It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Mods got a little messed up during the last two updates (Foundation and Pathfinder), many were not updated from the original game release, and many were updated but not by the original authors and so maybe didn't work as they used to. Some of the changes in Foundation and Pathfinder have also made it more difficult for some of the previously working mods (Low Flight acts a little differently now etc).

Anyway, it's all got a bit messy, and i've been trying to keep my mod list functional and upto date, which i'm finally happy to say seems to be working with Pathfinder (latest patch version).

So for general consumption and maybe as a guide for what mods are ok to try currently, without cheating at the game or breaking a bunch of other mods, here is my functional and current mod list for Pathfinder:

Asteroid Fields 1.2 - not quite working as it used to, but you get longer draw distance which helps with the pop-in.

Milestone Pacing Fix 1.2 - no more early game milestone events spam.

Ship Launch Cost Reducer - i have the 10% one that gives me about 4 or 5 launches from a full tank of Plutonium.

Fast Actions 1.1 - a version of the old original mod but same effect to reduce waiting time when clicking on things.

Fast Scanners - reduces the 'warm up' time before you can do a new scan, feels about right, not too frequent but about 50% faster than the current default on foot scan recharge.

Faster Movement 1.2 - i use the level 1 version as this is a bit faster than default without looking odd in sprint mode, should be the game default perhaps?

E.T. Ecology - increases the money you get from flora and fauna scans to make that a worth while effort over simply mining minerals.

Persistence Distance Creatures 1.2.7 - spreads out the creatures a bit more so they spawn further away.

Better FXAA - SP0 - just improves the FXAA processing for no fps drop.

Smaller Particles+lines V1.0 - reduces the size of many of particles.

Clean Skies - removes that gritty noise effect from the horizon when on planets.

Clear Water 1.1 - small bodies of water are now not white (as in the default game currently!).

No Blue Flash 1.1 - removes the new (i think) bright blue flash when mining, nicer on the eyes.

No Lens Flare - removes that over bright flare effect.

Dark Warp (Damanique) - replaces the bright hyper space tunnel with a darker coloured one.

Starry Nebulae and Colorful Starfields - removes a filter that removes the colour from stars in the star map that are not local to you, makes it easier to plan a longer route based on star types.

Crescent Worlds 1.1.2 - makes the planets and moons in the sky (when on planet) look like they did in the early footage of the game.

Half Sized Default Icons V1.1 - makes all icons 50% smaller than default, less 'icon spam' on your HUD etc.

So finally there are a decent range of Mods that work with Pathfinder and help improve various gameplay aspects. Most of the above i got from the Nexus, and maybe one or two from the other mod site.
Post edited May 17, 2017 by ThorChild
avatar
ThorChild: Mods got a little messed up during the last two updates (Foundation and Pathfinder), many were not updated from the original game release, and many were updated but not by the original authors and so maybe didn't work as they used to. Some of the changes in Foundation and Pathfinder have also made it more difficult for some of the previously working mods (Low Flight acts a little differently now etc).

Anyway, it's all got a bit messy, and i've been trying to keep my mod list functional and upto date, which i'm finally happy to say seems to be working with Pathfinder (latest patch version).

So for general consumption and maybe as a guide for what mods are ok to try currently, without cheating at the game or breaking a bunch of other mods, here is my functional and current mod list for Pathfinder:

Asteroid Fields 1.2 - not quite working as it used to, but you get longer draw distance which helps with the pop-in.

Milestone Pacing Fix 1.2 - no more early game milestone events spam.

Ship Launch Cost Reducer - i have the 10% one that gives me about 4 or 5 launches from a full tank of Plutonium.

Fast Actions 1.1 - a version of the old original mod but same effect to reduce waiting time when clicking on things.

Fast Scanners - reduces the 'warm up' time before you can do a new scan, feels about right, not too frequent but about 50% faster than the current default on foot scan recharge.

Faster Movement 1.2 - i use the level 1 version as this is a bit faster than default without looking odd in sprint mode, should be the game default perhaps?

E.T. Ecology - increases the money you get from flora and fauna scans to make that a worth while effort over simply mining minerals.

Persistence Distance Creatures 1.2.7 - spreads out the creatures a bit more so they spawn further away.

Better FXAA - SP0 - just improves the FXAA processing for no fps drop.

Smaller Particles+lines V1.0 - reduces the size of many of particles.

Clean Skies - removes that gritty noise effect from the horizon when on planets.

Clear Water 1.1 - small bodies of water are now not white (as in the default game currently!).

No Blue Flash 1.1 - removes the new (i think) bright blue flash when mining, nicer on the eyes.

No Lens Flare - removes that over bright flare effect.

Dark Warp (Damanique) - replaces the bright hyper space tunnel with a darker coloured one.

Starry Nebulae and Colorful Starfields - removes a filter that removes the colour from stars in the star map that are not local to you, makes it easier to plan a longer route based on star types.

Crescent Worlds 1.1.2 - makes the planets and moons in the sky (when on planet) look like they did in the early footage of the game.

Half Sized Default Icons V1.1 - makes all icons 50% smaller than default, less 'icon spam' on your HUD etc.

So finally there are a decent range of Mods that work with Pathfinder and help improve various gameplay aspects. Most of the above i got from the Nexus, and maybe one or two from the other mod site.
Hi Thorchild

have you any links for mods for warp drive upgrades or if not do you know where im likley to find them in game have done over 200 warps and checked every spacestation vendor for warp upgrades but have found nothing seems 106 light year range is the norm
Hi Andrew, sorry for the late reply, but no i have no mods for what you are asking. Your best bet might be to check the mod sites and 'search' for terms like 'warp drive' etc?
Ok so NEXT is out (!).

I skipped Atlas Rises and was waiting on this new update so i will fill in the relevant details in the OP for NEXT once i have the game downloaded and tried out a few mods (to see if it still works as previous etc). It might be a week or so before i'm playing the game again and in the meantime here are a few mods i think NMS needs and that are NEXT compatible.

Reduced launch cost:

https://nomansskymods.com/mods/ship-launch-cost-reducer/

Edit: and the same as above but from the Nexus mod site (and by modder Lo2k):

https://www.nexusmods.com/nomanssky/mods/634

Clean UI:

https://www.nexusmods.com/nomanssky/mods/616

Fast Actions:

https://www.nexusmods.com/nomanssky/mods/624

Keep in mind using mods will probably mess up the multiplayer part of NMS (others can confirm if this happens?). And keep an eye on the guy from the last two links on Nexus site, Lo2k is one of the best modders in the NMS community and will make a bunch of new stuff for NEXT :)
Post edited July 28, 2018 by ThorChild
avatar
ThorChild: No Lens Flare - removes that over bright flare effect.
So I`m not the only one! Wow, that flare is blinding! I`m usually quite tolerant of such things, but I literally have to turn away quick to avoid the brightness. Thanks for the heads up.
XMM Mod Merge (for NEXT) - could be the most interesting mod utility for NMS. It will allow you to run ALL your mods together with no conflicts (that is the devs plan at least!). It's a work in progress currently, but definitely one to keep an eye on.

https://www.nexusmods.com/nomanssky/mods/751?tab=description
Any update after Beyond update?
Other than 'make sure the mods you are using have been updated for the version you are running', no not really. The method seems the same (to get mods to work), just it is much messier within the mod communities to find working mods and mods that can get put out quick enough to keep up with updates/patches etc.

Just pay attention to which version the mod is meant to work fine with and you should still be good.