thank you for uninstaller compromise, very thoughtful of you. i just was not happy with sites full of nothing but starborn. they are not fun. endorsed though.
This mod is amazing! But while i love facing against starborn inside factions (makes me feel like fighting skyrim mages) im finding the amount of starborn in a poi can be a little overwhelming.
Is it possible to have a version or option to decrease the spawnrate of starborn in the faction levellists? Would make more sense to be facing against 1-5 starborn out of 15 enemies that spawn in a poi rathher than 70% of the enemies be starborn for example.
I agree. I would love a version of this that added 5-10% of enemies as starborn. As is when I go to a POE there's either 1 starborn or everyone but one or two people are starborn.
Hi ljorder66. I switched to ver. 1.3, load a game from Kreet and go to New Atlantis, but Walter is still not in the Lodge/library when I enter, and I can't start the game. Is there any way to fix it, or do I have to start a new game since I explored/farmed Kreet for days?
I read Galle5's comment in the bugs section, but I am not too code-savvy. I have some basic knowledge of SF1Edit. Can it be fixed from there?
Please advise. Excellent mod, aside from this bug.
Cheers!
P.S. This may be unrelated to this mod or conflict, but when I switched to V1.3 or Not Perfect Uninstaller, the watch straps went missing when opening the lodge door (the watch was "glued" to the arm). Just to let you know...
EDIT: I've done a quick run to Lodge, with Starborns.esm and TerrormorphRobot.esm mods turned off. Walter is there, the clock is displaying as it should be when opening the Lodge doors, strap, and all mesh details.
Ive aligned with the thought that Starborn hire/promise pirates and such of searches for the artifacts and here I am to kill you and find that out, having skipped constellation to do Freestar Missions better story than the game gave
Running into a big issue. I downloaded the mod and ended up just not liking it, so I decided to remove it. I have removed esm mods before and never had an issue but now when I try to go into my save the game crashes. The only thing that will let the game load is reinstalling the mod. Is there a way around this? Or maybe a way to disable a mod in game?
welp im screwed. Gonna have to live with it I guess lol my last save before the mod is over 10 levels behind. Cant go back to that save. Also, the updated version to the mod seems to have removed all enemies. I keep going to new sites and there are no enemies anywhere.
update: going back to the previous version of the mod fixed it but now im running into all the starborn glitches that were fixed in the most recent update. Sadly I feel this mod is breaking my game a bit.
another update: went back to the new version of the mod. Seemed fixed at first but now bases have all types of enemies at them and all enemies are now a mixture of ecliptic, starborn, and crimson fleet. No way to remove the mod without loosing 14 levels. have to start at a super old save cause this mod is breaking my game. I appreciate all the hard work you have put into the mod, im just having a rough time trying to get this figured out. my game is almost unplayable as is combat now.
Yup I learned that the hard way. Up till this point i never had an issue removing mods, so now I know to be carful. Thankfully, OP was kind enough to make a file that fixed it for me
Not sure if it's relevant to the Walter Stroud issue but looking at mod file in SF1Edit if you look at Starfield.esm under Walter's npc listing for some reason in the base game the following is shown...
CNAM - ClassCrimsonFleetClass "Crimson Fleet" [CLAS: 00010B2F] Full - Name Walter Stroud
no idea why it's tagged like this in base game it's not overwritten by anything as far as I can tell but it's odd, maybe it helps maybe not just thought it was odd enough to mention.
Edit in your mod under non-player character (Actor) it shows for me
FormID ... 65000B95 EditorID ... EncCrimsonFleet13 Name ... Pirate Legend Starborn As the only added NPC that references "LCharCrimsonFleet [LVLN: 00010B39]" so maybe? but it's been years since I seriously played around with xEdit to alter mods to my personal tastes.
Nearly every NPC has the Crimson Fleet class, it doesn't mean anything.
Oddly, I have the same Where's Walter? bug in the mod I've been working on, which edits PoI NPCs in a similar fashion to this mod. So it's presumably a consequence of that somehow.
EDIT: I've found a fix for the Walter bug, see the bugs tab.
So, I've been working on a mod somewhat inspired by this one that adds several other factions to the dungeon faction pool (mainly the Seokguh and the First). I've made a compatibility patch for your mod, just wanted to make sure it was cool with you if I included that.
36 comments
Is it possible to have a version or option to decrease the spawnrate of starborn in the faction levellists? Would make more sense to be facing against 1-5 starborn out of 15 enemies that spawn in a poi rathher than 70% of the enemies be starborn for example.
I read Galle5's comment in the bugs section, but I am not too code-savvy. I have some basic knowledge of SF1Edit. Can it be fixed from there?
Please advise. Excellent mod, aside from this bug.
Cheers!
P.S.
This may be unrelated to this mod or conflict, but when I switched to V1.3 or Not Perfect Uninstaller, the watch straps went missing when opening the lodge door (the watch was "glued" to the arm). Just to let you know...
I've done a quick run to Lodge, with Starborns.esm and TerrormorphRobot.esm mods turned off. Walter is there, the clock is displaying as it should be when opening the Lodge doors, strap, and all mesh details.
Using the Terrormorph Robot version and its so fun.
Any chance of adding Model A robots into the mix so it's not just a ton of robot model S at the robot POI?
There's also a letter [H] next to the POIs that will have your changes which is a bit of a spoiler (I don't use other mods affecting this name).
Edit: NVM Figured out how to patch both these myself :D
Well, swapping one of the Model S to a Model A caused a crash, so I left that part how you had it!
Patch here:
https://www.nexusmods.com/starfield/mods/7746
Feel free to post the patch here or roll it into your main version if you'd like to!
and here I am to kill you and find that out, having skipped constellation to do Freestar Missions
better story than the game gave
That's not so much an issue so much as a thing that is just generally bad for a save.
CNAM - ClassCrimsonFleetClass "Crimson Fleet" [CLAS: 00010B2F]
Full - Name Walter Stroud
no idea why it's tagged like this in base game it's not overwritten by anything as far as I can tell but it's odd, maybe it helps maybe not just thought it was odd enough to mention.
Edit in your mod under non-player character (Actor) it shows for me
FormID ... 65000B95
EditorID ... EncCrimsonFleet13
Name ... Pirate Legend Starborn
As the only added NPC that references "LCharCrimsonFleet [LVLN: 00010B39]" so maybe? but it's been years since I seriously played around with xEdit to alter mods to my personal tastes.
Oddly, I have the same Where's Walter? bug in the mod I've been working on, which edits PoI NPCs in a similar fashion to this mod. So it's presumably a consequence of that somehow.
EDIT: I've found a fix for the Walter bug, see the bugs tab.