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Found 7 results

  1. Mostly just reiterating this in case any Bethesda intern is scouring the threads for how to get more modders from Skyrim & Fallout back to Starfield. I am thrilled that it seems like we will be able to have things like interruptible ship travel in system and FTL style random events while exploring/flying between planets. That non loading screen gameplay loop is sorely needed to make ships feel like they matter and like they are more of a home in space. But if modding for starfield is really going to take of, the ability to make truly unique locations and npcs with ease is a must. I think a modder is gradually working on a cbbe type body morph system, so I’m not too worried about appearance. And mind you, just like vhs beat out betamax just because vhs was skeevier, even though worse quality, detailed skeevy mods similarly bring a huge mod player base with them. What I do worry about as far as NPCs and Questmods is that it still seems like odd workarounds are needed to get custom companions working right and with deep complexity, so there aren’t yet iconic ones like Darlene from fo4 modding. Memorable interactive NPCs are the heart of custom locations and quest mods. So anything that can be done to streamline their creation would make major new quest mods more enticing to collaborate on. Lastly, many of us want to explore truly strange new worlds. If modding is going to take off in Starfield the way Skyrim has, modders need access to the tools used to make planets as different as the one seen in shattered space. Planets that have 1 of kind biomes like tidally locked vertical tropical belts or elliptical orbits and radical seasonal changes. Planets that really cannot be explored and lived upon in any other game yet. These sorts of imaginative settings are ideal backbones for future sci fi narrative modding, but as long as certain types of planet data are locked for 3rd party proprietary purposes, planet modding will be held back. I’m sure eventually people will crack it, but a little help would bring more modding in, and more modding means more players. And of course, some of us would love news on any hope for a VR release. Some of the VR haptics these days are getting insane. Still way overpriced, but in say 5 years is Starfield VR is developed with future haptics in mind and data readable for future haptics, Starfield VR, like Skyrim VR, could easily become the most played VR game well past its time. Who wouldn’t want to spacewalk and feel their suit inflate slightly from vacuum, then compress again once back on ship, or get struck by lightning on an ionized world and collapse in surprise from the shock, feel the recoil from ballistics and lack of recoil from lasers, overheat on lava worlds and freeze on ice worlds, physically walk for a mile on treadmill shoes because they forgot to charge the rover, feel wind on their face when they take off their helmet on a never before visited planet, or try not to touch the ground because it is covered in alien insects they can feel crawling on their skin, or go for a swim in a glowing hotspring and feel sloshing and weight from fluid channels. Starfield VR has the potential to be developed as the single most immersive VR experience to date and perhaps for a decade to come. Anyway, my 2c on development priorities. Even more than DLC, changes to CK2 so that modders find it easier to make DLC scale mods and VR. Looking forward to seeing what’s new with ship travel.
  2. 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.
  3. 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
  4. No man´s Sky Universe as Super Mario Universe: - procedurally generated koopa troopas, goombas, koopalings, thwomps, Bowsers etc. - collect coins on planets - pipe with procedurally generated plant - each planet with Bowsers castle - procedurally generated toads - procedurally generated princess peach/toadstool etc.
  5. Hello everyone, I have created a lounge in a hanger like building with a nice view of the sky. I was thinking how cool it would be to have an planet/moon like object that is within the game that can be placed. Thank you.
  6. http://static2.nexusmods.com/110/mods/110/images/48313-1-1385830733.jpg Click the image above to visit the mod page! --------------------------------------------------------------------------------------------------------------------------------- EDIT; The site cut off the last two letters of the title, and I can't edit it. Can a mod please change my title to this so it all fits? {REL}Aetherius; The many and diverse heavens beyond the void You really need to fix me not being able to edit my own thread title, rather then giving me the ability to delete comments on my mod page. Or at least restrict the number of characters in the title to the number of characters it will post. Thank you for your time. VVVVV-Actual mod description begins below!!-VVVVV --------------------------------------------------------------------------------------------------------------------------------- "Our world was born from magicka, the creative force that informs and sustains all life. The sources of magic are the many and diverse heavens beyond the void, collectively known as the Aetherius. Aetherius, ancestral seat of the Nine Divines and the other original spirits, is the plane of pure magicka. Whereas Oblivion may surround us every night, it is aetherial energy that infuses our daily existence, from highest to lowest, and gives all the races of men, mer, and beast common purpose. Its magic brings the rain to the fields, love to our hearths, and scientific principles to our technological industries. It gives us the very Sun itself. Finally, Aetherius is the home to the Aedra, those cornerstones of the Mundus whose aspects we see in temple, in lordship, and the high walk of heroes." - Pocket Guide to the Empire, 3rd Edition "The planets are the gods and the planes of the gods, which is the same thing. That they appear as spherical heavenly bodies is a visual phenomena caused by mortal mental stress. Since each plane(t) is an infinite mass of infinite size, as yet surrounded by the Void of Oblivion, the mortal eye registers them as bubbles within a space. Planets are magical and impossible." The plane of Aetherium is a strange and wondrous place. The lore, so it be called, is left open to interpretation, even those who stare up at the night sky each and every night, admit they do not really see what their eyes behold. For each and every being on Nirn the sky is said to appear slightly different, as it's actual appearance is far to difficult for the average mortal mind to understand. It is said the Dwemer in all their vast understanding, never once described seeing Massar and Secunda, one may simply brush this off as a simple disinterest in these dead plane(t)s. But another possible answer is, the Dwemer saw the sky more for what it is then the average mortal, and that Massar and Secunda are but what the average mind creates when staring up into the countless plane(t)s of Aetherius. But, the Dragonborn is not the average mind. You see, the blood of the god of Aetherius, Akatosh himself runs through your veins, and thus the illusion of the lesser mind is not placed upon you. So you, and you alone in this age can observe the plane(t)s of Aetherius in their true, indescribable majesty. Though the 8 Aedra are called the Gods, and that these 8 Gods make up the 8 Plane(t)s of the Gods, it is also said they are not the only beings in the Aetherial plane. They are many. They are diverse. The Aedra are what we call the 8 who selflessly created our world, but the Deadra are what we call the ones that selfishly meddle in our world. The Deadric planes are the Deadric gods and the planets of the gods, which is the same thing, just as they are the same as Aedra, just lesser. As lesser as one infinite thing can be from another. The Aedra and Deadra are not the only beings in the Aetherius, but the only ones that have an effect on the Mortal plane(t), in truth, there are countless diverse plane(t)s and gods, many of which keeps to themselves, and their own machinations. --------------------------------------------------------------------------------------------------------------------------------- Installation Download the file, and extract the "Data" folder from the "Core - Main Files" folder, and merge it with the "data" folder in your "Skyrim" folder (The one that contains SkyrimLauncher.exe) and make sure it overrights EVERY file it asks to overright! (they are all texture files) This mod will NOT work or look right without every single one of these files. Then, open the folder for every option you want or need to install and extract the "Data" folder from each one, one by one, and merge it with your "Data" folder in the same exact manner described above. Install "Low Res Galaxy DDS" if you want to save FPS(make sure to install AFTER the main file then say YES when it asks to overright!) install "Climates of Tamriel" folder if you use Climates of Tamriel, and install "Moon Size ESP" folder if you want to have larger moons like in the screenshots! HERE is a visual example of what your Data/Textures/Sky folder should look like, and how to make sure the mod is installed correctly! --------------------------------------------------------------------------------------------------------------------------------- Questions and Answers Q] What happened to my stars?/Why are my stars shining through my planets? A] This mod removes stars. If you try to install a star texture with this mod, the result will be very very glitchy and horrible looking, this is thanks to a limitation in skyrim's way of handling the sky, and there is nothing I can do about it without totally destroying every aspect of how this mod works. If you want a simple galaxy replacer with no planets and normal stars, go download one! ^_^ There are about 50 of them. Q] My ENB exploded when I installed this! A] ENBs do that. It's not my fault. They are very finicky and glitchy, I designed this mod to work with them if they are reasonably designed, but as some have INSANE amounts of bloom there is simply nothing I can do to make this mod work with all of them short of making 900 patches for every ENB on the nexus. Q] Will this work with.... ? A] Probably. This should work with anything that does not edit the night sky. This replaces EVERY texture in the night sky, and thus, you should not attempt to combined it with any mod that edits the NIGHT sky, or the sun texture. Q] How does it look with Climates of Tamriel? A] AMAZING. Because it is designed to be used with it, and in fact the sun texture is edited from it's sun texture (with permission of coarse) Make sure to install the CoT optional files, or your sun might randomly change colors on you! --------------------------------------------------------------------------------------------------------------------------------- Suggested Mods This is the Spiritual Successor to my other mod More Alien Skyrim if you like this mod, give that mod a look! Please note, that these two mods are VERY incompatible with one another! This mod is designed to work with Climates of Tamriel and will look much better with it. It does not at all require it to work though, it just looks better then vanilla. Enhanced Lights and FX also looks great with this mod. I suggest the SweetFX mod Ultimate Lighting Overhaul and my preset for it Dramatic Cinematic. Combine this with ELFX and COT to get the exact look of my screenshots. Random Mod Title is another of my mods that allows you to play as Deadmau5 in skyrim. It has NOTHING to do with this mod, but what harm does a little self promotion on my own mod page do?
  7. Seems modding is still being held back by constraints on ease of unique character creation and unique planet types. These constraints on character and setting severely limit the sort of narrative creativity that consistently beings people back to modded Bethesda games. Starfield has a ton of blank slate space, but until filling the blank slate becomes frictionless, modding won’t be able to take off in the same way. Gameplay mods have been excellent so far. But without that higher purpose of new unique locations populated by new unique characters, they just aren’t enough. Also, please please VR support with the next DLC. Starfield could contend with elite dangerous vr and no mans sky with a just a vr body and motion controls. Even just copied over from fo4 vr. Please Bethesda, or if you are a modder with Bethesda’s ear, please find a way to open things up a bit more so modders can truly populate starfield with stories that inspire other modders. Who doesn’t have a memorable mod added location from Skyrim or Fo4 and a few cheeky quotes from a custom companion they can still hear? If starfield is going to become as successful as other titles, we need deeper modding access far more than we need official DLC. Don’t get me wrong, I liked a lot about shattered space, I just really want to see what all the thousands if space nerd modders make with a similar level of access to customization. Also, I’d love to see realistic tidally locked planet biomes and other rare otherworldly environments to check out. Still waiting for the tools that lead to that spark.
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