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Posts posted by aurreth
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So the beta/next update includes a decorator panel in ships. Ok, we've got mods that can do this, but it's still a nice feature being added.
My question, though, is what happens to your custom decorations if you go into the ship builder and edit your ship? With mods, if you add a hab, or change your engines, or whatever you get the "everything moved to cargo hold" message and all ship habs are reset to the default, including erasing any custom decorations. That limits the usability of decorator mods, unless you decide your ship is perfect and you aren't going to tinker with it anymore.
So anyone playing with the beta, is this resetting of every single customization, down to setting a succulent down on a desk, still a thing, or is personalization now carried over through the ship builder?
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2 hours ago, FALCmods4all said:
Might also be nice for immersion to integrate quest tracking into a quest scanner. Configurable or upgradeable, depending on user need, with the most immersive option only ever highlighting known information about a quest. If npc identity is known, can be highlighted in scan, if not, gotta ask around highlighted vicinity, same with objects.
Then new quests can also be tailored for new methods if quest tracking as well, such as finding a bomb via chemical scan upgrade, a cloud of fog in the scanner that gets thicker as one gets closer. Or upgrading to an x ray scan to check contents of briefcases for some corporate theft.
Batman: Arkham Starfield?
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13 hours ago, shadowhawk27 said:
Yes, because a conspiracy is so much more likely than it taking time to figure out the games file structure, extract the graphics and mesh files, figure out the format of those, and then figuring out how to structure your mod so that the game accepts the changes. Have a little patience. Not all games are as simple to mod as Bethesda games.
Yes, I did post that on April 5th, and I'm not sure why you chose to steal those words to answer Built4anything when they weren't alleging that mods are being suppressed, merely that no one seems to be interested in modding the game.
If you are going to repost other peoples' words as your own you should at least make sure they actually address the post you are replying to.
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5 minutes ago, UsernameWithA9 said:
When you're a thread author, there is a 'Moderation' button at the top left that gives the option to 'Hide'. Will that hide the entire thread or allow you to hide individual posts?
Hide individual posts.
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1 hour ago, SameOldBard said:
It is as if when the actors are enabled they are auto moved to the ground safely. Does anyone know if that is reliable? Has anyone had similar results?
Sometimes fast travel glitches and you zone into a planet before creatures spawn. When that happens you see them placed in the air, fairly high up, and then drop to the ground. So apparently yes, things get spawned above the possible terrain height and then auto moved down.
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I've always had trouble with lighting in outpost habs. It tends to be blindingly bright. After some observations and experiments with existing rugs (setscaling them, etc.) I've concluded that a big source of the problem is the hab floors are extremely reflective, and even changing my settings to turn reflections all the way down doesn't help much.
What does help is placing a rug down and resizing it to cover as much of the floor as possible. The blue rug works best. The big round one, well, you might as well be putting down a mirror! In any event the rugs are the wrong shape for the most part, rectangular instead of square.
So what would be nice is if someone could make a selection of floor coverings sized to fit the various outpost habs, with minimal shine or reflection.
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20 minutes ago, re0x0x00x said:
thats clearly cyberpunk by the scanner..
It's only "clearly cyberpunk" if you play Cyberpunk.
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5 hours ago, showler said:
Nexus Mods has already said that if the laws are changed or "clarified" in such a way as to make AI generated voices illegal they will change their rules to eliminate such mods from the site.
So, it doesn't really matter at the moment.
And to be clear that's BRITISH law. Nexus is UK based.
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There are catwalks in the game (and a mod that adds them to outposts), but someone would have to go through and alter the snap points to attach to ships, then add them to the ship builder menu. It's very doable if someone has the time.
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Time for the CK to drop. We are getting less and less mods, and many of them are just recycled versions of things that were made ages ago. We're even seeing the return of BAT file mods, which had mostly died out.
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For anyone confused, this is for Starfield.
To do this someone would have to decode the biom files (each planet has one, named PlanetName.biom), compare that to the planet record (PNDT) which says which biome record gets assigned to which planet tile, and then convert the entire thing into a graphic overlay for the planet.
Possible? Yes, as you say the data is all there. And decoding the biom files would allow for new ones to be made, paving the way for fully custom planets. But so far no one has tackled this. I've looked at the files, but sorting them out is beyond my skill level. I'm guessing anyone actually interested is waiting for the Creation Kit.
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Your country is under sanctions. It doesn't matter what your personal politics are, it is illegal for most in the West to do business with you until those sanctions are lifted.
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It's load order. Bethesda has not officially added/enabled modding features yet, which is why we all use SFSE and Plugins.txt. As a result the game is very sensitive to mod load order, and any game update can screw up a previous working list. Vortex aggravates this further by rearranging your order on a whim, such as occasionally moving an updated mod to the bottom of the list for no reason.
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For god mode just open the console and type "tgm". You can put the command in a batch file and set it to run automatically when the game loads.
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2 hours ago, HeyYou said:
Can you change your load order??
Sounds like one of those mods is including an INI file that is messing up the game's BA2 list, which is where that file is located. That's a long running problem, mod authors thinking they need to include INI files that improperly override the game's required files.
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Go to the game directory and delete the ESP.
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I'd settle for a buildable light I could hover over the build site until I was done. I do try and put in lighting in outposts eventually.
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I'm not sure why, in every Beth game, it seems nights last longer than days, no matter what planet you are on. This makes building outposts annoying. Sure, there are mods to make the flashlight better, but it's just not the same. A lot more eyestrain.
I have a hotkey for "clear weather", but I'd really like one for "noon" as well. Any ideas?
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Seriously, no case statement in Papyrus? Sad.
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1 hour ago, HeyYou said:
Too early in the morning yet? Not enough coffee?
Power was out due to storms, so no coffee
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13 hours ago, HeyYou said:
Yeah, but, if you spawn someone in at 100, the fall will likely kill them.
Sorry, I misunderstood the question I read it as "above the build zone", instead of "above ground, outside the build zone".
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The default Game Setting fWorkshipBuildHeight (002B90E0) is 100.
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So it appears to be a game targetted at children. Even if a "nude mod" was created for it it's highly unlikely Nexus would host it. You might want to try a different mod site.
Ship Decoration in New/Next Patch
in Discussion
Posted
Thank you.