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DeityVengy

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DeityVengy

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About this mod

minor changes to new atlantis

Requirements
Permissions and credits
Installation
1. Put CoruscantCity.esm wherever you want, but preferably after any other New Atlantis mods. It's up to you to sort out your load order.
2. Put CoruscantTerrain.esm at the very BOTTOM of your load order. If you see a giant rock wall in the undercity, then you did not follow the instructions.

A new save is highly recommended for this mod. While an existing save shouldn't crash or be gamebreaking, I did notice some deleted vanilla buildings showing up in random locations and blocking major paths in my 4 month old save. If you're inclined to use an existing save, you can go up to the building or leftover vanilla thing and use the 'markfordelete' console command.

Compatible Mods
- Star Wars City Additions
- Aurebesh
- Star Wars Environmental Immersion
- Ship Relocation Patch

FAQ
Can I use this if I have no other Star Wars mods?

Yes. This has no hard requirements. I've designed it to be as modular as possible without going completely out of my way. Vanilla modlists can use it (obviously lore breaking), and non-genesis Star Wars users can use it too. It will work with your modlist.

Xbox?
This is 8 GB unpacked and 3.7 GB in a zip. If you believe you can somehow reduce this to under 2 GB, you are free to port this mod to Xbox

NPCs/Workbenches
There are a handful of new NPCs in the city and I have patched them in Star Wars Genesis V8. Other modders are free to make their own patches for these NPCs if they wish.

Underworld Dwellers - Using Spacer armor leveled list. In Genesis, they use my mercenary leveled list as seen in the pics)
Stormtrooper - UC Guards. Empire obviously
Scout Trooper - UC Guards. In Genesis, they use bonepunk's scout trooper armor
Royal Guard - UC Guards. In Genesis, they use bonepunk's red royal guard armor from the destiny 2 crossover
Underworld Security - Using Neon Security Uniform, which is Coruscant Guard uniform in crozzbow's mod
Scientist - Scientist
Mechanic - Using casual worker clothes. In Genesis, they use crozzbow's mechanic outfit
Rebel Prisoner - Freestar Collective NPC. Obviously Rebel Alliance in any star wars modlist
Trandoshan Prisoner - Ecliptic NPC
Embo - Naked NPC. In Genesis, he is Embo
Dancers - Alien Costume Dancers from Astral. In Genesis, they are Twileks
Beggar - Spacer armor I think by default. In Genesis, they have old clonetrooper armor
Alien Crafting Workbench - Craft alien food in vanilla. In Genesis, this separates Radiclown's alien body parts from the industrial workbench and puts them into this one only

Roadmap
  • More props/furnishing/decorating
  • 2nd Landing Area Overhaul (Scrapyard Hangar)
  • Sound Overhaul (removal of water/insect/tree sounds and adding of ship/industrial sounds)
  • Lighting Overhaul (more realistic directional lighting rather than the washed vanilla one)
  • Interior cell overhaul (shops, MAST, etc)
  • Armor/Weapon Vendors (Genesis users will get black market weapons)
  • Cosmetic Vendor (Genesis only) but ill leave template npc up for other modders
  • Cantina Vendor
  • Player Home(s)
  • More hyperlanes
  • Hidden loot/areas
  • Navmesh fixing
  • Custom POIs like the Jedi Temple only accessible through the planet map

Other Modders
You are allowed to:
- Modify the NPCs (change their leveled list, appearance, etc)
- Add your own unique NPCs in a location as long as they are properly patched with xEdit and not touching any of the environment stuff
- Edit the mod completely and remove all the Star Warsy stuff to make it more vanilla friendly
- Make it daytime (remove the 4 giant post effect volumes i placed)

You are NOT allowed to:
- Do a lighting overhaul/revamp (i want to do this myself)
- Add a player home (I want to do this myself)
- Furnish/Convert locations on your own accord

Please contact me if you want to:
- Add a vendor/unique npc (saves me a couple hours)
- Add an additional room. I purposely left areas in the city you can add additional rooms to, but you must contact me so you don't overlap with my in progress work or someone else's in progress work

If I missed anything, feel free to ask.

Remarks
When I first made Expanded Cities, it was very obvious it was just a tech demo. It was my first time using CK and I learned alot with that experience, especially since I was the first mod author that modified New Atlantis to that extent. It was an experiment. I told people I'd eventually return and revamp the mod into a proper Star Wars city, once I got access to enough assets. Thankfully, the release of Tatooine along with the hundreds of assets ported over by VikoizBeast finally made all this possible.

I was originally gonna go for the same Expanded Cities approach. Just throw a bunch of building around, change some mats, and call it a day. Seeing what checker90 did with Expanded Cities and turning it into New Atlantis Awaits is what motivated me to take a different approach. The goal was a functional expanded city this time. Now the functional part is still up for debate ofc. I still have to add those vendors and player homes on the roadmap lol. However, there are actual additional rooms this time like the club, upper spaceport area, and science room. Along with new bridges and revamped pathways. It's a completely new functional experience. I hope you enjoy.

Star Wars Genesis
Don't want to deal with managing load order conflicts, crashes, plugin limits, and countless other issues? Star Wars Genesis is the most comprehensive Star Wars modlist available, overhauling Starfield into a Star Wars experience rivaling multi-million dollar budget alternatives. Have a look at https://genesismodlist.com/



Thank You
Without these people, none of this would've been possible.
Radiclown and Fox for the Tatooine and Mos Eisley assets
VikoizBeast for the Coruscant assets
Zee for the Kestro Assets
Crozzbow for the small props
Bonepunk for the Old Clonetrooper Armor
CRAFTYxGAMER for small props
MichaelOliver for help with collisions/porting