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No Man's Sky Modding Wiki
Welcome to the No Man's Sky Modding wiki! The wiki has been moved: https://wiki.step-project.com/NMS:Landing_Page -
Enabling object snapping to buildable objects
For the purpose of demonstrating in a more practical form, we shall assume the case of adding snapping capabilities to two different buildable objects via custom snap points. Open the SCENE file which you wish -
Reward Types
"GcRewardAdvancePortalState.xml" "GcRewardAssessCookedProduct.xml" "GcRewardAtlasPathProgress.xml" "GcRewardCargo.xml" "GcRewardChangeGlobalMission.xml" "GcRewardClosePortal.xml" "GcRewardCrashSiteFly.xml" "GcRewardCrashSiteRepair.xml" "GcRewardDamage.xml" "GcRewardDamageTech.xml" "GcRewardDiscoverRune.xml" "GcRewardDisguisedProduct.xml" "GcRewardEnergy.xml" "GcRewardFactionStanding.xml" "GcRewardFrigateDamageResponse.xml" "GcRewardHazard.xml" "GcRewardHealth.xml -
Getting Started
This quick guide has the goal of quickly introducing fundamental aspects to modding No Man's Sky without going into many specifics. Primarily this focuses on accessing your game files and introducing some core tools -
Adding new buildable objects
This article serves as a tutorial to adding new buildable objects. This means that we will create a custom object and make it appear in the build menus. It is possible to add custom models -
Merging two mods
This is a tutorial on combining two mods which alter the same files. We’ll be merging two basebuilding mods as an example: Star Trek Player Flags and Ultra Base Building. Your folder will now -
How to Properly Make Patches for PlanetBuildingTables.mbin
By theFisher86 Many mods use the open "slot" for "None" in the PlanetBuildingTable to spawn their custom models. This is a great way to do except it's not expandable using PlanetBuildingTable as there are -
SCENE Files
SCENE files (also known as SCENEGRAPHS) are MBIN files used as containers for object references in the game. They can reference a lot of things - including entities, effects, additional scenes, meshes, and so forth. Using -
Replacing Audio
The first step to replacing Audio is unpacking it. If you haven't already unpacked the whole game you can unpack just the audio by using the PSARC Tool on NMSARC.5B11B94C.pak which contains -
MATERIAL Files
MATERIAL MBIN's contain information about which texture maps as well as shader effects are used for a given mesh provided via a GEOMETRY file. Much like'materials' in 3D modeling programs, there are a -
Input Actions Reference
The following information was collated from GAMEDATA\INPUT\ACTIONS.JSON. See notes at end of page for how this was done. This information was gathered from GAMEDATA\INPUT\ACTIONS.JSON using https://jqplay.org/. Paste -
Current State of Modding
Some aspects of the game remain hidden and without more experimentation through playing with more heavily modified configurations of the game, the effects of these configurations simply cannot be known. Due to this, there are -
Terrain Generation
Before we begin, it's important to note that terrain generation in No Man's Sky is complex. It's literally various layers of noise being laid over each other to produce the environments one -
GCCAMERAGLOBALS.GLOBAL
In this file you will find all sort of settings relative to the game cameras. This includes player cameras, photo mode, behicle camera, and camera shake properties. Template: GcCameraGlobals[] TogglePerspectiveBlendTime -, ThirdPersonAfterIntroCamBlendTime -, ThirdPersonSkipIntroCamBlendTime -, ShipThirdPersonBlendTime -, ShipThirdPersonBlendOffset -, ShipFirstPersonBlendTime -
ActionTrigger
Data template=”GcTriggerActionComponentData” Inside this environment we can have Actions, and Triggers. If this environment has an ID, the TriggerAction can be called from a SimpleInteraction as well as a normal Interaction. -
Template:Infobox
Description[] This template is a sample infobox, to aid in the creation of new infoboxes. Recommended usage: copy the template code to a new template page, and edit it there. Infobox and template background[] See -
DESCRIPTOR Files
DESCRIPTOR MBIN's are used to enable procedural generation on an existing SCENE file. DESCRIPTOR MBIN's tend to have a 1:1 mapping of object names and hierarchies as to what is found also -
Template:Infobox character
Description[] To use this template, copy the following code and fill in the appropriate fields. Syntax[]{{infobox character| name=| image=| caption=| aliases=| affiliation=| marital=| birthDate=| birthPlace=| deathDate=| deathPlace=| species=| gender=| height=| weight=| eyes=}} Samples[]{{infobox -
Importing Custom Models
It is possible to import custom models with the use of the NMS Model Importer plugin for Blender. Check out this page to learn how. This is a much faster method for checking on your -
TEXTURE Files
TEXTURE MBIN's contain configurations for creating different layers of procedural recoloring used by models in-game. With the use of TEXTURE MBIN's, it is possible to create different choices patterns and decal sets -
NMS Texture Format
No Man's Sky uses mainly DDS images as texture maps but also accepts formats such as PNG, JPEG, and PSD as per Horde3D specification. As such, it is highly recommended to use the Nvidia -
LSYSTEM Files
LSYSTEM MBINs are at the heart of No Man's Sky's building generation, both interiors and exteriors. They are a series of lists of scenes carefully processed through a set of rules to produce -
Template:Infobox book
Description[] To use this template, copy the following code and fill in the appropriate fields. Syntax[]{{infobox box| title=| image= [e.g. "Example.jpg"]| author=| illustrator=| datePublished=| publisher=| previous=| next=}} Sample output[]{{infobox book| title -
Template:Infobox album
Description[] To use this template, enter the following and fill in the appropriate fields. Most fields left blank will not show up. Don't forget to include brackets, to make the fields into links. Syntax -
Compiling Mods
Assuming you've looked into how to add an existing object to the build menu, you'll need to remember that the files you modified must have the same exact directory structure as you found
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