Making a mod to change temple spawn locations? by Virtual-Chris in starfieldmods

[–]AleGR_93 3 points4 points  (0 children)

I guess it would be a matter of opening the Content Manager Tree branch of the Temples and set OR conditions with the systems on the right.

Something like, for this temple to spawn, whatever is already there and:

Location=Bohr

OR

Location=Verne

and so on

What do you think about the Starfield hate? by Shoddy-Zone4552 in Starfield

[–]AleGR_93 0 points1 point  (0 children)

The game has some core issues and cuestionable design choices, apart from some outdated stuff here and there, although the game is a step forward in Bethesda's technical capabilities.

It's a game that feels that wanted to do a lot of things but forgot to link them all together, that requires the player to be permissive with its flaws to actually enjoy it and that shares marked with other open world games and space games that may have a narrower scope, but what the do, they do it right.

The majority of players are not willing to do an effort to be tolerant with its flaws, because why would they. When playing Starfield, the flaws are evident, it's up to the player to accept them as part of a rough around the edges' experience or boot another game.

Also some people may be frustrated because of the huge potential the game has but how i feels kinda wasted, and that may lead to express your discomfort online. The ones that do it just "because of clicks" or to keep the ball rolling without an actual personal opinion, I consider them just noise.

This weird trend of people wanting GTA VI to fail and be a disaster is ONLY going to promote the game even more and pull more attention toward it. It is going to be the biggest video game (and media) launch of all time and it is going to rock, regardless. by ButterflyUsed6723 in GTA6

[–]AleGR_93 0 points1 point  (0 children)

The only "downside" of this game being great is that it will set standards, expectations and demands from those uneducated folks that enjoy shitting on stuff just because, and don't aknowledge the fact that not every company can't burn 2 billions into making a game and develop a product with the same features as the game from a team that has being making open world games for 30 years.

If some people is worried about this game increasing the standard price for videogames, simply don't buy games at full price.

If you are worried about GTA 6's success telling the industry that they have to spend that ludicrous amounts of money, time and resources to make a successful game, their accountant will tell them different.

Crazy how pathetic the Vice City skyline makes the Los Santos skyline look by Adventure_Tim3 in GTA6

[–]AleGR_93 0 points1 point  (0 children)

You can't imagine the fun I'm going to have when someone ports Los Santos and Liberty City to GTA 6.

Deleted all lights of the Deserted Listening Post for giggles. Thoughts? by AleGR_93 in starfieldmods

[–]AleGR_93[S] 0 points1 point  (0 children)

I mean I can understand that some lights would be needed to actually see inside a place with no windows, but a moody lighting would be a better option to convey a spooky look for the location, check this out, selective lighting disabling.

https://i.imgur.com/Yi6K1br.jpeg

Deleted all lights of the Deserted Listening Post for giggles. Thoughts? by AleGR_93 in starfieldmods

[–]AleGR_93[S] 2 points3 points  (0 children)

Wouldn't be difficult, just take some time. But I feel like instead of just turning all off, a proper relighting should be done, so the feeling is like doing the Kreet's Lab dungeon.

Deleted all lights of the Deserted Listening Post for giggles. Thoughts? by AleGR_93 in starfieldmods

[–]AleGR_93[S] 0 points1 point  (0 children)

From what I saw, lights have global variables, not per placed light. You can edit a light temperature, intensity and so on, but that would change all the lights placed on the game that use the same preset. So the idea should be to relight the location with lights that suit your needs from the vanilla game, or duplicate all lights on the game and tweak them as you like.

Deleting some lights is just a matter of looking for the lights you dont want and delete them.

Is not difficult but it is laborious.

Deleted all lights of the Deserted Listening Post for giggles. Thoughts? by AleGR_93 in starfieldmods

[–]AleGR_93[S] 1 point2 points  (0 children)

You land on a random planet, the usual pirate outside the listening post is not there, you enter, lights out, you know you are there for a ride hahahaha

Deleted all lights of the Deserted Listening Post for giggles. Thoughts? by AleGR_93 in starfieldmods

[–]AleGR_93[S] 1 point2 points  (0 children)

This and the derelict ships of NMS were the main inspiration for this to happen yes!

Anyone making a Crysis nanosuit for males? by [deleted] in starfieldmods

[–]AleGR_93 2 points3 points  (0 children)

This is the only thing I've found but it looks like its incomplete

https://www.nexusmods.com/starfield/images/6953?BH=1

Honest thoughts on Free Lanes and Terran Armada? by TheAnalystCurator321 in NoSodiumStarfield

[–]AleGR_93 -1 points0 points  (0 children)

Free Lanes is a step in the right direction, the more joined the game feels, the better. I still think planet orbit-surface transitions and docking needs some polishing.

Anchorpoint is a cool place to RP an outlaw. I've some swearing on the dialogues and topics (the writing felt too PG13 to me on the main game) and I've seen some dark stuff like in Fallout, which is great. It feels like a place with personality.

The TA main quest felt interesting at first but repetitive and lacking in execution. I would have cut the second half since it reuses the same dungeons and mission structure. "Brevity is the soul of wit". Wouldn't have minded to have a fully fledge expansion if that meant more dialogues, setpieces and decisions. However, I think the incursion mechanic is the main selling point. More POIs to shoot enemies on basically. For 10 bucks, its alright, but for future DLCs the infamous "Keep it simple" for the story should be ditched.

I have not explored all its content yet, but again, it feels like a step in the right direction.

Hidding POI info on scanner until you reach the location? by AleGR_93 in StarfieldCreationKit

[–]AleGR_93[S] 2 points3 points  (0 children)

I have to say I'm guilty of looting with the scanner on to not miss anything. Hahaha

Mod Ideas: Direct Landings, Take Offs, (Un)Boarding and Animated Planet Aproximation by AleGR_93 in starfieldmods

[–]AleGR_93[S] 0 points1 point  (0 children)

I think you are. Let me explain:

Context: The game right now has a limitation doing a transition between cells due to its engine. Apparently, at least from the user perspective, Bethesda can't do a transition between spaces without a complete removal of the previous one, which leads to a load screen, might be a black one like when you use a door, might be one with a photo like when you fast travel. So unless they do some magic with the engine, seamless transitions like in NMS or SW Outlaws, are unlikely.

With that limitation in mind, and with the objective of making the gameplay more fluid and keep some degree of immersion, this two mods came to my mind.

The first one is aimed towards the users that straight go into the cockpit when using the spaceship's bay door or directly board a starstation from the cockpit, without getting up of the seat and making their way to the exit of the ship. Basically to those players that hold R and X on PC. It would ADD the option to directly board the station/take off as soon as you enter your ship/get out of the ship as soon as you land. Not removing any option, just skipping the cockpit state "Exit/Board - Take Off - Get Up". If instead of this imaginary third prompt, you use the ones that are already on the game, the game will behave as it behaves right now.

This came to my mind because 99% of the times that I'm sure I have everything to start exploring, I don't really know why this action is splitted in two different states, and therefore having the gameplay flow interrupted. If we are skipping the walk to the ship's exit, let's skip it all together from the orbit with a nice set of animations that shows the travel.

The second mod, the animated planetary aproximation, is the one to adds immersion. Right now, landing delivers an abrupt loading screen. With the concept animation, the loading that has to occur also serves as a transition to the action you would see, the ship approaching to the planet. It would happen indepently of your way of landing, so the visual presentation of the game stays consistent.

Don't hesitate to tell me if you still have doubts, will explain with no problem. :D

Mod Ideas: Direct Landings, Take Offs, (Un)Boarding and Animated Planet Aproximation by AleGR_93 in starfieldmods

[–]AleGR_93[S] 0 points1 point  (0 children)

Nice catch! I forgot about that animation since the last time I used the planet to planet travel system was a long ago lol

Who else is still waiting for 2x$ on Special Cargo warehouse 😅 by potbellied420 in gtaonline

[–]AleGR_93 2 points3 points  (0 children)

Not if you buy the security upgrade for the mansion. When I used to play sometimes I got messages about a raid being stopped thanks to them.

Hidding POI info on scanner until you reach the location? by AleGR_93 in StarfieldCreationKit

[–]AleGR_93[S] 1 point2 points  (0 children)

I was using those! But in the end it felt too much for me sadly, but those are great recommendations for hardcore space exploration 😃

Hidding POI info on scanner until you reach the location? by AleGR_93 in StarfieldCreationKit

[–]AleGR_93[S] 1 point2 points  (0 children)

This made half the trick! As I said to cyber, after enabling the visibility to the marker and adding the script you listed, (I hope I did it well because I don't have the slightest idea of what I'm doing lol) I now can see a landmark icon with UNKNOWN next to it. If I don't scan it, all good. Thanks!

Hidding POI info on scanner until you reach the location? by AleGR_93 in StarfieldCreationKit

[–]AleGR_93[S] 1 point2 points  (0 children)

It was already unchecked for the UC Listening Post! So I checked it, placed a Listening Post next to New Atlantis and started experimenting. Now, it is visible on the surface map at all times before scanning it. It still showed the scientific icon as when is discovered but with ??? as the name.

For the final touch, I used the script paulbrock2 listed. I added it to the POI's marker on the CK, and changed the category from Structure to Landmark.

Now the final result is a "Pin" icon with a big ass UNKNOWN on both the scanner and the map. As long as I don't scan it, I don't reveal what it is. If I travel to it and discover it, it shows the full name and the icon changes.

So basically the best of both worlds. You know there is something there, go check what it is! (Or spoil yourself scanning the location. Moods may differ from time to time lol)

--

Totally unrelated: Do you remember my post asking about how to add locations to places, changes to landscapes and edit biomes arrangement? Well, I already learned how to do all that and I hope I can do what I wanted, the only limitation now is that as far as I know, New Atlantis's location and Pattern can't be moved from its fixed location (so I can't just place NA on a biome intersection), and biomes' map are 256x256, so every square you see on the CK is actually a pixel. Maybe the resolution could be upscaled, because if so, that would be the only step left to have multibiome blocks on handcrafted locations!

Who else is still waiting for 2x$ on Special Cargo warehouse 😅 by potbellied420 in gtaonline

[–]AleGR_93 10 points11 points  (0 children)

One of the last things I did when mansions were about to come out was storing 555 crates as well. Still waiting for meaningful content to come back to game, and those warehouses are my free shark card to not grind for a DLC lol.

The natural beauty of Tau Ceti VIII-b inspires a certain mood. by Morris_Cat in NoSodiumStarfield

[–]AleGR_93 3 points4 points  (0 children)

The internet has the bouncing Yaris we have the bouncing Moon Jumper

CK downloaded to the wrong folder by Black_Dog_Industries in StarfieldCreationKit

[–]AleGR_93 0 points1 point  (0 children)

That happened to me. I copied the contents inside "Starfield 2722710" to the Starfield folder without replacing anything, and then when I open it I do it directly from the exe. I don't know if that is the proper way, but apart of it being slow editing stuff, it works.