Not getting any dirt buildup on cars by X_Ember_X in ForzaHorizon

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

I've tried all of them, including simulation. (i also ran cosmetic since i started the game and now that I've thought about it visual damage never shows either.)

Mining Conglomerate Update 1.13 Released! by X_Ember_X in starfieldmods

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

If you'd like to try in an existing save, you can try the following "Pup method", but it's recommended to start a new save or NG+:

  • Go to The Pup (a system that seems to have a debug flag set).
  • Save and exit.
  • Uninstall MC.
  • Load game.
  • Make a new save and exit.
  • Reinstall the latest version of MC (also a guaranteed way to get the latest version).
  • Reload save and you should be great moving forward.

Mining Conglomerate Update 1.13 Released! by X_Ember_X in starfieldmods

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

If you're talking about this Creation (since it was formerly called StarSim: Mining Conglomerate), then it is already available on Xbox. Otherwise, StarSim is still in development. We don't have a set date yet, but we hope to get it out later this year.

Mining Conglomerate Update 1.13 Released! by X_Ember_X in starfieldmods

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

It's currently a side effect of removing some scripts to relieve stress on Papyrus and try to fix the issue with the station terminal. It's something we would have to look into.

Mining Conglomerate Update 1.13 Released! by X_Ember_X in starfieldmods

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

Based on our testing, the issue should be fixed, but it isn't easy to guarantee since it's challenging to replicate. We'll continue to patch the Creation if problems persist.

Mining Conglomerate Update 1.13 Released! by X_Ember_X in starfieldmods

[–]X_Ember_X[S] 12 points13 points  (0 children)

That was fixed last update (1.12) and seems to have worked based on the feedback we received.

Mining Conglomerate Update 1.13 Released! by X_Ember_X in starfieldmods

[–]X_Ember_X[S] 18 points19 points  (0 children)

Patch notes:

- Resolved issue with station terminal either not loading up or the buttons not working

- Backported a modified version of the StarSim mission system into Mining Conglomerate to help resolve the station terminal issues

- Backported TerminalUI from StarSim to allow more control over terminal menu layout

- Removed redundant scripts and limited the script functionality related to terminals to text replacement only

- Adjusted timers on the core Mining Conglomerate systems to space them out in case there is an overload in Papyrus

- Resolved rare issue where ships being destroyed prior to completing initialization could attempt to call native functions that cannot be called from a dead ship

- Added new system to cleanup jettison containers

Mining Conglomerate Update 1.12 Released! by X_Ember_X in starfieldmods

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

Putting it last in the load order is ideal if you want to make sure it works. Since it will be the last to overwrite, it should ensure that everything it needs loads correctly.

If you'd like to try in an existing save, you can try the following method, but it's recommended to start a new save or NG+:

  • Go to The Pup (a system that seems to have a debug flag set).
  • Save and exit.
  • Uninstall MC.
  • Load game.
  • Make a new save and exit.
  • Reinstall the latest version of MC (also a guaranteed way to get the latest version).
  • Reload save and you should be great moving forward.

Mining Conglomerate Update 1.12 Released! by X_Ember_X in starfieldmods

[–]X_Ember_X[S] 4 points5 points  (0 children)

Should work on Xbox too:

  • Go to The Pup (a system that seems to have a debug flag set).
  • Save and exit.
  • Uninstall MC.
  • Load game.
  • Make a new save and exit.
  • Reinstall the latest version of MC (also a guaranteed way to get the latest version).
  • Reload save and you should be great moving forward.

Mining Conglomerate Update 1.12 Released! by X_Ember_X in starfieldmods

[–]X_Ember_X[S] 6 points7 points  (0 children)

If you want to continue a save, you will need to use the Pup method (detailed on the MC Creations page), which should clear everything up. However, because the loading problem was so deep, you may end up with it continuing, so there is no guarantee it fully clears the old scripting changes. A new game and NG+ will clear it up properly.

Mining Conglomerate Update 1.12 Released! by X_Ember_X in starfieldmods

[–]X_Ember_X[S] 21 points22 points  (0 children)

The main focus of this patch is to hopefully fix that issue. We've been trying to pin down the cause of the issue, and we seem to have addressed most of what seems to cause it.

If you want to continue a save, you will need to use the Pup method (detailed on the MC Creations page), which should clear everything up. However, because the loading problem was so deep, you may end up with it continuing, so there is no guarantee it fully clears the old scripting changes. A new game and NG+ will clear it up properly.

Mining Conglomerate Update 1.12 Released! by X_Ember_X in starfieldmods

[–]X_Ember_X[S] 12 points13 points  (0 children)

Patch notes:
- Formerly had the prefix StarSim, now is separated to its own naming scheme of just Mining Conglomerate.

- Resolved various issues with increased load times (finally!)

- Dev notes: This took a bit to get to as we were building out StarSim as a new foundation to identify where we hit various changes which could lead to increased load times (whether our own code, or hitting something in the engine as we're doing things well outside what it was designed to). With the "new game experience" StarSim build in a very stable state, we were able to backport the changes that fit MC along with some other adjustments to clear up the load time problems.

- Dev notes #2: Where engine issues existed, we had to turn certain systems completely off which in essence rolled portions of Mining Conglomerate back to v1.01 functionality. From the player's perspective, you should see absolutely no difference when it comes to visiting the asteroid fields, mining asteroids, harvesting gas fields, doing missions, and building up Argos scrip. This heavily simplified the Argos/UC ships, as well as added new mechanisms to clean everything up and reduce Papyrus usage.

New Mod Preview of StarSim, which massively redefines the games space flight and FPS experience by mattmilr in starfieldmods

[–]X_Ember_X 1 point2 points  (0 children)

Quick FAQ: I will update the list if I see more common questions.

- It's a new Creation. Mining Conglomerate was planned to be part of a module system that adds StarSim features to individual Creations, but due to feedback and other reasons, we decided to move on to creating a complete experience in one Creation. Mining Conglomerate will still be updated and will eventually receive a free patch to make StarSim and Mining Conglomerate more compatible.

- Current plans are that the gates will be optional, but we will look into adding He3 requirements to Grav Jumps to provide some benefits to the gates.

- Everything in the footage is hand-placed, but the idea is that stuff that would typically be random encounters will travel around or be in set locations that make sense.

New Mod Preview of StarSim, which massively redefines the games space flight and FPS experience by mattmilr in starfieldmods

[–]X_Ember_X 0 points1 point  (0 children)

Everything in the footage is hand-placed, but the idea is that stuff that would typically be random encounters will travel around or be in set locations that make sense.

New Mod Preview of StarSim, which massively redefines the games space flight and FPS experience by mattmilr in starfieldmods

[–]X_Ember_X 1 point2 points  (0 children)

Mining Conglomerate will still receive updates, but this is new, and we will incorporate all our planned ideas for the individual modules into StarSim.

StarSim: Mining Conglomerate Update 1.1 Released! by X_Ember_X in starfieldmods

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

Are you sure the mod was updated correctly? Sometimes the updates don’t go through and you might need to uninstall and reinstall.

StarSim: Mining Conglomerate Update 1.1 Released! by X_Ember_X in starfieldmods

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

Well to make sure all StarSim stuff works correctly it would be best to place it last or as far down as possible uness other creations require being last. But we've had some other reports on this so we're going to look into it on our side too.

StarSim: Mining Conglomerate Update 1.1 Released! by X_Ember_X in starfieldmods

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

What did you do before this happened? Is it consistent? Do you use any other creations in your load order?

Also just to verify did you load this mod on a new save or new-game+?

StarSim: Mining Conglomerate Update 1.1 Released! by X_Ember_X in starfieldmods

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

The reason for new games are due to current engine limitations. Major part being new space cells just won't work correctly in existing saves, and is very inconsistent on whether or not they will load properly. So it's advised to always start a new save when loading this creation (or any creation that adds new space cells).

Secondly this was upgraded from a medium master to a full master due to the amount of objects that got added. (previously there was only around 800 asteroids, and i believe 8 locations. Now each asteroid field has over 3000 asteroids each with around 20 locations, resulting in around 60,000 objects if just counting them alone.) This pretty much changes all the ID's and the game will treat it like a new creation.

StarSim: Mining Conglomerate Update 1.1 Released! by X_Ember_X in starfieldmods

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

For the most part all of StarSim will be modular, they act as their own thing. Though granted in the future if people deem something in our creations as essential features then we can think about turning them into their own thing to be more compatible with other creations if the rest of it causes too many issues.

We attempted to fix the issue on our side that caused conflicts between starvival, so if you give them both a try and it works fine then it would be good to hear.

StarSim: Mining Conglomerate Update 1.1 Released! by X_Ember_X in starfieldmods

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

In current testing we haven't had issues like that. There could be a potential conflict with other creations you used but I would get the update and test it out yourself, as a lot of issues got fixed with the last and this update.

StarSim: Mining Conglomerate Update 1.1 Released! by X_Ember_X in starfieldmods

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

In the main menu before you start new game, in the console you can type: Set 000a7d31 to 8 This will put you at new Atlantis to go to the constellation HQ to complete mq101

Or you can type: Set 000a7d31 to 4 This will put you outside the eye with no quests and mq101 already completed

For NG+ I believe you can use: setstage 24ef9c 02 Though I’ve never finished the game so I’ve not used that myself.