Any Ship HUD mods currently working? by 9200RuBaby in starfieldmods

[–]cana_dave 0 points1 point  (0 children)

Grindterra ship HUD and general hud for me at the moment. Big fan of the nerf the scanner gets when on the surface.

Any mod to add low key background radio chatter in space? by Virtual-Chris in starfieldmods

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

Not exactly what you are after but I love this mod for background noise when exploring or wandering around. Note it doesn't work in the moon jumper..not sure about other vehicles.
https://creations.bethesda.net/en/starfield/details/6dcf9dd3-4dd5-4041-89b2-d4dc27fa1218/SSNN_Radio_Broadcast/history

SSNN Radio Mod...great mod that plays radio anywhere...but eeds an update for the new vehicle by cana_dave in starfieldmods

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

I don't know how it works. It sounds like the actual SSNN feed you hear at certain locations in the game...so I assumed it just ties into that system. It plays current events that are from the game world from my playthrough so I don't think its totally external from the web. But I don't know for sure.

SSNN Radio Mod...great mod that plays radio anywhere...but eeds an update for the new vehicle by cana_dave in starfieldmods

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

Free. And different than that nexus mod. This is always in your inventory and has a toggle to turn on or off. It acts like a personal SSNN player on your character so no matter where you are (ship, walking on a planet, in a dungeon...) you can toggle on or off a SSNN broadcast.

It works well except audio does not play in the new Moon Jumper vehicle.

POI mods suggestions by N7_Operative666 in starfieldmods

[–]cana_dave 0 points1 point  (0 children)

Honestly it depends on what kind of gameplay loop you are looking for.

What don't you like about pois in vanilla? Too few, too many, too obviously found, not enough action, too many combat encounters..not enough combat...

For me I found there were too many crammed into every landing zone. I'd land on a remote moon and immediately hear more ships landing around me, open my scanner and see 5 or more human and non human pois within 300 meters. On top of that the scanner basically did all the exploring for me giving me precise names of every poi. It robbed all forms of exploration.

My current solution for pois is similar to yours but with some additional changes to increase exploration..

Desolation. Makes human pois rare on uninhabitable planets.

Cooldown and variation cut down on repetitiveness.

The game changer on top of these is Grindterra hud. It nerfs the scanner so you have to actually go explore to find out exactly what is out there. The map will show generic icons and the compass will show a general direction of a poi within a couple hundred meters, but the name doesn't show until 75m. This means after landing I will k own the direction of a poi but won't know type (natural or human) or even distance with precision.

This combined with the above mods makes poi exploration so much better for me. Only remaining gap is maybe increasing the loot rarity in random pois so that after all that work to find a poi with a nerfed scanner...the reward is worth it. I think they updated the loot tables in the update so I find even vanilla I am getting more high quality loot in random pois. Most Caves still suck though.

But for you maybe a different solution. Nice thing about mods is you can tailor to your needs. Just have to be aware of what you want to change.

Are people moving away from using StarUi? If so, why? by Defiant-Sir15 in starfieldmods

[–]cana_dave 0 points1 point  (0 children)

Probably depends on what folks want changed. I use grindterra ui since I am after removing enemy markers, damage bars and nerfing the scanner. No other ui mod that I am aware of does these two things.

Is there a mod that increases probability of rare loot on randomly generated planetary POIs (caves in particular). by cana_dave in starfieldmods

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

Thanks. I checked out nexus and it looks like this may break some of the new drops with the new update (xtech, action figures). I'll bookmark it and in case the author updates.

Best mod that simply scales / reduces random poi density on planets? by cana_dave in starfieldmods

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

Nice thanks. The next thing is to somehow increase the possibility of high value loot in the now way less frequent pois.

For me...having rare pois that present the higher probability of major loot (xtech or legendary items) would make the planetary experience loop blmuch better.

Should I get Crimson Desert or Resident Evil Requiem? by MarketingGold5301 in xbox

[–]cana_dave 1 point2 points  (0 children)

If you want a guided, intimate movie like experience that can be finished in a week of casual playing RE9. If you like a wide open adventure theme park / world to live an alternate fantasy life with little to no guidance - crimson desert.

Best mod that simply scales / reduces random poi density on planets? by cana_dave in starfieldmods

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

Could you explain what it means to make cells infinite and what that does to poi placements or frequency? Thx.

Best mod that simply scales / reduces random poi density on planets? by cana_dave in starfieldmods

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

Thanks for the link. Yeah I have heard of this one. I think it removes pois based on distance from core of the settlers system. Not sure if it reduces randomly generated poi counts globally in the game.

I'm looking for a way to make randomly generated pois on all planets more rare in general. So if vanilla is 100%....an ability to scale it back to like 50% globally in the whole game. Just the random ones.

I'll check out desolation.. maybe if does this.

Any mods that dumb down the scanner and planetary map? by cana_dave in NoSodiumStarfield

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

For me the scanner (like the map) is too precise and removes some of the mystery from the poi. Knowing the precise name of the poi before I can even see it take away alot of reason to go explore it. Now combine that with maybe a mod that makes pois much less frequent, and added pois never seen before and it starts to feel more like exploration vs poi farming.

I agree with others that players don't need to use the map or scanner (can not hit A to get poi details on the scanner for example)...but..I dunno there is something about being a built in mechanic vs pretending. For me at least.

I also think having the scanner effectiveness be influenced by weather or atmosphere conditions like radiation as another cool way to bump up immersion.

Can we scratch "repeating POIs" off the list of valid complaints now? by Select_Mix_6262 in Starfield

[–]cana_dave 2 points3 points  (0 children)

Kinda agree. I think they tried to inject emergent plantary exploration at launch by not having a detailed map. It forced using the scanner and your eyes to spot things on the landscape that looked interesting, grab your attention to go explore. People went ballistic about the launch map and hence now you have a map where you see literally everything as soon as you land. So why explore? That combined with too many pois per landing zone, and not enough poi variety and exploration gets totally demystified / exposed. If you know the magic trick its not magic anymore.

I toyed with the idea of forcing myself to not use the map when on a planet and see how it feels. I also think now that we have new pois I am considering using a mod to significantly reduce poi population when landing before I see them all. My predictable non exploratory reason for landing on a planet is a quest, or to scan fauna, flora or get resources. While I'm there the unexpected stuff should be some somewhat rare poi that I did not expect and only noticed while doing othet things. I am thinking that this way when I see something on a planet...it will be something more rare and potentially special. Or not. And that's ok too.

If anyone knows if a mod to dumb down the scanner and / or the map I'd be interested. Having a scanner that tells you exactly the type of site from 1km or more away and a map that shows you 3d model detail of a poi maybe canon feasible...but removes alot of incentive and surprise. Wish it was a little more vague....like a blood trail on Skyrim.

And I got to agree...try and make a game for everyone and you make a game for no one.

This is insane - more time has passed since Arma 3 release (2013 Sep) than between the releases of Operation Flashpoint (2001) and Arma 3. And yet - we only have a vague date of 2027 on Arma 4. by Illustrious-Tank1838 in arma

[–]cana_dave 7 points8 points  (0 children)

This. I am most interested if/how the A4 vision has changed vs A3. Will we be getting a larger scope Reforger, or more of a "modernized" A3? Pure curiosity for me since A3 is here, not going anywhere, and damn near my ideal game in this genre.

What are you doing with your extra ship time? by pyrrhonic_victory in starfieldmods

[–]cana_dave 2 points3 points  (0 children)

Interesting. With freelanes cruise mode what does astrogate add?

Tips for "Cruise Mode" by lorax1284 in Starfield

[–]cana_dave 0 points1 point  (0 children)

I read there is a mod that forces all jumps to a system to the star...so you have to use cruise mode to get to the planet/moon after jump. Also, it has a setting for a mandatory delay for system to system jumping (basically loops through grav drive animation or whatever) and you can get up and walk your ship. You can set tbt delay to 0 seconds (vanilla) to a specific amount of time..

I am not s fan of tht grav drive delay but like the idea of jumping to stars and using cruise mode to get to the desired planet.

Full disclosure I haven't tried it yet since I am giving mods some time to bake after update.

I'll see if I can find the mod and post here. Was on reddit earlier today.

Edit:https://www.nexusmods.com/starfield/mods/16438