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elghinnfaer: Your right on the Sony and the grinding idea, they have a horrid almost legendary reputation for making games tedious. I wonder just how much money Hellogames were offered to deal with the proverbial devil.

The low flying Mod sounds neat but I do not think I will try it, would like to see a total revamp of flight on a planetary surface but I think that much will not happen much in the same way all the promised missing features will probably stay MIA.
I can`t play without it for so many reasons. If the Devs free up ship flying in the game in a patch, only then will I drop this Mod.
Is the mod something that actually changes the game files in NMS ?

Sounds like something that would be worth a look, just wondering if I did try it if I should be backing up my install folder just in case things do not work out.

Side topic sort of but have you tried the teleportation mod ? Again I have not tried any mods but on that one I am tempted as navigation is a nightmare and that may help but it does feel a bit like a cheat.

What is your opinion ?
No need to back up the game installation. But back up your user-directory with the save-files and discoveries, and so on.

The mods are set up to work with a pretty common modular design (not in games-development, just wtih programmers who know what they're doing). Where any includes or extra resources can be overridden or added when the game boots up. That's the... er... non-idiotic way to do it, because then you can have the game run perfectly fine and sort out any precedence problems during run-time. And you don't need to assign IDs by the billionth dozen globally for the entire project in order to avoid string conflicts (hello Aurora Engine folks at Bioware! How are you!).

So the mods are usually a packaged settings-file. That the game includes/parses when it runs, without replacing any files or other settings.

Like... there's maybe a block that says: "Sony Brown Halo FILter stuff".

It'll look like this

A file called global.ini might contain, among other things...

[Graphics settings]
(stuff)
[Sony Brown Halo Filter Stuff]
instagramfilter="Suicide Squad";
edge enhancement="NO DEPTH VISION HALP HALP I'M FALLING OFF MY CHAIR";
details="screw you PC FOLKS!":

It'd be packaged in a resource file of some sort, and are really just scripts that are parsed at run-time. That's when they're loaded, and all the other packages along with it.

And then other user-type graphics settings might be placed in a user.cfg somewhere, packaged in a similar way. It's also loaded at startup.

[Graphics settings]
[User settings]
resolution="teneightypee!"
details="PCMASTERRACE"

And these settings would typically be added to the [Graphics settings] tab, except for the ones that are already in the global.ini file, since this file would have precedence over the user.cfg. Or not, but just an example.

So to change that setting, you would add an include package for the global.ini file that has an edit. Which then supercedes the identical include, but does not screw over the additions in the user-cfg.

Optionally, the mods could add settings that may not have been used, or change values of existing settings in other include files that have similar precendence. I haven't looked at any of the NMS files, but that would be my best guess on how most of the mods are done.

So: even if the mods for NMS actually changes the game completely, and trigger some total apocalypse, or something like that. You can then just remove the include (the pkg-file), and it'll be back to normal again. It's really that simple.

Because HG haven't made an engine that, just taking another random Bioware example out of the air here, actually rewrites build files based on the includes in the toolkit. That was such a good idea. Absolutely fantastic. Is my override overridden by my own override from a different project that was overridden before by a patch from Bioware? I don't know - let's run the entire module through to find out! Etc.

No more of that.
HOLY SMOKES <----yes caps !

The low flight MOD is a wonderful thing, they could also call it a submarine Mod too !!!!!

Thank you all for talking about his and bringing this to peoples attention, AMAZING !!!

Anyone remember the old Tv show Voyage to the Bottom of the Sea ? When I did my first dive into the water in NMS all I could think about was the flying sub from that show. Too cool. :)

Would be super cool if someone could make a spaceship model that looked like the sub, but that sounds like a complicated task and I am very grateful to those that do these Mods and take up the SLACK where Hellogames left off.

Does anyone know if there is a Mod out there to help with objects loading in slowly as you approach them ? Almost like they are materializing in as you get near.
Post edited September 01, 2016 by elghinnfaer
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elghinnfaer: HOLY SMOKES <----yes caps !

The low flight MOD is a wonderful thing, they could also call it a submarine Mod too !!!!!
Nice isn`t it. I myself don`t use it for underwater, but it`s a nice `bonus`.

I don`t think there`s a mod that fixes the materialising yet, maybe others know. Right now I`m keeping to as few mods as possible while official patches are still incoming.
Post edited September 01, 2016 by Socratatus