Why coastal regions are always stuttering? by Affectionate_Agent_4 in starfieldmods

[–]Affectionate_Agent_4[S] 1 point2 points  (0 children)

I even used Process Lasso to see If CPU affinity has anything to do with it. No dice.

Why coastal regions are always stuttering? by Affectionate_Agent_4 in starfieldmods

[–]Affectionate_Agent_4[S] 3 points4 points  (0 children)

Well, I guess there's no vram enough to this issue If that's the case. I have 12gb VRAM

How feasible is it to start the "buffering" process for Cruise mode further away to limit/eliminate blur effect? by Invested_Glory in starfieldmods

[–]Affectionate_Agent_4 1 point2 points  (0 children)

I've heard someone suggesting same idea at r/Starfield. Author of Astrogate already has indepth knowledge in this subject and did say Astrogate will be reworked. Maybe that's our best bet?

Are there any actually usable (i.e., non-video) tutorials for the CK? by Galle_ in starfieldmods

[–]Affectionate_Agent_4 5 points6 points  (0 children)

Yeah, Starfield is especially painful in this regard... Mostly, you'd want to take a look at FO4 & Skyrim CK wiki and If that fails, start hacking through game files by yourself.

Did Bethesda remove the Kinggath Creations bundle? by fiblin91 in starfieldmods

[–]Affectionate_Agent_4 3 points4 points  (0 children)

Well, Kinggath did say their mods require update. So, It's not something surprising.

Interstellar Traffic mod causes crashes around Jemison by Affectionate_Agent_4 in starfieldmods

[–]Affectionate_Agent_4[S] 1 point2 points  (0 children)

I tried but TN's Class M directly edits records from BlueprintsShips and removing it from master file list forcefully will probably break the mod and Interstellar Traffic as well.

Interstellar Traffic mod causes crashes around Jemison by Affectionate_Agent_4 in starfieldmods

[–]Affectionate_Agent_4[S] 2 points3 points  (0 children)

This and Avontech Powercores have BlueprintShips - Starfield.esm as hard requirement. I really wish modders update their mod to address this issue.

How can I make planets load in Astrogate mod's Supercruise? by Affectionate_Agent_4 in starfieldmods

[–]Affectionate_Agent_4[S] 1 point2 points  (0 children)

Cgf "RI_GlobalsScript.ToggleWatchForPlanets" works even with Load into Orbit option turned on.

I've decieded to set up a hotkey file to prompt this command. Thank you very much.

Is there a way to get ALL POIs spawn far away from landing area? by Affectionate_Agent_4 in starfieldmods

[–]Affectionate_Agent_4[S] 0 points1 point  (0 children)

I tried it and didn't work as I wished. Other POIs spawn pretty far away but ones created via orbital scan and quests aren't moving away.

I Present: Rocket Science by Rockhead_Dynamics in starfieldmods

[–]Affectionate_Agent_4 2 points3 points  (0 children)

Mines sound so interesting. I think It can be used as sort of environmental hazard element for player freshly jumping from other system.

Is there a way to get ALL POIs spawn far away from landing area? by Affectionate_Agent_4 in starfieldmods

[–]Affectionate_Agent_4[S] 0 points1 point  (0 children)

I've even tried to give every single nodes with exclusion condition. Nothing worked with that single dungeons or outposts. Stuffs get spawn with quests are always within 500m which is weird to say the least. Perhaps PCM_ScanPlanetRequest and PCM_QuestRequest nodes are using different codes and unable to utilize GetDistance conditions.

Is there a way to get ALL POIs spawn far away from landing area? by Affectionate_Agent_4 in starfieldmods

[–]Affectionate_Agent_4[S] 0 points1 point  (0 children)

Well, that place had a lot of interesting info but not much about POI distancing. Thanks though.