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matilija

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  1. Technically the blueprints for ships can already be made in sf1edit, but it's not especially easy to do due to the lack of visual feedback for what is being changed, it's also why a lot of existing ship mods with interiors have poor navmesh implementation, it's not that it can't be done already, it's that it's exceptionally tedious to accomplish, as you have to make educated guesses on positioning, save and exit sf1edit, load the game, test, if it didn't work, close the game, reopen the mod in sf1edit, make changes, save, close, load...it's the typical wash/rinse/repeat cycle, and it comes down to time value, my time is too valuable to waste hours now doing something that will likely take me only minutes when the CK releases, so I am not touching navmeshes or blueprints until then.
  2. I just did it again at lvl 154 in my current universe without any issues, and that was with my balance mod that makes the enemy ships have way more health, I'd say the trick still works.
  3. Worked for me, got rank 6 on the hardest difficulty without issue.
  4. The Trick with the Vanguard Pilot Test, is there is a space station in the Simulator that you can't dock at, but you can fly between the scaffolding, and when you do, the enemy ships can't target you, so you can pick them off at your leisure.
  5. That could be, but they seriously need to fix it regardless, especially if mod support is going to be as robust as previous BGS titles, I mean, 4 million might sound like a lot of ID's, but there could be hundreds of references in a single ship cockpit, multiple thousands in a single built ship.....I could see someone with enough mods crashing 30 minutes in if there is no way to increase RefID's.
  6. Yeah, I was just using KCD as an example, because honestly, when I played it I got really big Oblivion Vibes sans the magic, but the story was way better written and voice acted, and the game was infinitely more polished, but unfortunately it never had the modding support to really compete with what BGS had released years earlier in both Oblivion and Skyrim.
  7. There are no doubt issues with this game that should be addressed, Beth has stated that they plan to have a patch every ~6 weeks this year, hopefully they stick to that plan and actually fix things, I'll give them until April to prove they actually intend to maintain this game, and if they fulfill their end of the bargain, I'll probably stick with it and continue to mod it to my hearts content, if they fail to live up to their announced plans, then I'll probably move on and not look back. That said, despite all of their flaws, I've spent more time playing various BGS RPG's than any other franchise save World of Warcraft which might just edge them out in total play time. I don't think I could honestly say I'm not still interested in the types of games BGS offers, but what I wouldn't give for another studio to offer a similar style of open world game that is better polished that also gets the mod support that every BGS game gets. I'm thinking Warhorse Studios KCD but with real modding support. If that happened, BGS would have no choice but to either improve, or fail imho.
  8. I'm guessing it's probably 4.2 billion and they are using a 32bit float for item id's? I wonder why wouldn't they use 64bit to avoid these problems, especially when they know they have so many different systems and they were expecting people to play this game for so long? I really hope they patch that in the future...though I have no idea how difficult that would be. Edit: Actually, it might still be 32bit and only be 4.2 million if the first 3 digits are always zeros....but that would be even more dumb than I could possibly articulate in a sentence.
  9. I second this! HK-47 would be fantastic, especially if we can carry over his Meatbag audio!
  10. Seriously, humanity had a 50 year warning that they had to flee the planet and they had near instant travel Grav drive capability to do it...and NOT ONE ANIMAL RIGHTS ACTIVIST TOOK A MANAGERIE OF EARTH LIFE WITH THEM? I can't believe that even beloved pets like cats and dogs were just left to die on earth, I would think that at least the early colonies on Akila and Jemison would have had enough dogs, cats and possibly even some livestock that they would have been able to keep at least a small population of them going for a few hundred years. If any talented 3d modeler is out there, we need our pets at the very least!
  11. I'm assuming it wouldn't be much different than how things used to be done in older BGS titles, requiring some scripting to relocate x/y/z coordinates, but I can also see some potentially hilarious unforseen consequences of such a mod, like falling through the floor as the elevator moves up, not just through the elevator, but potentially straight out of the ship into the void of space. Either way, if someone can figure it out, I'd be ecstatic.
  12. Thank you for your help Aurreth, my mod is here and ready for consumption, or avoidance, whichever you prefer. https://www.nexusmods.com/starfield/mods/7770
  13. It's alright, I used to mod Morrowind back in the day, it's not that much different, and it's kind of nice to have the time to work on what I think will make the game better by the time I'm done...I also found another option besides just changing numbers of projectiles, it looks like I link a different missile ammo to each weapon, so I can use fewer hard hitting projectiles like those from the Atlatl_280C rather than having ~90 Vanguard missiles firing at once! LMAO
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