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mauvecloud

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Everything posted by mauvecloud

  1. Sure. I use "BetterHUD - Immersive and Dynamic - User Configurable" (the Location and XP file)
  2. Re-texturing them might be more difficult than you anticipated, because from what I can find, the textures are not in separate files for each card. I think there are two texture files involved: setdressing/exotic_clutter/exoticplayingcard_symbols_decal_color.dds setdressing/exotic_clutter/exoticplayingcard_symbols_decal_opacity.dds (in Starfield - Textures09.ba2) I'm not 100% certain these are the right files, since afaik there aren't publicly availble tools that can open Starfield's new .nif files yet.
  3. I found three mods that already do this (or at least claim to, I haven't tried them yet): https://www.nexusmods.com/starfield/mods/1809 https://www.nexusmods.com/starfield/mods/3015 https://www.nexusmods.com/starfield/mods/1470 The top one lists the game settings involved in the install section of the description, so if you already have a startup script, you could add the commands there and tweak the values to your liking without actually downloading the mod.
  4. I forgot to mention it, but I was actually already aware of that biome percentage trick you mention. However, it doesn't help much if I keep seeing biomes I've already visited that show 100% (or ocean, where I can't land the ship). On a side note, there doesn't seem to be a way to show the biome name for previous landing sites, pre-generated landing sites, or wherever I'm standing after I've landed.
  5. Not just for outpost efficiency (though whether you want to see resources or biomes for that depends on whether you plan to set up a mining or farming outpost I imagine) but also for the sake of surveying. On an earlier playthrough, I got stuck on a survey quest with 3/4 fauna scanned, but everywhere I landed, it said "biome complete". IDK if the quest/planet was just bugged or if there was a small patch of some other biome I didn't find, but being able to view the biomes as a secondary highlight mode or something would allow me to check.
  6. After the Todd Howard said in the Starfield Direct told us that Vasco would say the player's name, I was disappointed to find out this was still limited to a pre-determined list of names, similar to Codsworth in Fallout 4. Text To Speech capability has existed since the 1970s, so it doesn't require advanced Artificial Intelligence here. I can think of two ways to handle this: 1. Add a text to speech algorithm for the player's name, either directly (which might require some adjustment to spelling to get the pronunciation right for some names) or from an ini file which would use IPA symbols (and maybe also allow things like Japanese katakana, Korean hangul, etc.) to tell Vasco how to pronounce the player's name. This doesn't have to perfectly match up with Vasco's other dialogue, in case Vasco's VA has refused permissions for asset re-use for this sort of project. I wouldn't expect him to pronounce punctuation, dingbats, or "private use" characters if you figure out a way to enter those, but letters (including with diacritical marks) should produce a name he can attempt to pronounce. 2. Allow the player to provide their own audio file for Vasco to play back as the player's name - this could simply be the player saying the name, but there would also be the option of using a non-human voice, such as recording a pet cat, dog, bird, etc. making noise, and using that as the player's name that Vasco says.
  7. Here's my suggestion: "remain hidden for a total of 1000 seconds while within 25 meters of any enemy" for rank 1 to 2, then 2500 seconds within 10 meters for 2 to 3, and 5000 seconds within 5 meters for 3 to 4. These times would not have to be all with the same enemy, they could be cumulative with different enemies, but adding an explanation of that might make the challenge description annoyingly long to read.
  8. When building furniture or crafting tables inside an outpost hab, I've accidentally exited build mode a few times. This means I have to exit the hab through the airlock, find the outpost beacon, use it to enter build mode again, then go back inside the hab to build more things. For comparison, in Fallout 4 I could hold down the V key to enter build mode from anywhere inside a claimed settlement, so it should be possible to do something similar in Starfield.
  9. After building some medium solid storage containers in an outpost, I noticed they could only hold a pathetic 150 kg worth of material, even though they're about the size of a real-life 20ft shipping container. According to https://en.wikipedia.org/wiki/Intermodal_container#Specifications , these allow a net load of 28280 kg. Something is seriously wrong here. I can find a collapsible plastic crate on Amazon, 21.26in (540mm) L x 14.17in (360mm) W x 11.81 (300mm) H, that holds 90 kg, so if I somehow had 150kg of iron ingots IRL, I could just buy a couple of those to store them in, instead of a full-size shipping container.
  10. Interesting idea, but I see one obstacle: several skills unlock abilities at level 1 that are necessary to meet the conditions to unlock level 2. I can state from personal experience that Boost Pack Training, Stealth, and Negotation work this way, and I expect Diplomacy, Intimidation, Instigation, and Xenosociology also have the same problem. I'm less certain about Gymnastics and Neurostrikes, but they might also have issues here.
  11. Okay, here's something you might not have noticed: if you look towards one of the blue dots with the scanner active, it will actually show you text to indicate which objective the target is for. I can understand not knowing about this, since it doesn't seem to be documented. Also, it would be more useful to be able to see that without bringing up the scanner, or to be able to manually select which objective the white dotted line should lead toward.
  12. I like this idea, but I have an additional suggestion: allow the colors to be customized, for players like me who are partially colorblind - to me, the yellow and green you used are hard to distinguish.
  13. I am disappointed in the run at Red Mile - instead of being scored based on how quickly I get to the beacon and back, the leaderboard is based on how many times I've completed the run. This would be impressive if the difficulty somehow increased based on how many times I've already completed it, such as by adding some extra enemies after the 5th, 10th, etc. run. However, in the vanilla game, each run is roughly the same even after over 20 times, making it hard for me to believe it's exciting enough for patrons to enjoy watching me on the screens that they continue betting on me (and somebody has to be betting against me, right?) I realize this will probably require the creation kit before it can be made properly, but since nobody else has requested it yet that I can find, I'm posting this now so that interested modders can start planning.
  14. I guess you hadn't noticed that somebody already made this mod: https://www.nexusmods.com/starfield/mods/2095
  15. I imagine some players, like the ones asking about a survival mode where food, water, and sleep are required, like having them exist in the game. Not me. If the devs had just made this an optional toggle, that would have been better. I guess a mod to remove them (once that becomes possible) will be the next best thing.
  16. Not just for the spaceship. There should be a few stray cats wandering around in some of the cities as well, and some kept as pets.
  17. I can sell items directly from my spaceship's cargo bay, why can't I buy items and have them delivered there instead of having them put in my inventory first?
  18. I have to agree with you here - given what they did for the monorail in the Nuka-World expansion for Fallout 4 and the boat ride in the Far Harbor expansion, the engine (even before the upgrade) is clearly capable of something a little nicer for the trains in New Atlantis. As far as "Beth's engine cannot do ground vehicles", are you sure about that? Skyrim had horses, and it seems to me a hover bike could be handled internally as a horse, just with a different mesh and invisible legs.
  19. Where is that option? At the bottom of the screen when viewing the "spacesuits" category of your inventory. Leftmost control listed. There's also a similar option in the "helmets" category.
  20. Please clarify: have you failed to notice the existing option to "show/hide spacesuit in settlements", or do you feel it is insufficient and want the spacesuit to actually be unequipped and re-equipped as the situation demands?
  21. StarUI now includes this feature: https://www.nexusmods.com/starfield/mods/773 Disclaimer: I'm not involved with making the mod, I just use it, and happened to notice this feature was added in an update.
  22. I'd like to have an in-game encyclopedia, where I can look up a resource type (even if I don't currently have any in my inventory or cargo hold), and see what planets I've found it on (if applicable), what vendors I've visited that carry it, and for manufactured resources whether I have the necessary skills and materials to craft some myself. Even better if this can be sorted by distance from my current location (idk if that will be possible, though). As it stands, if I need a certain material to complete a mod or some research, I have to either 1. try different vendors arbitrarily looking for it, 2. keep my own notes for what vendors carry what materials (which I should probably start doing in the meantime), or 3. look for an internet wiki with information about the different vendors, but afaik these details haven't been thoroughly updated to the wikis yet.
  23. My understanding is that mods work in either place, but ones in "My Games" take precedence. However, if you just want a workaround, you can move the "My Documents" folder (which the "My Games" folder is a subfolder of) to another drive, such as the bigger SSD you mention. Here's documentation on how to do that: https://support.microsoft.com/en-us/topic/configuration-of-the-my-documents-folder-dfd9a90d-8f80-18d6-e7cc-f1566fc3b10b
  24. Actually, I tried buying a ship, and it said that it would allow me to switch ships at any major city - which means the other ships aren't left behind somewhere (such as an outpost or where I bought the latest ship), but effectively following along with me - if the cargo bays are handled the way you suggest, that would lead to an exploit: I could get through the orbital scan using a ship that wasn't carrying any contraband, switch ships after landing to one that has some, go visit a shop, and sell the contraband from the ship there. A mod that treats the cargo bays of all my ships as one inventory would actually make more sense here, as the scan would cover all the ships in my fleet (and the mod would just have to check how much total shielded cargo the fleet has, as well as how many total scan jammers are installed)
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