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Hardcore Milestones

Hardcore Milestones

This mod updates milestone thresholds to be considerably more challenging. Milestones have been increased at each level to be between 10 and 500 times the original requirement. As of version 1.4, due to some feedback, milestone distributions have also been changed; level 1 milestones have been reset to the original vanilla values, and a higher weight has been put on milestone levels past level 5. For Journey Milestones, 25% of the effort is required to reach level 5, and 75% for level 10. See the Chaneglog for more detail.

See included HardcoreMilestonesTable.xlsx file for specific milestone thresholds.

Note: The milestone popup screen you get that shows the number per milestone is not affected by this mod. So that screen will show the incorrect value, but the actual value is correct. That is a minor aesthetic annoyance, but has no impact on gameplay. Just mentioning it here in case it confuses anyone.

Now also modified Race/Guild milestones!

Clean Space for NEXT 1.52

Clean Space for NEXT 1.52

This mod removes all speed lines and dust/plazma from space and from the game. 
The space feels now more deep and vast, without visual disturbances.

*** Compatible with NEXT version 1.52***

Files affected by this mod: 
MODELSEFFECTSLINESSPEEDLINEMATERIAL.MBIN, SPEEDLINE2MATERIAL.MBIN, SPEEDLINE3MATERIAL.MBIN.
MODELSEFFECTSSPACEANIMATEDDUSTANIMATEDDUST.MATERIAL.MBIN
MODELSEFFECTSSPACEPLASMAPLASMA.MATERIAL.MBIN

Directional Standing Lights – Next

Directional Standing Lights – Next

Modifies Standing Lights. Increases Light Intensity and makes 2 of the lights more directional instead of lighting around the light stand. And one of the stands has been left as default but has intensity increased.

Trade and Economy Mod NEXT

Trade and Economy Mod NEXT

So Hello Games added a new trading system in 1.3 which is very cool but unfortunately only limited to specific 35 trade goods. In 1.5 for some reason they removed trade goods entirely from the space stations and other sales places so I added them back in.

I decided to make every product and substance in the game also be affected by this new trade system.

Basically, every item in the game now belongs to a certain class of items (Advanced material, scientific component, mineral, tech component, trade commodity or manufactured item) which corresponds to the 7 new types of economic systems added in the game. This means that each item in the game will have one type of system where it can be bought for much cheaper and one type of system where it can be sold for a lot more, enabling a lot more interesting trading.

I’ve also made items be even cheaper in systems where they are produced and more expensive in systems where they are needed to increase potential trading profits, this may be a little overpowered in the late game, I will probably add a more balanced version later for those who want to keep it realistic.

I’ve tried to give each item a realistic class although it wasn’t always easy, here are a few examples :

  • A Neutrino Module is a Tech Component which means it will sell for cheap in Tech systems and sell for a lot in Fuel Generation systems.
  • A Gek Charm is a Trade Commodity which means it will sell for cheap in Trading systems and sell for a lot in Advanced Material systems.
  • Ferrite Dust/Pure Ferite/Copper are Minerals which means they will sell for cheap in Ore Extraction systems and sell for a lot in Ore Processing systems.
  • Alloys of all kind (Aronium/Lemmium/Dirty Bronze, etc) are Advanced Materials which means they will sell for cheap in Advanced Material systems and sell for a lot in Scientific Systems.

Most of these are logical however they may be some inconsistencies so please report any item which feels out of place and should belong in another class.

If you want to learn more about each type of economic system and potential trade loops, check this page out : https://nomanssky.gamepedia.com/Economy

I’ve also added a few more smaller changes to go along with the trade overhaul:

  • Stations and ships sell more items and a wider variety (a lot of items which were not allowed to be sold in the base game now are). 
  • The loss of value you get when selling many items has been reduced (not entirely removed)
  • Some items such as the more rare exotic elements (frost crystals, solanium, rubeum, viridium) have seen their base price significantly increased to better reflect their rarity

I’ve tried to keep things reasonably balanced however there will probably be exploits and this definitely makes money making easier. 

Please report any bugs you find and anything you want changed.

The mod is currently compatible with 1.5 NEXT update.

E3 SHIP HUD (Original E3 Trailer Ship HUD)

E3 SHIP HUD (Original E3 Trailer Ship HUD)

Welcome to my FIRST MOD EVER! I am new to the NMS Modding section, but a veteran in the NMS community ? I really wanted to contribute, so I decided to start learning the modding ways, and started small with updating a mod that was created by DeckyDooles.

  • Changes the Font to match the E3 Demo
  • Changes Ship HUD to match the E3 Demo

  • None as of yet. Please leave any issues/concerns/suggestions in the comment section below.

  • RaYRoD: Tester and advice guru ? Check his Community pack here!
  • DeckyDooles: The modder that inspired me to start modding, as well as the mods original owner! 

  • Add me on Discord!: woozypictures#5694
  • Check my YouTube out!

E3 Crosshair (Weapon & Ship [Incl. Hit Detection])

E3 Crosshair (Weapon & Ship [Incl. Hit Detection])

Welcome to my FIRST MOD EVER! I am new to the NMS Modding section, but a veteran in the NMS community ? I really wanted to contribute, so I decided to start learning the modding ways, and started small with updating a mod that was created by DeckyDooles.

  • Changes the Mining Laser Crosshair to match the E3 Demo.
  • Changes the Boltcaster Crosshair to match the E3 Demo.
  • Changes the Ship Crosshair to match the E3 Demo.

  • None as of yet. Please leave any issues/concerns/suggestions in the comment section below.

  • RaYRoD: Tester and advice guru ? Check his Community pack here!
  • DeckyDooles: The modder that inspired me to start modding, as well as the mods original owner! 

  • Add me on Discord!: woozypictures#5694
  • Check my YouTube out!

  • TBA

 

No Pirates + No Random Sentinels (all optional)

No Pirates + No Random Sentinels (all optional)

IMPORTANT: This mod is now part of my “AUTO MOD BUILDER – UPDATER – MOD SCRIPT SYSTEM” and can be build on your own with a few clicks.

  1. Download the tool and extract it
  2. Copy the mod script (.lua) file from the ModScriptCollection folder to the ModScript folder
  3. Enter your No Man’s Sky game folder path into the NMS_FOLDER.txt
  4. Click the BuildMod.bat
  5. When asked enter “y” to copy the mod to your mods folder (it also gets created into the root folder of the tool)

When the mod doesn’t get created you need to wait until monkeyman updates the MBINcompiler tool.

 

Mod Description (old and partly outdated):

Now made with a completely new modding approach that should be more update resistant.

Important: Currently in test phase so report errors in the comment section.

Removes pirate spawns and every (drone) sentinel spawns on planets.

(This mod is incompatible with other mods that modify the CREATUREFILENAMETABLE.MBIN, GCROBOTGLOBALS.MBIN (no drones) and/or EXPERIENCESPAWNTABLE.MBIN and GCAISPACESHIPGLOBALS.GLOBAL.MBIN (no pirates) and GCDEBUGOPTIONS.GLOBAL)

 

BigThings

BigThings

Updated for 1.75 “VISIONS”

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Updated for 1.57

Revised scale of plants and increased them accordingly. Now you can get a little lost in the trees and plants.
Changed the scale of some Trees, mainly Frost biomes.
Tweaked various objects.

New screenshots will highlight some of the flowers and plants

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Updated for “NEXT”


Revised the scale of objects and vegitation and changed spawn density.
Removed the wind effect for the time being as issues with flickering shadows was accuring.
Of course with all my versions, some clipping will occur.

-This version is dedicated to my 19 year old friend “Tiger” the cat who brought me great joy through the good, sad and tough times as he sadly passed away today, this one’s for you buddy-

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Completely rebuilt from scratch with larger flowers, plants, and trees all with varying sizes and wind effects.

Bigthings 3.2 wind effects

I’ve increased the size of the trees, some rocks, and plants to make the landscapes feel a little more lively, and added wind effects. It does create some great woodland to explore and other plant-life as I find it makes you want to get lost on the planet with undiscovered locations are within dense forests etc.

This version also includes more diverse vegetation meaning all plants and trees will now have different sizes on a given planet. Some planets will be sparse and some will be abundant with life. 

Also note that the low quality of the distant objects (LOD) is how the game renders the distant objects before replacing them with the actual 3d model when you come into a certain range. At this time, I can’t increase the draw distance but I will see if it’s possible to increase the quality of the LOD’s. 

There maybe some major clipping issues with some objects and WILL take a little hit on FPS, so anyone with a beast machine will have no trouble running this but I don’t unfortunately.

Any Issues please let me know and what type of planet you were on.

*Is also compatible with Diverse Environments, Shaidak’s Generation, Megaliths and many others.*

 

Known Issue: Foilage stops swaying when very close and in the crosshair.

 

And if you fancy buying me a beer:

https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=FNXL53FPPDUBA

 

For anyone having performance issues, follow this fellas guide: 

 

This mod is compatible with everything that doesn’t edit the biome scene mbin files within models.

 

*PLEASE NOTE – I do NOT give permission to add this mod or any files included to be added to any mod packs.* 

 

To Do:

Tweaking further

 

NMS – Star Trek Font replacer

NMS – Star Trek Font replacer

—What this mod does:

It replace the “GAMEFONT2.TTF” with a Star Trek like Font.

The mod works for Foundation Update, Pathfinder Updat, Atlas Rises  and NEXT

 

!!!!You may have problems, with languages that have non-latin-characters!!!

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Sehr geil! Hab’ ich auch schon unendlich-lange drinn.” – Elca

 

 

For any feedback, questions or bug-reports contact: [email protected]

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