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cqnl

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cqnl

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15 comments

  1. HopefulUnit344
    HopefulUnit344
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    This is astonishingly immersive. It's the first time I actually feel like I am exploring something in this game. Combined with Desolation and this cool tweak that makes procedural generation of planets denser (real forest e.g.) it is actually thrilling to go out and explore. Thanks for the mod. 
    1. solaireofasstora
      solaireofasstora
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      got an updated link to that tweak? its down
    2. aralin
      aralin
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      Here's another link.

      In order to make vegetation dense, Starfield players on PC must locate their StarfieldCustom.ini file in the "My Documents" folder for the game and make the following changes:

      Old
      [ProcGen]
      fObjectMapMinPct=0.15
      fProcGenFootprintDitheringScale=0.139

      New
      [ProcGen]
      fObjectMapMinPct=-5
      fProcGenFootprintDitheringScale=0.115
      
      I just tried it, and it looks amazing, but the performance hit wasn't worth it for me. I've also tried the mod Denser Vegetation, which looks similar and impacted performance a little less than this, but it can still cause choppy loading on planets.
  2. Jormungand24
    Jormungand24
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    Any plans to update to latest Starfield version?
    1. krixost
      krixost
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      Nothing wrong with it. Works as expected.
  3. brettkeaneyoutube
    brettkeaneyoutube
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    Please upload to Beth so I can play this on Xbox.
  4. todd92371
    todd92371
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    I installed this mod. But, the distant map markers still show up when looking through the visor? Any suggestions. Activated the file and it is not working. Have you ran across this?

    Thanks,
  5. krixost
    krixost
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    This is an amazing mod. Thank you for taking the time to make this.
    Have been using this for a while now and forgot to post. =P

    This mod works excellent combined with:
    - Desolation - POI Overhaul  (also suggested below by another).
    - These global settings from this mod. Use the bat version. Immersive Planet Density Immersive Planet Density at Starfield Nexus - Mods and Community (nexusmods.com) You can adjust the values in that bat version to how you want. The values used are decent though. These globals do a great job of making the Settled Systems much more realistic feeling.
  6. maccaturo
    maccaturo
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    Can you do a mod that do the opposite?
    I just started having fun exploring planets with Fast Travel To Unknown.
    All that because of a missing vehicle T_T
  7. Momotaro1138
    Momotaro1138
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    Great mod! - an excellent way get more life from the worlds and not just rip right through.
  8. SkinnyPig2
    SkinnyPig2
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    This is a much better implementation than what I came up with!! I'm gonna use this in conjunction with my mod. But if you don't mind, could you explain to me how this works? I just took a look at this in xEdit and I'm confused by the values you used to replace the defaults. Like obviously it's not arbitrary but how did you get those numbers? And then you just added a property to MapMarker?? My modding expertise is limited to how well I can try to understand and reverse engineer other people's work, so I am fascinated.
    1. cqnl
      cqnl
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      The MapMarkerMaxCompassDistanceMult AVIF (25E14A) has a bit of a description how it works, but as far as I understand there's some default distance for discovering a map marker (no idea what the actual number here is) which is then multiplied by (1 + MapMarkerMaxCompassDistanceMult). I just set all of them to -0.95, so if the default detection distance is (for example) 500 units, then the final detection distance would be 500 * (1 + (-0.95)) = 25 units assuming there's no other modifiers hiding somewhere.
      The precise value of the multipliers aren't really important, I just wanted to make the final detection distance of maps markers smaller than the location discovery distance (where the POI name flashes on the screen and the marker becomes fast travelable). 
      The normal MapMarker static without a multiplier would just use whatever the default detection distance is, so I added the multiplier property like the others have to bring it down to the same detection distance as them.

      I'd like to make another version where the detection distance depends on surveying skill (without any perks invested they would be undetectable until discovered like it is now), but I'll have to do a bit more digging to figure out how to change the multipliers or the AVIF based on player perks.
    2. SkinnyPig2
      SkinnyPig2
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      Okay, I see. Thank you. But if I'm not mistaken (I probably am), wouldn't using this method make POI markers disappear again after you leave a certain radius even though you've already discovered them? And that's a good idea with the surveying skill, btw.
    3. cqnl
      cqnl
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      Once a marker appears on the map it'll always stay there, regardless of whether it's in the detected but unvisited or the fully discovered and fast travelable state. I'm not sure if markers like the NA city districts that are normally detected but unvisited at start will still appear in that state if you start a new game with the mod enabled, but it won't remove anything that's already visible on your map when you install it.
    4. SkinnyPig2
      SkinnyPig2
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      Right, yeah. I meant to specify markers on the scanner.