NoMansSky:2.5

From Step Mods | Change The Game


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WARNING

This guide is out of date and is NOT supported! It may contain information that is incorrect or not in line with the current state of the game.
Go to the latest supported NoMansSky Guide.


This Release

Supported Game Version: NMS:Interceptor v4.23
This is our next minor release of the Step NMS Guide for No Man's Sky to support the Endurance update. Just a few of the highlights are:

  • Soft removal of the Foundation section until Better Planet Generation mod is updated
  • Many edits to the Resource Files to account for the new, Custom game mode
  • New Custom game mode is now the recommended mode for the Guide
  • See the Changelog for full list of updates

Additionally,

  • Visit the forums to learn more or contribute.
  • Follow Step Modifications on Facebook.
  • Donate to support hosting and maintenance of the Step website.


Step NoMansSky Guide

General Information

This is the official Step modding guide for No Man's Sky. Its goal is to provide an "enhanced vanilla" look and feel with a focus on exploration gameplay. It is built for No Man's Sky on the PC without VR. Other situations by vary. For a full list of features to expect from this Guide, please see our Nexus Mods page.

Modding No Man's Sky is more of a manual process versus other games. As such, throughout this Guide expect to edit files, build patches, etc. However, this is a Step Modifications Guide so there will instructions throughout process. Be aware of what modding NMS entails before moving forward.

New to Modding?

We recommend that you ...

  • read through this Guide at least once before attempting installation.
  • follow all linked guides and read through them, as well.

There is a lot of information to absorb and learn in order to successfully build a modded game. We and the community, have brought together a lot of this information into guides as a free and hopefully convenient resource for all. New and experienced modders alike will find many answers within these guides and linked resources. This Guide is written in such a way that it expect the basics of modding to be known and how to use related tools (e.g. mod managers, LOD optimizers, configuration utilities, etc.). However our support forums are always available.

Nomenclature and Instructions

The following nomenclature is used throughout this guide and should be understood before proceeding.

  • 'tick' means 'check': Frequently, the word 'check' or 'checked' can mean 'ensure' in addition to "check mark", so 'check' is not used where it is synonymous with 'tick' to avoid any mistakes that can (and have) happened from this conflation.
  • Baseline: The recommended install option is shown within the Baseline column of the mod tables below.
  • Step Patches: Custom patches created for the respective Step Guides. Always use them!

Expand Instructions!

Click the heading below to expand detailed instructions that are collapsed by default for readability:

➕ [Click to show]➖ [Click to hide] Click Me, I'm a Spoiler!
I have more instructions for those that need them.

Expand mod table detailed instructions:
ModTable Expand.jpg

System Requirements

No Man's Sky should be run on a relatively modern Windows 10/11 64-bit desktop or laptop at 1920x1080 or higher.

  • The minimum specs should allow the game to be ran on High settings
  • The recommended specs should allow the game to be ran on Ultra settings
  • CPU/GPU Marks should be within the ranges listed below. Refer to the links for examples.
Hardware Minimum Recommended
CPU Mark Range 6,000 - 7,000 > 8,000
System RAM 8Gb 16Gb
GPU G3D Mark Range 10,000 - 12,000 > 13,000
Game Drive HDD SSD
  • For those wishing to use high quality settings at resolutions higher than 1920x1080, be advised that a more powerful system will likely be required.
  • This game will also consume a lot of VRAM, so the more VRAM available the better the performance will be; since files will not have be offloaded to slower system RAM.



STEP 1

Installations & Setup

Follow the System Setup Guide!

Those who have not completed the System Setup Guide should STOP and do so now!

  • The Setup Guide is a perquisite for this Guide.
  • Once it has been completed, return here and continue below.
  • Deviate from these instructions at your own risk! Instructions in this guide presume that previous instructions have been followed.

As suggested in the Setup Guide, for supporting No Man's Sky this Guide uses the following folder structure:

  • Drive:\Modding\Tools\
    • ..\AMUMSS
    • ..\PSArcTool

Mod Organizer - NMS Setup

The below instructions describe how to set up a No Man's Sky instance in Mod Organizer (MO), which should have been completed within the Setup Guide. If MO was installed as a Portable application, the instructions below will need to be reinterpreted accordingly. Those who already have a MO instance for NMS can skip this setup and move on to the Profile Setup:

➕ [Click to show]➖ [Click to hide] Setup Steps


  1. Launch MO by running its executable (e.g. ..Modding\Tools\Mod Organizer\ModOrganizer.exe)
  2. Upon load, click the Instance Manager button on the tool (first button).
  3. Click [Create new instance] button.
  4. Select No Man's Sky and click [Next].
    If it didn't find the game, manually browse to the game's location.
  5. Name the instance something like No Man's Sky or keep the default. Click [Next].
  6. (optional) change the location of data stored. Step recommends the default location, unless space restraints prevent this. Click [Next].
  7. A confirmation window will display with the installation information. Click [Finish].
  8. MO is now ready to use with this guide.

Profile Setup

MO's profile feature allows the creation of multiple mod builds that rely on the same mod list and mod-level configurations (learn more about profiles). For the purpose of this guide, a single mod configuration is all that's needed. Begin by creating a profile:

➕ [Click to show]➖ [Click to hide] Profile Creation Steps
  1. Launch MO, choosing the No Man's Sky Instance.
  2. Click the Profiles MO.png button on the menu bar.
  3. Select the Default profile.
  4. Ensure the Use profile-specific Game INI Files box is ticked and click [Copy].
  5. Name the new profile Step NoMansSky, or anything similar.
  6. Ensure the Use profile-specific Game INI Files box is ticked.
  7. Close the window by clicking [Close].
  8. Select the Step NoMansSky profile from the profile selection down-drop.
    • If a notice appears saying some INI files were missing and will be copied. This is normal.
    • If an error is displayed about missing "modlist.txt" files, restart MO (or do a system reboot if one hasn't been done yet).

Enable Mods

Mod support for No Man's Sky is disabled by default. This needs to be enabled after the game is registered with the system. To do this:

  1. Navigate to the game's PCBANKS folder (i.e., ..\Steam\steamapps\common\No Man's Sky\GAMEDATA\PCBANKS)
  2. Locate the DISABLEMODS.TXT file.
  3. Rename this file: ENABLEMODS.TXT
    In fact, this file can be renamed to anything or simply removed from the folder structure. To disable mod support again, simply rename the file back the the original name, or place it back in the PCBANKS folder. This step must be repeated every time the game updates because Hello Games resets this file every update.
  4. If it doesn't exist, create a new folder within PCBANKS and name it MODS.

This completes the initial game setup.

Tools Installation and Setup

Install the following tools to the location created above (i.e., ..\Modding\Tools):

Mod Name Baseline Instructions
AMUMSSLink to the mod's Wiki page. Detailed Instructions available
  1. Download the latest release from GitHub (AMUMSS.7z)
  2. Right-click on the archive, click on Properties
  3. On the new window tick the Unblock checkbox at the bottom, then click [Apply] and close the window.
  4. If .NET6 Desktop is not installed, download and install it to the system.
    If AMUMSS is already installed, please ensure the latest version is being used!
  5. Extract the archive to the new AMUMSS folder (e.g., ..\Modding\Tools\AMUMSS)
PSArcToolLink to the mod's Wiki page. Detailed Instructions available
  1. Manually download the file from Nexus Mods.
  2. Place the EXE in the new PSArcTool folder (e.g., ..\Modding\Tools\PSArcTool).


AMUMSS

Initialization

AMUMSS will be set up for use below:

  1. Open the AMUMSS folder (i.e. ..\Modding\Tools\AMUMSS)
  2. Add an exception/exclusion for this entire folder to any antivirus/antimalware software (Windows and/or 3rd party solutions)
  3. Run the Test_AMUMSS_install.bat file and follow its prompts to determine and fix any issues that may remain
  4. Once the above test passes, run BUILDMOD.bat by double-clicking on it.
    When first ran, it will check for updates and ask to install each one and restart afterwards. Allow it to install all updates available.
    1. The following should be displayed towards the top of the log: Path to NMS_FOLDER is >>> GOOD <<< game files found
    2. Next AMUMSS will check and update MBINCompiler, if updates are available.
    3. At  ??? Do you want to use AMUMSS in [F]ULL, [D]EV, or [L]EAN mode , enter F
    4. At  ??? IS your NMS game version [P]ublic or [E]xperimental , enter P
    5. Ignore the [NOTICE] No user .lua Mod Script found in ModScript... message, as this is just an initialization run. If there are other warnings, investigate.
  5. Press any key to close when complete
➕ [Click to show]➖ [Click to hide] Initialization Troubleshooting
Firewall / Internet Security / Antivirus Software:
  1. AMUMSS connects to the internet to check for MBINCompiler updates. To allow this process, an exception may have to created in this software for: <pathTo>\AMUMSS\MODBUILDER\MBINCompilerDownloader\curl.exe
    To check if this working, the following should be displayed in BUILDMOD.bat log when an update is available and downloaded, else only an error message will be displayed:

    >>> Added MBINCompiler.x.xx.x.exe to Extras\MBINCompiler_OldVersions folder...

    ...

    >>> Your new MBINCompiler is version: x.xx.x

     
  2. If the CMD window closes immediately (or is blank) when double-clicking BUILDMOD.BAT, it could be security software blocking the program from running. Try creating an exception in the software and rebooting the PC.

NMS PCBANKS Explorer

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NOTE

NMS PCBANKS Explorer only needs to be setup, if additional customization is done beyond the Guide. Specifically, only if these customizations will require edits to the game files. These steps will extract the game files for use and allows NMS PCBANKS Explorer to search through these files.

Else, free to skip this NMS PCBANKS Explorer section and move to the next.
➕ [Click to show]➖ [Click to hide] Show/Hide optional NMS PCBANKS Explorer section

This program enables the easy exploration of the game's files and other features, however, it must be set up before it can operate. The instructions have been separated into groups for ease. If this is being followed, it's assumed the optional step is desired! Keep in mind these steps will have to be repeated every game update to get the new files!

  1. From the AMUMSS folder, run NMS PCBANKS Explorer.exe
  2. At the Would you like to use .\DEFAULT_UNPACKFOLDER as your 'MAIN' Unpack folder? prompt, click [Yes]
  3. At the Would you like to use .\DEFAULT_UNPACKFOLDER as your 'Results' folder for Un-packing results? prompt, click [Yes]
  4. At the Would you like to use .\DEFAULT_EXMLsaveFOLDER as your 'MAIN' folder for saving EXML files? prompt, click [Yes]
  5. At the Would you like to use .\DEFAULT_EXMLsaveFOLDER as your 'Resutls' folder for saving EXML files? prompt, click [Yes]
  6. At the Explorer Usage prompt, click [Ok] and allow NMS PCBANKS Explorer to load

Unpack

  1. Once complete, click the Unpack Options menu and select Unpack Latest NMS Files or simply click the Unpack button.
  2. At the Please, choose your unpack folder location... prompt, click [MAIN]
    At this point NMS PCBANKS Explorer will unpack the game files. Please wait for it to complete (1-5 mins).
  3. Click [Ok] at the unpack completion prompt and ensure the "Explorer" tab is selected on NMS PCBANKS Explorer

Decompile

  1. On the Explorer tab, click the [Decompile] button
  2. At the Please, choose your unpack folder location... prompt, click [MAIN]
  3. At the Please, choose your EXML folder location... prompt, click [MAIN]
    • At this point NMS PCBANKS Explorer will decompile all the unpacked game files. Please wait for it to complete (10-30 mins).
    • If a prompt appears that any files other than METADATA\INPUTTEST.MBIN couldn't be decompiled, please verify the game files using Steam and try again. Files from Steam will sometimes be corrupted, which causes this.

Import EXMLs

  1. On the Explorer tab, click the [Import EXML Files] button
  2. At the Please, choose... prompt, click [MAIN]
  3. Include MODELS and SCENES folders?, click [Yes]
  4. Include LANGUAGE folder?, click [No]
  5. Read the prompt and click [Ok]
    • At this point NMS PCBANKS Explorer will import all the decompiled EXML files, which allows them to be explored. Please wait for it to complete (40-60 mins).

AMUMSS is now set up and ready to use.


STEP 2

No Man's Sky Mod List
Supported Game Version: NMS:Interceptor v4.23

Mod Installation Notes

  • Within this Guide, mods that have no conflicting files are installed using MO (see: installing mods). Mods that have conflicting files are incorporated using AMUMSS and LUA scripts.
    • When installing mods using MO, only install the PAK files. (see example)
    • After installing a mod, always enable the mod in MO by making sure it is ticked, unless otherwise instructed.
  • To maintain compatibility, it's important to install mods as described in their respective Detailed Instructions; thus, ensure to click on [Expand] when it's available on the mod listing.
  • If no Detailed Instructions are provided for a particular mod, all options are valid. Step encourages customization.
  • Currently no mods are required besides the Resource Files; yet, all mods are recommended for the intended outcome. Those who deviate from the Guide will have various results.

Mod Table Reference

Table Flags Red vertical bars indicate the mod requires an update and should not be installed.
Yellow bars indicate AMUMSS is used for the mod.
Mod Name Nexus mod name presented as a link to Nexus for download.
Wikilink.png Link to the mod's wiki page, which includes various information about the mod.
Baseline This notes the Step Baseline version or option of the corresponding mod that should be installed, and usually refers to options affecting performance/quality. General suggestions are located in the "Notes" column; see below.
Instructions Brief notes that apply to the mod or installation.
In some cases, mods with several options will include a suggested option. These suggestions will take the form of: "Step recommends: Option A main file"
In other cases, there may only be one appropriate option, which fits the Step Mandate. These instructions will take the form of: "Install Option A main file"
When links displayed as, [Expand], click these links to expand the mod row to reveal detailed instructions for installing the mod.



Foundation

Foundation includes Better Planet Generation (BPG), which greatly expands the biomes and diversity of planets. However, BPG also greatly alters terrain generation. Due to its terrain manipulation, there are a couple of things to be aware of before installing it:

  1. BPG cannot be used on saves where player bases and settlements already exist.
    Since BPG alters the terrain, player bases that exist before BPG is installed risk being buried, floated, etc. A new game would be required.
  2. Once installed, BPG must remain for the duration of that save.
    Removing BPG and continuing to play will likely result in crashes, buried/floated bases, etc.
  3. There may be prolonged waiting periods between game updates and when BPG updates to be compatible.
    This is a large aspect to consider because during these periods, games with BPG present may become unplayable. This depends on the severity of the issue(s) caused from a game update. It's not been uncommon for such periods to be months in length. However, the author is working towards making BPG more hardened against game updates.
    • With that said, the question of why Better Planet Generation would even be in the Guide is likely to come up. The answer to that is simple. What BPG brings to the game experience far outweighs these potential negatives for most long-time players. Once BPG is experienced, the game feels barren without it.
    • The best practice when BPG is installed is to maintain two separate games/saves. One with BPG present and one without it. This will allow players to continue to play and use this Guide while BPG is recovering from game updates.


Mod Name Baseline Instructions
Better Planet GenerationLink to the mod's Wiki page. Detailed Instructions available
Better Planet Generation (BPG) greatly expands the biomes and diversity of planets. However, BPG also greatly alters terrain generation. Due to its terrain manipulation, there are a few things to be aware of before installing it:
  1. Better Planet Generation cannot be used on saves where player bases and settlements already exist.
    Since BPG alters the terrain, player bases that exist before BPG is installed risk being buried, floated, etc. A new game would be required.
  2. Once installed, Better Planet Generation must remain for the duration of that save.
    Removing BPG and continuing to play will likely result in crashes, buried/floated bases, etc.
  3. There may be prolonged waiting periods between game updates and when Better Planet Generation updates to be compatible.
    This is a large aspect to consider because during these periods, games with BPG present may become unplayable. This depends on the severity of the issue(s) caused from a game update. It's not been uncommon for such periods to be months in length. However, the author is working towards making BPG more hardened against game updates.
    • With that said, the question of why BPG would even be in the Guide is likely to come up. The answer to that is simple. What BPG brings to the game experience far outweighs these potential negatives for most long-time players. Once BPG is experienced, the game feels barren without it.
    • The best practice when BPG is installed is to maintain two separate games/saves. One with BPG present and one without it. This will allow players to continue to play and use this Guide while BPG is recovering from game updates.
Installation
Warning-Logo.png

WARNING

Read the paragraphs above before installing this mod!

  • If the decision is made to skip BPG, Exosolars Grass Fix may still be installed.
  • If there is a RED bar at the beginning of this mod listing in this mod table, DO NOT use this mod! This indicates BPG is current incompatible with the current game version.
  1. Download the Main File
  2. Extract the PAK file from the downloaded archive to the ModScript folder in AMUMSS: ..\AMUMSS\ModScript
  3. Now using the downloaded archive from Step 1, install the mod in MO.
    1. Rename the installed PAK (in MO) from ___MOD_BETTER_PLANET_GENERATION.pak to: _BETTER_PLANET_GENERATION.pak
Exosolars Grass FixLink to the mod's Wiki page. Detailed Instructions available
Info-Logo.png

NOTE

Users can still install this mod without Better Planet Generation!

  1. Install this mod as instructed, below.
  2. Skip the subsections after this Foundation mod table. Continue on to Models_and_Textures table as the next step.
  1. Download the Main File manually from Nexus Mods
  2. Extract the LUA file from the downloaded archive to the ModScript folder in AMUMSS: ..\AMUMSS\ModScript
Optional

These steps are optional, but provide less clipping issues and shorter grass, which helps prevent it from clipping through and hiding a lot of smaller objects. This keeps the regular grass at a max height of around the character's mid-thigh in dense areas, rather than allowing the character to wade through waist-high grass.

  1. Open the extracted LUA in an advanced text editor with a Find and Replace function, like Notepad++
  2. At the top of the LUA will be MAXSCALE_MULTIPLIER = 1.5, change this value to 1.4
  3. Next change LUSH_MINSCALE_MULTIPLIER = 1.0, to 1.1
  4. Now using the Find and Replace function of the editor find the all of the following in the LUA and replace with the given value:
    These settings lower the range for the grass height for all grasses.
    • Find all: "MinScaleY", that equal 0.7 and replace with: 0.5
    • Find all: "MinScaleY", that equal 0.751 and replace with: 0.61
    • Find all: "MinScaleY", that equal 0.81 and replace with: 0.551
      The tabs in these settings are just for readability so keep them or not, it doesn't matter.
    • Find all: "MaxScaleY", that equal 0.75 and replace with: 0.55
    • Find all: "MaxScaleY", that equal 0.752 and replace with: 0.62
    • Find all: "MaxScaleY", that equal 0.82 and replace with: 0.552
  5. Save the file and close
Clean Space OriginsLink to the mod's Wiki page. Detailed Instructions available
  1. Download the Main File manually
  2. Extract the following LUA files from the archive to the ModScript folder in AMUMSS: ..\AMUMSS\ModScript:
    • _CSO vX [No Space Dust].lua
Exosolars AbyssLink to the mod's Wiki page. Install: Exosolar's Abyss main file


Warning-Logo.png

WARNING

The follow subsections should only be completed if both mods were installed from the Foundations table above! If only one was installed, skip this section and move on to the Models and Textures mod table.

Building Foundation Patch

Now that Foundation is installed, a patch is required to be built between them because they conflict with one another. To do this, AMUMSS is used:

➕ [Click to show]➖ [Click to hide] Building Instructions
  1. Ensure only the PAK from Better Planets Generation and the LUA from Exosolar's Grass Fix in their ModScript folder: ..\AMUMSS\ModScript
  2. Within the root AMUMSS folder, double click on BUILDMOD.BAT to launch the script
  3. At  ??? Do you want to use AMUMSS in [F]ULL, [D]EV, or [L]EAN mode , enter F
  4. At  ??? Is your NMS game version [P]ublic or [E]xperimental [P, E] , enter P
  5. At  ??? Do you really want to check your NMS MODS for conflicts ('Y'es, 'N'o, in 'M'ODS or Mod'S'cripts)?, enter Y
  6. At  ??? Would you like to COPY the created Mod PAKs to your game folder and DELETE [DISABLEMODS.TXT], enter N
  7. At Do you want to globally allow user input requests from scripts? , enter N
  8. Allow it to process...
    Once complete, "Failed Decompiling" errors on the LUA may be present. These are safe to ignore.
  9. At  ??? Do you really want to check your NMS MODS for conflicts ('Y'es, 'N'o, in 'M'ODS or Mod'S'cripts)?, enter Y
  10. Allow it to process and create the patch. This will take 5-12 minutes, depending on the system.
  11. Once complete, some Warnings and Conflicts may be present. These are safe to ignore. Press any key to close the script.
  12. Within the root AMUMSS folder, open the ModScript folder and delete all the files and the EXMLFILES_PAK and EXTRACTED_PAK folders (other folders should remain).

Installing Foundation Patch

Now that AMUMSS has built the patch, the patch needs to be installed:

➕ [Click to show]➖ [Click to hide] Installing Instructions
  1. Within the root AMUMSS folder, open the Builds folder
    1. Delete the files within this folder and within the IncrementalBuilds folder located here. These files are not needed.
  2. Within the root AMUMSS folder, open the CreatedModPAKs folder
    1. Delete the .TXT file, it is not needed.
    2. Rename the PAK file to __Step Patch-NoMansSky-Foundation
  3. In MO, click on the MOlistoptions.png icon above the mod list and select [Create empty mod]
    1. Name the new mod: Step Patch-NoMansSky-Foundation
  4. Right-click the new mod listing and select, [Open in Explorer]
    1. Move the patch (PAK) from the CreatedModPAKs folder into the Step Patch-NoMansSky-Foundation folder
      There shouldn't be anything left in the CreatedModPAKs folder!
    2. Close the Step Patch-NoMansSky-Foundation folder and continue installing mods from the next Mod Group below.


Models and Textures

Mod Name Baseline Instructions
Better Deposit ColorsLink to the mod's Wiki page.
Black CarbonLink to the mod's Wiki page.
Clean Analysis VisorLink to the mod's Wiki page. Step recommends: Clean_Analysys_Visor_With_Helmet_by_RogerHN
Clean Ship Space MapLink to the mod's Wiki page.
HD CloudsLink to the mod's Wiki page. 2K
Remove Lag when Leaving PlanetsLink to the mod's Wiki page.
WindrexLink to the mod's Wiki page. Step recommends: Windrex main file


Sounds and Music

Mod Name Baseline Instructions
No Suit AnnoyancesLink to the mod's Wiki page. Detailed Instructions available
There are two options, and either are valid for the guide.
  • Step recommends the Main File since it will silence most of the audio, but not all.
  • The Optional File will silence all the audio notifications.
This mod is optional but included for players who have experienced all they care to experience from the exosuit audio notifications. The notifications are okay for new players; however, it doesn't seem to take long for most to become annoyed by the constant notices.


Fixes

Mod Name Baseline Instructions
Eyes FrontLink to the mod's Wiki page. Detailed Instructions available
  1. Download the Main File manually from Nexus Mods
    Now, delete the file! This was done to be able to endorse the mod.
  2. Visit the POSTS tab and download the LUA provided by WinderTP in the pinned post.
  3. Place the downloaded LUA file into the ModScript folder in AMUMSS: ..\AMUMSS\ModScript
Space Station Interior FixLink to the mod's Wiki page.
True BlackLink to the mod's Wiki page.


Gameplay

Mod Name Baseline Instructions
Better Buildings ScansLink to the mod's Wiki page. Detailed Instructions available
  1. Download the Main File manually from Nexus Mods
  2. Extract the LUA file from the downloaded archive to the ModScript folder in AMUMSS: ..\AMUMSS\ModScript
  3. Rename the file by removing the " _MOD_ " at the beginning of the file name: _MOD_Better... Better...
Better Ship Transfer RangesLink to the mod's Wiki page. Only install Better Ship Teleport Module Range main file
Gumsks Base BuildingLink to the mod's Wiki page. Detailed Instructions available
  1. Download both Main Files manually from Nexus Mods
  2. Extract the gBase Boundary 2k from the Boundry archive to the ModScript folder in AMUMSS: ..\AMUMSS\ModScript
  3. Rename the file by applying a " + " to the beginning of the file name: gBase... +gBase...
    This ensures this script is used before other conflicting scripts.
Quick CratesLink to the mod's Wiki page. Detailed Instructions available
This is an optional mod, since its goal is fixing an annoyance rather than a bug. It removes the junk (i.e., rust, goo, slime, etc.) from the green drop pods/crates. The material is typically useless and discarded by most players; however, if the material is really needed, it can be found elsewhere.


Interface

Mod Name Baseline Instructions
Fast ActionsLink to the mod's Wiki page. Step recommends: Fast Actions main file
Fullscreen WarpsLink to the mod's Wiki page.
Gumsks CamerasLink to the mod's Wiki page. Detailed Instructions available
  1. Download the Main File manually
  2. Extract the LUA file of choice from the archive to the ModScript folder in AMUMSS: ..\AMUMSS\ModScript
  3. Rename the file by applying a " + " to the beginning of the file name: gCam... +gCam...
    This ensures this script is used before other conflicting scripts.


Lighting and Weather

Mod Name Baseline Instructions
Exosolars LumenLink to the mod's Wiki page. Detailed Instructions available
  1. Extract the LUA file of choice from the archive to the ModScript folder in AMUMSS: ..\AMUMSS\ModScript
  2. Rename the file by removing the " _ " at the beginning of the file name: _Exo's Lumen Exo's Lumen
    This ensures this script is used before other conflicting scripts.
Indoors Lighting FixLink to the mod's Wiki page.
Integrated PlanetsLink to the mod's Wiki page. Detailed Instructions available
  1. Download the file manually from Nexus Mods
  2. Extract the LUA file from the downloaded archive to the ModScript folder in AMUMSS: ..\AMUMSS\ModScript
Natural NightsLink to the mod's Wiki page.
No Bloom EffectLink to the mod's Wiki page. Detailed Instructions available
This mod is optional!

The bloom effects are fairly overdone and ruin what could be good lighting. Since bloom seems to be controlled by shaders now, there is little control over it. This mod removes the bloom and all the lens flares besides from the sun. It's optional as some may like the very bloomy look, but for the rest this mod could ease some eye tension.

ReLightLink to the mod's Wiki page.


Resource Files

Mod Name Baseline Instructions
Step NoMansSky Resource FilesLink to the mod's Wiki page. Detailed Instructions available
Supported Game Version: NMS:The Cursed v5.2+
  1. Download the Guide's Resource Files from Nexus Mods
  2. Extract the LUA files from the downloaded archive to the ModScript folder in AMUMSS: ..\AMUMSS\ModScript
    The files with "Optional" in their filenames are just that, optional.


Quality of Life Mods

For those that have played the game for a while, there are some mods available that will take away some annoyances that crop up from repeat gameplay. They are listed here, at the end of the list, because these mods are outside the Step Mandates. However, they should be installed at this point (simply use their LUAs and place them in the AMUMSS folder).

➕ [Click to show]➖ [Click to hide] Click to show/hide Mod List
Crashed Ship Distance Modifier
This mod adjusts the distance to the crashed ship when starting a new game. Install the Main File to get as close as possible or install one of the options to increase the distance for a harder start experience. This pairs very well with HauntedKobra's Skip tutorial mod below.
gShip - More Frequent Traders - Easier Ship Hunting
This mod causes the traders to swap out more frequently. This can be useful for ship hunting and trading.



STEP 3

Construct Guide Patch

The LUA scripts placed within the ModScript folder must be merged and compressed into a PAK file, which is used as the Guide's patch. This process is done using AMUMSS. A reference image is below to help ensure their setups are correct. Those who only installed one of the Foundation mods may also have that script present, which is not represented in the image. It is extremely important that within the ModScript folder the beginning of the file names match the reference image! Else, the scripts will not process in the correct order.

Build Guide Patch

Once the ModScript folder is correct, please continue below to build the Guide patch:

  1. Open the AMUMSS folder: ..\Modding\Tools\AMUMSS
  2. Run BUILDMOD.bat by double-clicking on it.
  3. At  ??? Do you want to use AMUMSS in [F]ULL, [D]EV, or [L]EAN mode , enter F
  4. At  ??? Is your NMS game version [P]ublic or [E]xperimental [P, E] , enter P
  5. At ??? Do you want to create a COMBINED mod[Y] or INDIVIDUAL mod(s)[N], enter Y
  6. At ??? Do you want to use a COMPOSITE combined MOD named just like that, enter N
  7. At ??? Do you want to use a NUMERIC suffix[Y] or the current DATE-TIME[N] to differentiate your mod name, enter Y
  8. At ??? Would you like or [N]ot to COPY [S]ome or [A]ll Created Mod PAKs to your game folder and DELETE [DISABLEMODS.TXT], enter N
  9. At Do you want to globally allow user input requests from scripts? , enter N
    Now AMUMSS will build the patch from the LUA scripts. Please allow it to complete (1-2 mins).
    When complete, the report may show conflicts, depending on the mods installed. This is normal and can normally be ignored.
  10. Press any button on the command window when finished to close it.

Install Guide Patch

  1. Open the CreatedModPAKs folder: ..\AMUMSS\CreatedModPAKs
  2. Rename the PAK file to: ___Step Patch-NoMansSky.pak
    The underscores are intentional to force the archive to load last. The TXT file is for reference and can be deleted.
  3. Create a new mod in MO named: Step Patch-NoMansSky
  4. Right-click on the new mod listing and select, [Open in Explorer]
  5. Move the new PAK from the CreatedModPAKs folder into the Step Patch-NoMansSky folder, and close it
  6. Ensure this and all mods listed in MO are enabled (ticked).



STEP 4

In-game Adjustments & Tips

That is a wrap on the Guide! Congratulations and enjoy the enhanced gameplay!

Below are some recommended settings for the the game and graphics, as well as, a few tips for new players.

Moicon.png
NOTE:
To start the game with mods enabled, run the game's executable from Mod Organizer's drop-down list.
Do NOT run the game from Steam, else no mod will be loaded.

Graphic Drivers

This following can be set within the graphic drivers, themselves for a possible bump in quality. These are optional, but recommended:

  • Disable any Anisotropic Filtering Optimizations settings
  • Set Texture Filtering to the highest quality setting

Starting a New Game

To start a new game, select Play Game and then New Game on the menus. Game options should appear. Which option to choose is entirely user choice; however, Custom will allow the control of many game aspects for a tailored experience.

Step recommends using Custom to achieve the intended Guide outcome. As such, the following Custom settings are recommended for a more casual, exploration-focused gameplay that the Guide was designed for; without cutting out the other gameplay elements. As always, any of the settings may be adjusted up or down for a harder or more relaxed experienced based on user preference.

Survival Settings
  • Survival Difficulty: Relaxed
  • Scanner Recharge: Fast
Crafting and Item Settings
  • Fuel Usage: Discounted
Combat Settings
  • On-Foot Combat: Minimal
  • Space Combat: Minimal
Ease of Use
  • Tutorial Missions
    Those who are familiar with the gameplay may consider disabling the Tutorial Missions. This skips the very repetitive gameplay that is forced at the start of every new game for teaching the player the basics. Previously, they could only be skipped through modding. Hello Games has now provided a default way to skip these missions with this setting, which quickly drops players onto a planet with the normal broken gear. Players simply need install the basic tech, find and repair the ship, and be off into space to summon the Anomaly.

Game Settings

The following are only recommendations for in-game settings. they can be accessed from the Options menu in the left bottom corner before starting a game. Once a game has been started, press Esc to open the game menu and click on Options.

Display & Graphics

  • Window Mode: Fullscreen
  • Max FPS should match the monitor's refresh rate
  • All settings on High or Ultra
  • Anisotropic Filter: 16x
  • GTAO: High
    There isn't much difference between High and Ultra, visually; therefore, only use Ultra if performance allows.
  • Anti Aliasing: TAA
    If Nvidia card with RTX is installed, use DLSS or DLAA; performance permitting. FSR can be used, as well. Results will vary.

Network

  • Multiplayer can be disabled here for solo players. This disables the majority of multiplayer aspects in-game; the Nexus will be empty, other players won't be ran into by chance, etc.
  • For those planning to play the multiplayer aspects of the game, there a several settings located here to consider before playing.

Camera

  • On-Foot Field of View: 80 or higher
  • Flight Field of View: 85 or higher
    This will help prevent the HUD clipping on some ships. Those playing at screen resolutions other than 1920x1080 may have to adjust for their systems.
  • Vignette & Scanlines: Disabled
  • First-Person Head Bob: Disabled
    These two above are two settings that will help alleviate some of the motion sickness effect the game can have.
  • Camera Shake Strength Step removes many shakes and lowers the effects of others. However if the camera shakes are still too strong, return here and lower this setting.

Go...rule the galaxy!

New to No Man's Sky and not sure where to start? Here are some tips from over 200 hours of gameplay:

  • If there is an ongoing expedition, they will sometimes be available from game-start. If so, opt to start with an expedition to potentially grab some great goodies before you ever even start the main game. Once the expedition is over, players will start the game as usual.
  • Complete the entirety of "Awakenings" mission line as early as possible. This introduces players to many of the game's features, and will unlock the basic tech along the way for free.
  • Any time warping to a new system, visit the Space Station. This will allow players to return via teleporters, but more important is to visit the Exosuit Merchant to upgrade the suit's inventory, tech or cargo capacity. Since this can only be done once per station, players will have to do some traveling to fully unlock all exosuit slots.
  • Planets with "Ancient Bones" are an easy way to build units. They will sell for hundreds of thousands each and the rarer ones can be over one million units each.
  • Skip the first freighter that is offered to you for free. It's scripted and will always be a C-class. Players will still be able to grab one, but make sure it's B-class or better.
  • When on the search for new freighters or ships, wealthier systems will have higher chances for higher class vessels.
  • Mine! Players will need more resources than they realize, especially once base building starts and freighters are obtained. Ferrite Dust, Carbon, Copper, and Tritium are the big ones.
  • Purchase the Personal Refiner as early has possible from the Anomaly. It will be a godsend for refining on the go.
  • More items can be stacked in Cargo vs Inventory slots.



Credits

Thank you all!

The Step Team would sincerely like to thank (from the bottoms of our fuzzy little hearts):

  • Hello Games for their games
  • The authors of mods recommended within our Guides
  • The authors of mods who granted permission for their mods to be incorporated into the Resource Files
  • The core Community for feedback, suggestions and input

The following mods had open permissions (or permissions were granted by author) and were merged into the Guide's Resource Files

Personnel

MO Support

  • GSDfan

Step Administrators

  • DoubleYou
  • Greg
  • TechAngel85 | Lead Release Coordinator, Patch Coordinator, Mod Author
  • z929669

Retired Staff

  • Aiyen
  • Bealdwine
  • deathneko11
  • EisDrache
  • EssArrBee
  • Farlo
  • frihyland
  • GrantSP
  • hishutup
  • Kelmych
  • MontyMM
  • Nebulous112
  • oqhansoloqo
  • phazer11
  • rootsrat
  • stoppingby4now
  • TheCompiler
  • torminater
  • Uhuru
  • WilliamImm
  • wolverine2710



COMMUNITY CONTRIBUTIONS

Become a part of the Step Team

About Step

Created by TheCompiler (Daniele Ferraro), Step is a collaborative project with input from the modding community, technical volunteers, and project administrators. The goal is to provide tested and validated methods for establishing and maintaining an enhanced, modded game. Thus, the Step Guides provide detailed, well-tested build instructions for a solid, modded game that achieves an enhanced, vanilla experience.

The Step team collects information from the modding community through extensive mod testing, detailed reviews, feedback, and suggestions exchanged on the Step Community Forums. Posting rules apply, so be sure to read and follow them. Engage and enjoy a warm welcome and plenty of high-quality support from a large community of experienced members.

Step Modifications can only get bigger and better with help from the community. It is very time consuming for the Step Team to ensure that the Step Guides are consistently maintained at the highest quality possible. As such, we rely on the community. Whether a regular user or a knowledgable modder, below are some ways to help Step grow:

The Community

All members of the community can help build the Guides they love and utilize for their own games. Step relies on the community, that's you, to help identify mods that improve the vanilla game while adhering to our Mandate through mod suggestions. We also need ongoing bug reports, feedback, reviews, and updates on included mods that may cause problems or that stray from the Mandate. This help can be as simple as reporting an encountered bug or as extensive as providing a one-off review of a mod based from personal experience with it.

In order to suggest a mod for inclusion in this Guide, visit the Mods section of the forums and use the Create Mod Topic button on the editor toolbar.

Staff Roles

There are official staff roles that are almost always open for new candidates.
Community members interested in becoming a member of the Step staff, please contact any Administrator or Step Staff member on the forums. Please include some idea of the role desired and include strengths and weaknesses within that role! For example, if applying for a Curator include the game desired to curate, strengths (xEdit, conflict resolution, texture editing), and weaknesses (mesh work, CK, scripting). This gives Step some initial idea of the candidate's skill sets.

Forum Moderators

Most of the moderation work for our Moderators is simply to keep topics on track and do general forum maintenance; such as moving topics to the correct forum and handling spammers. Very rarely does moderation on the Step forums end up in warnings and bannings (and we all like it that way). To be effective Moderators, community members who desire this role are expected to be familiar with the Step community and actively involved. As such, Moderator criteria is be based upon level and quality of activity within our community. Moderators will be expected to be more familiar with the Community Guidelines than the average member and be able to remain unbias in their moderating.

Guide Curators

Guide Curators are the super-stars of the staff at Step Modifications. They are those who curate the Guides for members. Guide creation, growth, and maintenance takes a lot of time, effort, and skill. As such, Curators are generally required to be of a higher skill-level than the average modder. In an ideal world there would be 2-4 Curators per Guide. However, Curators are often working alone on Guides; thus, they require the knowledge and skills to be able to follow Mandate while building mod lists, patches, and writing all Guide and ancillary content in a way members can easily follow. This is no small feat for a single staff member to do!

Testers

Generally, Testers are required to maintain a non-deviated Guide installation from which to install and test mods that are tagged for testing on the forums, as well as, general testing of Guides as a whole with the goal of finding bugs, issues, possible improvements, etc. Testers will be given access to Staff forums that house useful information on the Guides they test for. For more information about our testing process, read through the Mod Testing Guide to get a sense of what's involved.


Thank you for reading and enjoy the game!