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Loonwolf

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ALoonwolf

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9 comments

  1. funisbasic
    funisbasic
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    This looks awesome lol. would you consider releasing this for TTW as well?
    1. funisbasic
      funisbasic
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      Just converted it myself, it was very straightforward. Here it is- https://www.mediafire.com/file/kxg80kbiu5f9pbj
      cheers! : )
  2. Jesse6669
    Jesse6669
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    This is why I love Nexus haha. 
    I'm guessing this entire mod is just a middle finger to Bethesda's statements about the technical impossibility of implementing these features in Starfield as they are here, a significantly older game that Bethesda could not even program a train car in. Bravo dude haha
  3. streetyson
    streetyson
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    Looks a neat concept experiment but not sure if this mod is ambitious enough - just to infinity? - surely it should go to infinity and beyond!
  4. infamousraziel
    infamousraziel
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    I have a feeling this mod is probably superior to starfield.
    1. streetyson
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      Well, FO3 itself already has one more fully fleshed-out world than Starfield - and come to think of it has aliens & space with Zeta too.
  5. ALoonwolf
    ALoonwolf
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    There is another little error: The "planet" spins the wrong way when you turn. A "-" simply needs changing to a "+", but I would want to change it to a proper sphere if making another correction...

    I have been using 'Nifskope' to edit the ball. I can make it bigger and less shiny, but it still behaves like a little ball and won't work as either a big heavy object or else ideally something with no weight at all. I've been looking at tutorials and forum posts about adding weight and changing the physics of objects but none of the instructions can be followed; they say to select options within Nifskope that don't exist.

    I don't suppose anybody can explain how to make the ball either very heavy or completely weightless. I'm not interested in links to tutorials that don't contain the information I need. If you know the answer, tell me, if you don't know the answer then don't reply!

    ...I uploaded a new version. The planet spins the correct way and I've managed to change it so the centre of the object is the centre of the sphere, and removed collision from objects entirely. But I still cannot manage to get the player to float on re-entry, and often it fails during take-off as well. It seems if the player is moved too far from where they were then they stop swimming. And there doesn't seem to be any setting that can be changed to switch off the gravity, so atmospheric flight is dependant upon having water nearby to fly over. This sort of thing worked much better with Fallout New Vegas, I might try a version with that game instead...
  6. ALoonwolf
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    Also the planet generation ideas need more work. The two angles the planet are at should determine the planetary coordinates, one will be 0-359 around the equator and the other will only be in a range of 180 degrees from pole to pole, unless the player is flying upside down. In this case the angles could be altered to provide the correct planetary coordinates. For simplicity travelling across one zone East across the surface should move you one degree around the planet, and one zone North should move you one degree between the poles. 

    Travelling North across the North pole should then rotate your Eastern planetary position 180 degrees and turn you around so you are now facing south. This means planet surfaces will be cylinders instead of spheres, so you should avoid having anything interesting near the poles since it will be more difficult to reach the exact coordinates you need from space, and if you enter the wrong zone it may take a long time to travel across the surface to reach the right one.

    For simplicity in exiting the planet just move the player back to the same location they were at and rotate the planet around its polar axis to the new angle. Don't bother spinning it the other way because planets don't spin that way and you don't want the poles facing the sun. It shouldn't have moved that much anyway since that would require travelling enormous distance across the surface. You will still be facing the planet but the engines will have been switched off when you entered the atmosphere, and you should only be able to enter if you are flying towards it.
  7. ALoonwolf
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    There was an error in the original version. It was calculating specific velocities for movements in different planes, but since all the objects around you have been rotated already then the player moving forwards simply moves everything else backwards at the same speed.

    It does still need a little something to ensure the player is floating on re-entry, as it seems to fail every single time and requires flying over water to correct, as if you try to land directly after descending from space the turbulence will break your legs!
    The whole problem is whether or not the solid body of the rocket ship has moved to its new location, which is completely random and unpredictable - it not being there means you have to float, but it being there means you stop floating and stand on it, but then it disappears again and you fall. And once you start falling your fall speed just keeps increasing.

    It may be possible to switch off the gravity in the game while you are flying, making the floating feature unnecessary, however this would affect everything else as well, I'm not sure what effect that may have. But if creating your own planets it may not matter that there is no gravity. And certainly during space flight there should be no gravity. Hmmm...

    This modification was indeed created in response to the recent 'Starfield' game. I had heard people complaining about there being too many loading screens and a lack of freedom in flying around. This one allows you to freely travel anywhere on a planet and anywhere in a solar system (once you've made them of course), and if you have complaints about the way other things are in that game you can just make them however you want them to be in your own version of the game...