No Man's Sky Modding Wiki
Tag: Visual edit
(→‎Tutorials and Tools: Rearranged some tools, added a couple new tools.)
Tag: Visual edit
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* [[Running NMS in Unpacked Mode|Test mods rapidly without having to frequently repack files via Unpacked Mode!]] Note: this is advised for more experienced modders.
 
* [[Running NMS in Unpacked Mode|Test mods rapidly without having to frequently repack files via Unpacked Mode!]] Note: this is advised for more experienced modders.
   
=== Tools ===
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=== Development Tools ===
* [https://nomansskymods.com/mods/nms-modding-station/ 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.
+
* [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.
 
* [https://github.com/monkeyman192/MBINCompiler/releases MBINCompiler] - the quintessential tool for decompiling the encrypted serialized XML, i.e. MBIN files No Man's Sky formats all of its configurations in!
 
* [https://github.com/monkeyman192/MBINCompiler/releases MBINCompiler] - the quintessential tool for decompiling the encrypted serialized XML, i.e. MBIN files No Man's Sky formats all of its configurations in!
 
* [https://cdn.discordapp.com/attachments/289099380600864768/361319460071800842/NMSViewer-1.3x.zip No Man's Model Viewer] - explore the original models and model arrangements (i.e. layouts) shipped with the game! '''<u>Note:</u>''' [https://bitbucket.org/gregkwaste/nms-viewer original source code is here], with notes on usage & keyboard shortcuts in the Wiki tab.
 
* [https://cdn.discordapp.com/attachments/289099380600864768/361319460071800842/NMSViewer-1.3x.zip No Man's Model Viewer] - explore the original models and model arrangements (i.e. layouts) shipped with the game! '''<u>Note:</u>''' [https://bitbucket.org/gregkwaste/nms-viewer original source code is here], with notes on usage & keyboard shortcuts in the Wiki tab.
 
* [https://github.com/monkeyman192/NMSDK/tree/Experimental NMS Blender Export Plugin] - the only tool that makes importing custom models possible!
 
* [https://github.com/monkeyman192/NMSDK/tree/Experimental NMS Blender Export Plugin] - the only tool that makes importing custom models possible!
* [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.
+
* [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.
  +
* [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
 
  +
=== Assistive Tools ===
  +
* [https://github.com/GmrLeon/NMS-Annotation-Script-Generator NMS Annotation Script Generator] - these two generators, one for products, tech, & substance tables, and the other for the various mission tables of the game, create scripts that when run annotate the tables with translations from the localization tables for their various localization ids. This makes reading over these different tables significantly easier than jumping back & forth between them and the localization tables.
  +
* [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.
   
 
== Advanced Topics ==
 
== Advanced Topics ==

Revision as of 23:53, 20 May 2018

Welcome to the No Man's Sky Modding wiki!

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!

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.

How you can help!

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, so far as we're presently aware. Within that article are 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 findings as well. We are looking for adventurous individuals to experiment on some of the more obscure aspects of what modding has revealed so far. Hit us up in the NMS Modding Discord channel, and thanks so much for reading this far!

Beginner Topics

If you're completely unfamiliar with modding, check out the Getting Started topic!

If you've read through Getting Started and want to get right into something quick, you might try your hand at adding existing objects to the build menu. 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 Compiling Mods. This page covers the basics of putting together your mod after you've finished adjusting all the files related to your mod.

Reference Guides

A list of all internal names for things in game can be found in the Reference Table.

For all the commands and object types supported by the model importer see this Reference Guide.

Tutorials and Tools

Tutorials

Development Tools

  • 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!
  • PSARCTool - this handy tool will allow you to extract the PAK files No Man's Sky stores all of its assets and data in.
  • MBINCompiler - the quintessential tool for decompiling the encrypted serialized XML, i.e. MBIN files No Man's Sky formats all of its configurations in!
  • No Man's Model Viewer - explore the original models and model arrangements (i.e. layouts) shipped with the game! Note: original source code is here, with notes on usage & keyboard shortcuts in the Wiki tab.
  • NMS Blender Export Plugin - the only tool that makes importing custom models possible!
  • 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.

Assistive Tools

  • NMS Annotation Script Generator - these two generators, one for products, tech, & substance tables, and the other for the various mission tables of the game, create scripts that when run annotate the tables with translations from the localization tables for their various localization ids. This makes reading over these different tables significantly easier than jumping back & forth between them and the localization tables.
  • 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.

Advanced Topics

For more advanced modders, individual files and descriptions will be listed below!

Game Assets and Objects (SCENEGRAPHS)

  • SCENE files - similar to a prefab and holds information about in-game objects all the way from models, behaviors to audio, particle effects and more.

Engine Configurations and Tools (METADATA)

  • Spawning SCENE files
  • Terrain generation parameters

Adding New Content (METADATA/MODELS)

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

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