New Red Crystal Design (EOL)
!Caution! This mod no longer receives updates! Support for this has been discontinued.
Thanks to everyone who was interested in this mod project as long as it was active.
Unfortunately I cannot remove the mod because the site operator / administration has blocked the function for deleting mods. That's why this note.
No Man's Sky MOD * New Crystal Design Variants * SYNTHESIS Release Edition
The mod was ported by me as far as possible to BEYOND. But I do not have the time to check everything down to the last detail. Therefore, this release for BEYOND has the status: Trial without warranty of accuracy. Thank you.
This mod adds an additional Red / Yellow and Blue Crystal Design into the Game.
Features of this Version:
-> Each crystal color has its own shape.
--> Red crystals have a new red crystal Design
--> Green crystals have only the known vanilla Design
--> Yellow crystals have a new cube Design
--> Blue crystals have a denser, more naturally broken design
--> Black-Gray crystals have the year 2015 demo design
The vanilla design of the red, yellow and blue crystals can still be encountered in the game. The new design is also available, not exclusive.
If you don't like the illuminate flashing effect of objects while/after scanning, especially crystal objects, then you can modify the GCGAMEPLAYGLOBALS.GLOBAL.MBIN to minimize this.
Change the GCGAMEPLAYGLOBALS.GLOBAL.MBIN as follows. Go to "ObjectsScanEffect" and change it like this:
<Property name="ObjectsScanEffect" value="GcScanEffectData.xml">
<Property name="Id" value="" />
<Property name="ScanEffectType" value="Objects" />
<Property name="Colour" value="Colour.xml">
<Property name="R" value="0" />
<Property name="G" value="0" />
<Property name="B" value="0" />
<Property name="A" value="1" />
<Property name="BasecolourIntensity" value="0" />
<Property name="ScanlinesSeparation" value="2.5" />
<Property name="FresnelIntensity" value="-15" />
<Property name="GlowIntensity" value="0" />
<Property name="WaveOffset" value="0" />
<Property name="WaveActive" value="False" />
<Property name="FixedUpAxis" value="True" />
<Property name="Transparent" value="False" />
<Property name="ModelFade" value="False" />
<Property name="FadeInTime" value="0" />
<Property name="FadeOutTime" value="0" />
Of course you can also use the included _MOD.minimize.illuminate.objects.after.scanning.pak. But if you use a mod that also changes the GCGAMEPLAYGLOBALS.GLOBAL.MBIN, then you have to merge the two mods.
A big thanks to emoose for his reference, which allowed us all great mod projects for many weeks. The same to monkeyman192, theFisher86 and grekwaste and to all those who were perhaps still involved in your great work on the update of the mbincompiler!
Simply place the downloaded '_MOD.New.Crystal.Design_Next_Edition.pak' (inside the zip file) in the No Man's Sky GAMEDATA PCBANKS MODS folder. If the "MODS" folder don't exist create it. An then delete the "DISABLEMODS.TXT" in the PCBANKS folder or move it to another folder or rename it. Otherwise no mods will be loaded!
Remove the '_MOD.New.Crystal.Design_Beyond_Edition.pak' from the No Man's Sky/GAMEDATA/PCBANKS/MODS folder
This Versions are not compatible with Mods they change the following Files:
-- fix only chromatic metal crystal entity's
-- again reduced chromatic metal crystal spawnrate
-- removed two duplicate files
-- Spawnrate of some crystals slightly reduced, in particular the chromatic metal
-- Updated _MOD.minimize.illuminate.objects.after.scanning.pak
10-07-2019 BEYOND Release Edition
09-12-2018 NEXT Release Edition
-- nothing new, just a file that is not needed removed <- bothered me personally :-)
09-10-2018 NEXT Release Edition *re-release
-- small corrections
-- add black-gray crystals with chromatic metal as resource (medium and large) -> see pictures
*-- reduced chromatic metal -> amount of yield
*--- medium old min 10 / max 25 -> new min 5 / max 15
*--- large old min 25 / max 75 -> new min 15 / max 30
08-12-2018 NEXT Release Edition
09-23-2017 Atlas Rises Edition
10.12.2016 V1.024.3 Update the _MOD.New.Red.Crystal.Design_multi_illu_NSOLU.pak
07.12.2016 V1.024.2 Update the install instructions, because Hello Games changes the integration of mods
- small changes in _MOD.New.Separate.Crystal.Design.exp_multi_illu_NSOLU.pak
27.11.2016 Foundation Release
The NMS Foundation Update V1.1 gives us new possibilities and a new gameplay. But everything has its price.
Unfortunately, many files can no longer be edited and thus, without appropriate tools, modding as before is no longer possible! I have tried my best to keep the mod playable.
25.11.2016 V1.024.1 Minor corrections in the _MOD.New.separate.Crystal.Design_illuminate_NSOLU.pak
- two unnecessary files removed
- Incorrect filenames within the * .pak correctly named
-- Hello Games named the small Crystal Files wrong (cystal*entity/
in scene) in the NMSARC.AE23BCEA.pak and NMSARC.CE8DDE7C.pak
and i named correctly, but the game search to the wrong named.
- Light flare in the small yellow titanium crystals removed
-- the NMS game engine reacts far too late in the case of light effects on
small objects and switches the light flare on when the player is close to
it, which I do not like and after many attempts to solve the problem I
found no solution. So it is better to disable the light effects on these
23.11.2016 V1.024 - Add Vanilla Large Red Crystals Scan Bugfix to all Versions
Info: In the vanilla version you can scan all large and medium crystals
at 100 feet, except for the large red crystals. This can only be scanned
at 10 feet distance so the resource icon appears. This is a bug.
- Add a New Package for all Players they wish for every crystalcolor a
own shape = New.separate.Crystal.Design_illuminate_NSOLU.pak.
08.11.2016 V1.023 Add the NSOLU (No Scannable Object Light Up) Version
-> The NSOLU (No Scannable Object Light Up) version is a test version. It is the
same as the _MOD.New.Red.Crystal.Design_multi_illuminate.pak with a single
difference. I personally do not like the flashing of scannable Crystal objects. And I
just removed this light. The crystals are scannable as before and the corresponding
resource icon is displayed after a scan. Only the flashing before / after the scan of the
crystals is deactivated. The crystals are permanently illuminated without
If you like, please leave feedback on this version. Should this version
remain an extra file? Or should I integrate the change into the regular
* illuminate * versions? Or in all versions? Or you do not like the
NSOLU version and I can remove it. Your opinion would
interest me. Thank you.
07.11.2016 V1.022 Adjustments and add 2 Versions
-> This version adds the new Variant to the known Design of red/blue/green
/yellow Crystals. But in the Vanilla Game only the red medium/large Crystals
have an illuminating light source. This Version also adds this light to the
medium/large green/blue/yellow Crystals.
-> This version completely replaces the known Design of red/blue/green/yellow
Crystals. But in the Vanilla Game only the red medium/large Crystals have an
illuminating light source. This Version also adds this light to the medium/large
I've considered whether I'm doing it in the regular version. But there are
probably also players who do not like too much illuminating light.
05.11.2016 V1.021 Small adjustments
*01.11.2016 - During my trip, I noticed that the new Crystal Design is mostly found
on medium Crystals and very rarely on large or small Crystals. I have
adjusted the Parameters now, so you should find the new Design more
often on large or small Crystals.
25.10.2016 V1.02 Add yellow Crystals to the *_multi.pak's Versions
24.10.2016 V1.01 Adds _multi Versions
- the new Design to green and blue Crystals
24.10.2016 V1.00 Initial Release