Want to help? Come across an alien you think could be customized more uniquely? Directions for leaving a helpful comment and getting credited here:
If you notice a specific alien you'd like tweaked, please leave a comment. The alien's level and planet are probably the most important factors, but the more detail you can give, the better. If you use Detailed Reference Info and type "getrefinfo" after clicking the alien in the console, I should be able to tweak the exact alien in no time flat.
I was most worried about the Entanglement aliens and Derelict Ship aliens getting stuck on terrain in crampt, close quarters, so I tweaked those by hand and playtested to make sure they didn't have any awkward collisions.
At this point, I am continuing to do minor tweaks over time to improve my game, but I am also considering other mods to improve aliens like New Encounters, Venpi's Cave Overhaul, Aliens Assault Bases, and trying to figure out what better loot to put on Boss Aliens.
Please let me know if there are other optional files you think people would enjoy. I play on the hardcore 2.0x alien damage Very Hard Add-on. If there's a sweet spot in between, someone would like, it wouldn't be too hard to make.
Congratulations on the mod, very cool. However, I wish the aliens were harder to kill. I don't think you imagined that someone like me would use the laser cutter against them. LOL Any alien dies in seconds, mainly because they're weaker in the head. Would it be possible to just modify the laser cutter specifically to cause less damage against aliens?
New game using Royal Galaxy, I arrived in Akkila for the first time. Wonder what all the shooting in the city is about. folow the crowd to find an Alpha (Apex?) Ashta right behind the robbed bank. Cool stuff
I think it's a vanilla game bug (or feature? lol)...even before I started using any of your "Royal" mods, I occasionally saw a random/lone Ashta inside Akila City and start attacking an npc, lol!
Almost positive that's a vanilla bug. I remember my first playthrough, way back in September 2023. An ashta somehow spawned inside Akila city and killed like every single guard.
I always wait a bit, before I update my game to any new official updates, to allow mods to update, as some mod authors can be busy and unable to update right away...but when I do finally update my game, I test all my mods individually, to see what is still working or not...and I post my findings...sorry for the bundle of notifications, hehe. :3 ♥
Thank you for the update! I think merging 'Alien Herd' with the main file was a good call...I mean who wouldn't want that---it adds more immersion, and variety and that's a good thing! And it lessens the amount of .ESMs we have, hehe.
Appreciate it :) To be honest, I think the comment you left me earlier about load order really put into perspective how many plugins my mods have begun to take up. I'm working on getting everything perfect, so I can offer an even larger merge intended for people just getting into modding.
(I think the standalone are better for letting people choose as well as adjusting load order as needed to account for other mods, but I want to make Starfield modding a little easier to jump into).
this is awesome but im afraid to come across something insectoid or arachnid and spiderlooking ... any chance i can configure those types to be actually smaller and weaker than vanilla , while having the rest follow your rules? xD
Been eyeing this mod (and Royal Terror) since it came out, and just finished my very first playthrough (wanted to stick to vanilla as close as possible for my first run, with the exception of ship building mods, hehe)---so excited to try this mod out for my first NG+ playthrough!
Question: In conjunction with using your Royal Terror mod, this is what my load order is:
That is exactly right! (Or right after Royal Aliens)
To be honest, the exact load order for the herd plugin doesn't matter as long as it's after Royal Aliens because it doesn't conflict with the other plugins (yet). I just knew if I didn't give a specific answer, it would cause people undue stress when sorting their load order.
I'd love to hear your feedback, going from closer to vanilla to adding some of my mods! Feel free to DM if it ends up being harsher than you want to post here. :D
These two mods especially I hope offer a pretty smooth transition.
Awesome! And thanks for the reply! Yep, I've always felt that the vanilla monsters and the Terrormorph seemed a little (or alot) lackluster, so this mod (and Royal Terror) are very welcomed additions to the game's improvement! Hella fine work on this, JaeDL! THANK YOU for this! Endorsed!
Any plans to add improved drop quantities and organic resources from the modified Royal Alien actors, which would help bring trophy hunting as a viable profession? To hunt the biggest, baddest creatures of the galaxy for the resources they have. Not saying add in unrealistic things, but of the items they do drop upon death, significantly increasing the quantities of it to pay off the excessively hard kill and trophy hunt, maybe adding in things that make sense. Just a thought. Would be fun to role play a Trophy Hunter (where the trophy would not only be the kill, but the spoils... and really, given the size, they should give out more upon death).
I actually had just been testing this in my latest version, and decided not to put it into the current release!
Dang I hope I didn't delete the value I had tweaked LOL. I'll try to do an optional file ASAP (about to post a bunch of big updates to things) and then include a better version in an upcoming economy overhaul.
If you have more specific suggestions, please!
I've even been testing putting some advanced t4 armor drops inside some of the large carnivores because.. you know, they ate someone.
So far I haven't seen the loot in my own game, but I have it in xEdit so it should drop a full explorer set like 0.5% of the time. I need to tweak that value up to see if it even works.
This would all be an optional file of course-- trying not to expand any of my mods out of their initial scope.
Omg this is such a good idea!!!! please make aliens setscale 2, 2.5. 3.5 and 5. something like that, so we can have full dinosaurs when exploring! that would be awesome
I can always do a more intense version, but I'd prefer to add size very carefully and with testing so we don't end up with enemies stuck in trees and stuff like that.
The hard limit seems to be 3x before the collision becomes wrong and there are issues. I think the highest this goes is 2.2, but that's scaling the base size, which was already large in some cases.
I suspect that some of the scaling multiplies-- but it's a tough thing to 100% confirm. But a boss enemy of a scaled up enemy might be even bigger.
At higher levels, especially, some of these are quite big :D
Ya see what im talking about, I need to see that mutherfucker 3 times bigger. who cares if it gets stuck, its mainly dessert biomes anyway. trust me this guys need to be big! Not godzilla, but about half height of king kong. liek a brontosaurus, almosaurus. also you could make tehm a bit slower not faster. but massive. xD like this: https://qph.cf2.quoracdn.net/main-qimg-ce4d9a1ab346eb78e60ed04f2adbc86b-lq
the bigger they are they should be slower, I believe thers a terramorph mod that makes it faster, perhaps you could do the oposite with the big guys. also something else that annoyed me it was that when collision is activated, those huge creatures, seem to move like a soccer ball when you walk trough them, in reality those corpses should be heavy as f*#@, you sould run into a wall when trying to go trough them. Just some ideas mate, nice mod! sounds promissing
I'm a big fan of that Terrormorph mod XD https://www.nexusmods.com/starfield/mods/7167
Better Death Physics might be a soft requirement for this mod: https://www.nexusmods.com/starfield/mods/5600?tab=files
It's actually a common misconception that big things have to be really slow. A lot of science-fiction has to edit big creatures to move slower than they want because it's what the audience expects to see.
115 comments
If you notice a specific alien you'd like tweaked, please leave a comment. The alien's level and planet are probably the most important factors, but the more detail you can give, the better. If you use Detailed Reference Info and type "getrefinfo" after clicking the alien in the console, I should be able to tweak the exact alien in no time flat.
I was most worried about the Entanglement aliens and Derelict Ship aliens getting stuck on terrain in crampt, close quarters, so I tweaked those by hand and playtested to make sure they didn't have any awkward collisions.
At this point, I am continuing to do minor tweaks over time to improve my game, but I am also considering other mods to improve aliens like New Encounters, Venpi's Cave Overhaul, Aliens Assault Bases, and trying to figure out what better loot to put on Boss Aliens.
Please let me know if there are other optional files you think people would enjoy. I play on the hardcore 2.0x alien damage Very Hard Add-on. If there's a sweet spot in between, someone would like, it wouldn't be too hard to make.
None of mine are even close to too big or causing AI issues. Mind sharing your load order?
# This file was automatically generated by Mod Organizer.
Starfield.esm
Constellation.esm
OldMars.esm
BlueprintShips-Starfield.esm
FirstPersonMessages.esm
BetterNPCs.esm
GWI_GeneralWorldInteractor.esm
Scared of Shooting.esm
VisibleCompanionAffinity.esm
TheGangsAllHere.esm
AndrejaDialogueFixes.esm
BetterGifts.esm
RosieTannehill-AnActualDoctor-v2-1.esm
SSEO.esm
Variable Contraband Prices.esm
SSEOVol2.esm
SSEOVCPCompatibility.esm
Navigate Using City Terminals.esm
more_missions_same_rewards.esm
Leveled Mission Rewards.esm
LessAnnoyingTemples.esm
RandomizedSystemLevels.esm
ReducedGasVents.esm
Real Flashlight.esm
ActualShipCargo.esm
FlightCamera.esm
2XEnemies.esm
Beta PEAK Enemy AICasA.esm
BetterDeathPhysics.esm
RoyalAliens.esm
Stealth Overhaul.esm
RoyalTerror.esm
Headhunter.esm
AshApogeeCombatOverhaul.esm
AshApogeeCombatOverhaul_Weapons.esm
HSIBA.esm
LinkedCompanionSuit.esm
MOSS.esm
dD - Enhanced Blood Textures - Medium.esm
ImmersiveShellCasings.esm
Livelys Enhanced Skills.esm
SFCivisExperienceGainedGraduallyIncreased.esm
ShipBuilderCategories.esm
CraftableWeaponSkins.esm
CraftableWeaponSkins_GenericNames.esm
CraftableWeaponSkins_Quests.esm
BooksRevamped.esm
TNSpaceMining.esm
VenpiCore.esm
CoraCanRead.esm
conceptart_akila.esm
ConceptArtAkilaRWEnhancement.esm
Desolation.esm
Earth POIs.esm
RealMoon.esm
RealTitan.esm
RoyalAkila.esm
RoyalWeathers.esm
AutoReverb.esm
AffinityReworked.esm
ChallengingResourceRequirements.esm
Infirmary.esm
NoDistantMapMarkers.esm
NVR_NoVendorResources.esm
Patch_Livelys_RestoreRequirements.esm
pharasyte_LoopStabilization.esm
MoreImmersiveLandingsTakeOffs.esm
MoreVisualizedDocking.esm
ImmersiveShipSystems.esm
MoreDramaticGravJumps.esm
ImmersiveShipSystems_RedMileFuelman.esm
Patch _ SSEO_ImmersiveShipSystems.esm
Patch_LoopStabilization_Apogee.esm
Patch_LoopStabilization_LivelysEnhancedSkills.esm
Better_Banglawala.esm
StarfieldCommunityPatch.esm
ChameleonImproved.esm
WCAL_WeCareALot.esm
StarfieldPatch_All.esm
StarlitGameSettings.esm
ISSWUAPatch.esm
LootRevamped.esm
LootRevampedPlushies.esm
Followed the Starlit guide.
👍
Also...
Woohoo, still working as advertised, with recent Starfield Update 1.9.67! \o/ ♥
(I think the standalone are better for letting people choose as well as adjusting load order as needed to account for other mods, but I want to make Starfield modding a little easier to jump into).
any chance i can configure those types to be actually smaller and weaker than vanilla , while having the rest follow your rules? xD
Question: In conjunction with using your Royal Terror mod, this is what my load order is:
*RoyalAliens.esm
*AlienHerdScaling.esm
*RoyalTerror.esm
*RoyalAliensVeryHardPatch.esm
*HeatleechesBecomeTerrormorphs.esm
(Is the above okay? Or should *AlienHerdScaling.esm go below *RoyalTerror.esm, like shown below?)
*RoyalAliens.esm
*RoyalTerror.esm
*AlienHerdScaling.esm
*RoyalAliensVeryHardPatch.esm
*HeatleechesBecomeTerrormorphs.esm
That is exactly right! (Or right after Royal Aliens)
To be honest, the exact load order for the herd plugin doesn't matter as long as it's after Royal Aliens because it doesn't conflict with the other plugins (yet). I just knew if I didn't give a specific answer, it would cause people undue stress when sorting their load order.
I'd love to hear your feedback, going from closer to vanilla to adding some of my mods! Feel free to DM if it ends up being harsher than you want to post here. :D
These two mods especially I hope offer a pretty smooth transition.
Yep, I've always felt that the vanilla monsters and the Terrormorph seemed a little (or alot) lackluster, so this mod (and Royal Terror) are very welcomed additions to the game's improvement! Hella fine work on this, JaeDL! THANK YOU for this! Endorsed!
Dang I hope I didn't delete the value I had tweaked LOL. I'll try to do an optional file ASAP (about to post a bunch of big updates to things) and then include a better version in an upcoming economy overhaul.
If you have more specific suggestions, please!
I've even been testing putting some advanced t4 armor drops inside some of the large carnivores because.. you know, they ate someone.
So far I haven't seen the loot in my own game, but I have it in xEdit so it should drop a full explorer set like 0.5% of the time. I need to tweak that value up to see if it even works.
This would all be an optional file of course-- trying not to expand any of my mods out of their initial scope.
I can always do a more intense version, but I'd prefer to add size very carefully and with testing so we don't end up with enemies stuck in trees and stuff like that.
The hard limit seems to be 3x before the collision becomes wrong and there are issues. I think the highest this goes is 2.2, but that's scaling the base size, which was already large in some cases.
I suspect that some of the scaling multiplies-- but it's a tough thing to 100% confirm. But a boss enemy of a scaled up enemy might be even bigger.
At higher levels, especially, some of these are quite big :D
*Jurassic Park Theme Plays*
Not godzilla, but about half height of king kong. liek a brontosaurus, almosaurus. also you could make tehm a bit slower not faster. but massive. xD
like this:
https://qph.cf2.quoracdn.net/main-qimg-ce4d9a1ab346eb78e60ed04f2adbc86b-lq
So we CAN make these particular enemies a lot bigger. I can do an optional file soon.
(But with Akila having such high gravity, it doesn't quite make sense... but we can handwave that)
If you come across specific aliens that it makes sense to have larger, let me know.
For whatever reason I'm struggling to make the Ashta bigger so scaling these too high would have made the ecosystem seem weird.
also something else that annoyed me it was that when collision is activated, those huge creatures, seem to move like a soccer ball when you walk trough them, in reality those corpses should be heavy as f*#@, you sould run into a wall when trying to go trough them.
Just some ideas mate, nice mod! sounds promissing
https://www.nexusmods.com/starfield/mods/7167
Better Death Physics might be a soft requirement for this mod:
https://www.nexusmods.com/starfield/mods/5600?tab=files
It's actually a common misconception that big things have to be really slow. A lot of science-fiction has to edit big creatures to move slower than they want because it's what the audience expects to see.
I think we're getting there =)