This mod is a total game changer for real. Used with Revelation, it truly gives some desolate planets to hop around on... now, if you can just stop the starborn from landing every 2 minutes on said worlds (have all the artifacts), we'd be in business LOL Thank you for making and updating this mod! ♥☻
According to LOOT, it says your Mod requires blueprintsships-starfield.esm as a master; but it is always forced to be loaded last, causing potential issues.
Do you have any experiences with issues and/or suggestions for fixes?
Edit: Is it perhaps safer to download via Creations?
It's not really an issue, old mods needed Blueprints as a master, but not any more. Loading this last won't cause any issues, it only changes a couple of records no-one else will.
Hey Gothos, I've been wondering if this mod affects unmarked POIs as well? Do they follow the same ruleset as marked POIs?
Desolation is a mod I've valued for a long time now because I get to feel like I'm exploring actual wilderness, and that's had me stumbling across unmarked POIs far more than I did in a vanilla playthrough, like this oasis I found in a sandy desert biome:
I'm working on my own mod that will be adding more natural POIs to the game (lakes, ponds, ravines, dense copses of forest, animal nests and lairs, etc) but I've been thinking lately about making them all unmarked rather than marked, adding to the pool of vanilla unmarked POIs, and then hopefully increasing the spawn chance and density of all unmarked POIs to make the landscape and wilderness feel more varied and interesting. Is that something that can be done? Or are they all tied to the same spawn rate, so the only way to increase unmarked POI spawns would be to increase all POIs?
Okay, thanks, so that means unmarked POI density is the same setting as marked POI density? I can't increase the spawn rate of them separately?
I keep thinking that a great way to improve planet exploration would be fewer marked POIs (like Desolation does) but massively increase the number of unmarked POIs that spawn, and then of course make a lot of unmarked POIs in a mod (ponds, lakes, cliffs, ravines, open caves, etc). But it sounds like the engine just isn't built to work that way
I installed this yesterday on Creations, the concept looks awesome, something i have been looking in starfield when I started playing it last year Today in Creation there was an update which i downloaded In the options however i see a bunch of settings related to Bedlam (another mod i might try but haven't downloaded yet). I don't know if its the update or these options were there since the beginning. Is it normal?
I removed the creation and downloaded it again but nothing changed. It still shows the Bedlam options (and i'm not confident that Desolation is active, i'll try roaming a little to confirm)
Ok i found the problem, i have no idea why but in my Creations load order there was a "Bedlam (undefined)" line, i removed it, reinstalled Desolation from scratch and now i don't see the bedlam options in the menu anymore
Is there a way to test and be certain it actually works, like a planet where i should expect no human presence at all?
I love the mod but am also struggling with the new update. The mod is either force-spawning temples when I enter a qualifying system or it's identifying them faster than vanilla gameplay. What once enhanced immersion now feels like a cheat.
Just want to say that I'm really glad you keep working on all these mods. They ARE Starfield to me at this point, and I'm so thankful that you keep them updated and aren't charging a few hundred Creation points for each one.
As for Desolation, I do think you were onto something with POI markers from orbit. I kinda love the idea of a random-ass moon near Jemison having 5-10 man made structures since it's within the same system, and your spaceship scanner has highlighted them as potential landing zones if you want that sort of action, but that choosing a random landing point will have you greeted with... well... desolation instead. No man made POIs anywhere else. Your scanner already highlighted them for you.
One of the reasons I've found so much value in that orbital POI system from the latest update has been to visit civilian outpost POIs. The kind of thing Starfield should have quite a few of. And I like building my own Outposts right next to them so I get to incorporate them into my own builds somewhat (if only for their trader )
309 comments
Should i load your mod before or after POI Variation ?
Have a good day
According to LOOT, it says your Mod requires blueprintsships-starfield.esm as a master; but it is always forced to be loaded last, causing potential issues.
Do you have any experiences with issues and/or suggestions for fixes?
Edit: Is it perhaps safer to download via Creations?
However, I also read that the game engine forces blueprintsships-starfield.esm to always be loaded last, regardless of what settings you apply.
So I take it your recommendation was to load your mod (and similar mods) right before that esm.? Or is there a way to force to load it after the esm.?
Desolation is a mod I've valued for a long time now because I get to feel like I'm exploring actual wilderness, and that's had me stumbling across unmarked POIs far more than I did in a vanilla playthrough, like this oasis I found in a sandy desert biome:
I'm working on my own mod that will be adding more natural POIs to the game (lakes, ponds, ravines, dense copses of forest, animal nests and lairs, etc) but I've been thinking lately about making them all unmarked rather than marked, adding to the pool of vanilla unmarked POIs, and then hopefully increasing the spawn chance and density of all unmarked POIs to make the landscape and wilderness feel more varied and interesting. Is that something that can be done? Or are they all tied to the same spawn rate, so the only way to increase unmarked POI spawns would be to increase all POIs?
I keep thinking that a great way to improve planet exploration would be fewer marked POIs (like Desolation does) but massively increase the number of unmarked POIs that spawn, and then of course make a lot of unmarked POIs in a mod (ponds, lakes, cliffs, ravines, open caves, etc). But it sounds like the engine just isn't built to work that way
Today in Creation there was an update which i downloaded
In the options however i see a bunch of settings related to Bedlam (another mod i might try but haven't downloaded yet). I don't know if its the update or these options were there since the beginning. Is it normal?
Is there a way to test and be certain it actually works, like a planet where i should expect no human presence at all?
Your mod is a must <3
As for Desolation, I do think you were onto something with POI markers from orbit. I kinda love the idea of a random-ass moon near Jemison having 5-10 man made structures since it's within the same system, and your spaceship scanner has highlighted them as potential landing zones if you want that sort of action, but that choosing a random landing point will have you greeted with... well... desolation instead. No man made POIs anywhere else. Your scanner already highlighted them for you.
One of the reasons I've found so much value in that orbital POI system from the latest update has been to visit civilian outpost POIs. The kind of thing Starfield should have quite a few of. And I like building my own Outposts right next to them so I get to incorporate them into my own builds somewhat (if only for their trader