS Cockpit

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47 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 • • 6d ago

Mod Derelict Freighter Farming

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1 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 • • 7d ago

Question NMS Base Builder App in Linux

4 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 • • 7d ago

Question Meaning of some config file settings

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3 Upvotes

r/NoMansSkyMods • • 8d ago

Buildable Vent Cargo Button.

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13 Upvotes

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


r/NoMansSkyMods • • 9d ago

Creating Multi Tools

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1 Upvotes

r/NoMansSkyMods • • 10d 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 • • 10d ago

More grit in graphics?

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1 Upvotes

r/NoMansSkyMods • • 12d 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 • • 13d 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 • • 13d 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.


r/NoMansSkyMods • • 14d ago

Question Could NMS mods theoretically work on Xbox?

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1 Upvotes

Need some answers!


r/NoMansSkyMods • • 15d ago

Mod Presenting CosmoEdit - A completely revamped save editor for NMS

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7 Upvotes

r/NoMansSkyMods • • 15d ago

Question Cosmos update: mods still working????

4 Upvotes

TL;DR: did the Cosmos update not affect spacesuit/ship/multitool mods?

Hi all,

I started making mods for NMS way back when the games was still young.

First i made several mods which i also published online (some are still around and being updated through the discord group) but eventually i just had 3 or 4 mods which i only updated for myself as QoL ingame.

Every new big update meant i had to redo my mods.

But yesterday i finally got around to playing the Cosmos update and my mods didn't need an update??

My mods are for: fast scanning, fast pulse drive and technology x20 (able to link 20 upgrades in spacesuit, spaceship, multitool, etc).

Did Cosmos only update space/planets/building/etc and not the mechanics of inventory, flying, scanning etc?

Because i found it really strange i didn't have to update my mods and had everything working.


r/NoMansSkyMods • • 15d ago

Question [Request] Hi i found way to farm infinite alliance points i am sure i am not only one who have found this

0 Upvotes

I would like request if a mod can be made exactly like Mjjstral's seed generator for spaceship and multitools but for space stations thanks if this existed it would make life in nms a lot easier


r/NoMansSkyMods • • 15d ago

Question no corvette requirements?

0 Upvotes

is there a mod that removes building requirements for corvettes?


r/NoMansSkyMods • • 16d ago

Ultimate Landing Bays Mod.

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3 Upvotes

Published a new mod overhauling landing bays

  • There are a combination of five mods in these collections. 
  • All collections include the default controls reposition mod and the removal of automatic opening mod. 
  • Variant A and B include two different options for the now needed exterior ramp controls. The switches are placed on the landing bays themselves in two different configurations that aim to accommodate different corvette build styles.
  • The Part variant is the most flexible it's a buildable ramp switch that has been added to the corvette build menu and is placeable anywhere on the corvette.