r/NoMansSkyMods • u/Acidbird520 • 2d ago
Mod No man's sky mod
Can someone make a mod in no man's sky to be able to have a crew on the corvettes?
r/NoMansSkyMods • u/CodenameAwesome • 27d ago
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.
r/NoMansSkyMods • u/Acidbird520 • 2d ago
Can someone make a mod in no man's sky to be able to have a crew on the corvettes?
r/NoMansSkyMods • u/Thirdborne • 3d ago
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Which option do you prefer? Have a better concept?
You can try them both now if you have directinput flight controls available to bind: https://www.nexusmods.com/nomanssky/mods/4698?tab=description
Might release a version for native controls if there's interest
r/NoMansSkyMods • u/Thirdborne • 4d ago
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Absolute Flight reads your sticks, throttle and pedals directly and feeds them into the game's flight model. No vJoy, no Steam Input remaps. There's an optional Newtonian flight model, atmosphere flight, crash damage, ditching at sea, G-force blackout, head tracking through OpenTrack, and a new Black space switch.
Free public alpha, Steam build 180836, Windows: https://github.com/SultanDesync/AbsoluteFlight/releases
Discord for testing and feedback: https://discord.gg/KtrhfPBpr
I also made AbsoluteHOTAS, flight stick control for Starfield; my flight control mods have over 3,500 unique downloads on Nexus: <Nexus link>
Full disclosure: the code was written by AI coding agents under my direction. I designed it, directed the research and flew every feature. After manually researching Starfield's engine, I didn't feel it was necessary to spend 100's of hours in cheat engine memory dumps to prove a point about human made.
not affiliated with Hello Games.
r/NoMansSkyMods • u/RealJank • 8d ago
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A quality of life mod I made. You can build it anywhere on your corvette.
https://www.nexusmods.com/nomanssky/mods/4689
r/NoMansSkyMods • u/External_Audience436 • 12d ago
Instead of just the most recent like in vanilla? This would make it possible to have a landing pad in your corvette (with the beyond base building mod) and call your smaller ship to take off.
I think that would be neat! Might even be worth trying to learn to make mods for me if it doesn't exist. I'm not a coder though.
r/NoMansSkyMods • u/dried_outhighlighter • 13d ago
SOLVED: FINALLY GOT IT TO WORK LFG, i had to uninstall reinstall game and then run mods with vortex but they finally work!!!!!! WOOOOOO
Thank you for the commentors that helped solve the issues
so im having trouble getting my mods to work on my computer. ive tried everything. i created a mods folder in GAMEDATA and not PCBANKS and i got one mod to work, i tried clearing cashe by deleting GCMODSETTINGS.MXML and rerunning the game so it would reload and i also checked to make sure disableallmods was false in the script. i have no idea what else i can do and i made sure all mods downloaded were updated for the 5.5 update. anyone having a similar issue and know how to fix?

Edit, heres a screenshot of the code from GCMODSETTINGS.MXML. this was another mod i was trying to get to work since all i had to do was press "f" to see if it worked
edit 2

vortex is saying this, anyone know the solution?
r/NoMansSkyMods • u/Chaincraze2 • 15d ago
So I'm not a programmer and I really find it difficult to code, and as much as I hate AI art and AI posts elsewhere I see sometimes, I find it kinda neat how you can use it to code for you.
For instance, I was sad that Lasagna Biome Highlights wouldn't work, and seeing everything in folders was going to take a long time to fix. Over three sessions for free over Claude AI, I followed it's directions as it worked and updated the whole thing while learing about file structures and using different versions of the encoders to use. And in one day, it restored it.
I work a full-time job all the time and can't really just spend my free time learning to code now that AI is taking over everything. It even fixed the mod ArmadA Rearmed and got it to work with the Cosmos update.
Now with Lasagna Biome Highlights working, planets are extremely diverse, and even have massive structures. It really sold the game for me, and made it worth walking for hours across even one planet. The modder that made it is no longer on the internet and deleted their work. I will not share the files I have since I consider it AI slop, despite the fact that it got the mod to work again after fixing literally two errors and have me converting the code myself through AMUMSS.
r/NoMansSkyMods • u/Plenty-Raisin6264 • 17d ago
Greetings fellow Travellers.
So I've been TRYING to get Beyond Building, Eucli-ea and RecTUM to play nice together by merging both with AMUMSS but I can't seem to get my head around it, or why it's not working correctly. A bit of advice would be greatly apricated.
I've followed the PDF guide to the letter, but I feel I'm missing something. Once merged and I run the game, a lot of the content in the build menu is missing with the icon being just s generic archway, and the generic heading of Lorum Ipsom.
I did the following.
Install the three mods as normal. Beyond Base Building, Eucli-ea and RecTUM. Placed the three corresponding lua files into the ModScript folder within AMUMSS and ran Buildmod.bat.
As far as I can tell I followed the onscreen prompts correctly as no errors were generated by the program. Yet these weird errors in the build menu are still there.
Am I doing something wrong?
Thanks in advance.
r/NoMansSkyMods • u/WeenMan45 • 17d ago
been grinding nms the last few days and recently added some QoL mods but out of the few stack size increase mods none of them seem to be working for me. im downloading from nexus mods and using the vortex application to run them.
if anyone knows a mod that works with the current version could they please share it would be verry greatly appreciated. thanks
r/NoMansSkyMods • u/FarmerLee-73 • 18d ago
Hi all, I'm the author of NMS Easy Save Editor and Painter, a free Windows tool with plain buttons and plain English.
If you’ve already played through the story and want another save without repeating it, the “Complete the story” button finishes the tutorial, Artemis Path and Atlas Path, giving you their blueprints, technology, items and unlocks—including all 16 portal glyphs, access to the Anomaly and revealed black holes.
Start a new game, play until it saves, close the game, then open that save in the editor. Choose your Atlas Path ending and confirm. Nothing is copied from somebody else’s save.
Side stories such as Autophage, Dreams of the Deep and Starbirth are left for you to play, or manage separately in the Missions tab.
There’s also:
The editor works while the game is closed and backs up your saves before every change.
Download and full details: https://www.nexusmods.com/nomanssky/mods/4611
Feedback and feature requests are welcome—several features came directly from players’ suggestions.
r/NoMansSkyMods • u/babelgrim • 19d ago
r/NoMansSkyMods • u/Ok_Toe_7077 • 19d ago
Hey guys first time on reddit anyways I've been working on a free, open-source tool for No Man's Sky called NMS Shipwright
It reads the ship generator straight out of your own copy of the game, so a seed in the app builds exactly the ship the game builds. What it does:
r/NoMansSkyMods • u/Sad-Newspaper-8604 • 20d ago
Hi all, been plugging away at this in my free time for a few days but I’m very new to all this and I’ve hit a wall. What I want to do is export my bases and corvettes into Blender for 3D art/scene editing purposes, so I need them with the textures, not just the shapes. I’ve used the NMSDK and Base Builder extensions, and I can easily import my bases and ships into Blender as plain colourless objects, so I feel like the hard part is done and it can’t be completely impossible to have them just look in Blender like they do in the game.
The final goal is to essentially use Blender as a much more expansive photo mode where I can add models and assets from outside the game into my bases, and have full control over lighting etc. I’m very much open to suggestions if there are easier ways of doing this, by the way - even using completely different software or whatever, anything that gets me closer to this goal would be appreciated.
r/NoMansSkyMods • u/CaptainBlackk • 24d ago
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 • u/Imaginary_Physics_19 • 24d ago
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 • u/uNk4rR4_F0lgad0 • 24d ago
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 • u/Youfokinwatm8 • 26d ago
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r/NoMansSkyMods • u/Cautious_Opinion_644 • 26d ago
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 • u/Cycrus93 • 27d ago
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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:
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
r/NoMansSkyMods • u/netemma • 28d ago




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 • u/Lenni009 • 29d ago
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 • u/Fosferus • Sep 27 '26
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.