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Ilmoita käännösongelmasta
Jemison Biome Overhaul (Plus Tutorial) by thecommabandit - https://www.nexusmods.com/starfield/mods/10984
I was prepared to not like this, but just going by the screenshots, I am really impressed. Still basically a somewhat experimental type mod, given the present state of out knowledge as to creating new biomes in the CK, but for those who may not be in a serious playthrough, this is definitely worth a look (even if the mod author is one of those who thinks their mod can be removed mid-playthrough - and this mod is most certainly one that I sure as heck would not).
I looked through that one as well. I'm even more thrilled about the new creature spawns than the biomes. We really need new 'pool' mods for the procedural spawn generators. Seeing the same critters on a thousand different worlds is more than old. I was on a 'abundant life' world with 9 or 10 life forms, two birds, and two fish of course... But i ran into the same plants more than once with a different name... on the same world. As much as we hate to call the devs lazy... there absolutely needs to be more critters and plants, and the world generator needs to randomize every time.
A thousand worlds, and only a dozen critters and another dozen plants? Sorry but the word lazy definitely fits in that regard... We need Mihail
How to Make Your Own Custom Biomes by thecommabandit - https://www.nexusmods.com/starfield/articles/643
Of course, as I said, it is still somewhat experimental, as he does rely on xEdit to clean up the plugin, and xEdit is anything but ready for real use as of yet. Still, this is definitely pointing the way.
The instructions seem to be clear enough to follow along, but this is way above my hammer and nails skills. I agree about the over use of things, those man eating sunflowers are my biggest complaint.
Considering Bethesda blocked/locked these features for reasons not shared with us. Maybe they will allow it in future updates, along with creations of new universes and planets, since the community is figuring stuff out on their own.
we were on the same page of thinking about the planets, I just type real slow - lol
You can edit them, but it does not save them - so no, you can't.
https://www.youtube.com/watch?v=eBShN8qT4lk
Thanks for sharing that Rec. I swear I love playing with all this new stuff.
Not quite 50 but it works. Made a dupe dancer and unchecked the "walk" setting. had to link them to the dance furniture animation instead of the Xmarker to get them to dance, but they still appear/disappear with a button press.
https://steamcommunity.com/sharedfiles/filedetails/?id=3310474361
Also added the existing lights to the Xmarker for the switch but checked the "Set Enable State to Opposite of Parent" box so they go off when the party lights go on.
https://steamcommunity.com/sharedfiles/filedetails/?id=3310473550
Can use the switch on only the existing lights as well for room by room light control. Great tutorial. So many functions for this. Really made my day.
Edit: Extra Thank You!
Not quite 50 but it works. Made a dupe dancer and unchecked the "walk" setting. had to link them to the dance furniture animation instead of the Xmarker to get them to dance, but they still appear/disappear with a button press.
I would assume a named NPC can be assigned a designated marker the same way, in theory? Starfield will be changing it's call sign to Starstrip, I hope we don't get blamed.
Also added the existing lights to the Xmarker for the switch but checked the "Set Enable State to Opposite of Parent" box so they go off when the party lights go on.
That is freaking a brilliant idea. I was going to do a separate switch, sometimes more is not always better.
That's the bomb dog, so no, Thank You for continue on the testing.