No Man's Sky Mods

It’s just a stupid easy force of habit, as I honestly prefer different. I don’t need any setup, no server required, all provided for free, to quickly mess about with and get some result.

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NMS Collections Backup Restore and Sharing Tool :link:
Updated for 3.88

updater version of NMSC now supports Squadrons, plus all the following changes!

-NEW FEATURE! Now imports Goatfungus’ save editors .pet, .wp0 and .sh0 files, i.e. the files you get when you export companions, multitools and ships from that tool!
-NEW FEATURE! Get your portals list via the link in the places tab, and teleport to any of them!
-NEW FEATURE! Teleport to your bases via the bases screen (not all bases will work, a message will come up if you can’t go there)
-NEW FEATURE! Saves your ship location now along with your place, so you can see your ship when you use the places feature to move your player!
-Can filter by galaxy for places and companions, on their selector screens, or by the search box on the Places tab (for places).
-Can filter by galaxy in the bases screen too
-Can sort by cargo inventory on the ships selector screen
-Updated help sections
-Improved importing & backing up process to speed up and fix memory issue
-Adjusted selector screen item sizes for better fits on 1080p screens
-Improved selector screens usability
-Selector screens now order by date as they open
-Can open files directly from file system by clicking the ““Open from file explorer…”” link on the selector screens
-Added option to get rid of selector screens altogether for each data type (““Don’t use selectors for:””), if yours are getting too big and unweildy
-Fixed autobackup keeping only 1 backup, and overwriting custom backups
-Better detection if save needs upgrading
-Added sentinel, drone and ““unknown”” example images for ships

COMING NEXT: Support for winstore/gog/console versions!

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you know…I’m beginning to suspect I need to get more sleep and work a lot less lol…cause I was reading through some notes I made on some code I was looking at…and I swear I dont remember writing half of it lol…but one line really stood out

Download Type ? Sharable creature discoveries?

Wishful thinking, or something I found …no idea lol Likely something to do with Discovery Server…but it got me thinking there is a Creature Hologram Object in code, it would be cool if you could share holograms with other players…maybe like byte beat tracks…

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Enhanced Edition Image Gallery

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Iirc a creature hologram was talked about somewhere a long time ago in game, not sure if it existed as a buildable object or not.
It wouldn’t be too difficult to do that, the game would just need to pull discovery data and it would be able to display any given discovery as a hologram, given how the discovery system works.

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It was a buildable object that I believe was just a place holder and not functional…can’t recall 100%. But yes, it should be very easy.

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I really need more time to play with this shit lol… EXE has built in documentation using reflector for various tagfiles…

<hktagfile version="3">

now if I only knew how to trigger you…but I see you in there…oh I see you…
base.s11n.tagfile.write.compendium

…havoc…this involves you somehow doesn’t it…

YOU EXIST> SON OF A …a C++ Serializer…

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Well thats one mystery that was driving me crazy… now just need to find the time to compare the source code to what’s in the exe to see what secrets I can find…

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Might have figured out what the FileBrowserRecents bit is referring to in the EXPORTED folder’s file. Looking through an old image of the engine, there’s a small Toolbox [FileBrowser] at the bottom.

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cool.
Yeah there is a lot more hidden stuff in here than I thought. Not sure any is usable…honestly haven’t done much IDA in years and trying to remember shit from my 20s doesn’t always go well Example Memory snapshot…expected to be a external file…not just wrapped in at 60gb… now looks like I am stuck as it keeps crashing trying to reload or remove the segments…argh…

lol But I almost had a heart attack when I found the damn thing has code that links to its SVN code repository host. Like why would they leave these bit in lol curious if some of the functions would enable if I enabled all the global debug flags as a mod first…weekend cant come soon enough lol

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Would Love to figure out how to enable access to this (what appears) to be developer menu.
Seems like it gives access to the debug global options within game

.rdata:0000000142917E68 00000016 C [01] Developer Cheats
.rdata:0000000142919F60 0000000C C [02] Screen
.rdata:000000014291A270 0000000D C [03] Startup
.rdata:000000014291A630 00000010 C [08] Game State
.rdata:000000014291AC50 00000014 C [04] Enable Modules
.rdata:000000014291B9A8 00000011 C [05] Demo Cheats
.rdata:000000014291BAE0 00000014 C [06] Capture Cheats
.rdata:000000014291BC98 00000011 C [07] Interaction
.rdata:000000014291C520 00000011 C [09] Boot Screen
.rdata:000000014291C6A8 0000000A C [10] Misc
.rdata:000000014291CF68 00000014 C [11] Debug Messages
.rdata:000000014291D418 00000012 C [12] Debug Graphs
.rdata:000000014291D828 00000017 C [13] Smoke Test Config
.rdata:000000014291E818 0000000F C [14] Creatures
.rdata:000000014291EA78 0000000E C [15] Graphics
.rdata:000000014291F580 00000010 C [16] Networking
.rdata:00000001429204A8 0000000D C [17] Synergy
.rdata:0000000142920650 0000000C C [18] Editor
.rdata:0000000142920FD0 00000008 C [19] VR
.rdata:0000000142921BD0 00000016 C [20] Force Generation
.rdata:0000000142923040 0000000C C [21] Limits
.rdata:00000001429232A0 00000010 C [22] Generation
.rdata:0000000142923540 00000011 C [23] Determinism
.rdata:0000000142923738 0000000F C [24] FrameRate
.rdata:00000001429238F8 00000013 C [25] Base Building
.rdata:0000000142923F10 00000014 C [26] Featured Bases
.rdata:0000000142924210 00000011 C [27] Settlements

-REMOVED-
Turned into me analyzing crazy shit and not really adding anything interesting to this lol

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What I am looking at now. Seems to indicate this toolkit /browser thing to some degree is still in there. Because I found Open/Save Dialog parameters, with viewing and replacing PNG images and part/resource viewing…

Going to post this for anyone interested this is my slow work in progress to understanding the exe layout etc.
So I don’t bore people here lol…I will updated it once in a while maybe as I get more clear understanding.

UPDATED 5/22/2022
https://drive.google.com/drive/folders/1tXNqcSrdxMQyR9vkFappqgbKpa7oFItY?usp=sharing

Changed link to folder so I can just post changes. I cleaned up the copy a bit, Cleaner Nested folders, and Started naming some of the functions for reading/writing XML content. Its clear now exe supports reading/writing directly to EXML, MXML files. Just hoping that whatever front end HellowGames uses is still in there somewhere, cause there certainly are lots of references to things like handling SVN repositories, editing rules for debug testing, modifying debug options within, editing and changing parts of creatures etc etc… I’ll keep poking on weekends to see if I can find more…but as I have stated before I can guarantee I am not discovering anything new"

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There are loads of traces of debug tools in the exe for as far as we are aware. This is not just sketch node stuff either, but full blown options. Whether we can get it to fully function or not remains to be seen. There is most likely also an external tool set to accommodate this.

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that’s for sure. I’m gonna keep poking as I get time. But the more I find the more I am shocked they left this much in production code. They could easily conditionally compile it out. Though with the new update looming, I’m gonna have to try and figure out how to move work from one exe to another lol

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Potentially that code might be there so they can plug in tools by dynamic linking without having to do a dedicated build. In that case it would be fairly normal to leave the API in the production code…

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There many reasons they could do these things. But no reason I can think of they couldn’t accomplish the same result and better, taking it all out, but regardless, gives me something to tinker with lol

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It makes sense for quick debugging of active builds. Industry standard engines like unity also encorporate tools for debugging with a build, such as the profiler.

HG also has different builds for QA testing, so those tools could be hooked up for use during QA.

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sure. as I said there are lot of scenarios where they could. and we can agree/disagree whether the approach used is necessary or just bloat that could be removed. Myself I would never leave calls in software that expose things like where we store our source code or tools needed only for developers that could be kept in separate tools. Even if these didn’t pose security risks etc. Personally I’m glad they did, cause now I can play away.

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Shit deleting…wrong section

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