The only aspect of Starfield that really disappoints is: not enough monsters but the same two types of human faction enemies literally everywhere, even in every so-called "empty ghost space station" or on the farthest outpost on the most remote planet. The old Bethesta games had so many monsters, crazed-out robots, zombies, creatures, deathclaws of course, mutants - and Starfield only uses human marauder-type pew-pew gunmen as one main enemy type placed almost everywhere.
Well your mod changes that to the better! More of what I like most, phantoms specters supernatural zombies and monsters. I love it!
I know this is a larger and weirder ask, but Do you think there would be any way you could make just a heatleech follower??? Ive been trying to do it with basic console commands, but it always seems to disappear when i go to board a new ship. Thank you!!!
I have no idea how to do this, never looked into the follower mechanics. This may become easier once we have the prober official tool set, but for now, I can't help you, sorry. It should be possible in theory. Maybe look out for modders who have been dealing with followers so far, they may be able to help you.
Yeah, sorry about the confusion. I uploaded a new alternative version, but then realized a mistake. Since I did not find a way to delete the file, I could only archive it. But I am indeed working on a new version, will just need some rework.
Wow. This would give me nightmares. The movement of the little ones make me jump. Well done though. My daughters love horror and they would so download this.
Darn, I knew that Microbe solution might potentially mutate should have picked the Aceles. I guess it's time forthe big whack-a-leech hammer.
Cool idea for a mod, already running the Beefed up Terrormorph mod so this should fit right in.
Question though do they spawn on a fresh playthrough or is there a threshold before they start spawning?, as they could make the Cydonia "heatleech" freighter quest very exciting.
That was my thinking. Very sketchy solution. And the Aceles ... well, how do you get them onto every planet to solve the problem thoroughly?
To your question: The Xeno Leeches spawn all the time. From a technical point, there is an additional creature now, the "Xeno Leech". And wherever there was previously some kind of leech (either the maggot or the Heet Leech), instead there is now a random selection from all three creatures. After finishing the Vanguard questline originally, you would only ever see the maggots (suggesting you handled the Xenomorph problem). Now, this is changed too: after the Vanguard questline, there will only be Xeno Leeches. And finally, I placed an additional 300 or so of them in the game (and may be ramping this up in a v2.0 if anyone is interested).
It should work all the time and everywhere. However, I was not able to test every singe instance manually, since often they are placed in procedurally created cells which you can only find at random and not access purposefully. Also, in some cases, quests may interfere, and the states and behaviors of NPCs change globally depending on the quest stages. You may therefore come across situations where they don't show up or not react as they should. Without the Creation Kit and more documentation it's currently hard to deepdive into the bowels of the system and figure this out. If you find problematic placings, let me know.
Appreciate the reply and np if they spawn more was just curious
As a side note, heatleeches spawn approximately 50% of the time in my experience where capturing Va'ruun ships especially in the Serpentis system, so that should make my next trip there fun which I do appreciate, as the unexpected twists can be the most fun.
For an evil playthrough if interested, check Aventech Deployables(?) this would make an excellent Xenoweapon pod(grenade item), I use the Terrormorph pod item from that as a softener for some base attacks in VHD with the Leveled enemies mod. Fun times
Very cool idea. I wish there was more of them, but wish a spoiler mod would just add the item that transforms them. Every playthrough I track down the terrormorph on Kreet. Its my first mini boss. Would be very interesting to see more pop up on ships or planets that have that plant appear.
This latest playthrough it was cloaked and had already taken out a civilian camp, instead of the regular enemies.
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The old Bethesta games had so many monsters, crazed-out robots, zombies, creatures, deathclaws of course, mutants - and Starfield only uses human marauder-type pew-pew gunmen as one main enemy type placed almost everywhere.
Well your mod changes that to the better! More of what I like most, phantoms specters supernatural zombies and monsters.
I love it!
Cool idea for a mod, already running the Beefed up Terrormorph mod so this should fit right in.
Question though do they spawn on a fresh playthrough or is there a threshold before they start spawning?, as they could make the Cydonia "heatleech" freighter quest very exciting.
To your question: The Xeno Leeches spawn all the time. From a technical point, there is an additional creature now, the "Xeno Leech". And wherever there was previously some kind of leech (either the maggot or the Heet Leech), instead there is now a random selection from all three creatures. After finishing the Vanguard questline originally, you would only ever see the maggots (suggesting you handled the Xenomorph problem). Now, this is changed too: after the Vanguard questline, there will only be Xeno Leeches. And finally, I placed an additional 300 or so of them in the game (and may be ramping this up in a v2.0 if anyone is interested).
It should work all the time and everywhere. However, I was not able to test every singe instance manually, since often they are placed in procedurally created cells which you can only find at random and not access purposefully. Also, in some cases, quests may interfere, and the states and behaviors of NPCs change globally depending on the quest stages. You may therefore come across situations where they don't show up or not react as they should. Without the Creation Kit and more documentation it's currently hard to deepdive into the bowels of the system and figure this out.
If you find problematic placings, let me know.
As a side note, heatleeches spawn approximately 50% of the time in my experience where capturing Va'ruun ships especially in the Serpentis system, so that should make my next trip there fun which I do appreciate, as the unexpected twists can be the most fun.
For an evil playthrough if interested, check Aventech Deployables(?) this would make an excellent Xenoweapon pod(grenade item), I use the Terrormorph pod item from that as a softener for some base attacks in VHD with the Leveled enemies mod. Fun times
This latest playthrough it was cloaked and had already taken out a civilian camp, instead of the regular enemies.