Immersion I. Don’t. Care. If you complain or post about the following I already listed in immersion killers below, just delete this mod. Problem solved.
Immersion Killers
A. You could see biomes that don’t match the planets temperature or air quality etc. The entire planet is coded that way. If you haven’t already noticed this in vanilla, you will notice this now. This only edits biomes. B. Planets that are supposed to be the same boring rock with nothing on it now have biomes with flora. C. Generated Resources may be on different Planets than before. Biomes also affect the resource generation. All resources can be found and are available, you just might have to find them on a different planet than vanilla. D. LOD issues some items pop in and out. Vanilla issue. E. Some of the GrASS Scenes may fail to place all items. You may encounter some floating items. This is rare but possible and the only ones I have seen it still looks cool. I created them to the best ability it shouldn’t happen, but the issue has to do with culling items when too many items around (Tech stuff) and not with how I made them.
No. This mod is for people who just want to play the game. Eventually you will see why this is the way it is. Go to jemison the frozen biome in vanilla starfield where it is a nice balmy 21c and then come back and complain again about immersion.
Wow okay. I report what I consider to be a bug a get hostility back. Erm... I'm pretty shocked. Okay, thanks, I'll make sure I don't use or endorse any of your mods. Goodness me.
Read first, then complain about issues. It is quite clearly stated several times what this does. Immersion Killers
A. You could see biomes that don’t match the planets temperature or air quality etc. The entire planet is coded that way. If you haven’t already noticed this in vanilla, you will notice this now. This only edits biomes. B. Planets that are supposed to be the same boring rock with nothing on it now have biomes with flora.
I don't usually whine about 'immersion', but landing on a planet thats -245C, with no oxygen, no magnetosphere, to find a lush biome with trees and grass... breaks immersion.
Grindfield versions have an extra 170 random things that can spawn, depending on biome but requires the framework mod. It is best paired with mods named Grindfield but not the Atmo Scene Spawner since it is part of it. The GRiNDTerraverse is just biome changes no random things. The DLC patch needs the framework.
All DLC ? So it patches Sharted Space ? Last I checked that was the only DLC we've gotten . Do I need the DLC part of this ? I have the DLC but I never even use it ? The fact that they never added any new temple or power left a sour tast in my mouth , so I've only bothered with it 3 times .
I called it all dlc because I’m not going to do a different patch for different DLCs. But yes right now it is only shattered space. The DLC patch requires shattered space but the main files do not.
Hiho thank you for the fun mod, Schrodinger 2 lost its Aldumit so I went into your mod and looked at the planet data and rerolled at the resource the seed untill it showed once more all eight resources. I found 1498195431 works. I happily anticipate the Terraverse^^ Oh and it removes Aldumite on both Terragrind and Terraverse, I play verse.
oh wow i completely missed that. i didn't realize ur homepage itself had a downloadable file. just tried out bits of the new ini into mine and it worked like a charm. thank you so much!!
It still requires it. I will be honest and completely forgot I haven’t been able to undo that connection yet. It requires the framework and the DLC patch to work.
but you are trying to remove that connection? just asking bc i was thinking "hey cool, no more framework needed" but now it needs the framework plus the dlc patch plus the terraversed version...
I really like your mod it adds a lot more interest than vanilla in the places i've found so far making surveying more fun, but when driving around in some places the flora and rocks can get pretty dense. Would it be possible to make a patch to this mod to lower the rock and tree density just a little to make driving a bit easier in the game. I know you have a version that does this for the scanned items, but their density is fine with this mod, it is the non scanned flora and rocks that are the problem. Also I found when I play the stargate mod with yours that adds a stargate network that the dailer for the gate near new atlantis is blocked by folage added by your mod. I tested this to see if it was something else, but its not. Maybe a patch for the stargate mod could be added to your mod for the new atlantis stargate. I don't know about any others yet. I only found that one had its dialer blocked so far.
So this was originally made using some basic math before vehicles came out and traversing wasn’t really an issue and the game could handle the higher densities while moving. I am working on this slowly, but the priority is very low and I don’t mod full time I have a normal job and responsibilities I do this for fun. Now this can affect that mod but the ability to add a blocker would lie fully on that mods author as i would assume it is a poi? I don’t use the mod so I am unsure but this touches the biome as a whole and not any specific location so I couldn’t really do it
Thanks for the info. I will continue to use the biome mod and wait patiently for when you can get it adjusted for vehicle use. As for the stargate mod it is a poi mod. i was actually considering trying to do a patch myself for my own use for now. its why i brought it up to find out if it would be possible on a mod that randomly generates items as i am still learning the starfield ck. I should have said i was thinking of making a patch to bridge the mods for my own use, sorry. i'm more experienced with the morrowind and oblivion ck. I thought just by removing the bushes in the ck with an environment edit might work (i don't have experience trying to patch with xedit), but after reading what you said about the biome mod if i understand right a patch for an individual location wouldn't work based on how the mod works. This I didn't know i'm still rather a noob with the starfield ck. there is a work around i can use and still use both mods together without much trouble.
103 comments
I. Don’t. Care. If you complain or post about the following I already listed in immersion killers below, just delete this mod. Problem solved.
Immersion Killers
A. You could see biomes that don’t match the planets temperature or air quality etc. The entire planet is coded that way. If you haven’t already noticed this in vanilla, you will notice this now. This only edits biomes.
B. Planets that are supposed to be the same boring rock with nothing on it now have biomes with flora.
C. Generated Resources may be on different Planets than before. Biomes also affect the resource generation. All resources can be found and are available, you just might have to find them on a different planet than vanilla.
D. LOD issues some items pop in and out. Vanilla issue.
E. Some of the GrASS Scenes may fail to place all items. You may encounter some floating items. This is rare but possible and the only ones I have seen it still looks cool. I created them to the best ability it shouldn’t happen, but the issue has to do with culling items when too many items around (Tech stuff) and not with how I made them.
And its covered in trees.
Is this something I can fix?
I own the DLC, so I have the main mid file and the DLC patch.
Temporarily uninstalling for now.
Immersion Killers
A. You could see biomes that don’t match the planets temperature or air quality etc. The entire planet is coded that way. If you haven’t already noticed this in vanilla, you will notice this now. This only edits biomes.
B. Planets that are supposed to be the same boring rock with nothing on it now have biomes with flora.
It is this mod that's doing that, right?
I dont understand from the descriptions...
great work btw, love the concept
Cheers!