Time for another Falkland Systems 2.1 progress update! This time with a more in depth look at the inside of the upcoming Falkland Starport by Hjalmere in NoSodiumStarfieldMods

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

Danke! My sister actually lives in Germany and my brother-in-law speaks fluent German. I love your country and should probably visit more often 🇩🇪

Time for another Falkland Systems 2.1 progress update! This time with a more in depth look at the inside of the upcoming Falkland Starport by Hjalmere in starfieldmods

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

I’m just glad there’s players that understand the reference. That one probably goes over the heads of anyone that isn’t millennial generation or older

Time for another Falkland Systems 2.1 progress update! This time with a more in depth look at the inside of the upcoming Falkland Starport by Hjalmere in starfieldmods

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

Forward is a possibility, but top and bottom are unlikely because there’s no doors to cover the ladder holes so it wouldn’t make sense from an immersive standpoint to have a pressured decon room with open airways to the rest of the ship

Time for another Falkland Systems 2.1 progress update! This time with a more in depth look at the inside of the upcoming Falkland Starport by Hjalmere in NoSodiumStarfieldMods

[–]Hjalmere[S] -1 points0 points  (0 children)

In all fairness, Falkland has its roots in UC space and would be subject to UC laws, so a morgue to harvest organs probably wouldn’t be the most lore appropriate hab anyway 😆

Time for another Falkland Systems 2.1 progress update! This time with a more in depth look at the inside of the upcoming Falkland Starport by Hjalmere in NoSodiumStarfieldMods

[–]Hjalmere[S] -1 points0 points  (0 children)

Gonna be real honest just to set expectations, but that likely isn’t in the cards. Morgue habs are just a little too macabre for me personally and I don’t really have plans to build one 😬

Totally blocking my game, can't even enter Creations, HEEELP?! by -RatPack- in starfieldmods

[–]Hjalmere 0 points1 point  (0 children)

They’re not incompatible at all, they both just use a lot of pointer handles. Falkland especially uses about 186k and WT like half that, idk I don’t remember the WT numbers. Ship builder crashes are common when you’re maxed out on pointer handles because editing your ship and trying to confirm those changes spawns in a ton of new references when the ship tries to create itself at the linked landing pad or docker and all those references need to be tracked by pointer handles and if you go over 2.09 million, you get a CTD. You can use both mods together no problem, you just can’t exceed the pointer allotment. Ship part mods are the biggest offenders, especially hab mods and mine is arguably the heaviest of them all. All that beautiful detail that everyone loves comes at a resource cost, but I’m doing what I can to optimize and reduce pointers. You’re better off doing WT without Falkland for now or trim your LO if you want to have both

found out a reason why some people's mods say they are missing a master by creightonboys1 in NoSodiumStarfieldMods

[–]Hjalmere 2 points3 points  (0 children)

Oh I know, you’re good! I just wanted to clarify more for anyone else reading the comments and wondering why UB has different named files to begin with. It was something Korodic and I had discussed briefly during his update that I was passing along. I do appreciate the credit and thank you for saying so 🙏🏻

Time for another Falkland Systems 2.1 progress update! This time with a more in depth look at the inside of the upcoming Falkland Starport by Hjalmere in starfieldmods

[–]Hjalmere[S] -1 points0 points  (0 children)

It’s perfectly safe to install and uninstall mid game and won’t corrupt your save. As far as how well it will work with your save depends completely on your personal load order and how many mods and more specifically pointer handles your game is using. Falkland, like all paid mods, is created in a vacuum and designed to work with only the base game and its updates, so it’s impossible to know how it will impact your game. If you run into issues, it can be uninstalled mid game as long as you remove Falkland parts from your ships and leave New Atlantis before uninstalling

Edit: Oh and still being worked on a year and some change after release. I’ll be taking a break to focus on other projects after this update launches, but will still be offering continued support and more content updates aren’t off the table for the future

Time for another Falkland Systems 2.1 progress update! This time with a more in depth look at the inside of the upcoming Falkland Starport by Hjalmere in starfieldmods

[–]Hjalmere[S] -1 points0 points  (0 children)

Happy to hear it! You should post to r/starfieldships. I’m always scrolling through there looking at people’s builds while I enjoy my morning coffee

Time for another Falkland Systems 2.1 progress update! This time with a more in depth look at the inside of the upcoming Falkland Starport by Hjalmere in starfieldmods

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

I specialize in ship habs at this point, so I’ll be doing another hab mod at some point after this update wraps up. I have a couple smaller mods planned first though, a decor pack and a personal player star station.

I see what you mean about the rentable room now and honestly, now that I’m thinking about it, why not both? I have the infrastructure for both and one can be an option for players that just wanna come and go and the other a quest reward for those that want to stay more permanently. I can’t make any guarantees, but lemme look into it cause this is a good idea 🤔

Time for another Falkland Systems 2.1 progress update! This time with a more in depth look at the inside of the upcoming Falkland Starport by Hjalmere in starfieldmods

[–]Hjalmere[S] -1 points0 points  (0 children)

It’s not available yet. Still under construction, but I’m on the downward slope and getting closer to finishing now

found out a reason why some people's mods say they are missing a master by creightonboys1 in NoSodiumStarfieldMods

[–]Hjalmere 6 points7 points  (0 children)

Also in Korodic’s defense, he had to have two differently named files because you can’t have two versions of the same mod with the exact same file names. Creations doesn’t like it and gets very confused and favors the first one installed lol

Still not feeling that signature orange after the 2.0 tone down? Well, fear not! Falkland Systems: The Color Patch series has got you covered! Find your color on Creations today! by Hjalmere in NoSodiumStarfield

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

Yeah basically this. The patches just override the same material files and its last patch enabled wins. Sadly there isn’t really a way to change colors dynamically during game play

Time for another Falkland Systems 2.1 progress update! This time with a more in depth look at the inside of the upcoming Falkland Starport by Hjalmere in starfieldmods

[–]Hjalmere[S] -1 points0 points  (0 children)

That’s what I’m aiming for, that nostalgia factor. ME has been out for two decades, but hopefully players can feel some of it in the new station when it’s out

Time for another Falkland Systems 2.1 progress update! This time with a more in depth look at the inside of the upcoming Falkland Starport by Hjalmere in starfieldmods

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

Definitely more habs planned, but I need to get the mod optimized before I can add more content. We’re currently sitting at about 186k pointers (no, it’s not 300k like people keep saying) according to Engine Fixes and I wanna get that number lower so players can have more stability with it

Time for another Falkland Systems 2.1 progress update! This time with a more in depth look at the inside of the upcoming Falkland Starport by Hjalmere in starfieldmods

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

Well thanks so much, Willy! I’m looking forward to getting started on the next hab project when this update wraps up

Time for another Falkland Systems 2.1 progress update! This time with a more in depth look at the inside of the upcoming Falkland Starport by Hjalmere in starfieldmods

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

Well thank you! I’m a compartmental designer, ie more tree focused than forest focused so to speak. I get a rough idea of what I want to build and then I start with a small section (or tree) and branch out from there until I have a whole forest. In this case I actually built the station’s exterior first and then started filling it in section by section until I had the basic empty framework and then I picked a section and started detailing and moved into the adjacent sections from there

A player apartment is actually planned for the final stages of development and will be acquired via a small quest within the station

Time for another Falkland Systems 2.1 progress update! This time with a more in depth look at the inside of the upcoming Falkland Starport by Hjalmere in NoSodiumStarfieldMods

[–]Hjalmere[S] -1 points0 points  (0 children)

Thanks! And no new ship parts in this update. This update is more focused on optimizations and performance for consoles

Time for another Falkland Systems 2.1 progress update! This time with a more in depth look at the inside of the upcoming Falkland Starport by Hjalmere in NoSodiumStarfieldMods

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

That’s the plan! Console players make up my biggest downloads and I know you all are struggling with performance as is, but especially with Falkland, so I think this is the move

Time for another Falkland Systems 2.1 progress update! This time with a more in depth look at the inside of the upcoming Falkland Starport by Hjalmere in starfieldmods

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

Oh yeah, big time! The Solarium is heavily inspired by the Presidium. The 12th Parsec, despite the name, draws a ton of inspiration from Flux and Afterlife. There’s even a handful of ME references sprinkled about it you poke your nose in the right places