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NMSMasterMod

This is basically a merged mod of some of the most popular No Man's Sky Mods. I will do my best to keep it up to date but if you have a mod included in this or want to help in any way please feel free to submit a pull request.

This has been overhauled to only include mods that I feel are essential to the game and need patches for compatibility. I have removed a lot of mods from previous versions to actually make this more customizable. For example, I removed mods that alter the flight mechanics as there are multiple versions of those mods that conflict with each other but no other mods and are really personal preference.

I am working on a big project currently that will require NMSMasterMod as a dependency so I want to make sure NMSMasterMod is as lean and efficient as possible. Please see the "Recommended Mods" section below for the additional mods I would recommend installing along-side.

Mods included will:

  • Be fully compatible with each other, this is the number 1 priority
  • Make every effort to follow NMS Vanilla art style and theme.
  • Avoid changing the difficulty of the game drastically (mods that make the game inreasingly easier will not be included).
  • Make every attempt to avoid negatively affecting performance.
  • Allow maximum customizability and compatibility with other popular mods not included (thus the addition of the [Recommended Mods](# Recommended Mods) Section).

Included Mods

  • SimCity 5300 by theFisher86
    • Buildable vehicles, buildings, teleports and more. All fully customizable with color
  • Megaliths by MsrSgtShooterPerson
    • Huge towering rocks and plants to make the game way more alien
  • Constructs by MsrSgtShooterPerson
    • Great structures that follow the vanilla art style perfectly (most use freighter textures).
  • Alien Structures by Gamer
    • More amazing alien structures, many with interactable landing pads and the ability to build within them!
  • Dismantle Core Components by Koori254
    • Allows you to dismantle all the components on your ship and move them around. Do Not dismantle something you don't have a recipe for!
  • Exocraft Scan Booster by Tub0Crisco
    • Remixed to require the vehicle scanner upgrade level 2 (originally worked on normal scanner)
    • Provides more scan options
  • Origins - A Story Untold by Nadalle
    • New models and buildings with a some lore to go along with them!
  • Efficient Harvesters by homesick
    • Makes Harvesters make sense to use.

Recommended Mods

To ensure maximum compatibility A LOT of really awesome mods were removed from this mod pack. Not because I don't think they're awesome but because they were one of multiple options and I don't want to restrict people by forcing them to use the mods I like.

  • A Flight Model Overhaul - there are many options but some of the most popular are:
  • Dark Space by jeveir- This makes the game look awesome but may cause performance issues. If you add it and your FPS drops like crazy, bummer.
  • Everything Tradeable by Rapta - I think this is pretty cool but it dramatically changes how the game is played as you can buy/sell everything now.
  • More Ships per System by jaszhix - Great for screenshots and is fantastic but it does mean that your univerese will be highly populated. Also with NMS Master Mod, due to the landing pads on some of the Alien Structures models you may have a swarm of pilots flying around your planet if you're nearby an Alien Structure with landing pads.
  • No Man's Customs by JakeBurchDev - I almost didn't remove this one because it's so great but not everyone may want an extra fast vehicle. But I would almost say this is required, it makes the game so much more fun.
  • CJs Warp Mod by cjhaley - The warp effect in vanilla is stupid, this fixes that.
  • Better Landing by elca - Allows you to see and land on landing pads from farther away.
  • Big Quads - Just makes Quads larger, looks cool

How To Install

  • Download 2 files the most recent Model file and the most recent Data file. They both not be included in every release but make sure you always have the most recent version of both. I'll try to include a link to the most recent version where I can.
  • If you're installing on an existing save game, PLEASE make sure to save in a space station before installing this mod, otherwise you may end up inside the planet! There's also a chance your base will be covered by plants or experience some issues. This is best installed on a new game but by no means requried.
  • Put both of these into your /PCBANKS/MODS/ folder in your NMS install directory
  • Make sure to delete/rename the DISABLEMODS.TXT file in /PCBANKS/
  • Profit!

How to submit your mod / update your mod

  1. Submit a pull request onto this GitHub with your unpacked mod. Please make sure to include all the exml files (unless they're new custom models with a non-vanilla name) in addition to the MBINs. That'll make it easier to compare.
  2. The pull request will be reviewed for conflicts, if there are no conflicts it will be added into the mod with no further issues.
  3. If there are conflicts they will need resolved via the usual Git methodology. It is important to note that existing accepted code will most likely not be removed. However if you're mod is just changing something that is in the same file as another existing mod and the current code is vanilla and your code is new that'll be accepted. Take a look at the commit for Alien Structures for an example. __Note:__PlanetBuildingTable has a limited number of "slots" that can be used in it (1 more than vanilla). So if you're modifying that it may be trickier to make your mod compatible with others.