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Showing results for tags 'moons'.
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Planets and Solar Systems Brainstorm Megathread
FALCmods4all posted a topic in Starfield's Mod Ideas
Now that a few people are getting to test the ck2 it seems like this is the point at which serious foundational structures can start to take shape future mods can latch on to. What unique planets/satellites or solar systems/nebulae would you like to see that would be particularly conducive to collections of mods building off of them? What unique cultures do you want to see becoming points of focus? For me, the greatest missing culture is one proactively in pursuit of post scarcity automated living, like F.A.L.C. or Star Trek TNG. I most want to see tools, quests, and locations centered around the poor looking for a place to make their own — aided by the enlightened and sabotaged by corporations. I want the experience of creating and shaping a new space faction. I’m sure Sim Settlements will come into play, but having a unique location, a sort of commie planet, that mods can gravitate toward for stories revolving around successful or doomed utopian projects would be grand. Maybe planet Marx at the edge of UC space and the planet Proudhon at the edge of Freestar space. On the more eccentric end of the spectrum, I’d be interested in some crazy one off planets, only reachable late ng+ using starborn galactic corridors, abandoned or inhabited intelligent alien worlds: Planet Hereclitus - A world that looks like a prog rock album cover, every mile if the planet adorned with surrealist structures and creatures. Quests are chaotic and confusing, like being trapped in an art installation confounded to the purpose or identity of the creator, yet somehow each still makes one think or feel with haunting depth. The planet itself gives an eerie sense of sentience through odd behavior of flora and fauna. Major quest, humor the artist. A hub planet for eccentric organisms, geology, and architecture. Planet Doldrum - A metal world, presumably some civilization’s ancient scrap heap at the center, but portions of development on the surface. The scenery alone tells eons of history. Finding any technology and a way to interface with it could shape human history for better or worse. The center of this world may be accessible from the right vent with the right pressure and heat gear. Major the quest, escape. A hub planet for eccentric mechanisms, alien bots, and ship graveyards crashed due to unique megnetosphere. Planet Hell - A tidal locked planet with every extreme biome, smoldering irradiated dayside, freezing oceanic nightside, putrid twilight jungle. A captured moon side swiped the planet perpendicular from the solar orbit so although there is no day/night cycle there is vertical rotation as if the planet is a tire driving around its sun, and the moon has an extreme elliptical orbit getting very large and small in the sky, creating brutal tidal and volcanic activity. This planet is the most rich in rare resources and far beyond the survival extremes of others in all biomes. Perfect for enlightened communists since habitation is too expensive for corps to pursue, but a potential economic power play for resource leverage once operations are established. A Hub planet for extreme survival and outpost management. The Flotilla - A Sanctum Universum community made up of hundreds of ships linked together. Flotillas could be a form of nonviolent system security whereas merc fleets could be the standard security force method for outpost shipping lanes. Major quest, Space hippie gift giving vs space pirate grab taking. A hub for the most crazy and complex ship builds and ship component based player homes. The Seasnake - A house Va’ruun space train. Another space community, even more nomadic, also using ship components, different sections of the snake with different height and width specifications. This should be held off on until any DLC with Va’ruun comes out. A hub for well organized, utilitarian, deep space survival. ——————— No XP creating mods, but I can do great writing, animation, and potentially level design once I learn CK2 (whenever it gets released publicly). A tiny tad familiar with 3d modeling from 3d printing. If anyone has projects related to world building or economic/political deepening I’m interested in collaboration. I feel like there are always plenty of incredible gameplay mods, but you can never get enough quest & location mods and people building them, so that’s where I’m most interested in expending myself. That said, once a VR version gets released (eventually) I’d be happy to help playtest VR gameplay/immersion mods. Would love to see spectrums of visceral manual tasks to automated tasks for every triviality in the game. -
Was wondering if it would be possible, to have a mod that highlights or outlines the borders of the Tiles of the terrains that make up planets and moons surfaces etc? So we know where the borders lie. So If we wanted to explore the entire planet, we are not accidentally landing inside the same tile of land or terrain. Instead of just willy nilly placing a landing marker, and hoping you just didn't mark an area that you came out of.....If any of that explanation makes sense? Thanks
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I've been playing with the Fimbulvinter ENB (http://www.nexusmods.com/skyrim/mods/15386/?) for a little while now and have enjoyed the visual improvements. However, I was getting a glitch where sun rays were shining through solid objects and generally not working right, and this was due to some issue with my video card drivers. The fix for this was to set Forcefakevideocard from False to True, and it did indeed fix the issue with the sun rays. However, once it became night in-game, I noticed a very startling visual glitch related to the moons in the night sky. The moons would sort of... smear across the sky, like this: http://i.imgur.com/TIqmPfx.jpg I've got a funny hunch that this is caused by the ENB trying to display light rays or some other glowing effect from the moons, like it does with the sun. Is there a way to disable Moon glow/rays in this ENB?
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I've been playing with the Fimbulvinter ENB (http://www.nexusmods.com/skyrim/mods/15386/?) for a little while now and have enjoyed the visual improvements. However, I was getting a glitch where sun rays were shining through solid objects and generally not working right, and this was due to some issue with my video card drivers. The fix for this was to set Forcefakevideocard from False to True, and it did indeed fix the issue with the sun rays. However, once it became night in-game, I noticed a very startling visual glitch related to the moons in the night sky. The moons would sort of... smear across the sky, like this: http://i.imgur.com/TIqmPfx.jpg I've got a funny hunch that this is caused by the ENB trying to display light rays or some other glowing effect from the moons, like it does with the sun. Is there a way to disable Moon glow/rays in this ENB?
