Hey there, yes I did. I took a break from SF for a while but just got back into it. I’m working on a mod to fix this one, but if you want to do it yourself it’s easy. I haven’t used the CK in a while but if you want to have a planet be free of humans, while still retaining the fauna, you can add a keyword to that planet in the CK. The keyword is “no human activity” or something along those lines.
I’ll try to have it out within a couple weeks. My goal is to make it so humans have only settled on planets with cities. All other planets will be uncharted.
All I want to do is spawn less manmade POIs. Between 0 to 3, randomly, would be perfect and they should be spread out the whole zone, far away from each other.
Would love another mod to populate with more natural and planet traits and the ability to build an outpost close to them. Then a Bike, or robot speeder that you can craft at an outpost to move around would be the icing on top with the cherry of random planet generation of non quest or unique planets and moons each NG+.
This mod is working as intended, but I noticed during mission Refurbished Goods, there is no mission indicator to direct to where to go. Since the location for this mission is procedurally generated, I wonder if this mod prevents it to be generated, and bugs the mission.
Update: Was able to confirm this mod prevents certain missions from progressing. Due in full, Heart of Mars, Terror Brew, to name a few. These quests all rely on procedurally generated locations to progress. I was able to progress through these quests after disabling this mod.
I have no problems with finding human settlements/whatnot in the Settled Systems (they have that name for a reason) but outside of that small handful of systems there should no human activity other than maybe a pirate or spacer hidden base (extremely low chance of one appearing in an entire system) that they setup and didn't just occupy. As you say in your description - I want to land on a planet and feel like I'm the first one to do it.
Tracking for now, can't wait to see improvements. :)
Todd is a master at the gaming addictive Bethesda loop. Land ship as this gives the feel of a space ship, get out and travel to destination as this gives the feel of exploration, fight pirates as this gives the feel of combat, then press land on Alpha Centuri(fast travel option to jump from solar system to another to make this work better) and sell all the goods at the kiosk.
Land/explore/fight/fast travel/kiosk Land/explore/fight/fast travel/kiosk Land/explore/fight/fast travel/kiosk etc etc etc. They even went as far as removing the landing animation after the first time you land at new destination as this increases the loop speed and satisfies the gamer addiction of the Bethesda game style.
Couldn't you apply this extremely reductionist logic to any game? Every game has a gameplay loop that can be reduced to something like "Do thing 1, do think 2, if A do B, repeat". Watch, I'll do it for Mario Games:
Explore level/Fight goombas and turtles/Find power ups and collectibles/Beat level/Repeat
Name an RPG that doesn't involve exploring, fighting, looting, and buying/selling all repeated ad nauseam.
Really appreciate your work! But in regards to "Once I figure out how to remove the procedurally generated buildings and enemies but keep fauna, I will upload that mod."
Any updates on this? That would be game saving for me =)
I think you'll soon realize there isn't anything worth exploring without those things. These are procedurally generated worlds, there is nothing interesting to find. The random POI's on your compass lead you to things that you end up seeing nearly exact copies of over and over again. It's just the nature of automatic generation.
For example, I found two identical notes written to the same person about "getting out of here" in two different abandoned places on two different planets in two different star systems... There are only a handful of "types" and "layouts" of these random locations, you end up seeing them repeatedly all over the galaxy.
CHollman, I know that a large number of people are using this mod specifically before landing down on a personally selected site, for outpost creation, thereby guaranteeing that nothing is around them, and they can build in peace. Then deactivating it for future explorations or other worlds and landing zones.
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I’ll try to have it out within a couple weeks. My goal is to make it so humans have only settled on planets with cities. All other planets will be uncharted.
:)
For some reason when I install it now, the game crashes if I go to New Atlantis..
All I want to do is spawn less manmade POIs. Between 0 to 3, randomly, would be perfect and they should be spread out the whole zone, far away from each other.
Would love another mod to populate with more natural and planet traits and the ability to build an outpost close to them.
Then a Bike, or robot speeder that you can craft at an outpost to move around would be the icing on top with the cherry of random planet generation of non quest or unique planets and moons each NG+.
Since the location for this mission is procedurally generated, I wonder if this mod prevents it to be generated, and bugs the mission.
Due in full, Heart of Mars, Terror Brew, to name a few.
These quests all rely on procedurally generated locations to progress.
I was able to progress through these quests after disabling this mod.
Tracking for now, can't wait to see improvements. :)
Seriously though, good mod, using this for one of my playthroughs.
Land/explore/fight/fast travel/kiosk
Land/explore/fight/fast travel/kiosk
Land/explore/fight/fast travel/kiosk
etc etc etc. They even went as far as removing the landing animation after the first time you land at new destination as this increases the loop speed and satisfies the gamer addiction of the Bethesda game style.
Explore level/Fight goombas and turtles/Find power ups and collectibles/Beat level/Repeat
Name an RPG that doesn't involve exploring, fighting, looting, and buying/selling all repeated ad nauseam.
Any updates on this? That would be game saving for me =)
For example, I found two identical notes written to the same person about "getting out of here" in two different abandoned places on two different planets in two different star systems... There are only a handful of "types" and "layouts" of these random locations, you end up seeing them repeatedly all over the galaxy.