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What I meant is that you could duplicate the outpost, but you'd be placing it on entirely different terrain because of the random generation, which would likely break the outpost. In FO4 the terrain doesn't change, Sanctuary is always Sanctuary.
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Fallout 4 didn't have procedural generated terrain that the landscape from player to player, including randomly placed build blocking POIs.
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[Request] Starfield Feature Wishlist for Bethesda
aurreth replied to melvinius's topic in Starfield's Discussion
Um, you are aware that Nexus isn't affiliated with Bethesda, right? -
Um, you have a spaceship, but you want to land it without doing a full survey of the area from orbit first?
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Disable jumping to the Unity when Armillary is built at outpost
aurreth replied to MojFPS's topic in Starfield's Mod Ideas
Just take my mod and upload it to Creations. As long as you give me credit, and do NOT charge, you have my permission. -
Nikola 1: True Tidal Lock Biomes [mod request]
aurreth replied to FALCmods4all's topic in Starfield's Mod Ideas
Yes. Weather is actually linked to the biome. It's possible to edit a planet.biom file to get it to allow different biome records. As far as I know there's no way to completely rewrite the planet.biom file. You can edit it to change, for example, all ice biomes to forest biomes, but you can't change where those are located on a planet. So if your tidally locked planet does not already have a hot side, a cold side and a twilight belt there's no way to make that right now. Of course it's possible that someone has figured out how to do it and just isn't sharing. I don't have the time to dig through the narcissistic mess that is Discord hoping to wander across the one channel that explains things.- 2 replies
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- Tidal Lock
- Nikola 1
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(and 3 more)
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[REQUEST] Outpost Building Foundations
aurreth replied to Mastersgt1's topic in Starfield's Discussion
The Lawn Ranger BASE does what it says. If a mod works as advertised why does it need to be updated? -
[REQUEST] Outpost Building Foundations
aurreth replied to Mastersgt1's topic in Starfield's Discussion
There are several mods that do this. B.A.S.E., The Lawn Ranger, etc. -
How do I edit the colours of stars?
aurreth replied to RatB0Y68's topic in Starfield's Creation Kit and Modders
Did some more searching for you. The mesh file for stars is houdiniplanet_star.nif. The color of the main body is controlled by a material swap, HoudiniPlanet_Oceanic2.mat. So apparently stars are planets covered in water? Ok, so it's a little more complicated than that. The "planet" is wrapped in a couple of other layers, an "atmosphere" and a "glow". Those have their own material swaps. I totally suck at material swaps. I get the idea in principle, allowing one mesh to have multiple textures, but I just can't figure them out. But it looks like, if you can sort it out, you might be able to edit star colors by editing the materials. -
How do I edit the colours of stars?
aurreth replied to RatB0Y68's topic in Starfield's Creation Kit and Modders
As far as I've been able to tell that is controlled by the houdini data, which we can't edit. xEdit won't touch it, and it's locked out in the CK. -
It's actually an NPC that can't move and with a modified trade dialog. Not that I don't like your idea
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Their main focus is on microtransactions, "Creations". Not terribly surprising given they are owned by Microsoft.
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One could hope, but don't hold your breath. Beth never wanted you to build colonies or factory complexes, just small mining outposts linked by those cargo landing pads, which is why the vanilla game has so few options for outposts.
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It seems to be hard coded in the game. No vanilla decorator sets the sets the radius higher than 250. No idea why houses are that high since none of them are that big, but that's what the game uses. There was a lot of testing conducted by mod users when my Beacon Override was released, and I ended up reducing the radius from 300 to 250, which proved to be stable. For an outpost, extending the radius beyond 250 causes object placement problems. Best case you have to place your object within 250 meters and then move it beyond that or it is invisible. Worst case the beacon stops functioning, you can no longer place or remove objects, and the entire area becomes unusable because the game thinks there is still a beacon there. 250 is stable, so extending the radius past that causes more problems than it's worth.
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I don't use that because it increases the outpost build radius by setting the Actor Value. This causes a lot of problems. The proper way to do it is to change the Outpost Beacon so that it sets the AV. That's the way the vanilla game works, the beacon, ship decorator and house decorators all set the AV to the value they need. When OUT forces a value it screws up the ability of other decorators to properly set the value. Additionally I believe OUT changes the radius to 300, which is unstable. 250 is the max stable value. There are quite a few mods which mess with the Outpost Beacon when adding buildables as well, making them incompatible with most other outpost mods. I avoid those as well. The only mods that should touch the beacon are those that just change the build radius (my own mod and one other). Or if someone figures out that removing a build restriction requires changing the beacon. For any other purpose there are functions already built into the game that allow adding to menus, or adding menu categories, without touching the beacon itself.