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Truly Efficient Efficient Thrusters

Truly Efficient Efficient Thrusters

Truly Efficient Efficient Thrusters version 1.55.01
a mod for No Man’s Sky version 1.55 (build 3020240)

Purpose:

This mod radically changes the ship launch system, especially the value of the Efficient Thrusters technology upgrade for ships. First, it reduces the base launch cost in fuel by 20% (50 to 40). Second, it DOUBLES the capacity of the launch fuel tank (400) and DOUBLES the fuel value of Starship Launch Fuel (400). Third, it reduces the minimum fuel required to summon a ship to 10% (40). Alone by themselves, those are a useful quality-of-life change, allowing 10 launches before needing to refuel even without Efficient Thrusters. Fourth, and not at all least, it makes the effect of Efficient Thrusters much more significant, reducing fuel consumption to just 10% of baseline rather than 80%. Combined, they allow for 100 launches on a full tank.

Multiplayer impact: untested, but expected to still apply the same change to the player’s ship, which might infer an unfair advantage in materials during PvP.

Compatibility details: This mod alters multiple files:
.\\GCSPACESHIPGLOBALS.GLOBAL.MBIN
.\\METADATA\\REALITY\\TABLES\\NMS_REALITY_GCPRODUCTTABLE.MBIN
.\\METADATA\\REALITY\\TABLES\\NMS_REALITY_GCTECHNOLOGYTABLE.MBIN

Any other mod that also alters these files will not be compatible.

No Upgrade RNG No Bounce

No Upgrade RNG No Bounce

No Upgrade RNG No Bounce version 1.55.01
a mod for No Man’s Sky version 1.55 (build 3020240)

Purpose:

This mod radically changes the technology upgrade system, removing all the “procedural” randomness from the process, in the process also erasing all differences between the different “quality” upgrades: every class C upgrade is now identical to not only every other class C upgrade but every other class upgrade as well. This applies to all equipment upgrade types. Once you have any three upgrades, you’ll have the best of everything. If you already had three upgrades, they will suddenly become the best possible. It also increases the default bonuses of all effects for all upgrades of all equipment by 50% and removes the “bounce” or ricochet effect from multitool weapons (bullets and plasma grenades). Those bonuses truly will be the best.

NOTE: The effect to existing upgrades of removing this mod is untested, but they will likely revert to whatever RNG would have been applied to them by their seed numbers, class limitations and bounce and all.

Multiplayer impact: untested, but the effects and huge bonuses will likely still apply to you, meaning a significant unfair advantage versus anyone (in PvP) without the mod.

Compatibility details: This mod alters the following file:
.\\METADATA\\REALITY\\TABLES\\NMS_REALITY_GCPROCEDURALTECHNOLOGYTABLE.MBIN

Any other mod that also alters these files will not be compatible. The changes to this file are so extensive that even merging it with another mod that alters the file will require changes to one or the other.

No Suit Tech Recharge

No Suit Tech Recharge

No Suit Tech Recharge version 1.55.01
a mod for No Man’s Sky version 1.55 (build 3020240)

Purpose:

This mod eliminates the recharge requirements of all the exosuit environmental hazard upgrades. “Upgrades” should result in less, not more, micromanagement during gameplay, don’t you think?

Beta: I have tested this enough to confirm the absence of recharge requirements, but am uncertain if the full benefit of the combined upgrades remains. Please share your experiences with it.

Multiplayer impact: untested, but in hostile PvP environments you will likely enjoy a distinct advantage over anyone not using this mod.

Compatibility details: This mod alters the following file:
.\\METADATA\\REALITY\\TABLES\\NMS_REALITY_GCTECHNOLOGYTABLE.MBIN

where four properties near the end of the file, one for each enviro tech, are edited to read
<Property name=”Chargeable” value=”False” />

Any other mod that also alters that file will not be compatible.

Freighter Warp Reactor / Hyperdrive Upgrade recipes (NEXT)

Freighter Warp Reactor / Hyperdrive Upgrade recipes (NEXT)

This Mod will give you the chance to collect Freighter Hyperdrive Upgrade recipes.

As I did not found any valid comment on how to earn Freighter Hyperdrive Upgrade recipes in NMS NEXT and because I believe that this is a must have if you can warp with your Freighter, I had decided to create a Mod which will give you the opportunity to find these technology recipes by looting crashed Freighters.

All you need to do is fixing freight containers at Freighter crash sites.

In total there are three recipes to earn (level A, B and C). The reward system will randomly give you a recipe after fixing a broken container (depending on the chance you have choosen). 

Update:
As it turns out not to be possible to change the chance of finding recipes I made two new Versions.
The first version will give you a 6.25% chance of finding one of the recipe by fixing a container. This results from the possible loot which might be in them (15 possible items/money and 1 recipe list = 16). 

The second version will give you a 100% chance of finding the recipes. For this to work I had to disable all other possible items. So you should only use it for learning these recipes and delete the mod after that!

The mod takes no influence on the order of the rewarded recipe! This will be random (e.g. you may will earn level A before C)!

You can also unlock all recipes and delete this mod as it may not work with other mods which are using the REWARDTABLE file!

Please report any Bugs or Problems you may encounter with this mod.

Disclaimer: You are free to change, enhance and distribute this mod. 

 

As the upload function did not recognize my zip file, I copied it to Google Drive. Will try to upload again on this site as well.

Revised Economy, Conflict and Tech Names for NEXT (RU)

Revised Economy, Conflict and Tech Names for NEXT (RU)

This mod simplifies naming lists on galaxy map and intended to make your search for suitable economics a bit easier. Each list now presented by only one name, and all names have different letters at start, to eliminate any confusion then you searching fast. Of course this is not the only one mod of such kind, but most of others are for english only, or covers only levels (not types). This one is for russian language, so rejoice! 🙂

Conflict levels:
[мирная/низкий уровень конфликта/спокойная/расслабленная/мягкая/стабильная/тихая/простая/неопасная/умеренная] -> [мирная]
[с периодическими конфликтами/средний уровень конфликта/нерегулярные конфликты/нестабильная/беспокойная/неуправляемая/бурная/обостренная/воинственная/буйная] -> [нестабильная]
[высокий уровень конфликта/опасная/идет война/творится беззаконие/гибельная/тревожная/критическая/грозная/разрушительная/агрессивная] -> [война]

Economics levels:
[проблемная/молодая/бесперспективная/слабеющая/упадочная/бедная/недост. снабжение/безуспешная] -> [бедная]
[удобная/сбалансированная/многообещающая/развивающаяся/среднее снабжение/удовлетворительная/жизнеспособная/достойная] -> [сбалансированная]
[благополучная/процветающая/продвинутая/состоятельная/буйно развивающаяся/в расцвете/достаточное снабжение/изобилие] -> [процветающая]

Economics types:
[Высокие технологии/Технология/Наноробототехника/Инженерное дело] -> [Технология]
[Горное дело/минералов/Добыча руды/Геологические изыскания] -> [Добыча ресурсов]
[Мелкий рынок/Торговля/Перевозки/Коммерческая] -> [Торговля]
[Производство/Промышленность/Строительство/Массовое производство] -> [Промышленность]
[Синтез материалов/Алхимия/Обработка металлов/Переработка руды] -> [Синтез]
[Исследования/Наука/Эксперименты/математики] -> [Исследования]
[Производство энергии/Поставки энергии/Производство топлива/Высокое напряжение] -> [Энергетика]

This mod modifies NMS_UPDATE3_RUSSIAN.MBIN.

SwimLikeDaFish

SwimLikeDaFish

SwimLikeDaFish version 1.55.01
a mod for No Man’s Sky version 1.55 (build 3020240)

Purpose:

This mod triples the player swim speed and braking while underwater.

Multiplayer impact: untested, but the only effect on other players might be your unnatural ability to escape your pursuers in water.

Compatibility details: This mod alters the following file:
.\\GCPLAYERGLOBALS.GLOBAL.MBIN

and changes three properties:
<Property name=”UnderwaterMaxSpeed” value=”12″ />
<Property name=”UnderwaterForce” value=”45″ />
<Property name=”UnderwaterBrake” value=”9″ />

Any other mod that also alters that file will not be compatible, and one or the other must be chosen, not both.

No More Bullet Bounce

No More Bullet Bounce

No More Bullet Bounce version 1.55.01
a mod for No Man’s Sky version 1.55 (build 3020240)

Purpose:

This mod entirely removes the “bounce” effect from purchased (procedural) multitool upgrades for its Boltcaster, Scatter Blaster, and Plasma Grenade Launcher modes. Normally when such upgrades are purchased and applied, there is a probability that one of the effects will be this bounce effect, causing bullets to ricochet and plasma grenades to bounce one or more times. This mod removes that probability, and even does so retroactively: any existing upgrades that had this effect will no longer have it. (I do not know if the effect will reappear if the mod is removed; I have not yet tested that.)

Multiplayer impact: untested, but weapon effect changes are expected to persist in multiplayer for your multitool only (meaning no ordnance bounce in PvP).

Compatibility details: This mod alters the following file:
.\\METADATA\\REALITY\\TABLES\\NMS_REALITY_GCPROCEDURALTECHNOLOGYTABLE.MBIN

Any other mod that also alters that file will not be compatible, and one or the other must be chosen, not both.  Rather than change various properties, I’ve actually removed eight property blocks, which is a bit much to detail here without just sharing the complete text of the decrypted file.

Larger Solar Systems + Weather Tweaked

Larger Solar Systems + Weather Tweaked

I started messing around with modding NMS while waiting for some authors to catch up with the 1.55 update and therefore I could continue playing.

After extensive self-tests (for about 4 days) I found what I feel to the best for me. Myself personally, I love No Man’s Sky, but I believe the solar system’s to be too small. I love ship combat as well for this game, so I felt the systems need more space (and less asteroids to run into).

So, put simply, and forgive me if it’s early at the time of this posting:

Planet = 2-3 Minutes @ Impulse distance (upped from 20-30 seconds if that).

Asteroids = a bit smaller/larger but depends, and more resources in them. about 50% more space in between.

Also!

 

Weather figures (because my immersion was crying help) have been fixed up a bit! Now, no more boiling temperatures on Temperate planets (I think) unless I rolled back that change in this version, because you can’t edit the Hazard Table too extensively (found that out the hard way! lol). But, at least the degrees are a little more meaningful. A few things to watch out for are that in this initial upload, caves may not actually be temperate in all cases (partially intentional), and I’d like to add that if anyone understands weather systems for NMS drop me a line. This portion of the mod shouldn’t interfere with many mods as there aren’t many which affect the weathers.

On a side note: I will probably re-update after this weekend (it is Sunday) with a non-sky colors version. Didn’t mean to overwrite those 😉

 

NEXT: Common Creatures

NEXT: Common Creatures

Makes every creature more common and in larger groups. All creatures are active in day and night. Takes me about 5 mins to get a planet full scan with this mod. You still have to find the biomes though. AIR/WATER/CAVES/GROUND. 2 in the air, 2 in the water, rest mostly ground, might be 1 in a cave. Enjoy!

Not compatible with other mods that modify creatures.

ExoticsUP Increase the chance of Exotic Spawn a BIT

ExoticsUP Increase the chance of Exotic Spawn a BIT

ExoticsUP increases the %-Spawn Rate of Exotic Ships in:
– Poor Systems from 0 to 5
– Average Systems from 1 to 5
– Wealthy Systems from 2 to 10

 

Nothing else.

 

For those who dont want to wait hours and still want to be able to go on the “hunt” for the beautys our there.

Enjoy

 

 

 

Files altered/edited:

GCSOLARGENERATIONGLOBAL.GLOBAL

 

Credits to Kremit for finding the File values needed

S-ClassUP or AlwaysS Increase S-Class Ship spawn rate a bit

S-ClassUP or AlwaysS Increase S-Class Ship spawn rate a bit

Hello, this mod increases the %-Spawn Rate of S-Class Ships in:

– Poor Systems from 0 to 5
– Average Systems from 1 to 10
– Wealthy Systems from 2 to 15

For those who dont want to wait hours and still want to be able to “hunt” for the beautys our there.

 

due to immediate demand/request:

added a Version with 100% Spawn S-Class in every System:
AlwaysS

Enjoy

 

Files altered/edited:

INVENTORYTABLE.MBIN

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