Starfield
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ArmoredTroll

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  1. ArmoredTroll
    ArmoredTroll
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    This mod doesn't modify spawns, it only raises the limit on how many combat AIs are available.

    For those having trouble installing, I've included an example of my StarfieldCustom.ini.
    If you don't have a [General] section in your StarfieldCustom.ini, you must create one.

    [General]
    bBorderRegionsEnabled=0
    SIntroSequence=0
    uMainMenuDelayBeforeAllowSkip=0
    bEnableMessageOfTheDay=0
    sStartingConsoleCommand=setgs iAINumberActorsComplexScene 60;setgs iNumberActorsInCombatPlayer 60
  2. Yorndin
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    I need help. No matter what command I put in sStartingConsoleCommand, it never actually does the command. I have tried so many different settings, bat's and commands. nothing is ever loaded. I have even downloaded a preloaded starfieldcustim.ini file, and that does not work either. 
  3. Foxrun
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    Great mod!
  4. sabster123
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    Suggestion: Enemies are soooo dumb in Starfield...
    When you are allied with Crimson Fleet, we can go to any random planet, go to any random "abandoned hangar", Crimson Fleet raiders will be there. 
    They will treat you as an ally. 
    And you can loot everything while they WATCH. they should atleast be suspicious of us (and our companion) just waltzing in unannounced and stealing all their good loot. Even looting the legendary item from the main chest, they just look at you and speak generic lines like "No one messes with the Crimson Fleet". 
    I can then crouch right behind them, and shoot them in the head with a silencer. The other dude, 15 feet away, doesnt even look around. 5 mins later, he discovers the body, he just stands on top of it, and i can sneak/crouch shoot him in the head. 
    No one suspects the newcomer, with his companion in tow, might have been involved. 

    Question: Is there a way to make these random crimson fleet dudes be suspicious of us, and turn aggro if they see us stealing their loot? like when you go into the back of a shop, the owner of the shop follows you...
    or if they see a dead body and they turn aggro on us, even if they didnt see us kill the dude..
    this would make sneaking such a viable/only option for sooo many scenarios. 
  5. HeyJoeHUN81
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    "Example.

    [General]
    bBorderRegijavascript-event-stripped0
    SIntroSequence=0
    uMainMenuDelayBeforeAllowSkip=0
    bEnableMessageOfTheDay=0
    sStartingCjavascript-event-strippedsetgs iAINumberActorsComplexScene 60;setgs iNumberActorsInCombatPlayer 60"

    Hi, it's a bit confusing for ppl. with only user knowledge, can you further explain a bit this?

    Just because the file we can download from you is already have those 2 command lines (setgs iAINumberActorsComplexScene 60;setgs iNumberActorsInCombatPlayer 60) in the "MoreAIBrains" txt. file. So we shouldn't just write the same in the costume ini file like for any other mods, which use txt. file like yours?

    I mean, write this under the General section, within the costume ini just this:

    bEnableMessageOfTheDay=0
    SIntroSequence=0
    uMainMenuDelayBeforeAllowSkip=0

    AND THEN:

    sStartingConsoleCommand=bat "xy"; bat "xxy"; bat "yxy mode name"; bat "MoreAIBrains" 


    So with this method the game basically just load your mods too with other other mods together at the beginning, which are also use txt. files for the command lines...? Or am I wrong, your mod can't work like this?


    EDIT: Oh, NEXUS EDIT WHAT WE WRITE HERE, NOW a bit more clear what you wrote before...:)))

    Can you just please try to write here, retype only this line: "bBorderRegijavascript-event-stripped0"  With some space between words or sg., so Nexus do not alter the original writing. That's supposed to be the 1st line you put under the General section in the Costume ini
  6. DavidJCobb
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    Okay, so the correct INI setting is not sStartingCjavascript-event-stripped. It's sStartingConsoleCommand=. If you try to write it on NexusMods without using BBCode tricks, the site mangles the name in a misguided attempt at avoiding site security holes. It's been a known issue with the site for ages now, but I guess they're distracted working on other things.
  7. R3DV3LV3T
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    so if i put the file where the EXE starfield is, and in the custom.ini i add this line:
    [General] sStartingConsoleCommand=bat MoreAiBrains

    do i still need this line to?:[General] sStartingCjavascript-event-strippedsetgs iAINumberActorsComplexScene 60;setgs iNumberActorsInCombatPlayer 60
    1. ArmoredTroll
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      Should work fine, I believe.
  8. nespamujtema
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    This mod makes the game crawl when fighting a dozen enemies at once. I had to turn it off. It's especially bad in quest Failure to Communicate when fighting Spacers on the retrofitted starstation. The game freezes and lags.

    EDIT: I need to correct my statement. I found out it was the gazillion items in my inventory that lagged the game for me. Dropping them to ship cargo solved all problems for me. So this mod is alright.
    1. ArmoredTroll
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      What's your PC specs? Namely, your CPU? My nearly decade old six-core i7 5930K handled a sixty man battle fine in Starfield, Fallout 4 and both Skyrim LE and SE.
    2. nespamujtema
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      edit: redundant
  9. technoZD
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    For those worried about sixty being 'too many' and sort of in line with my old memories of big battle mods for Skyrim or the wonderful, but horribly game engine limited EndlessWarfare mod for Fo4, 40 is a bit less hardware intensive if you are gonna push the envelope a little and spawn a bunch of NPCs for fights. Just open the .text and change both values to what you want. It's a text file, not an .esm, .esp, or anything encrypted.

    As for the file itself, mind changing the filetype to .zip? I use 7zip and it stumped me for about eight minutes trying to figure out A: why it didn't recognize it as .7z and B: how to make it do so XD
  10. 80smetaldude
    80smetaldude
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    I can't seem to get this mod to work.   I open the console after loading my saved game and see the processing of the values however when I go to locations its still 1-4 enemies (like vanilla) at most.

    Is this line correct as in your sample?  
    sStartingCjavascript-event-strippedsetgs iAINumberActorsComplexScene 60;setgs iNumberActorsInCombatPlayer 60
    1. ArmoredTroll
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      This mod doesn't modify spawns, it only raises the limit on how many combat AIs are available. In the vanilla game, only twenty AI are able to run combat AI at a time. I raised it to sixty, meaning the NPCs in combat won't stand still doing nothing whenever there are more than twenty in a fight. You most likely won't notice a difference, until other mods that increase enemy spawns are released.
  11. suchek
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    Current file with semicolon doesn't work for me.
    After running the file I see only first value changed.

    It started to work properly after I've changed it to separate lines:
    setgs iAINumberActorsComplexScene 60
    setgs iNumberActorsInCombatPlayer 60