Jump to content

Tutorial: Creating your own randomly placed POI's


Recommended Posts

This seems like a quick way to find out what planet your new POI could spawn on (correct me if I'm wrong on anything):

  1. Go to Use info of the block that you cut the terrain from, in this case, FieldsHillsSmall1K05
  2. Go to Use Info for one of the patterns, like PatternHillsSmoothFieldsHills05
  3. There should be a list of Surface trees with planet body names that will use the pattern/block, so your POI might spawn there

388U80N.png

I was able to go to Strix III-a and find it in the first landing zone. Haven't extensively tested it though

 

 

  • Like 1
Link to comment
Share on other sites

Has anyone ran into it where the landscape of the overlay doesn't match what is in-game?

I added the points, and just a few test habs, and in CK they are in the correct location but inside game they are floating, because the ground topography doesn't match. I don't think I missed a step.

Link to comment
Share on other sites

Did you do any special steps to get your terrain sculpting to load in? Either if I am trying to follow your guide or this other one for a unique location (https://steamcommunity.com/sharedfiles/filedetails/?id=3266682879) it seems that any sculpting i do on the terrain it does not persist into the game.

Link to comment
Share on other sites

1 hour ago, Hvizeu said:

Did you do any special steps to get your terrain sculpting to load in? Either if I am trying to follow your guide or this other one for a unique location (https://steamcommunity.com/sharedfiles/filedetails/?id=3266682879) it seems that any sculpting i do on the terrain it does not persist into the game.

You have to click 'Terrain' at the top, then Export Landscape, save it the same name as your WorldSpace under Data/Terrain and then you click Data > Create Archive, and pick your exported landscape. Then when you export your mod as .esm it will load. For testing you might want to add this to StarfieldCustom.ini (Create it if it doesn't exist) in C:/Users/USERNAME/Documents/My Games/Starfield

[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=

 

  • Thanks 1
Link to comment
Share on other sites

5 minutes ago, MikkoK141 said:

You have to click 'Terrain' at the top, then Export Landscape, save it the same name as your WorldSpace under Data/Terrain and then you click Data > Create Archive, and pick your exported landscape. Then when you export your mod as .esm it will load. For testing you might want to add this to StarfieldCustom.ini (Create it if it doesn't exist) in C:/Users/USERNAME/Documents/My Games/Starfield

[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=

 

Amazing! Will give it a try, thank you.

Link to comment
Share on other sites

46 minutes ago, Hvizeu said:

Got this when i tried to save the terrain :
image.png.50c47137a2c260089b40603d49419bbb.png

Had the same problem, there should be a folder with your worldspace's name inside the folder with your mod's name when the window to save opens, gotta save it to that folder.

 

EDIT:

You have to save the .btd somewhere else, then you close the CK and copy paste the .btd into the Terrain folder, it's the only way it seems.

  • Thanks 1
Link to comment
Share on other sites

1 hour ago, HappySlapp said:

Had the same problem, there should be a folder with your worldspace's name inside the folder with your mod's name when the window to save opens, gotta save it to that folder.

 

EDIT:

You have to save the .btd somewhere else, then you close the CK and copy paste the .btd into the Terrain folder, it's the only way it seems.

Amazing! Hopefully they patch these issues soon. Thanks for the tip.

Edit: This worked flawlessly, terrain deformation is updating normally on the .esm now.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...