No Man's Sky

No Man's Sky

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MODs not working after Worlds Part 2
Since the update my mods are not working. There is no mod block file in the pcbanks folder.
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Showing 1-15 of 25 comments
ignis Feb 1 @ 7:49am 
All mods need to be updated.
Spider Feb 1 @ 7:55am 
Originally posted by VicTheGeek:
Since the update my mods are not working. There is no mod block file in the pcbanks folder.

Did you just start PC gaming this month? When a game updates, mods break and need to be updated also.
Last edited by Spider; Feb 1 @ 7:55am
maestro Feb 1 @ 7:59am 
The base game doesn't even work properly, with a number of game-breaking bugs, so mods sure as frick aren't going to work for the most part.

But if the old method of turning mods off (that is, putting that text file in that folder) doesn't work anymore, just delete the mods entirely (since they all need to be redownloaded once they've been updated, which can't really happen until they fix the game).
fureimu Feb 1 @ 8:20am 
This time they've changed the mod engine a lot so it'll take a lot of time to modders to update their mods.
The entire NMS modding system has changed and it will take a while for mods to fully update. Creating new mods (or updating existing ones) is hard even for experienced modders as the update has only just come out. Please wait before using mods again.
The way to mod the game has changed completely with Worlds2.
The Pak files you used before can no longer be used.

Now you have to use EXML files, and you place them in a different folder now too, '\No Man's Sky\GAMEDATA\MODS\'.

There are already some mods that work for Worlds2, and as modders learn the new system, many of the old mods will probably be converted.
Originally posted by Prescient Stones:
https://docs.google.com/document/d/18k5VfvzLXbpBrAGGO7LK30c2Ta_lWQ5F5YgEpuwKZ6M/edit?tab=t.0#heading=h.b5ry1egi20g9

You could have just pasted the contents here...

Originally posted by docs.google.com:
NMS Modding after 5.50
Modding for No Man’s Sky has changed significantly with the Worlds Part II update (v5.50). Information for both users and authors is below.

For Mod Users

For Mod Authors

Known Issues


Link to this document: {LINK REMOVED}
For Mod Users
Installation
Download your desired mod, most likely from Nexus Mods. Only mods released after 29.January.2025 will work with NMS 5.50+.
Unzip/decompress the downloaded file.
Place the entire folder inside your GAMEDATA\MODS folder, not PCBANKS.
Profit
Troubleshooting
Make sure you placed the mod in GAMEDATA\MODS, not PCBANKS.
Delete the Binaries\SETTINGS\GCMODSETTINGS.MXML file.
Check the files in the mod folder to make sure their extensions are .MBIN or .EXML. .MXML files will not work. .PAK files likely will not work.
Make sure you placed the entire contents of the mod download in GAMEDATA\MODS, not the individual subfolders or the individual files.
Seriously, GAMEDATA\MODS, not PCBANKS.
Getting Help
Go through the Troubleshooting section above.
Read the existing posts to make sure your question hasn’t already been answered.
Discord: https://discord.gg/22ZAU9H
Reddit: https://www.reddit.com/r/NoMansSkyMods/
Go to the lowest level of your mod folder.
Take a screenshot showing the full path to that folder.
On the main menu of NMS, look for the build number on the bottom left of the screen.
Post all the details of your situation, what mod you are trying to install, a link to that mod, your NMS version number, and your screenshot from above.

For Mod Authors
Introduction
The NMS modding system has changed significantly with 5.50. The game will no longer read PSARC PAK files, and the mod directory has moved. Below are the details.
All the game data is stored in many PAK files, which are essentially proprietary compressed folders. Within these PAK files, among other assets, are MBIN files. MBIN files contain the moddable portions of the game, which can be decompiled by MBIN compiler into MXML format. Mods either alter portions of this MXML or fully replace the MBIN. Mods that alter portions of the MXML should be stored with an EXML extension, with MXML contents. Mods that replace full MBINs should be compiled from modified MXML into MBINs, using MBIN Compiler. EXMLs and MBINs should be placed within subfolders of the GAMEDATA\MODS folder, preserving their vanilla paths.
Basic Modding Flow
Unpack the PAK files.
Decompile the unpacked MBIN files.
Edit the desired values in a decompiled MXML file.
Remove any unedited content from the MXML file.
Save the result as an EXML file.
Place the EXML file in “GAMEDATA\MODS\<MOD NAME>\<VANILLA PATH>\<VANILLA NAME>.EXML”.
Unpacking Game Files
To unpack the NMS PAK files, you need to use HGPAKTool. You can unpack individual files or in bulk. Instructions are available on the Github page. You can also use other modding tools, such as NMS Mod Builder or AMUMSS PCBanks Explorer to view and/or unpack files.
Decompiling MBIN Files
To decompile MBIN files, you need to use MBINCompiler, the same way as before 5.50. As with HGPAKTool, you can unpack individual files or in bulk. Instructions are available on the Github page. The output of MBIN Compiler is now MXML files, with slight changes in the formatting compared to pre-5.50.
Differences between EXML Patch and MBIN Replacement Mods
It is highly recommended to use EXML patches rather than MBIN replacements, when you are able. Patches contain only the desired changes, which are applied at runtime to the vanilla MBIN. In most cases, when the game updates, it will not affect a patch mod; conversely, any change to the structure of a vanilla MBIN would kill an MBIN replacement, necessitating a recompilation with the new structure and then redistribution of your replacement mod. In addition, patches are loaded after all replacements, meaning that replacements are more likely to conflict and less likely to effect their changes.
Some mods will be too complex for patches and will need to use replacement. If you find you can’t do what you want with patch mods, you may be able to use other methods; go to the NMS modding Discord server for help.
Some file types must be modded with replacements; patches will not work. Most files in the ‘Globals’ and ‘Metadata’ folders should work with patches. Currently, the file types that are known to need replacements are:
Scenes
Materials
Particles
Animations
Descriptors
Geometry Data
cGcNGuiLayerData
Mod Folder Structure
Mod folders need to preserve the vanilla folder structure and filenames. The one oddity is that global files are stored in the vanilla root folder, but should be in a ‘Globals’ subfolder for patch mods.
Hot Swap Editing
Some values in some files can be edited in real time with the game running. To do this, you must:
Write the mod as an EXML file.
Enable hot swapping in DebugOptions (<Property name="HotReloadModGlobals" value="true" />).
Mod Loading Order
Mod loading occurs in two stages. In the first stage, MBIN replacement mods are loaded in order, based on the ModPriority value in GCMODSETTINGS.MXML. If there is a conflict, the last loaded (lowest ModPriority value) wins and is loaded. In the second stage, EXML patches are loaded in order, based on the ModPriority value in GCMODSETTINGS.MXML. The modified values are applied to the last loaded replacement, if one exists, or to the vanilla MBIN, if no replacement exists. If there is a conflict on specific value changes or replacements, the last loaded (lowest ModPriority value) wins and its version of the conflicting value is used.
Suggestions
XML style comments are allowed and encouraged in patch mods; replacement mods will lose their comments upon compilation.
On your mod page, you should tell users whether the mod is a patch or replacement mod.

Known Issues
The more mod folders you have, the slower your save will load and, eventually, NMS.exe will freeze on load. Combining multiple mods into a single folder significantly increases speed.
Mod folder names cannot exceed 122 characters in length.
Some values can not be edited with hot swap 100% of the time. The current best guess is that they are locked when in use and, if you save changes while it is locked, the change is not recognized.
Some files and values can not be edited at all with hot swap.
MXML files are not recognized by the game. You must use EXML or MBIN.
Globals as replacements need to be in the root mod folder, not in the GLOBALS subfolder. Patch mods of globals need to be in the GLOBALS subfolder.
Last edited by BraveCaperCat; Feb 1 @ 8:44am
Roux Feb 4 @ 4:45am 
Originally posted by Captain.Jartyk:
The way to mod the game has changed completely with Worlds2.
The Pak files you used before can no longer be used.

Now you have to use EXML files, and you place them in a different folder now too, '\No Man's Sky\GAMEDATA\MODS\'.

There are already some mods that work for Worlds2, and as modders learn the new system, many of the old mods will probably be converted.

I'm new to NMS modding and I've been looking for an explanation as to why pak file mods don't work, now I know. Thank you
Last edited by Roux; Feb 4 @ 4:45am
Originally posted by Captain.Jartyk:
The way to mod the game has changed completely with Worlds2.
The Pak files you used before can no longer be used.

Now you have to use EXML files, and you place them in a different folder now too, '\No Man's Sky\GAMEDATA\MODS\'.

There are already some mods that work for Worlds2, and as modders learn the new system, many of the old mods will probably be converted.
Now, THIS is an actual ANSWER. I came here for this same simple response, and the "Just Google it" people are, as usual;, completely useless. This is even better than the long form that someone else pasted. Now I know what kind of file type to look for, easy peasy. Thank you very much for being a good citizen.
Originally posted by VicTheGeek:
Since the update my mods are not working. There is no mod block file in the pcbanks folder.

Because the format has changed from PAK, to EXML and MBIN, and they go in GAMEDATA/MODS, now.

DO NOT use Vortex to install mods, because it's still putting them in the old folder, and Vortex is worthless when it comes to modding No Man;'s Sky anyway. It can only install/uninstall mods, it can't extract and merge them etc.

Right now, you should only be downloading Mods updated and uploaded on the Nexus from January 29th, to present.

You also need to make a list of which files each mod changes, because if you have 2 or more mods that change the same files, you'll have to merge them, by learning how to use AMUMSS.
Originally posted by Spocks Toupee:
Originally posted by VicTheGeek:
Since the update my mods are not working. There is no mod block file in the pcbanks folder.

Because the format has changed from PAK, to EXML and MBIN, and they go in GAMEDATA/MODS, now.

DO NOT use Vortex to install mods, because it's still putting them in the old folder, and Vortex is worthless when it comes to modding No Man;'s Sky anyway. It can only install/uninstall mods, it can't extract and merge them etc.

Right now, you should only be downloading Mods updated and uploaded on the Nexus from January 29th, to present.

You also need to make a list of which files each mod changes, because if you have 2 or more mods that change the same files, you'll have to merge them, by learning how to use AMUMSS.
Some people may still upload mods for earlier versions after the release was made and some mods may have updated to the experimental branch of 5.5 before it released. (Including the 28th, I think)
Originally posted by BraveCaperCat:
Originally posted by Spocks Toupee:

Because the format has changed from PAK, to EXML and MBIN, and they go in GAMEDATA/MODS, now.

DO NOT use Vortex to install mods, because it's still putting them in the old folder, and Vortex is worthless when it comes to modding No Man;'s Sky anyway. It can only install/uninstall mods, it can't extract and merge them etc.

Right now, you should only be downloading Mods updated and uploaded on the Nexus from January 29th, to present.

You also need to make a list of which files each mod changes, because if you have 2 or more mods that change the same files, you'll have to merge them, by learning how to use AMUMSS.
Some people may still upload mods for earlier versions after the release was made and some mods may have updated to the experimental branch of 5.5 before it released. (Including the 28th, I think)

The mods you need to download contain either EXML files or MBIN files or a combination of BOTH.

If you're downloading mods with PAK files, then the modder either doesn't know about the mod change, or is uploading PAKS because they're using a P****ED version.

You can look right inside the zip file with the "Preview File Contents" link directly beneath the mod's download Button on the FILES page.
Originally posted by Spocks Toupee:
Originally posted by BraveCaperCat:
Some people may still upload mods for earlier versions after the release was made and some mods may have updated to the experimental branch of 5.5 before it released. (Including the 28th, I think)

The mods you need to download contain either EXML files or MBIN files or a combination of BOTH.

If you're downloading mods with PAK files, then the modder either doesn't know about the mod change, or is uploading PAKS because they're using a P****ED version.

You can look right inside the zip file with the "Preview File Contents" link directly beneath the mod's download Button on the FILES page.
Yes. I was just replying to the part which says that you should only download mods made between the 29th and now (inclusive) which was wrong due to the aforementioned reasons.
Funpire Feb 4 @ 2:47pm 
Originally posted by Spider:
Originally posted by VicTheGeek:
Since the update my mods are not working. There is no mod block file in the pcbanks folder.

Did you just start PC gaming this month? When a game updates, mods break and need to be updated also.

lol
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Date Posted: Feb 1 @ 7:46am
Posts: 25