No Man's Sky

No Man's Sky

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Hello Games  [developer] Sep 3, 2019 @ 12:08pm
Experimental Branch 03/09
Hello everyone,

First of all, thanks so much to everyone who has already spent time playing BEYOND and letting us know about any issues you’ve experienced. It’s overwhelming to watch thousands of players begin or continue their journey across the universe.

Steam users are able to opt-in to the Experimental Branch, where we have pushed a rapid patch to fix a number of crashes and other problems seen since release. We’ll be rolling out these fixes to other platforms as soon as possible.

To play in Experimental, right-click on No Man’s Sky from the Steam library page and select “Properties”. Among the available tabs will be the “BETAS” tab. Enter “3xperimental” in the textbox and press “CHECK CODE”, then select it from the dropdown menu.

The patch notes are as follows:

Experimental Branch 03/09
  • Mods have been disabled by default to prevent a crash due to a data change that made some mods incompatible. As after the release of Beyond and other major updates, mods can be re-enabled by deleting the DISABLEMODS.txt if your mods are up to date and compatible.
  • Introduced an error message to help better identify potential mod incompatibilities.

For more information on how to disable/re-enable mods please visit https://hellogames.zendesk.com/hc/en-us/articles/115001916589-How-should-I-install-Steam-mods-

As always, thank you to all players who use Experimental and take the time to report any issues you encounter.

Please note there is the possibility that experimental builds may introduce new issues that haven't been caught in test. We'd like to recommend that all players back up their save files, by making a local copy of the st_[userid] folder found here: %appdata%\HelloGames\NMS\

Note that we don't anticipate any issues here. However, performing your own backups could mean the difference between resuming play immediately, or waiting for the next patch.

If you decide to opt out of experimental and return to the main branch, we strongly recommend resuming from a backed-up save from the main branch, rather than taking an experimental branch save back to main, which may cause unexpected behaviour.

Feedback and reports of new bugs/issues being found on Experimental are welcome, so please reply to this thread or submit a ticket to https://hellogames.zendesk.com/ with the phrase "Steam Experimental" in the ticket title. If you are running any mods for the game, please list them along with your bug report.
Last edited by Hello Games; Sep 3, 2019 @ 12:28pm
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Showing 1-15 of 62 comments
trevizor Sep 3, 2019 @ 12:15pm 
oh ♥♥♥♥
edit: I thought mods had been forever disabled, but mods still work. People just need to remember that with any update their mods can break and they need to be updated by its creators. Mods still don't load in VR.
Last edited by trevizor; Sep 3, 2019 @ 12:21pm
Dank Sep 3, 2019 @ 12:15pm 
So all this does is disable mods? Weak update Devs...
japp_02 Sep 3, 2019 @ 12:16pm 
Please Hello Games, revisit all the control mechanics for secondary weapons placed in the Multitool, the default right mouse button works for Plasma Launchers or Geo Canons only until I change planet location, after that the command does nothing. An almost game-breaking bug.
Last edited by japp_02; Sep 3, 2019 @ 12:18pm
snake_eyez1981 Sep 3, 2019 @ 12:17pm 
Wasn't the mods disabled before in a first place?
Antares Sep 3, 2019 @ 12:18pm 
Bugged industrial extractors, multiplayer bugs galore and you introduce an update that does nothing more than force disables mods...
k
AwfulAwkward Sep 3, 2019 @ 12:20pm 
Rather than just letting us disable the offending mods till they're updated and continuing to use the ones that still work.. we get no mods at all... makes perfect sense...

I use like 10 or so different mods and not a single one of them were broken.. but now I can't use any. Yeah... I think i'll be shelving this game and revisiting in a few weeks to see if things are any less jacked up.
Digibluez Sep 3, 2019 @ 12:22pm 
there where actually mods that fixed exctractors, exocraft camera,faster text display. RIP
pronominal Sep 3, 2019 @ 12:35pm 
VR with mods = black screen, sound ok (since Beyond release)
Last edited by pronominal; Sep 3, 2019 @ 12:36pm
Tryst49 Sep 3, 2019 @ 12:41pm 
Originally posted by pronominal:
VR with mods = black screen, sound ok (since Beyond release)

Yup. I wish they would put this on the priority list so we can use mods when we are playing the VR version. If I play on my monitor while my controllers are recharging, I can use mods, if I then switch to the same save with VR, it refuses to load and all I see is a black screen.
Last edited by Tryst49; Sep 3, 2019 @ 12:41pm
Methel Sep 3, 2019 @ 12:45pm 
Originally posted by TheClassicalGod:
Rather than just letting us disable the offending mods till they're updated and continuing to use the ones that still work.. we get no mods at all... makes perfect sense...

I use like 10 or so different mods and not a single one of them were broken.. but now I can't use any. Yeah... I think i'll be shelving this game and revisiting in a few weeks to see if things are any less jacked up.
Did you actually read the patch notes?
Experimental Branch 03/09
Mods have been disabled by default to prevent a crash due to a data change that made some mods incompatible. As after the release of Beyond and other major updates, mods can be re-enabled by deleting the DISABLEMODS.txt if your mods are up to date and compatible.
Introduced an error message to help better identify potential mod incompatibilities.

Dirak2012 Sep 3, 2019 @ 12:54pm 
Originally posted by TheClassicalGod:
Rather than just letting us disable the offending mods till they're updated and continuing to use the ones that still work.. we get no mods at all... makes perfect sense...

I use like 10 or so different mods and not a single one of them were broken.. but now I can't use any. Yeah... I think i'll be shelving this game and revisiting in a few weeks to see if things are any less jacked up.
Deleting a simple text file is so hard...
WindWpn Sep 3, 2019 @ 12:58pm 
There is also a mod to enable mods in VR. See Nexus to find it.
Dank Sep 3, 2019 @ 1:00pm 
Originally posted by Dirak2012:
Originally posted by TheClassicalGod:
Rather than just letting us disable the offending mods till they're updated and continuing to use the ones that still work.. we get no mods at all... makes perfect sense...

I use like 10 or so different mods and not a single one of them were broken.. but now I can't use any. Yeah... I think i'll be shelving this game and revisiting in a few weeks to see if things are any less jacked up.
Deleting a simple text file is so hard...
But real talk, adding a .txt must've been so hard and important that they needed to update the experimental branch just for it... Wouldn't blame people for missing the instructions to turn mods back on when the patch notes are pathetic and are barely worth anyone's time.
Joss C.K. Sep 3, 2019 @ 1:00pm 
Originally posted by Tryst49:
Originally posted by pronominal:
VR with mods = black screen, sound ok (since Beyond release)

Yup. I wish they would put this on the priority list so we can use mods when we are playing the VR version. If I play on my monitor while my controllers are recharging, I can use mods, if I then switch to the same save with VR, it refuses to load and all I see is a black screen.

I play with mods in VR all the time (for example to hide the annoying mission popup). The thing you need is called "VR mod enabler" iirc - found on nexusmods.
Orion Invictus Sep 3, 2019 @ 1:02pm 
Originally posted by Dank:
Originally posted by Dirak2012:
Deleting a simple text file is so hard...
But real talk, adding a .txt must've been so hard and important that they needed to update the experimental branch just for it... Wouldn't blame people for missing the instructions to turn mods back on when the patch notes are pathetic and are barely worth anyone's time.
They updated the experimental branch to test a new feature that nearly everyone seems to have missed - a diagnostic tool so that people who use mods can figure out which mods are causing the problem without having to uninstall them one by one. The devs didn't need to do this, they could've just left it up to the mod creators to update their mods with the game (and I, for one, believe they should've done so), but instead they chose to help out players using mods, and this is your response.
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Date Posted: Sep 3, 2019 @ 12:08pm
Posts: 62