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About redmas

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jo_77777
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Hi, first of all if you are confused and never get the info, ask the people that ban the most active modder of the community ( for personal reason ? i dont even know ! mate - i have no idea why i get insulted and complained about each time i had to talk to them. ... ( all i know is that they always accused me of absurd things , and it was disgusting because of how much they beleived it was true, and never hesitated to insult me without even asking me anything ) EDIT : I ven't had a burnout - and i never was much bothered by the tools and updates. The REAL reason why i always look fed up is thoses ( few) people always lying on my back while copycating me and my mods... and dont get me wrong, i am not mad on people copying me if they like... no... i am mad at people lying about me in order to not looking like they are copycating me. Also i invite you to watch my videos about all the lies , betrayals and manipulations i was witnessing , as a source of jealousy ( i suppose ) because, all that happened to me ( the unwelcoming, the lies , the betraal etc ) because i did mods that got attentions... nowaday, they make sure i will never get any attention... and i , i am begging Hello Games to stop supporting mods. the mods are mostly the same, regarding features and final results, though i redid some from scratch many times This is a time line of my mods for a better understanding : The community update ( pathfinder mods pack ) Space Adventures (Atlas Rises solo project, featuring lo2k’s mods & JJhooka’s mods ) No Man’s Sky: Origins ( Atlas Rises ) - Space Adventures 4NEXt ( full solo project that i didnt ended before the Abyss update, though, I published few small mods : Alien Worlds 4next, and others mods under the label “4NEXT” ) “The next big adventure” ( The Abyss ) “NMS Fantasy” ( Visions ) “NMS Beyond Fantasy” ( Beyond ) “NMS Fantasy Synthesis” ( Synthesis update / Living ships / Mech ) “NMS Fantasy Origins” ( Origins ) – after Prisms update i had to redo 90% of my mods from scratch, which took me some time ) “SCI FI FANTASY Core” ( Prisms / Frontiers ) *-- From here planets genration had dynamically generated biomes. “NMS Fantasy Reborn” ( originaly announced as “Sci Fi Fantasy Extended” )* “NMS Fantasy Reborn 2.0” ( Sentinel update ) “Game Overhaul for Outlaws” ( “outlaws” ) "Redmas Game Overhaul " ( “leviathan / Endurance” updates ) – From here i worked on auto-updatdable version thx to a lua script. ( Redmas game overhaul generator ) “Euphoria” ( Endurance / Waypoint ) ’ auto-genrated in lua script gameoverhaul. the script can be param to recreate previous mods : ( NMS Fantasy / NMS Fantasy Synthesis / NMS Fantasy Origins / Fantasy 2.0 / Epic Fantasy Assets ( Redmas game overhaul ) / Scifi Fantasy Utopia revamp v1 ( Fractal update ) Utopia revamp v1.5 ( Interceptors ) Utopia Revamp v2.0 / NMS Scifi fantasy ( Interceptors - ECHOES ) Utopia revamp is basically Euphoria with a smarter way to split the mods pack. paks are designed to work together and seperatly ( like i always did ) but i adapted it to the type of mods users. You have pak for vanilla players that just want to enhance the game. but you can add to that more in depth modding. This version of my mods is also entirely customisable througth the lua script . I will as well put some old original versions on my previous Mods to the “NMS Retro” discord. - Fantasy Reborn (v3) is a full game overhaul ( modular, changing visuals, gameplay, model designs, generation rules) including infinite biomes generation , using all the new NMS Worlds update's assets, making every planets feeling unique. https://www.nexusmods.com/nomanssky/mods/2675
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[issue] unable to interract with creatures
redmas replied to tholwin's topic in No Man's Sky's Discussion
this is defenelty related to the mod. -> specialy regarding GAMEPLAY related mods, make sure to ALWAYS update the mod ( or to remove it if there is no update available ) after each base game patch. ( even if it s not crashing your game ) -
I dont know why you have excluded Sci fi fantasy. it was an overhaul, yes, but everything was modular and the world generation was a standalone part. since it is a modular overhaul. Also the sci-fi fantasyworld generation had nothing to be shameful of compared to the other ones you ve mentionned. For retro players, scifi fantasy core is still available to download at https://github.com/redmasmods/Archives/tags Know also that Scifi fantasy core successors are still updated at https://www.nexusmods.com/nomanssky/mods/2675 Fantasy Reborn is a full game overhaul ( modular, changing visuals, gameplay, model designs, generation rules) including infinite biomes generation , using all the new NMS Worlds update's assets, making every planets feeling unique.
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Reducing frequency of space pirate attacks
redmas replied to Phanatos's topic in No Man's Sky's Discussion
it is not true, i did it long ago ( and abandoned the feature after ) on around NEXT updates. and it was to increase the attacks rates ^^ but it is the same thing to edit. Though, i ve stopped to use that feature, because editing the gamefile in question, had a weird bug ( that looked unrealted, but it was tested related : some planets had gravity issue -> which was a bug caused at the compilation by mbincompiler. you can try again now that mbincompiler has a lot been updated. ) the file is question is GCGAMEPLAYGLOBALS.GLOBAL i dont recall exactly the var name, but you have to look like something like a frequency on pirate swarn. as i recall, it was a group of vars. EDIT : i forgot to mention that since NMS4.0 , this request is not required since the base game have the option to remove pirates attacks ( as long as other options ) -
Help with the adjustment of the ship control (Mod)
redmas replied to Toby84's topic in No Man's Sky's Discussion
this is a vanilla feature. If you desire to edit it , it is possible by modifying the camera file GCCAMERAGLOBALS.GLOBAL.MBIN -
As far as i know, the mod request is on top difficult / undoable tier.
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Does anyone hav a list of currently functional mods?
redmas replied to ThePandasMustDie's topic in No Man's Sky's Discussion
osted 14 minutes ago https://www.nexusmods.com/nomanssky/mods/2675 is a good start Fantasy Reborn is a full game overhaul ( modular, changing visuals, gameplay, model designs, generation rules) including infinite biomes generation , using all the new NMS Worlds update's assets, making every planets feeling unique. It is always updated day one for every NMS updates. -> it is NOT a compilation / pack of mods . It is one single mod, regrouping all features that i did on my own for enhancing the game ( i started in 2017) ( i am not using others modders mods in general, and their mods is the reason why i've decided to do mods myself long ago- and their behaviour / how they always treated me, is the reason why i am downtalking about them ) ) -
Mods I found worked with Exped 10 Singularity
redmas replied to Pagafyr's topic in No Man's Sky's Discussion
https://www.nexusmods.com/nomanssky/mods/2675 Fantasy Reborn is a full game overhaul ( modular, changing visuals, gameplay, model designs, generation rules) including infinite biomes generation , using all the new NMS Worlds update's assets, making every planets feeling unique. It is always updated day one for every NMS updates. -> it is NOT a compilation / pack of mods . It is one single mod, regrouping all features that i did on my own for enhancing the game ( i started in 2017) ( i am not using others modders mods in general, and their mods is the reason why i've decided to do mods myself long ago- and their behaviour / how they always treated me, is the reason why i am downtalking about them ) )- 1 reply
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- refiner adjustment
- skyswooping scan
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For info, This issue has been fixed by the mods authors, since then.
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Roughly tip ( cause i dont know that ship well ) but i did have already modded ships landing animations. on the landing animation file ( inside the spaceship's anim folder ) there is a value that is actually the timeline of the animation. -> make sure that the landing and take off animations start and end at the same state : for example, you want to use 10% of the anim, then remove 10% of the value from the start on take off, and 10% from the end on landing ( or the opposite, it is just an abstract example )
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You will find mods that will indirectly easy the minerals findings ( either by changing the biomes or by boosting the tools ), but i am not sure that someone did a mod specificly to that.
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Will removing mods for this game corrupt my savegame?
redmas replied to Tar's topic in No Man's Sky's Discussion
It will depends of the kind of mods. -> indeed, most of the mods are only active when enabled. -> but mods editng the saves exists and, that way can affect the save. -> without breaking the game, some can prevent you to switch from the vanilla ( no mods ) save, like for example some GENERATION MODS . ( note that my generation mods ( redmas ) ( that have btw insane diversity ) are removable without altering the game save. So you can switch between vanilla progress and modded progress anytime. and also that i did several GENERATION MODS, that you can swap inbetween , anytime . In conclusion, it will depend on the mods, and on the ttechniques used by the author. So make sure to ask them before using their mods. -
For any new players or players not aware, i would like to mention that this post is not representative. -> NMS mods must be updated at each game patches ( particularry, the gameplay changing mods ) -> so the info of the obsolete mods is not valuable. + i am unhappy with that post that makes me look like i ( redmas ) am not updating my mods day one eachtime. Because i do update all my collection ( at least when it s possible, because the game changes sometimes makes anychange not available for a few days ) as soon as possible, few hours after the update drops. i want to precise too, that "my collection" is a large mod that i did myself : When i started doing mods ( in 2017 ), it was become i didnt like all the existing mods at this time. So i decided to do my own. And since then, i only use my mods. I do them all from scratch without any help. That's why some of my techniques use are unconventionnal and "innovative". I did few collabs, but it was annecdotic. Since i dont use others mods ( though for a while i recommanded to use Constructs mod aside ) my mods are covering a large amount of features and changes. going back to the topic, my mod "collection" is nowadays systematically updated day one ( thx to a lua version ( that i did alone too ) - that is highly and easily EDITABLE to fit many people's tastes )