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Only problem will be everyone adding their star systems to the same xyz locations.
Well the XYZ coordinates allow for so many decimal places and the way overlapping or binary systems work it will/should just stack the names like it does already.
I'm making my own mini galaxy that I guess is colliding with the Milky Way at a weird angle. I'm making this set of systems off to screen lower left of Sol and Eriadani in the empty space on that side of the map. Doesn't conflict with any Vanilla worlds and any future mods that add anything there can be adjusted or allowed to stack.
Bethesda could at least announce something about this topic to tide people like me over.
Unfortunately, that's just the reality right now. No new Biomes, because we can't edit any of that information, and all kinds of issues with actually generating the planet itself, or Star, and making them work.
I never actually tested if I could get a ship to travel to a new system, other than noting it showed Unknown Error on the Starmap, before making such an attempt. Honestly, I was happy to just put it on the starmap, where I wanted it, and get all the correct data entered in the Stars Forms.
Everything but the Houdini Data, and no matter what I've tried, the closest to a texture I've been able to get is the sun flares showing up. Short of dumping 2 million loose files in my game folder, which I am now relatively sure won't solve the issue, as I did find all the correct files and put them in there and the only thing I achieved, even with another 40GB of files loose and the ini adj. is not a single texture shows up on a model, and everything is glowing pink.
Or it crashes on load; that too. Not my PC, I watched resource monitor, and it barely pushed the system. Something in the files caused the crash.
Anyway, I just spent an hour looking on Reddit and a few other places, and everyone agrees, it's impossible, until Bethesda makes it possible, short of hacking the game, which apparently someone did, though they only implied they were successful; they never stated that it actually worked, or showed it working.
So, patience I guess. Too bad too, I had an entire system planned out, and thought it would be quite interesting.
The basic problem, is that the game does not provide any access to edit certain components and data, and there are no additional files for it. A Star consists of exactly 2 files, with multiple components, and while you can edit a lot, you can't edit what is important.
A planet has somewhat more, but it still has that Houdini Data, and you can't just copy it over, no more than you can the star. There is a biome file, the planet file, planet location file, and for named planets, some additional stuff, (there are mats for both planets and stars too, but I'm not including them in the count), and I think one other file, or maybe two, but it's still all basically hardcoded and inaccessible to anyone using CK right now, aside from editing some forms and basic data.
To put it bluntly, you can create an entire system, but it will only exist in your imagination and the CK files of your Mod, for all extents and purposes.
Ironically, despite that, I think the most annoying thing about ck, is the requirement to invalidate older files, which breaks every existing asset in the files, except the ones you mod in, and requires you to dump 120GB or so into your mod folder, and load it with the CK and game, just to make some of it work, but more likely just breaking the whole thing and causing it to crash.
It's like, you know, you could have just allowed it to use the compiled database right?
Hipparcos is a separate catalog, where it refers to one of a number of entries for Stars that represent a certain brightness at one or another point in time, (Luminosity), as Hipparcos is a representation of Magnitude, and the numbers you see are not indicative of that. They're the catalog entry itself, of which there are actually only about 30 or so I know of, and some Stars have more than one entry.
So, if you want to use this yourself, you can just add an entry which matches one or another Star. As far as I know, it isn't needed, (some Hipparcos entries are blank for example), and only indicates which real Star they were basing the system on, which may include it's position relative to Earth, (Sol is 0 x, 0 y, 0 z, and everything else is relative to it in the coordinate system)
Honestly, looking at the Starmap in game, this can be a little confusing, because it is somewhat difficult to tell exactly which angle you are viewing the galactic plane from. It seems to be offset even when your Cursor is on Sol, and the coordinates of given systems don't add up from that PoV. It seems like the base view is about 45 degrees above, and 45 degrees East, though I'm not entirely sure of that.
Easy way to figure it out is to just move one axis at a time and check the game in between, to see where it moves it. I didn't bother as all I had to do to get mine in the correct, relative position, was invert the numbers.
Also worth noting, as far as I know, the coordinates are in Parsecs, not light years.
I stopped working on it last weekend just because I'd had enough with it, and haven't put any more time into it, focusing on other stuff instead. Honestly, quite frustrated with it after trying I don't even know how many different things, and scouring the file structure until I was sick of looking at it.
Still, learned a few things along the way, but I'm still on a pause as far as that goes. I know what I can do, and so far it isn't adding planets or moons you can land on. Everything but really.
I'll probably focus on some other stuff for a bit, maybe get back to it later, but not right now. Plenty of other stuff to do anyway.