I love the new enemies, helps make exploration less predictable (and yes the Redeemed are frackin' hard, especially as I was using a 3x and 5x enemy multiplier, along with several other enemy enhancers/randomizers) . The one thing I miss is the other lore-friendly factions I used to have (https://www.nexusmods.com/starfield/mods/7246) , I removed that when adding this (new character) as I assume your edits are manual edits, not injected list additions into the POI enemy pool so that both could coexist, correct?
#7246 is open source as it is no longer supported (permissions opened). Any chance maybe of adding those other lore-friendly factions (The First, Marines, Freestar Militia, Ryujin, and the Seokguh Syndicate into your pool list?
I believe I can add other factions into the hostile pool, The First and the Seokguh Syndicate, I chose not to add UC Marines, Freestar Militia, Ryujin Security cuz they are initially neutral, and will become friendly if you complete their faction quests. When they are added to the pool, and the player is dealing with a criminal, sometimes weird things happen, a criminal will spawn among UC Marines or Freestar Militia, and the criminal will be killed as soon as you land. So I think it's the best if I only add hostile factions into the spawn pool. I'll give it a try to see if two more hostile factions would work.
Awesome I'll update tonight. I hit a facility of Starborn on a new character at level 2 before even getting to Kreet Research lab last night. Definitely makes extreme from a month ago feel like kids play. Lol.
Did this request only include the factions from Faction Diversity or did it also include New Hostile Factions as well (https://www.nexusmods.com/starfield/mods/7980?tab=description)? Is adding factions from this secondary mod something that can easily be done through xEdit or do you have to use Creation Kit?
Is anyone else getting nothing but Redeemed spawning when doing bounty missions? It makes some of them impossible to complete as redeemed can't be stunned. This mod is great, but when I keep getting mobs of Redeemed most of the time it get's tiring. If possible, it would be better to have 1 or 2 Redeemed spawn alongside the Zealots instead of them being their own faction here.
You need a perk to make your punch attacks stunning, that's the only way to stun a redeemed. The game's spawn mechnism is limited, I can either spawn one kind of human hostile, or spawn all kinds of human hostiles in one place, if I manually place markers of certain types of enemies, then other types of enemies won't spawn at all. Sorry about this but it's the best I can do with creation kit.
Is there a way to disable the Vortex Phantoms from appearing in POIs until level 35? That way it pairs with other mods that prevent the DLC from starting too early. Same thing for the Starborn - they probably shouldn't appear until after the quest with Walter on Neon.
To do that might need advanced triggers which I don't know how to create, yet. Maybe you could deactivate this mod until you reach level 35 or encounter Starborn for the first time?
Ah, you mean Walter from The Lodge will de-spawn? Does this happen in any quests? Or you couldn't find Walter in The Lodge? I'll check it out when I'm off work.
Yep, I mean Walter from the Lodge. When entering for the first time Walter is normally sit on the chair but he de-spawn when the mod is installed. The other members act like he is there but he doesn’t appear plus his voice lines are not there as well.
Tried 2 saves, 1 is my current save, Walter is in the Lodge, can have conversations, then I coc mqunity to go through the unity, the first time I visit the Lodge, Walter is present. I'll try to creat a new character to see if he is still there.
I reinstalled your mod and went to lodge and Walter is there. Then I created a fresh new save and when arriving at the lodge he isn’t there. So, there might be an issue using your mod on newly created saves.
Fixed the bug caused by a base game setting, my mod triggered that bug. None of the other members of The Lodge has a lvlhumanhostile template except Walter, so when I modified human hostile spawn lists, that affected Walter and caused his absence.
You can add it before you actually start playing the DLC as long as you have the DLC installed.
The problem with the author not listing the DLC as a requirement for this mod is that undoubtedly someone will install this mod who does not have that DLC installed.
Followed your advice I checked the box of required file for Shattered Space, somehow I couldn't see the tab in the mod page, I hope you guys could see it.
Love it! Been using this since you released this but after update still noticing higher chance of Vortex Phantoms instead of spacer/crimsons etc. It's a lot less after you updated it but had an experience of having three in a row lol. It's still much more refreshing since spacers are too weak mostly.
Much appreciated! I'm still trying to figure out npc spawning mechnism, for now phantoms are on the top of spawn list, but without official document I'm basically guessing here.
same re: spawm %..except mine is 100% phantoms, except for any specific 'target' NPC (like a 'security concerns' or "mission board' quest, the actual leader will be the normal facton. everyone else is phantoms. every poi.
this mod has multiple different spawns of npcs at POIs, might be something there you could look at and see how they managed it? this one injects new factor npcs into the spawn pool but keeps the old ones and it feels like its all roughly equal chance.
Thanks for the heads up, already looked into that mod, it applied non-vanilla game conditions might cause glitches. I'm currently testing location keywords to make sure all human hostiles spawn equally in the same scene, if it's viable I will apply this method to all non-unique locations.
Cool I love the mod so once rhe % balances I'll definitely reactivate. For whatever reason the 100% spawn oa preventing me getting the various armors, quest slates,, etcfyi. Phantom paired with shade glowy makes a great visual.
For phantoms only, still trying to bring horrors and spawns into the base game, currently working on something to see if I can trigger phantoms to attack major cities.
Are they added as a possible faction in the base game, or do they have 100% spawn chance? I have been to a few POIs and all of them have had these bad bois.
Honestly, I don't know how to migrate new contents from dlc to base game, I know a little about creation kit, this is all I can do with it. As for now the spawn rate of vortex phantoms is set to 100%, I will adjust this rate to a more resonable value in the next version.
I should really read these replies and comments before writing my own, regurgitating known issues lol. Doing good with this mod. Has potential for a wider spread of these fun phantasms. Looking forward to more if coming :) Cheers!
67 comments
.
The one thing I miss is the other lore-friendly factions I used to have (https://www.nexusmods.com/starfield/mods/7246) , I removed that when adding this (new character) as I assume your edits are manual edits, not injected list additions into the POI enemy pool so that both could coexist, correct?
#7246 is open source as it is no longer supported (permissions opened). Any chance maybe of adding those other lore-friendly factions (The First, Marines, Freestar Militia, Ryujin, and the Seokguh Syndicate into your pool list?
I hit a facility of Starborn on a new character at level 2 before even getting to Kreet Research lab last night. Definitely makes extreme from a month ago feel like kids play. Lol.
https://www.nexusmods.com/starfield/mods/11045
when installing this mod it causes Walter to de-spawn
are they a new added faction or are they replacing an old faction ?
i was mostley worried about it being a replacer, but this way, i´ll sure add it after i started shattered space...
You can add it before you actually start playing the DLC as long as you have the DLC installed.
The problem with the author not listing the DLC as a requirement for this mod is that undoubtedly someone will install this mod who does not have that DLC installed.
Only critique is they I now see more of them than pirates and the like, otherwise love the mod.
this one injects new factor npcs into the spawn pool but keeps the old ones and it feels like its all roughly equal chance.
PoI Faction Diversity - New Hostile Factions at Starfield Nexus - Mods and Community (nexusmods.com)
I love the mod so once rhe % balances I'll definitely reactivate. For whatever reason the 100% spawn oa preventing me getting the various armors, quest slates,, etcfyi. Phantom paired with shade glowy makes a great visual.
1 would like it at 5-10% absolute max...