Hi all, I finally finished making Story 4 (version 2.0.4). Floating issue (ver 2.0.0) should have been solved. So I release as a BA2 version. (FYI, BA2 is basically much stable and faster read by the engine, this is one of the reason why I stick to BA2 version)
To start the Story 04, you go to the Trackers Quarter (Tau-Ceti VIII-b), and check the Mission Box on the table. And also, I appreciate if you check the trailer video for story 4 as well.
This mod is extremely well done. Large in scope. Fresh and new. The modder is to be commended for putting out quality stuff. This is a mod that deserves to be paid for.
Thank you. I am working on next mod, but somehow it takes 4 or 5 month already.... still the mod contains 20 or so location and dungeons. So I hope I finish it as soon as possible.
I just wanted to say that I completed the first dungeon and it was excellent! I plan to feature this mod in my weekly Starfield news video. Thank you for your work.
Hi, Tao. Thank you for featuring my humble mod in your vid. I sometimes watch your vids when I have time, and I appreciate all ppl who is still caring Starfield. I am currently too busy on making next mod (though, it is Paid Creation), so I don't have much time to watch Starfield vids, but I hope you are doing well. The following is just a part of my next mod, but if you are interested: https://www.youtube.com/watch?v=AitiAUInjXg
Thank your for featuring my mod. As for the question, I can say, it is Intended (though I regret it now... because, as you can see, it is a bit confusing... ). When the mod first released, there was not Story (Mission) 4. And I planed to add the mission slate 4 in the end of mission 3, but it makes the player re-visit the 3rd location, so I decided to place the slate 4 at the Quarter.
And at that time, I already had a concept of series of Guilds of Universe (Assassins, Soldiers, Xeno-hunters, Chefs, and so on), so I needed to stop updating the Trackers Alliance Expansion. Maybe in some day when I continue to update this mod, I change the slate location to the end of mission3.
Thank you for playing. As a dungeon designer, turrets are useful for striking off-guard players, though I placed too much.... I regret a little bit. haha. Too much is annoying, so next time I make an encounter with turrets, I use less.
Just a curious question. Is it possible to keep the exact mod but with leveled up characters and have to versions to download giving someone with a high leveled character the option to choose tougher grind?
Do you mean a kind of Patch which makes this mod suit for a high level char (Lv200)?
The answer is, I am not sure. Because I set the enemy level for each location from the base planet exploring level to Lv255 (max) in the CK. Still, when I tested with my Lv50 character, the maximum enemy level was around Lv55 or or so.
But if you install a mod which change the planet exploring level, the minimum enemy level should be higher. I saw, in Youtube, someone use a higher planet exploring level (all planet Lv255), and she encountered a Lv236 enemy in my mod.
Did your mod again. Love Love it! And to whom ever complained about too much loot and enemies?? Don't pick it up then. Dang. We all wanted more enemies so this mod is good. This time I did the entire mod in sneak mode.
Do you mean enemies level? Like, if you can encounter Lv50 enemies in level 10 dungeon? if so, Yes. I confirmed that I encounter Lv50 enemies even without Enemy Tweak mod. But without a such mod, I have not encountered enemies like Lv139. So as far as you install Enemy Tweak mod, I suppose you can encounter higher level enemies.
I designed the max level of enemies can be Lv255 at maximum, but base engine system does not let spawn high level enemies like Lv200, unless you use a certain kind of mod which change the planet level itself or some enemy tweak mod.
Hi, Laho. You can release the translation of xml or sst file on your own.
I am making other mod (Guilds of Universe series), and I don't think there will be another update on this mod. So I don't have time to review the translation or upload another file.
Wow, what a great mod. Each of the 4 quest locations are some of the best POIs I've seen outside of Bethesda's work (maybe better). Great design and detail for each of them. The main quarter base is very good too, but the quest POIs are great. Yeah, maybe a lot of loot, but you can never have enough credits!
Thank you for compliment. I am working on another mod (oh god, it's been 4month now...), although it is a hated paid creation, but the Creation (Guilds of Universe: Frontiers) has 20 to 25 locations to explore like this Trackers Expansion.
So, if you are interested, plz check the someone's review on Youtube. (I myself will release some trailer-like vids) It will be a paid Creation, so I wonder if it is worth buying, but I try to put low price as possible. Anyways, I am still working on it.
Does your mod flag the location of the Tracker Alliance building on Tau-Ceti VIii-B? When I check that moon, i see no evidence of a Trackers Alliance building.
I ended up having to do an uninstall and reinstall in order to make the map marker for the headquarters appear. Which is what I was referring to for markers, I didn’t have an issue with not having quest markers. I just read the note and followed it.
Did you see the 5th screen shot of the front page? The location iron should be on the star if you scan, otherwise there may be something wrong, but other players surely reach the Quarter and finished the quests, so the mod itself should be fine.
Decent mod a good start but I personally think there's way too many enemies and credits. I went into this mod with 1 million and came out the other side with 6 million.
157 comments
Floating issue (ver 2.0.0) should have been solved. So I release as a BA2 version.
(FYI, BA2 is basically much stable and faster read by the engine, this is one of the reason why I stick to BA2 version)
To start the Story 04, you go to the Trackers Quarter (Tau-Ceti VIII-b), and check the Mission Box on the table.
And also, I appreciate if you check the trailer video for story 4 as well.
Thanks in advance //
I am working on next mod, but somehow it takes 4 or 5 month already.... still the mod contains 20 or so location and dungeons.
So I hope I finish it as soon as possible.
Thank you for featuring my humble mod in your vid. I sometimes watch your vids when I have time, and I appreciate all ppl who is still caring Starfield.
I am currently too busy on making next mod (though, it is Paid Creation), so I don't have much time to watch Starfield vids, but I hope you are doing well.
The following is just a part of my next mod, but if you are interested: https://www.youtube.com/watch?v=AitiAUInjXg
https://youtu.be/4nkx4ZXO2D0
BTW I noticed that at the first location (Trackers Alliance building I think?) I found the slates for Mission 1 AND Mission 4. Was this intended?
As for the question, I can say, it is Intended (though I regret it now... because, as you can see, it is a bit confusing... ).
When the mod first released, there was not Story (Mission) 4. And I planed to add the mission slate 4 in the end of mission 3, but it makes the player re-visit the 3rd location, so I decided to place the slate 4 at the Quarter.
And at that time, I already had a concept of series of Guilds of Universe (Assassins, Soldiers, Xeno-hunters, Chefs, and so on), so I needed to stop updating the Trackers Alliance Expansion. Maybe in some day when I continue to update this mod, I change the slate location to the end of mission3.
Very well designed maps!
Thank you for your work!
You seem to love those turrets a lot! Hehehe!
As a dungeon designer, turrets are useful for striking off-guard players, though I placed too much.... I regret a little bit. haha. Too much is annoying, so next time I make an encounter with turrets, I use less.
The answer is, I am not sure. Because I set the enemy level for each location from the base planet exploring level to Lv255 (max) in the CK.
Still, when I tested with my Lv50 character, the maximum enemy level was around Lv55 or or so.
But if you install a mod which change the planet exploring level, the minimum enemy level should be higher.
I saw, in Youtube, someone use a higher planet exploring level (all planet Lv255), and she encountered a Lv236 enemy in my mod.
Like, if you can encounter Lv50 enemies in level 10 dungeon? if so, Yes.
I confirmed that I encounter Lv50 enemies even without Enemy Tweak mod. But without a such mod, I have not encountered enemies like Lv139. So as far as you install Enemy Tweak mod, I suppose you can encounter higher level enemies.
I designed the max level of enemies can be Lv255 at maximum, but base engine system does not let spawn high level enemies like Lv200, unless you use a certain kind of mod which change the planet level itself or some enemy tweak mod.
クエスト追加系MODを探していてこのMODを見つけました!
レベリングと素材集めを面倒に感じる私にとって、このMODは最高でした!
それで、どうしてもこのMODの日本語訳が欲しかったので、xTranslatorを使って、人生で初めて翻訳データの制作をしました。
ほんの少し意訳を混ぜたりして、自分としてはおおよそ満足いく出来になりました。
4つのクエストをすべてプレイして、敵やアイテムに翻訳が適用されているかのチェックもしました。
少し粗があるかもしれませんが、普通にプレイする分には問題ないと思います。
でも私自身MODを公開した経験はないですし、このMOD自体がまだ開発途中のようですので、私が翻訳MODを別で公開してしまうと、将来的に利用者が混乱する可能性があります。
日本語に直訳すると冗長で読みづらかったり、馴染みがない言い回しなのが理由で、原文と異なるニュアンスで翻訳をしている部分もあります。
ですので、MOD製作者のあなたにメールなどの方法で翻訳データのxmlファイル(もしくはsstファイル)をお渡ししたいです。
それで、好きに使っていただけたらと思っています。
どうでしょうか?
You can release the translation of xml or sst file on your own.
I am making other mod (Guilds of Universe series), and I don't think there will be another update on this mod.
So I don't have time to review the translation or upload another file.
このMODにアップデートがないのは残念ですが、そういうことなら、翻訳MODは私がアップロードして管理します!
Keep up the great work!!!!
I am working on another mod (oh god, it's been 4month now...), although it is a hated paid creation, but the Creation (Guilds of Universe: Frontiers) has 20 to 25 locations to explore like this Trackers Expansion.
So, if you are interested, plz check the someone's review on Youtube. (I myself will release some trailer-like vids)
It will be a paid Creation, so I wonder if it is worth buying, but I try to put low price as possible.
Anyways, I am still working on it.
The location iron should be on the star if you scan, otherwise there may be something wrong, but other players surely reach the Quarter and finished the quests, so the mod itself should be fine.