No Man's Sky

No Man's Sky

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Hello Games  [developer] Jan 3 @ 6:48am
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Experimental Branch 03/01
Hello Everyone,

First of all, thanks so much to everyone who has already spent time playing No Man's Sky and letting us know about any issues you've experienced.

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 07/01
  • Better handling for large numbers of loaded mods.
  • Fix handling of mods with _ in the folder name.
  • Add disable all mods flag to gcmodsettings.mxml, to avoid wiping saved mod settings on crash.
  • Write out default values to gcmodsettings.mxml for clarity.
  • Added an optional loc table per mod that will be loaded from /LocTable.mxml

Experimental Branch 03/01
  • Updated the file loading system.
  • Updated mod loading to allow for mods to be more forward compatible in the future. Note that mods are not created or officially supported by Hello Games, and are used at your own risk.
  • The game will now detect mods placed in subfolders inside the GAMEDATA\MODS directory.
  • A new file called GCMODSETTINGS.MXML allows mod users to set the priority order of their mods. If files between two installed mods are in conflict, the mod with the lower ModPriority number (starting at 0) will take precedence.
  • If the game crashes on boot with mods installed, mods will automatically be disabled on the next launch.
  • Mods can now directly load mbin and exml format files. pak format files will not be loaded.

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 on PC: %appdata%\HelloGames\NMS\ and here on mac: ~/Library/Application Support/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; Jan 7 @ 5:01am
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Showing 1-15 of 31 comments
Awesome, I always look for updates in NMS, It would be great if players could play any redux expedition at any tine and also an option for players to make there own expeditions. You devs are awesome supporting a game from 2016 and its now 2025 and thats what i call dedication! :) Oh please can we make wiring looms?
yeah like how about bringing the outlaw one back, Sean could atleast do that for all the UNPAID wages he paid everyone.
Having to wonder is this what the 17 GB is that I am currently downloading?
Originally posted by <RED> Pirate King Undead <>:
yeah like how about bringing the outlaw one back, Sean could atleast do that for all the UNPAID wages he paid everyone.
unpaid wages? where did you hear that?
Does this mean MacOS Support for Mods? Would love to play it with Mods on my Mac.
Hi HG!
I understand your attempt to give order to the world of mods and also the respect towards modders; but a problem arises in this story.
I only use mods that plug a hole in some graphic defects that arose over time with updates and then allow visual improvements; all things for which I have always sent tickets to Zendesk and have never been taken into consideration. Nothing that has to do with your gameplay.
The problem is that many of these mods are from a certain era and continue to work because I update the *lua files with the Amumss software. The authors of these mods have moved away and will never be able to update them to the new standard. In other words there is the risk that soon I may find myself with an NMS that will be graphically poorer than what I am used to seeing and that doesn't suit me. There is a risk that I will find myself faced with an NMS that I will no longer like. Further back than now.
HG,
this event doesn't suit me and others
Last edited by frvind74; Jan 3 @ 3:36pm
Bruno Jan 3 @ 8:04pm 
Unfortunately I'm turning off the beta because of the changes in the mods. The mod community seems to be shrinking more and more and it this seems to be getting worse and worse.
Several times I went back to playing NMS because of new mods that excited me, like clouds and graphical corrections that I was wanting and seemed to be missing in the game, today I see an big void and the graphics I had before seem better than today's, if it continues like this I feel like I won't be as excited as before to continue because the graphic contrast without my mods is close to unbearable.
I think it should still support old mods in .pak format, along with the new option in uncompressed format, but abandoning the old format immediately is forgetting part of its own history.
Last edited by Bruno; Jan 3 @ 8:25pm
frvind74 Jan 3 @ 10:33pm 
Originally posted by Bruno:
I think it should still support old mods in .pak format

This one :steamthis:
Don't KILL NMS
download size doesnt make sense. whats really going on here?
Pharaoh Jan 4 @ 2:42am 
There seems to be some confusion here. Removing the Pak file requirement doesn't stop us from using old packaged mods. We simply need to unpack them.
Originally posted by Pharaoh:
There seems to be some confusion here. Removing the Pak file requirement doesn't stop us from using old packaged mods. We simply need to unpack them.
...a software capable of unpacking Pak files, whatever the version, and making them compatible for the new NMS? It seems to me that it doesn't exist! Not only that. Many mods have independent folders with *dds Maya files and various textures and how to insert them?
Last edited by frvind74; Jan 4 @ 7:54am
Originally posted by frvind74:
Originally posted by Pharaoh:
There seems to be some confusion here. Removing the Pak file requirement doesn't stop us from using old packaged mods. We simply need to unpack them.
...a software capable of unpacking Pak files, whatever the version, and making them compatible for the new NMS? It seems to me that it doesn't exist! Not only that. Many mods have independent folders with *dds Maya files and various textures and how to insert them?

Join the discord NMS Mod feed.
https://discord.gg/no-man-s-sky-modding-215514623384748034
Originally posted by crodgersz:
Awesome, I always look for updates in NMS, It would be great if players could play any redux expedition at any tine and also an option for players to make there own expeditions.

I second all of this. Again, there's a missed opportunity here for the use of quicksilver to buy into replaying expeditions at anytime that also employs a variable difficulty setting that would allow for say heightened sentinel aggression, more pirate encounters, phantoms, actual fights with world worms, etc...
And I don't think that this would take away from the Redux at any point because new variables and modifications to them would revitalize each expedition.
Last edited by PsyChrósResist0R; Jan 5 @ 11:23am
rmsev73 Jan 5 @ 12:00pm 
Originally posted by crodgersz:
Awesome, I always look for updates in NMS, It would be great if players could play any redux expedition at any tine and also an option for players to make there own expeditions. You devs are awesome supporting a game from 2016 and its now 2025 and thats what i call dedication! :) Oh please can we make wiring looms?
Ditto....
Originally posted by frvind74:
Originally posted by Bruno:
I think it should still support old mods in .pak format

This one :steamthis:
Don't KILL NMS

This. 100%
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Date Posted: Jan 3 @ 6:48am
Posts: 31