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paulbrock

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  1. paulbrock
    paulbrock
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    A little update for me on what's next for Cooldown...

    First I'm really pleased with the feedback, thank you everyone, glad you find it useful! Getting v2 out and the patch for POI Variations took quite a lot of time but now they're done.. what's next?

    - first and foremost, I'm not going anywhere. *Hopefully* there will be more official Starfield updates and I will be checking/updating this mod as needed.
    - I know there are more and more POI mods coming out, so I'll probably push a few patches for compatibility.  The excellent Forgotten Frontiers (Creations only) is on my radar, please do let me know if there are others you'd like to see... (Mod authors, note that I've got a guide up to add Cooldowns to your POIs)
    -  for version 2.1, I want to add some quality of life improvements.  While you can use console commands to check which cooldowns are active, and reset them, its a bit of a faff, and not available for Xbox players.  So I'm looking at include these, probably through a terminal somewhere. No ETA, as I'm still learning how to do this.  But I'm not done yet. (and yes, probably as part of 2.1, I'll look to run it through Bethesda's programme and put out an achievement-friendly version on Creations)
    - at some point, I want to make sure the game can handle things OK if every POI is on cooldown. I've purposely left a few rarer ones as always able to spawn, otherwise mission boards stop filling up and repeatable/randomised quests like Refurbished Goods will fail.  But I can probably tidy things up so friendo doesn't offer you a quest if there's nowhere to go at the moment.  Or maybe if everything is on cooldown, it would automatically make the oldest one available again. That's a bit longer term.
    - I'd also like to do a Civilian outpost version, I'm not sure yet whether it will be in the main mod or an optional one.  For a lot of players the main issue is the repeatability of combat POIs like Cryo Lab / Muybridge Pharmaceuticals etc where you get sent there by missions, and that repetition is killer.  But there are also a tonne of rare Civilian Outpost/Industrial Outpost/Mining Outposts (around 40 different ones in total)...and others - there are SEVEN different pipeline substation variants out there.  So I'm looking at that too, so you get to see all the different content that's in the game. (eg the existing mod already supports over 30 different caves)

    Do share your suggestions, I'm always interested to hear how people are getting on!
  2. lakodathecat
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    First question ever posted in 4 years.  With say Batten's Shipwrecks where does your patch go in load order?. Does it go before your POI Cooldown after Batten or after POI Cooldown?  I assume  POI Cooldown  goes after Batten  but where does patch go?
    1. paulbrock
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      Hiya, generally speaking (and certainly for this) you want the patch to load as late as possible.  The order of Batten and Cooldown don't matter so either
      POI Cooldown
      Batten
      Cooldown Batten patch

      or
      Batten
      POI Cooldown
      Cooldown Batten Patch
  3. GustavoKeno
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    Dear Paul, do you think it would be possible to create a patch for Dark Universe Overtime? This mod includes some missions in Science Outposts, Caves, Civilian Outposts and etc., so the variations would probably be quite useful in that scenario.

    1. paulbrock
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      I've not had a look yet (though love the idea of Overtime) - Cooldown should be compatible with it without a patch. 

      Do you mean adding cooldowns to science outposts/civ outposts? Thats on the list, and yep will be handy if you're getting more missions to them; some missions like passenger drop off in vanilla will already go to these.  (and caves are already supported by POI cooldown)
  4. javikrules
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    Can this be safely uninstalled?
    1. paulbrock
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      yes, though the vanilla cooldowns will still persist.  I did have a script that reset all the cooldowns but it only worked for the first hacked together version; hopefully I can get some functionality in to allow you to reset in game.  

      basically for those POIs that already had a basic cooldown - they will still stay on cooldown until the time elapses or you go through the Unity.

      If you're not sure about keeping it, highly recommend only using IMPROVED or LOOTERS so the cooldowns all reset over time naturally.
    2. javikrules
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      Ah, okay. So if I already have it running on Improved, should I set it to Vanilla, wait 2 days, and then uninstall? Or should I set to Vanilla, uninstall first, and then wait 2 days?
  5. VigilantWarden
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    You mention that Forgotten Frontiers - POI Expansion by MadMonkey119 is on your radar. Does that mean a potential compatibility patch is in the near future?

    Thank you so much for creating and maintaining this mod. I certainly hope that patch is on the horizon!
    1. paulbrock
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      yep its probably the next one I'll do, esp as there aren't too many POIs.  Note you can still use both mods in the meantime, just you'll not have the cooldown functionality on FF POIs till there's a patch
    2. VigilantWarden
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      Appreciate both the response and confirmation.
    3. RedDog6911
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      Any updates on this? It's getting a bit annoying having the FF POIs spawning on every planet multiple times because most of the other POIs are on cooldown.
  6. EccentricMeat
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    Absolutely LOVE the mod. In combination with POI Variations, Bedlam, and Desolation, the POI generation system and overall exploration experience is so vastly superior to the default state that I'm honestly baffled BGS didn't release the game with similar functionality built in. Without exaggeration this is a must-have mod, so thank you for your work!

    Just one quick question: What exactly constitutes "visiting" a POI to trigger the cooldown? Does simply landing and having the location generate on the planetary tile count as a "visit"? Or do you have to physically enter the POI (or get within a set distance) for it to count and trigger the cooldown? 

    The reason I ask is I've heard if you change the cooldown length, all current POIs on cooldown stay at the previous cooldown and not the new setting. So if I wanted to "eliminate" specific POIs I could set the cooldown to 999 days, visit the POI I'd like to "eliminate", and then change the cooldown back to 10 days. Is that correct?
    1. paulbrock
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      its based on when the map marker pops as discovered, so yep you need to go up to it.  And yep, you can change the setting, visit a particularly disliked POI to put in on 999 cooldown, then change the setting for regular gaming.
    2. EccentricMeat
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      That's exactly how I was hoping you had set it up, makes perfect sense. Thanks for the clarification!
    3. PowerMS27
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      Hey, maybe you know some other mods to add new POIs, structures, biomes or something like that? Planets are very empty but i really love exploring them. I ve only found "Batten's Shipwrecks (POIs)" mod. And some ItsmePaulieB's mods. But i need more stuff like this
  7. Symmetra194
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    So I want to use Bedlam, Desolation, POI variations and POI cooldown mods together with the compatibility patches. Does these mods mesh well or would they cause problems  together? here is my mod list:


    *MJOLNIR.esm
    *MarkM.esm
    *Exile.esm
    *Banshee.esm
    *sfbgs023.esm
    *UCMarineTactical.esm
    *ZY1AE_Flightsuit_Acc.esm
    *ZY1E_Flightsuits_ENHANCE.esm
    *ZYH_Apparel_Helmets.esm
    *craftable constellation themed outfits.esm
    *craftable blackout themed outfits.esm
    *craftable whiteout themed outfits.esm
    *Errata.esm
    *50GS.esm
    *Silverhand3516.esm
    *AntiMaterielRifle.esm
    *KBAR32.esm
    *ARX-15.esm
    *Standalone AK-47S Assault Rifle - FinalBosco.esm
    *Glock19.esm
    *OldEarthArsenal.esm
    *Lodecs_WEAP_CustomArmory.esm
    *Minimum Enemy Level Heatleech Excluded.esm
    *UCUrbanwarFixed.esm
    *TheGangsAllHere.esm
    *TheGangsAllHereShatteredSpace.esm
    *CompanionsConvoFix.esm
    *AuriePatch_TheGangsAllHereCompanionsConvoFix.esm
    *sfbgs019.esm
    1. paulbrock
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      I'm not sure how well Bedlam + Variations will play together - randomness on top of randomness - but Cooldown should be happy with them all (make sure you grab the Cooldown / Variations patch on this mod's optional files)
    2. Symmetra194
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      Will these combo mesh well with faction and encounter expansion project?
    3. paulbrock
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      I've not checked FEEP but probably OK to run alongside Cooldown. can't speak to wider compatibility, but everything there should be ok with cooldown
  8. taosecurity
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    Hi Paul, I noticed that POI Variations just updated to .95. Do you think your patch (currently for .91) will need an update?

    https://www.nexusmods.com/starfield/mods/10825

    The update says

    Added variations for 3 new POIs and fixed bugs

    Thank you as always.
    1. paulbrock
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      Cheers Richard, yep I think it will need a small update, until I've had a proper look I recommend people stick to .91 for now if they want to run both mods.
    2. taosecurity
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      Sounds good, thanks a ton. BTW I had some fun last night troubleshooting a SF crash. The game wasn't even making it to the Bethesda logo. I was really puzzled. It turned out I had somehow swapped out POI Cooldown 0.91 for .0143. Your patch was trying to do its thing but I was using the wrong Cooldown version! Just a FYI if anyone runs into an issue.
    3. paulbrock
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      New patch for Variations is going up now :) 
    4. taosecurity
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      TYVM
  9. cristobalite128
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    Hi mate, good stuff with what you've done here. I want to ask if this mod will also be added for patching purposes: Desolation - POI Overhaul
    https://www.nexusmods.com/starfield/mods/6812?tab=posts
    1. paulbrock
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      hiya, Desolation should be fine, it changes a different part of the files, so should run nicely together
  10. Vengrove
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    I've been playing with the Creations version and I really love it. Tried the 999 days setting, no issues. Spending some time on Venus brought all the POIs out of cooldown.

    But I have a question, though. Is it a feature of this mod or a conflict that places 10+ POI markers on the planetary map of any planet? I quite like it, I just would like to know what causes it.

    Thanks.
    1. paulbrock
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      hmm I've seen that is something that can happen for some players but never experienced it myself, I don't think there's anything in this mod that will cause it.
    2. Vengrove
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      Ok, thanks for the reply. I have Desolation installed, maybe there's a conflict. I'll do some testing.
    3. paulbrock
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      looks like this is something people are seeing by design in the latest versions of Desolation
    4. Vengrove
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      Yep, Desolation caused the issue. There were two updates, one added extra markers and the next removed them. I just had to update.
  11. useralmatykz
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    Hello.
    All my events (temples, alliance missions, etc.) only happen in a few systems.
    Is this temporary, or should I restart the game?
    All mods were installed before leaving Crete (to avoid problems with their launch).


    Spoiler:  
    Show


    If there are similar problems that have been solved, I will be glad to advice.
    P.S. 400+ hours of play, maximum level 27.
    I am used to starting new games over again, but I would like to avoid this )))


    The only problematic area in the files in X EDIT
    Spoiler:  
    Show
    1. paulbrock
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      thanks for this - the xEdit clash with Community Patch is only cosmetic so shouldn't matter.

      Temples are restricted to certain systems even in vanilla, so I think that's normal. there are also restrictions in the base game for the radiant missions you get after the completion of the vanguard questline, is that what you mean?  

      This mod won't change the system that missions send you, it just might mean that when you get there it's only one of the POIs not on cooldown, so if you have a lot on cooldown you may get a lot of repeats of Abandoned Shipping Depot I think? (as that's one that doesn't have a cooldown)