Fair warning, while I've tried to test this mod very extensively, testing anything about PoI generation is very tough, so there may well be some bugs I haven't caught. Please report any you find.
EDIT: As it turns out, there was a pretty big bug that I somehow missed - I was using the wrong type of keyword, and as a result the First wound up appearing in almost every dungeon, exclusively. The 0.2 update fixes this and the mod should now actually do the thing it's supposed to do.
The NPCs from both this mod and the expansion spawn far less frequently than the vanilla factions. They rarely appear in mission board quests. There are a few I've never seen at all. Has anyone else noticed this. Could this be because of compatibility problem? Or is this intentional?
So I'm encountering an odd issue. I've had two instances now where two separate factions in POIs were hostile (Ryujin and Freestar Militia) but after defeating them companions were upset that I was killing innocents. Just to be clear, in both cases, they were already hostile when approached.
Any idea what might be causing that?
EDIT: Just had this happen a third time. This time the Freestar Militia wasn't openly hostile, but my companion decided to open fire. After they killed him, I got the message that my follower hated it. In this case, it's a mission area that I can't avoid.
Where do you go to edit factions that show up in random POIs in creation kit? I would like to create my own mod using different factions that I have customized using your concept. I am having a hard time finding out where in the creation kit to edit these.
Where does the faction sips available to buy come from? are they the vanilla records or copies of those?
mostly curious about the Vigilance buyable and if your buyable version will pull in the visual changes from the Vigilance Enhanced Visual mod - https://www.nexusmods.com/starfield/mods/11717
i like the redone version but also your mod having the ability to buy after a certain point is really nice, hoping they play together :- )
This is a great idea for a mod...but I humbly suggest a version with either one of two changes:
-No UC or FC POI
-UC or FC POI are only possible as friendly locations where the player is allowed to visit. This would be tougher, and would have to somehow be avoided where bounty missions are concerned, of course.
The reason I suggest this is that gaining a hostile reputation with either the UC or FC, is simply going to be game breaking for a lot of folks. Not to mention frustrating. I love the idea of seeing these friendly factions out on planets - they should be all over the place. I even like the idea of fewer hostile location in general...especially in each faction's space. But allowing them to become hostile to the player simply for showing up...it is simply going to break games.
For those lucky enough to have an earlier save without this mod installed but are in the late game and about to reach Unity and don't want your NG+ tied to this mod, download "Shutdown Constellation and Trigger NG" https://www.nexusmods.com/starfield/mods/7055 Make sure to load your earlier save where you didn't have "PoI Faction Diversity" mod installed. (Goes without saying but disable "PoI Faction Diversity" before loading earlier save.) This way you can have your NG+ and have this mod un-installed. It's not a perfect solution as it still requires an earlier save without this mod installed but it's something for those who installed this mod in the late game and don't want it tied to NG+. Good luck in the stars Captians!
As explained on the description page, this mod needs to add new NPCs to the game in order to work. If the game tries to load one of those NPCs after you uninstall, it can cause issues.
So, once enabled, if you want to disable the mod, do you have to load a save file from before the mod was loaded? Is there no possibility of eliminating this CTD?
If you want to play without the mod, you'll need to uninstall and start a new game. Or, as you noted, uninstall and load a save from before the mod was installed. This is par for the course with any mod that uses scripts, as the save files reference the scripts and any game assets that they might have affected or created.
Nah, i tried this on NG+ right after i left unity ... but ...crash The only thing i, and all of you, can do now, is to be nice to the mod author and beg them to keep this mod updated. Your savegame is held ransom now ;-)
No offense, i appreciate the work, i really do. Thanks a lot and please do not abandon this project it has so much potential!
Another way to uninstall this mod and preserve your NG+ game might be: edit your copy of the mod and remove/change/hack the script and/or esm so that it is does not create the problem causing npcs. There may be a number of novel approaches from editing values in the esm to removing or editing/compiling the script source. It doesn't fix the current game but when you jump through the unity, your hack will cause it to not create the npcs and you can then uninstall the mod (probably). It doesn't need to be pretty, it just needs to break the shackles.
I have thought about uninstalling. If you like to start new characters most of the time, then this mod only risks your current play-through and is probably tolerable if you enjoy what it brings. If you like prefer NG+ vs starting new players, a mod like this is a time-bomb for your player when it does not get updated or otherwise can't work and you can't uninstall. Or you just don't want it anymore. A better way for a mod like this to work would be to popup a dialog in the beginning of the game, or through an inventory item, and ask the player in-game if they want to use the mod, then create the game objects. If not "you can safely uninstall the mod". Some mods work like that, so if you NG+, you want to look for that feature if you see warnings about uninstalling like this mod author put on.
I love this mod. I had experienced the CTD with one playthrough and one playthough without CTD--don't know why. For the CTD playthrough, I had to start a new game when I wanted to remove it.
151 comments
EDIT: As it turns out, there was a pretty big bug that I somehow missed - I was using the wrong type of keyword, and as a result the First wound up appearing in almost every dungeon, exclusively. The 0.2 update fixes this and the mod should now actually do the thing it's supposed to do.
Any idea what might be causing that?
EDIT: Just had this happen a third time. This time the Freestar Militia wasn't openly hostile, but my companion decided to open fire. After they killed him, I got the message that my follower hated it. In this case, it's a mission area that I can't avoid.
mostly curious about the Vigilance buyable and if your buyable version will pull in the visual changes from the Vigilance Enhanced Visual mod - https://www.nexusmods.com/starfield/mods/11717
i like the redone version but also your mod having the ability to buy after a certain point is really nice, hoping they play together :- )
-No UC or FC POI
-UC or FC POI are only possible as friendly locations where the player is allowed to visit. This would be tougher, and would have to somehow be avoided where bounty missions are concerned, of course.
The reason I suggest this is that gaining a hostile reputation with either the UC or FC, is simply going to be game breaking for a lot of folks. Not to mention frustrating. I love the idea of seeing these friendly factions out on planets - they should be all over the place. I even like the idea of fewer hostile location in general...especially in each faction's space. But allowing them to become hostile to the player simply for showing up...it is simply going to break games.
Do you have any idea why my game will not run if I uninstall the mod? Thanks!
Or, as you noted, uninstall and load a save from before the mod was installed. This is par for the course with any mod that uses scripts, as the save files reference the scripts and any game assets that they might have affected or created.
Perhaps the key is that I didn't have any bounty missions in my log.Edit: One of my other character saves has been broken and cannot be played without this mod installed. I won't be using it on any other play-throughs.
... but ...crash
The only thing i, and all of you, can do now, is to be nice to the mod author and beg them to keep this mod updated.
Your savegame is held ransom now ;-)
No offense, i appreciate the work, i really do. Thanks a lot and please do not abandon this project it has so much potential!
I have thought about uninstalling. If you like to start new characters most of the time, then this mod only risks your current play-through and is probably tolerable if you enjoy what it brings. If you like prefer NG+ vs starting new players, a mod like this is a time-bomb for your player when it does not get updated or otherwise can't work and you can't uninstall. Or you just don't want it anymore. A better way for a mod like this to work would be to popup a dialog in the beginning of the game, or through an inventory item, and ask the player in-game if they want to use the mod, then create the game objects. If not "you can safely uninstall the mod". Some mods work like that, so if you NG+, you want to look for that feature if you see warnings about uninstalling like this mod author put on.