About this mod
Adds a moderate amount of new asteroids to the preexisting asteroid fields. Does not change any vanilla asteroids or markers.
- Permissions and credits
- Changelogs
As I have been playing with this mod I noticed ships occasionally spawning inside of asteroids. I have moved all asteroids further away from ship spawn markers to try to prevent this from happening.
Also spread out asteroids a little more so they aren't so clumped together.
Experimental version is now available for those who want greatly increased density. The disclaimers I make below about minor loss of performance and NPC ship pathfinding apply doubly to this experimental version, as I have not had time to thoroughly test it
Ship combat in asteroid fields is one of my favorite parts of Starfield, but I felt some of the vanilla asteroid fields were a little sparse. This mod increases the density of the fields.
Between 30-60 new asteroids (mostly large ones) have been added to the following vanilla space cells. Vanilla asteroids and ship markers have been left untouched, and I placed the new asteroids away from all markers to try to avoid interfering with vanilla space encounters. Asteroid fields that are part of specific quests are not affected.
scGenIcy01
scGenIcy02
scGenIcy03
scGenIcy04
scGenRocky01
scGenRocky02
scGenRocky03
scGenRocky04
This mod does not add any new space cells or affect the conditions under which you will encounter asteroid fields, it simply modifies the existing cells. It is fully compatible with asteroid mining mods. As far as incompatibilities, the only one I know of is Remove Asteroids and Debris in Orbit, which obviously has a different purpose than this mod.
Performance and Bugs
This mod was hard to test, since Starfield doesn't allow the use of the coc console command with space cells. I had to fast travel around a system and hope that the asteroids would spawn. But from the times I was lucky and did get an asteroid field encounter with ship combat, I had no noticeable performance loss, and the NPC ships didn't seem to have any trouble navigating around the new asteroids. This was using Ship Combat Overhaul - Modular ESMs, which increases the speed of all ships. If you aren't using a ship speed overhaul, and NPC ships are flying at slow vanilla speeds, I would think they would have an even easier time navigating (but I could be wrong).
The new update addresses the issue of NPC ships sometimes spawning inside of asteroids.
Installation
Standard .esm full master. I would have made it a small master, but there were some dirty edits I needed to clean with xEdit, which does not currently allow saving changes to light or medium masters, only full. When I tried re-opening the cleaned .esm in CK and converting it to a light master, it required the original .esp as a master for some reason. Maybe I was doing something wrong, but yeah I've just left it as a full master for now.
Credits
Bethesda for CK
Elminster and crew for xEdit
Darkfox127 and 510deshawn playsfor CK tutorial videos that were a huge help
TennesseeTuxedo as his mod that removes asteroids pointed me to the correct cells to edit