Change the way your universe is generated! No more human presence on extreme planets or on planets on the edge of the universe! New playable map generation! More POIs added on Planet Map! (Star Map) Less POI on Playable Area*. increased randomization chances! More Fauna and More Scannable Flora. Smarter Fauna! No requirements!
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Changelogs
Version 1.75
Added new optional file. Outpost Defense Quests Increases the maximum amount of human attackers to 20-30. Raised minimums to 8. Doubles the amount of animal attackers. No change to starborn. Hostile Human Encounters Doubles the maximum amount plus one and plus one to minimum amount. Hostile Landed Ship Encounters increased the maximum to 12 and minimum to 6.
Version 1.5
Doubled the distance in parsecs of civilized space to help make the universe a little less desolate. Increased the max amount of POIs that could randomly spawn on playable map. now a have a chance of 1-6 up from 1-4. Removed some unnecessary changes.
New Optional Quest File
Outpost Defense Quests Increases the maximum amount of human attackers to 20-30. Raised minimums to 8. Doubles the amount of animal attackers. No change to starborn. Hostile Human Encounters Doubles the maximum amount plus one and plus one to minimum amount. Hostile Landed Ship Encounters increased the maximum to 12 and minimum to 6.
Planet Generation
Changed how Man Made POI Generate. Man Made POI and buildings/flavor Spawn ONLY in "civilized space." The farther you get from the settled systems the less Man Made POI's you will see. On top of this Man Made POIs will no longer spawn on EXTREME ENVIROMENT planets.
Civilized Space is determined by distance from the four main cities in parsecs. (Really) Doubled the distance of civilized space in parsecs to help make the universe not too empty.
The idea behind this is that humanity would only have reached out but so far over time logistically speaking. A colony war outpost 100000 parsecs away makes no sense.
Whats the point of the perk of being able to habit extreme environments if it’s already inhabited?
Does not change how often natural POIs are spawned or generated. planets with no humans just spawn natural POI. Caves etc.
Changed how the random man made objects spawn. Denser in one area but less randomly scattered.
Increased density or spawns of scannable flora and fauna on planets.
To offset Increased Density added a SMALL chance that either predators or prey won’t spawn.
Changed how all POI spawn on playable area. They could spawn closer or farther apart, more POIs’ or less. Will feel more random than the usual three spots loaded around you when you land. Range is 1-6.
Hazards and creatures can spawn closer to each other and POI.
*Increased number of POI generated on planet surface by a lot. Helps make those planets feel more alive.
Longer weather.
Creatures will warn you less they are angry and are more curious.
Predators have an extra minute cooldown before hunting a new prey. Prey will graze more.
Only two landing zones will be saved instead of three. Doesn’t include outposts. Ini Change.
Increased fade and draw distance to help with LOD issues. Ini change
Tried to max out playable distance X Y Z ini change.
Overall just better Randomization for a fresh experience each generation.
* On planets that allow human presence
the included BAT file is what makes this work as advertised. Technically you don’t need it but that is frowned upon. All Starfield Custom INI changes are not required and purely optional but recommended.
Dont forget to endorse! More endorsements more opportunity other people can enjoy this as well.
Only incompatible with mods that do the exact same thing.
Credits elm for the Xedit
Safe to add to saves but authors note* it will make changes to your playing maps immediately. It will only change the star map generation on newly scanned systems only or when you re scan a system. So if you already visited a planet it won’t show new POI on star map until planet is re scanned but when you land all playable changes are immediate.
Install Instructions As of now this requires plugins.txt enabler. You could also use any ASI loader for the plugins.txt injection I just recommend sfse. You should not use the testfile way but do at your own risk. these will be removed once mods are officially supported and in time will have no requirements. Follow plugins.txt install instructions and then add *exactfilenameincludingspacesandcapitalletters.esm to your plugins.txt
Make sure the file PlanetGeneration.txt is in your root folder where the starfield.exe is. Add the following line to your starfield custom. [General] sStartingConsoleCommand=bat GrindTerraloader If you already have bat files you can just add these lines onto the ones your running or add to your list. This still has a bat file and inserts commands through the console as I am unable to make all changes I intended through other mod tool means. Please do not change how I set this up as it runs through a couple times to make sure all changes do happen.
If you notice in the console some bats fail to load, I use the same loader for this mod and my gameplay mod so if you use both you don’t have to change your bat injection. Works as intended, if you don’t have the other mod installed there are no issues just states it can’t find the other mods bats.
Added optional but recommended changes for your starfield custom and prefs. Found in the folder optional ini now in your data folder where the plugin is installed.
Optional Fauna and Scannable Flora Density Increase only.