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aurreth

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Everything posted by aurreth

  1. Yeah, that's not true. Mods can change previously set values. The problem you run into is changing a variable that is shared by multiple things, which means it gets changed back. For the OP, try visiting Enhance to force a character update. Just change your hair or something and exit, see if that works.
  2. Outposts and ships aren't the same. An outpost is technically a Worldspace, so it can set it's own environmental rules, like walking around The Lock without a helmet, which is required every place else on Suvorov. A ship is just an interior cell, so it is likely picking up "planet" traits from wherever you are landing. You can try assigning your hab the keyword PlanetWaterQuality01Safe, see if that overrides the local planet setting.
  3. Make sure you are using the "right" water. You need WaterClear (or whatever the right name is), instead of WaterBiological.
  4. No idea lol I just know what causes it, from working on changing a 3x3 cargo bay into colonist quarters, stacked beds replacing most of the wall modules. I ran into the same issue, but I solved it by just not replacing the walls where I wanted doors. But don't feel bad. Those new "empty" habs that Bethesda added? They made the same mistake. There are several places where the transform is only half done, and when you attach a door there the shelves vanish, but there is no replacement wall and you fall through the floor.
  5. You are missing a transform that changes the "wall segment with shelving" to a "door segment" when connected to another hab. Your storage cell has to contain both parts.
  6. Do you have the game installed on an SSD? It has notoriously poor performance when installed on an HDD.
  7. There are a couple of the new empty habs that are broken. How to explain this: At every location where a door can be generated there are actually two wall pieces, one for "no door" and one for "door". Which one is used depends on, well, if there is a door there or not. But on some of the empty habs, for example the Nova 3x2 empty, one of those pieces, the "with door" one, isn't there. If a door is placed at that point the wall piece is missing, and the floor that goes with it, and you fall through. That's the non-technical explanation. Technical, there is a broken transform for that section of the hab that causes a working segment to be replaced with nothing and you are left with a gap in the floor and wall.
  8. Yes. The problem is load order. If you use both you have to pay closer attention to managing your load order, since Creations tends to rearrange things every time you enter the CC.
  9. I'm not following your reasoning. You're essentially saying "I can't visit another country because I don't own an airplane." Andreja was catching a ride with one of her smuggler or snake contacts. Matteo bought a ticket to wherever he had to go. I'll give you the transit from the Lodge to the Eye; maybe they have a small orbital shuttle. Walter can't just give them ships. You think the CEO of Boeing can just say "give a jet to my little hobby club"? Corporations don't work like that. Walter probably has a corporate ship for his personal use, but that belongs to Stroud-Eklund, not him. Space ships in this game are massively ill thought out. First, they are way too cheap. Second, you don't have to pay every time you land for the ship to be serviced. Once you buy a ship there is zero overhead. You don't even have to pay fees to occupy a landing pad. Walter is funding Constellation out of his own pocket. Not Stroud-Eklund, Walter. Sure, he's rich, but most of that wealth is tied up is S-E stock, property and other investments. Constellation comes out of his liquid funds, which is a small fraction of his net worth.
  10. If the mod still works and does what you want it to do what difference does it make when it was last updated?
  11. It doesn't have a cockpit. The exterior ship is just a loading door to the interior cell. And that interior would never fit inside the ship.
  12. Broken how? The NIF files? There's a Nif Migration Tool that should fix things.
  13. Ah, I see. The weapons you are looking for probably don't have AVMS groups because they only have one skin, the default. The game doesn't need a group for them, it just uses the default material swap for that item. You'll have to make your own group.
  14. So use that mod and edit the DDS files in it with Paint.net.
  15. Not sure how the CK searches, by Editor ID or Name. For example the Editor ID is M1919, while its name is Old Earth Pistol.
  16. For the address type in %localappdata%\Starfield Don't think you need to delete Pipeline.cache, just ContentCatalog.txt.
  17. You don't have to start in a level 75 system. Changing the system level is trivial, it's a minor edit to the star's Location record. Similarly any planet record can be edited in a couple of minutes for things like gravity, temperature and atmosphere. These are controlled by keywords in the Planet Data record. Let me give an example. I like the Ophion system, which has a star, a gas giant, and a moon orbiting the gas giant. If you place your outpost in the right spot on the moon you get a spectacular sky with the huge gas giant hanging on the horizon (gives a lot of ambient light too). I moved the system by editing the star data record, shifting it to the southwest corner of the map. I edited the moon's Planet Data record: I changed the keywords to give it a breathable atmosphere, livable temperature, a strong magnetosphere, etc. All the things needed to walk around without a spacesuit with no environmental damage. I also changed the gravity, because Ophion I-a was a bit weak for what I wanted. I changed the BIOM in the Planet Data record to use the ocean biome from Volii Alpha (Neon). I actually removed the fauna here, since I wanted a lifeless world. I found a location on the surface that gave me the sky I liked, and built an extremely tall large landing pad using the Foundation Engineering mod. This sets up the next step. I extracted voliialpha.biom from the game BA2 archive and renamed it to ophion i-a.biom. This covered the moon in water. I landed at my outpost. The only thing showing above the ocean is that tall landing pad. I then adjusted heights, etc, so my outpost buildings appear to be floating on the ocean's surface. There are some other changes I made to fit my concept for the system, a forgotten, dead system on the edge of known space, such as no space encounters, but you get the idea. Oh, and I renamed the star, planet and moon using locations from Babylon 5. So, for what you want, I recommend starting as follows: Pick a system with a single planet, preferably one a distance from the core systems. People tend not to use these worlds, which means you reduce the chance of a conflict with another mod or quest. Make sure that planet has NO Worldspace assigned to it. Worldspaces are hard to remove, and even if you think they are gone the game/CK may force them back in. You want a planet that isn't used for anything else. Bannoc Secundus meets both of those requirements. As far as I can tell it isn't used for anything other than forcing an extra click to get to Bannoc IV during the Crimson Fleet quest line. Move the system to someplace else. There are a fair number of "empty" spots on the south side of the star map. Pick an existing world you want to use as a template for your world. Any world will do, you are only concerned with how it looks from space, what the surface is like, etc. I tend to use Jemmison, because Bethesda did a better job on that planet than any other. But habitability doesn't matter, that's an easy fix. Clone the world from the previous step onto your personal world, and adjust keywords to give it the air, water, etc. that you want. It's much easier to do the initial setup in xEdit, then switch to the CK for editing flora, fauna and resources.
  18. I was able to correct the missing material swaps using xEdit. As soon as I opened up the system in CK it stripped them back off. I am really beginning to think that Bethesda does not want custom star systems. In any case the CK doesn't really support them right now.
  19. I went and made a new system (ok, I cloned Arcturus rather than start from scratch), and while I was able to jump there none of the planets had material swaps (they didn't carry over, probably fixable), and again I couldn't land on any planets. I could find no way in the CK to generate new *.biom files, and without those the BIOM records do not map to the planet surface. The surface tiles fall back to the default, which is "gas giant", so no landing. I did once change that so I could land on a gas giant, but in practice you really don't want to do that (it affects every gas giant in the game). In the past I've tried just grabbing a biom file and renaming it, but there has to be a link between the new planet and the renamed file, and I can't find it. The CK does not let you say "use myplanetname.biom", and there's no obvious link either in the CK or xEdit. Until we sort that out true custom planets aren't possible.
  20. In the folder Starfield\Tools\ArtTools you'll find BGS_Starfield_ArtTools_1.0.0.5.exe. That's the plugin for 3DS Max.
  21. These are simple keyword changes to the PNDT record. Quick and easy, especially with the CK. A more complicated, but doable, change to the PNDT record. Animal life is controlled by Planet Data and Form Lists. Level is set in the system's Location records, along with Faction, space encounter frequency, etc. Now we start hitting problems. Biomes and Weather are shared across multiple planets. You can't change one planet without changing a lot of others at the same time. There are a few exceptions that have dedicated BIOM records, which is why early terraforming mods used Venus. You can make changes there without affecting the rest of the universe. Further complicating this is that BIOM distribution on a planet is handled by an external file, for example venus.biom. BIOM records must correspond to this file or they will be ignored in favor of the original. You can manipulate this to a certain extent by copying and renaming the external file, say jemmison.biom to venus.biom, effectively cloning one planet to another. The CK appears to allow editing of BIOM blocks, but if there's a way to edit the external biom file, which controls distribution of those blocks, I've been unable to find it. Resources appear to be editable in the Galaxy View window of the CK. I have yet to figure out how the game determines day length. I want a tidally locked planet, but the setting that is supposed to do that doesn't seem to do anything. So, some of what you want is possible, honestly things I've been doing for a long time. A custom biom file does not seem to be possible; it looks like the CK is designed to force you to use existing worlds rather than making new ones from scratch.
  22. Right now the CK fights you every step of the way on creating custom systems. I haven't been able to get one to show up in the Galaxy View editor window, and most editing of orbitals forces you to use that. The loading screens for taking off, landing, traveling from one planet to another, etc. are baked into the game engine. Basically each planet surface and each planet orbit are individual game cells and the loading screens are shown when you move from one cell to another. You can't change that behavior without rewriting the game. It sounds like you want to create your own universe. That's the hard way. It's easier to find a star system you like, move it out to the edge of the map, and edit the planets to your liking. That's what I do, while I'm trying to sort the steps to an actual custom system.
  23. During The Expanse the Prax and Amos install walls of plants in the Rocinante. This is supposed to help with air recycling, with an additional psychological benefit (people like having plants around them). If someone could make wall decoration panels with plants, preferably that could snap together to build larger walls, that would be great.
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