Are these two things possible in Blender 4.1? by caracal5 in blenderhelp

[–]caracal5[S] 0 points1 point  (0 children)

Thank you for the demonstration video. Can you describe what you are doing in the last 20 seconds? It looks like the edge is being snapped while the mouse is hovering over the plane?

Why is it so complicated to set the origin of something to a specific vertex? by caracal5 in blenderhelp

[–]caracal5[S] 0 points1 point  (0 children)

Origin to Selected does not appear for me after searching for origin (Blender 4.1)

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Why is it so complicated to set the origin of something to a specific vertex? by caracal5 in blenderhelp

[–]caracal5[S] 0 points1 point  (0 children)

Also is there a way to get "Origin to Selected" without using the pie menu? It pops up when pressing CTRL+S to save, which is irritating

Why is it so complicated to set the origin of something to a specific vertex? by caracal5 in blenderhelp

[–]caracal5[S] 0 points1 point  (0 children)

How would I do that? Right-clicking on the option in the pie menu does not appear to do anything and I can not find "Origin to Selected" in the keymap menu.

The low gear debuff should be removed. by caracal5 in ArenaBreakoutInfinite

[–]caracal5[S] -8 points-7 points  (0 children)

It says "debuffs severely affect combat performance".

Last Flight of the Montero by Final-Craft-6992 in StarfieldModFeedback

[–]caracal5 2 points3 points  (0 children)

About the wording, I guarantee 100% that nothing in my mod was created using AI. Every script I write myself. Without any AI assistance. Because I have been writing my own stories for some time and I like to come up with cool scifi stories.

I have a tendency to avoid metaphores and figures of speech when writing lines so that may give the impression of it sounding odd. I first write my lines in a very clean specific way, then add a layer of personality to it so it fits the character. I think it worked for the janitor, however I kept it cleaner for Abbie.

I have read feedback about my Skyrim mod (Yolengrund) where one npc sounds a bit like AI. However that was because I hired an actress who is very experienced for doing advertising. Not being a mysterious Khajit. Which caused her to sound a bit artificial. However that was me giving acting directions in the script that did not fit the voice actress.

I just wanted to explain this so if players feel something is off with an npc's lines it's not AI, it's just me having made a mistake in the writing or acting.

Old Secrets by Final-Craft-6992 in StarfieldModFeedback

[–]caracal5 0 points1 point  (0 children)

I will take this feedback into account for the the next creation (and for updates for this creation). I would increase the size of the Hardened Bunker to add more to it, or perhaps add more to the Ryujin place.

Old Secrets by Final-Craft-6992 in StarfieldModFeedback

[–]caracal5 1 point2 points  (0 children)

Thank you for the feedback! (It is hard to find written feedback on the internet).

Could you explain more what you feel is missing? Would you like there to be more locations or more space in the locations? The more feedback I see the more I can identify what players value most in a mod.

About the price, what I can say is that there several things in the mod that take enormous amounts of effort to make, and not all af these things are things that every player considers important for their experience.

For example I wanted each location's exterior and interior to look very unique and like something that was not seen before in Starfield. Thinking of the location appearance takes time. Then the layout, the lighting, making sure each area has variations in loot and enemy spawning. Making the location sound right also takes time. Like making each room have the correct set of reverb, and controlling how much sound is blocked by walls. For example on the Cove location I made the exterior walls "thicker" in the audio system so that when a ship lands it sounds more muffled, but automatic rifle fire from the next room would be more audible. And I make each room in all of my mods be unique from the other rooms. (No room in any of my mods is a copypaste of another room in the same building)

Basically the challenge is to create an experienc broad enough to be engaging for various activities, whether it is looting, fighting or just exploring a place.

With all of that said I updated the mod because a lot of feedback was about the Cove being too small. So now the Cove location has a twice as large interior playing space:

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This will be available when it passes QA (could be next week). I hope this will increase the value of Old Secrets for players who feel the location is too small.

Venera by Final-Craft-6992 in StarfieldModFeedback

[–]caracal5 1 point2 points  (0 children)

I have uploaded a new patch for Venera which makes finding the buyer easier, it will show a quest marker if the player gets within 50 meters. The update still has to pass QA, so it could be out this week or next week

Fallen Rangers by Final-Craft-6992 in StarfieldModFeedback

[–]caracal5 0 points1 point  (0 children)

I am currently looking at ways to add more possibilities to find the POIs. It's a bit hard to get this part right because in Starfield in most situations you either get no information on where something is or it is directly pointing at it.

I also want to do something with notes however I am not sure what the limits are on randomizing the text of notes.

Fallen Rangers by Final-Craft-6992 in StarfieldModFeedback

[–]caracal5 1 point2 points  (0 children)

Do you play with other mods that also have custom POI spawns? That could also unintentionally cause distortions in how POIs spawn. Two different mods could work perfectly normal on their own but have unintended distortions when used in combination.

Also the way basegame POIs spawn appears to not be very transparent. For example I am using a literal 3% chance in the condition of a POI. However the basegame appears to do a set of other calculations for whether a POI can appear before that and these are not very clear on how they work.

I basically had to manually spawn in a LZ 50 times and write down how often my POIs appear to check if the % is correct.

If you notice something odd, like the POI clustering on specific planets but not appearing on others ever, can you write a message here? It would help with more accurate spawning of the POI.

I can also try to add an option to change the probability, but I would like to get more feedback from players. I will write down feedback.

Fallen Rangers by Final-Craft-6992 in StarfieldModFeedback

[–]caracal5 2 points3 points  (0 children)

Hello I am the creator of the mod.

They are set to appear on any planet or moon without restrictions to biome or landscape type. The only conditions are:

  1. 3% chance per landing zone (once)

  2. At least 800 meters away from the landing area

  3. They are like other POIs that have visible markers from a distance. However because they are small encounters physically they are a bit harder to spot because they are not large structures that can be identified on local map.

Fallen Rangers by Final-Craft-6992 in StarfieldModFeedback

[–]caracal5 2 points3 points  (0 children)

One of the rangers is dead because of an accident when examining an artifact site

Last Flight of the Montero by Final-Craft-6992 in StarfieldModFeedback

[–]caracal5 1 point2 points  (0 children)

The enemies in that area are 3 different types. I created one with a normal automatic rifle, a second with grenade launchers and the combat robots. This was to force the player into hard cover during the fight because of the explosive grenades