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No Man's Sky Advanced Mode Save Editing Guide

Armitage

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February 5, 2020
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Originally written by MegaGold at NGU

Remember, this is not my save. The author sets out a personal goal at the end of this post. I am not the author so I cannot necessarily fulfill any promises.

NMS Advanced Mode Save Editing Guide

I'll be sharing what I've learned so far about NMS save editing on the PS4.

This a generalized guide and isn't fool proof. Deleting a " , " or missing a " ] or [ " when editing the code could have major consequences. Data corruption, save loss, or a very glitched save.

Requirements:

SaveWizard 100% required.

USB Flashdrive(s)

Tools recommended:
HxD
Notepad

Prep-work:

Name all the things you want to edit to make life easier. ie, ships, Freighters, frigates, containers, multi-tools. And remember them or annotate in your notepad. Then make a backup copy of your save to online or on a different usb.

Open your save with Advanced Mode and export that save. It'll export as memory.dat or whatever you change it to. Open that file with HxD and change the bytes per row to 48 or what ever fits nice on your screen.

Basic editing:
What to do, lets say you want to edit your ship.

Ctrl + F your ship name in text. It'll be the one closer to the top of the file(soft save, getting out of a ship), the one closer to the bottom will be the manual save location.

The type of ship is displayed and you can change the Seed to what ever you want. You can grab seeds off of NMSeeds.club

SEED Location
{"Name":"420 BLAZ3 IT","Resource":{"Filename":"MODELS\/COMMON\/SPACECRAFT\/FIGHTERS\/FIGHTER_PROC.SCENE.MBIN","Seed":[true,"0xC59DD08A137742D3"],

Seeds aren't case sensitive, but may need to be CAPITALIZED for PS4.

Ok nice, lets change the slot sizes. Find the next bit of code starting at "ValidSlotIndices":

22 Slot Container
"ValidSlotIndices":[{"X":1,"Y":0},{"X":2,"Y":0},{"X":3,"Y":0},{"X":4,"Y":0},{"X":1,"Y":1},{"X":2,"Y":1},{"X":3,"Y":1},{"X":4,"Y":1},{"X":5,"Y":1},{"X":0,"Y":2},{"X":1,"Y":2},{"X":2,"Y":2},{"X":3,"Y":2},{"X":4,"Y":2},{"X":5,"Y":2},{"X":0,"Y":3},{"X":1,"Y":3},{"X":2,"Y":3},{"X":3,"Y":3},{"X":1,"Y":4},{"X":2,"Y":4},{"X":3,"Y":4}]

This is a 30 slot grid with 22 slots available.

48 slot container (the maximum allowed) Paste this over your ship indices.

(FYI: X=Column, Y=Row. X:0,Y:0 = Slot 1, X:1,Y:0 = Slot 2...)

[{"X":0,"Y":0},{"X":1,"Y":0},{"X":2,"Y":0},{"X":3,"Y":0},{"X":4,"Y":0},{"X":5,"Y":0},{"X":6,"Y":0},{"X":7,"Y":0},{"X":0,"Y":1},{"X":1,"Y":1},{"X":2,"Y":1},{"X":3,"Y":1},{"X":4,"Y":1},{"X":5,"Y":1},{"X":6,"Y":1},{"X":7,"Y":1},{"X":0,"Y":2},{"X":1,"Y":2},{"X":2,"Y":2},{"X":3,"Y":2},{"X":4,"Y":2},{"X":5,"Y":2},{"X":6,"Y":2},{"X":7,"Y":2},{"X":0,"Y":3},{"X":1,"Y":3},{"X":2,"Y":3},{"X":3,"Y":3},{"X":4,"Y":3},{"X":5,"Y":3},{"X":6,"Y":3},{"X":7,"Y":3},{"X":0,"Y":4},{"X":1,"Y":4},{"X":2,"Y":4},{"X":3,"Y":4},{"X":4,"Y":4},{"X":5,"Y":4},{"X":6,"Y":4},{"X":7,"Y":4},{"X":0,"Y":5},{"X":1,"Y":5},{"X":2,"Y":5},{"X":3,"Y":5},{"X":4,"Y":5},{"X":5,"Y":5},{"X":6,"Y":5},{"X":7,"Y":5}]

Paste insert that over the old one, and click ok, it'll change the file size. That's fine.

You can change the ship BaseStatID values, I wouldn't recommend changing it higher than 1000.0 Yes it can go higher but it might cause instability. There has to be ####.0 at the end of the number.

We're not done editing the size of the inventory yet.

Find this bit:

Code:
"SpecialSlots":[],"Width":8,"Height":6

Change these values to 8 and 6. 8*6=48 You now have a 48 slot container.

That was general storage. You can repeat this process for the tech slots if you so desire.

You can also repeat this process with the Freighter, freighter chests, base storage chests.

The exocraft and backpack tech slots are unmoddable. I've tried, those slots are hard coded in the game.

Finishing up:

After you're done editing. **SAVE**. And back to save wizard, **IMPORT** that file back and APPLY changes.

Some things I've discovered:

NMSSaveEditor(PC version) is not directly compatible with the PS4 save, but you can export a ship file in the NMSSaveEditor to a file that translates over to HxD and your Game Save. You can paste it over a trash ship.

I think in order for NMSSaveEditor to compatible the creator or another engineer would have to make a separate release to make the PS4 save file readable due to the pc version being in a JSON structure.

​
Disclaimer:

I won't be held responsible for data or save loss. It's your responsibility to make backups before you edit. I don't condone cheating other people out of their experience, so if if you're modifying your damage and shield values you probably should turn multiplayer off.

Other information:

I'm very new to this and don't know a whole lot about the way PC saves does the editing process, but I think there maybe a hex dump somewhere where you can add items manually to the ship inventories. You can use the NMSSaveEditor to add items to your ship and then export that ship from the editor to open up on HxD.

​

Some of my personal Goals:
I want to figure out how to get all the words for the races learned. But each word is differently stored for each race following a : True, false, false, false value. Not all races have the same words so this is pretty frustrating. I'd take a ps4 save that has all of them learned and post that if I find it. Exporting from the NMSSaveEditor is not in a compatible format. It may be tweaked, I'll look into it.
 
some other resources that helped me:
No Mans Sky Mods
[PS4] NMS Save Editing General Guide : NoMansSkyMods
[TUTORIAL] How to change your freighter : NoMansSkyMods
No Man's Seeds - even more seeds :P [Dead]
nmseeds.club
GitHub - goatfungus/NMSSaveEditor: No Man's Sky - Save Editor if you extract the .exe & the .jar using winrar or 7zip (you dont need to run it you just need the resources within it)
you get useful files such as
words.xml
frigates.xml
items.xml

which contains all the necessary ids for item swapping & other types of swapping etc...
or you can take it one step further download NMS on PC & decompile the game to get all the item lists etc..
although a lot of work is required for this..


there are other things you can edit like the Base Stats of all your ships & multi tools to make them super OP
this is just a few of my notes & findings..


just an example of things you should look for "BaseStatID"
Code:
BaseStatValues"
"BaseStatID":"^SHIP_
[{"BaseStatID":"^FREI_HYPERDRIVE","Value":157.74291229248047},{"BaseStatID":"^FREI_FLEET","Value":98.300067901611329}] - edits hyperdrive

I also made my ships & Freighter's hyperdrive range pretty much infinite can reach any system :P

Code:
"BaseStatValues":[{"BaseStatID"
to do with the stats, damage, warp?
,"Seed":[true," - to find seeds location

didn't get to far with this but can try searching for these to edit the stats for Frigets, even there seeds as well as bonus stats etc..
Code:
Frigets
"TotalNumberOfExpeditions
"FrigateClass"

slot related
Code:
ValidSlotIndices - this dictates the total unlocked slots
{"InventoryClass":"S"} - just flavour text

other misc
Code:
"CurrentFreighter":{"Filename":"MODELS\/COMMON\/SPACECRAFT\/INDUSTRIAL\/CAPITALFREIGHTER_PROC.SCENE.MBIN","Seed"


if you want to make it easier for your self to forcefully trigger the next Freighter encounter
Code:
"TimeLastSpaceBattle":70864,"WarpsLastSpaceBattle":26
Freighter encounter condition


"TimeAlive":81416,"TotalPlayTime":81416

the values will be different for everyone OFC however you can use the key words to find it still.

Code:
"^SHIP_DAMAGE" - ship search
^WEAPON_MINING" - multitools search
Chest1Inventory" - Chests start search
CookingIngredientsInventory" - speaks for itself

just use "goatfungus" save editor its easier, it just has issues with editing multi-tool slots, if you manually edit multi-tool. save will not open in editor any more.
 
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