File information

Last updated

Original upload

Created by

ItsmePaulieB

Uploaded by

ItsmePaulieB

Virus scan

Safe to use

Tags for this mod

73 comments

  1. GFHuber
    GFHuber
    • premium
    • 1 kudos
    Mod removes unique inorganic resource Aldumite from Schrodinger II, happens both with Terraformed as well as Terraversed, also changes three other rsources since I still hab the compleated survey in my poket and now it says 4/7.

    LO was Frame / DLC, Engoutner / DLC, Grindfield / DLC, Terraformed /dlc, Locations /DL, VaruunkaiGT
    and Frame, Encounter, Terraversed, Terraverse, Location, Varuunkai

    Also saving and trying to reload on Schrodinger II leads to CTD.
  2. Alexbuilder
    Alexbuilder
    • premium
    • 17 kudos
    Hello, i wanted to say thank you for your excelent mod, it add so much to starfield,however i find an issue wich it may be a no go for me (no effence of course). 

    Starfield is littered with planets and systems , adding more marker than those present in the past game is really confusing, i am overwhelmed with informations like those outpost, those factory especialy if there are 10 of them on the same planet  x times the nuber of planet in a system. 

    Maybe its just an unpopular opinion or personal bias but if the number of poi icon on the planet can be lowered, with only 2 or 3 it would be really pleasing. 

    I dont know if its in your plan to make a complementary file to adress my suggestion . 

    Thank again for your contribution 
  3. thestormdragon
    thestormdragon
    • member
    • 4 kudos
    I was wondering, sometimes i have encountered a few pois that are partially invisible buildings. Not the towers. They work fine, it is one of the smaller habs used. I can see some of the frames, but there is no collision with the building and most of it is invisible. I do not know if another one of my mods is causing this as i am running more than one mod that adds pois. the mod is still quite playable, its just weird running into these half vanished structures now and again. i did have some of the grind mods in the wrong load order the biome one switched with this one in the wrong place. i found your load order example for these mods and fixed that, but wonder if the biome grind mod being in the wrong order with this one could have caused the disappearing building. I also run royal galaxy, batten's ship wrecks, and a couple of others that add other pois and increase their density along with some of the other grind series mods (random encounters, biome grindterra transformation, atmospheric scene spawner, places of intrigue, real grav anmolies, grind combat, and random creature and robot size. I doubt the last three would cause the building problem, but I don't know about the others. also is it okay to run both atmospheric scene spawner and biome grind terraformed together? and in which order? i haven't seen problems with these two conflicting such as strange floating rocks except with these and batten's shipwrecks. i think that is probably a load order issue as both seem to change the landscape in large ways causing floating buildings and rocks in the wrong order. rather funny using ones imagination to imagine the grav drives on the crashed ships causing new grav anomalies to ignore the floating rocks and buildings. Anyway if i can't fix the issues above i will just ignore them as the game runs fine inspite of them and it does make for some interesting if not strange encounters. I would love to see more of these types of mods and have been enjoying them even with a glitch here and there.
    1. ItsmePaulieB
      ItsmePaulieB
      • premium
      • 122 kudos
      Okay so there can be chances of some assets not loading in correctly, either just LOD (from far away) and a smaller chance an item doesn’t place (close up, this happens with a new thing called pack ins which was introduced in starfield engine). This can happen even base game no mods, but the chance happening is smaller than with a modded game. My mods do seem to push the land encounters to the limit, and there are some other technical restrictions I ran into with the LOD and buildings suddenly appearing as there is no documentation on how to LOD some things if it is even possible. I am also not a 3d modeler so if it requires that I’m kind of SOL. But again you will actually encounter this with vanilla game as well. There are ini tweaks and custom tweaks people have made that can help alleviate some of these issues (on my homepage there is a custom.ini you can look at) but unfortunately there are some things out of my hands. 
      So you are not supposed to use Biome Terraformed mod and AtScSpawner together. They will technically work together (but shouldn’t because they both do the same thing and will oversaturate the list and possibly overpopulate) and should be safe to remove the atmo scene Spawner when in space. This could also lead to some textures not loading in right as just too much being placed. When referring to above these mods can cause an occasional floating rock that’s not quite how it is supposed to be because I made some randomized rock “structures” that sometimes load everything in correctly and sometimes don’t.)
    2. thestormdragon
      thestormdragon
      • member
      • 4 kudos
      Thanks for the reply. i didn't know it was another vanilla bug. Some of the lod bugs i've seen, but wasn't expecting one when my character was up close to a building. Beth left too many in the game i think. Sloppy quality testing on their part. I will disable the atmospheric spawner mod when in space as well. thanks for letting me know that i shouldn't run it together with the biome mod. I wondered if some of what that one did was included in the other one. It could be what caused the problem, but it could also be the fact that I am running probably in excess of 300 mods too along with some that are quite large. I am probably pushing the game's engine to the impossible without crashing myself. as for the floating objects. it was likely my load order and mod conflicts with another mod, not any of yours. The only thing i've run into with yours was some structures being slightly buried in the ground (hard to avoid with random generation).
  4. JP193
    JP193
    • premium
    • 85 kudos
    "Different Homes spawn whether you are in FC or UC Space"
    I slept on this, while it's a merely a note on how TG Luxury Homes was integrated, that is actually a pretty hype thing to learn is possible to mod.
  5. zack0niel
    zack0niel
    • supporter
    • 0 kudos
    Hi does TG luxury homes volume 1 work with Grindterra or just volume 2.. I think the medieval ones are so much cooler.  If they were furnished or had random clutter that would be cool. 
    1. ItsmePaulieB
      ItsmePaulieB
      • premium
      • 122 kudos
      Only number two is integrated, TG asked me not to do volume 1 so I respect author wishes. I do plan on furnishing them up a bit in the future as well as making several immersion fixes such as taking off space suit inside, some misc loot, and other stuff but it won’t be until later in 2025. But I mean they work together technically you just won’t see number 1 randomly spawn in.
    2. zack0niel
      zack0niel
      • supporter
      • 0 kudos
      Thanks for taking the time to respond, id totally get the other house module for grindfield if it worked but still this by far the most essential visual starfield mode thank you.
  6. TheOGTennessee
    TheOGTennessee
    • member
    • 268 kudos
    I don't know if these are bugs, or just things being worked on, or design choices, but I got three things...

    1. With the TG's patch, I find the houses on a lot of moons and planets without atmosphere, where it seems like they don't really belong. On some other planets they make sense, just not... all of them.

    2. Those big buildings shown in the first screenshot tend to pop up out of nowhere as I am traveling, almost like they are missing an LOD for when they are far away.

    3. I think it's your mod that adds the "Homesteaders". They end up on moons and planets without atmosphere a lot (like the first one) and end up out without a suit pretty often.
    1. ItsmePaulieB
      ItsmePaulieB
      • premium
      • 122 kudos
      TGs patch the buildings are supposed to show up wherever buildings show up in vanilla. I understand they are a bit off putting, and I am working on my next update to introduce more restrictions across all my mods for spawning conditions. I plan on doing TG buildings either on only life planets or just not no atmosphere planets. The biggest problem I have with trying to do outpost type buildings is the way these work you cannot have doors or airlocks. So if you’re realistic I can’t spawn any buildings at all. My compromise is TG are houses so they shouldn’t be everywhere.
      I am also adding more conditions to my POI mod for same reasonings. 

      I really don’t want to talk about LOD. I have to date clocked about fifty hours trying to figure it out. Twenty after the supposed LOd update which frankly no one knows how or what or if they do they haven’t shared yet. I have done everything from every piece being full Lod, keyworded to persist, attached linked Lod templates generated components my only guess is that it’s a lie you can do it in CK and requires stuff like blender or nifskope which I just am not an artist, don’t own, and don’t know how to use.

      I think I found a way to squash some bugs with the NPCs and hopefully maybe the suit issue is fixed as well. If you watch the NPC long enough sometimes they will go from suit to no suit. Helmet to no helmet and vice versa so it’s not even that they don’t have the outfit sometimes it’s the trigger to wear them didn’t work. 

      Most of this stuff is done through Pack Ins. I’m 99.99999% sure BGS still has bugs to work out with pack ins as they do not always act how they are supposed to, and these issues all seem to stem from pack ins. 
      and edit. I found out the hard way as well you have to create pack ins in an external cell not an internal cell. I have made both for testing and stuff and if you create items in internal cell cant do LOD. 
    2. TheOGTennessee
      TheOGTennessee
      • member
      • 268 kudos
      Yikes. I had a feeling it was just taking a bit, and I wondered if I should say anything. It sounds like you're aware of all of it, and that's good, and I won't ride your case about it or anything. Modding progress takes time.

      I think for TG's in particular, they should only be on planets with atmsophere. Their design definitely only suits the sort of easy living conditions of an Earth like. Although, it did tickle me pink to spot the red rocket on a planet before. That got me real nostalgic.

      I don't know anything about the LOD stuff. Thankfully I've never had to deal with it. However, I do know a thing or two about the NPCs and their suit habits. My oxygen mod touches that quite extensively, so I can more easily see the effects of certain things. Well, I think it might have to do with airlock volumes somehow. From what I can tell, the NPCs think they are inside of an airlocked breathable space, even when they are not. At least, that's what it is acting like. Because in my oxygen mod, if they weren't in an airlocked space on some of these planets, they would not be able to wear normal clothing. There's a lot more checks for stuff like that, and airlock volumes are the only thing that can bypass them all.
  7. FactualCharacter
    FactualCharacter
    • supporter
    • 4 kudos
    Judging by the screenshots there's going to be big multistory buildings with little else around them. From an architectural point of view, it makes little sense to build those unless there are spatial constraints, hence why such buildings tend to built in city centres and not so much in the middle of nowhere.
    1. ItsmePaulieB
      ItsmePaulieB
      • premium
      • 122 kudos
      Be careful judging a book by its cover. I also added NPCs to a lot of buildings with little sandbox routines to help the, feel more lived in. From my PoV it helps break up the skyline for better pictures, gives a better Illusion of habitation in the area, and I got a good system for spawning, so you will get more than just one random building in middle of nowhere. Next to buildings should spawn other buildings and clutter. (Clutter fades out when zoomed out). But most importantly it’s fun. (what’s the lore reason for a random slab of concrete with nothing on it except a box full of money? Or power generating buildings with no buildings around?) There is a difference between immersion and reality, this helps make it feel like humans put buildings down not a proc Gen system. It’s more immersive but I would say same amount of reality compared to the game? (Space magic game)
  8. Madmyk4
    Madmyk4
    • member
    • 0 kudos
    Hello.Thanks for the mod but vould you please change the version in the main page so the version is the same as the last update in the File Tab. MO2 thinks that : the newest version seems to be older than the one installed
  9. mateusmarcone
    mateusmarcone
    • member
    • 6 kudos
    I have some gripes with stuff that, admittedly, are much more a "me" problem than a problem with the mod itself, and even if pauly shares my opinion (he may not) Im not 100% certain if it could be fixed.

    Even though I got the game at launch Im still doing stuff from the main quest. Some of my gripes at starfield's release were (i) very few pockets of civilization with civilian npc's and (b) too much civilization across 100 star systems and 1000 planets, even those a gazillion light years from major cities. My attempts to solve this problem included installing desolation and revelation by agd25, and grindfield.

    Placing desolation and revelation below grindfield works for the most part, but I just got to the scorpion sting ruins in the main quest and it was just beside a gigantic oil rig with tons of buildings for civilians, and even a vendor. Not necessary to say it was somewhat immersion breaking lol. I also noticed grindfield creates some POIs you can select from space, but there are also some which, apparently, arent marked (or at least I didnt get a mark when I walked near them). This is cool in a way but also makes it unpredictable to diagnose if the fringe planets are or arent getting civilization poi's, which is something I wanted to avoid.

    So, ideally for me this mod would limit its pockets of civilization to planets inside the faction's territories, making the poi's denser near sol, alpha centauri and cheyenne and less prominent as you venture further out. Other grindfield mods could compensate by adding interesting "wild" stuff in more distant star systems. Just my 2 cents.
    1. ItsmePaulieB
      ItsmePaulieB
      • premium
      • 122 kudos
      The main problem with mods like this and desolation and others trying to block human presence by conditions is you also run into some systems and planets were actually designated to have human presence. So even though our mods do a blanket spread rule to make less or more (because the same is true in reverse, systems that should have people don’t) may be designated by BGS and the thing is personally I don’t know why they chose some things, possibly future content so I didn’t go in and change system by system or planet by planet and pretty sure desolation hasn’t done that either. I also have not played that much of any storyline as I just mod instead honestly so there are a lot of lore things I don’t know because I haven’t played yet. But if you want I don’t mind for anyone else who knows and played more than me keep it spoiler free but open a bug report, and just mention the system, planet (or moon), if it has human life now, and if you think it needs it. One day I may go through a list and look at the system and planet and manually change it if reason be good enough (like the puzzle, if you can tell me planet and system I could look at making it no human presence if it doesn’t break anything)
    2. mateusmarcone
      mateusmarcone
      • member
      • 6 kudos
      thanks for the follow up.

      I'll make a list of planets I think could do without human presence and submit to the bugs section as I progress in my playthrough. Shouldnt be too long before I finish the main campaign. Maybe if you can look at some specific planets in a case by case basis it remedies some of these problems.
    3. ItsmePaulieB
      ItsmePaulieB
      • premium
      • 122 kudos
      And also vice versa what planets should have people that don’t. (Earth)
    4. mateusmarcone
      mateusmarcone
      • member
      • 6 kudos
      it's cool you have that degree of control. Ill definitely have a look on Sol and Wolf since these should be the central systems for the UC besides Alpha Centauri.

      UC space should probably get more colony type structures looking like New Homestead, those civilian outpost POIs, or even shipyards, scrapyards etc, while Freestar systems ideally could receive more POI's resembling farms, wind farms or abandoned mech factories. Ill do some exploring and see if I can list some of these out if need be.
    5. grimtrigger86
      grimtrigger86
      • premium
      • 0 kudos
      I dont think Earth is supposed to have anyone on it, lore wise.
    6. ItsmePaulieB
      ItsmePaulieB
      • premium
      • 122 kudos
      Lorewise earth isn’t supposed to have anyone on it, but it would make sense if the player can visit it other humans would be too. Being the birthplace of our civilization you would think more than one person had the idea to build on it…
  10. Thundercatsffs
    Thundercatsffs
    • member
    • 0 kudos
    Has anyone had any issues with the Mantis lair not spawning with this mod in their load order?
    Trying to find the reason to why it doesnt show up and im drawing blanks.