I must say that I am intrigued by this. Having even more powerful terrormorph enemies has its appeal.
However, does this mod work separately without affecting terrormorph followers like Pumpkin from The Pumpkin Protocol mod or the various morphs from the Terrormorph Followers mod? Or perhaps should I load put this mod the last in the load order in Vortex?
Awesome work dude. Could you add a version where they don't "mentally influence the player with their abilities". Trying to make a outpost with the Earth Restored mod and there is a lot of them lol! So it gets a little annoying. No worries if you are to busy :)
Not sure if you're still doing support on this mod, but been using it for a while, and I just encountered an issue with it that may or may not have been present before. I'm unsure if this is a mod conflict or otherwise with the v0.2 hotfix, because it's been a while since I've tried to take one of these missions, but the previous v0.2 works perfectly. When using the hotfix version, I am unable to pick up bug hunt missions from Tuala. He says his first line of dialogue, and then cuts off, never giving me the quest. I swapped to the previous version with the same load order, and this fixed the issue. Couldn't see that anyone else is having this same issue so I figured I'd bring it to your attention.
Hey, believe they are the appropriate level for being found on Toliman II due to it being a low level planet, try putting minimum enemy level below Terrifying Terrormorphs in your load order. Let me know how you go
Ah, I see. My bad, I thought this mod scaled the terrormorphs to the player's level.
I tried putting minimum enemy level lowest in the load order. This seems to have removed your changes, unfortunately. At least I think so, because I did not get any terrormorph hallucinations. So MEL and this mod are not compatible, it seems.
Could you make a version with buffed hit points and resistances? I use mods for realistic damage and no HP bonus for level to eliminate human bullet sponges, so that all humans (including the player) die in one to three hits, no matter what the weapon is. Unfortunately, this makes terrormorphs rather underwhelming. I've been using Royal Terrormorphs, which helps with this issue, but it doesn't give them all the mind control powers. Essentially a mod that combines this mod with the Royal Terrormorphs is what I'm really looking for.
Currently working on another mod which adds new locations centred around Terrormorph encounters, but its taking a bit longer than anticipated due to the volume of work needed for building locations. I'm planning to release an update for this mod in conjunction with that mod in order to tie in with the new Terrormorphs encounters. Aiming to get it ready around the time the new DLC drops (sometime in September?).
Yeah tough one to do, adding the pounce ability from the locust, adding some animations or not, but a game changer for sure just like the melee focus of this mod
Terrormorphs can jump onto the roof of buildings, outcroppings, etc but the Navmesh of the location has to allow for it. In terms of jumping to attack the player, that would probably require some animation work which would be beyond the scope of my abilities at this time.
Ah, I see. So if there's enough space on an object a melee focused terrormorph will automatically jump on it to melee you?
Do you think the pounce ability takes into account navmesh infrastructure and if there's enough space near the target to land on ? (so cheesing them from the top of something will work anyways even if they have this ability because it can't be triggered on too little surfaces)
If not, perhaps it is sufficient to give them the locust pounce to make it work, but in the end testers found that it makes them so strong that they become completely unplayable for the average player, hence this choice ?
Yeah if there is enough space where the player is located the Terrormorph will jump up and then proceed to attack you, but there's no jump attack (pounce) though. So yes, you can still cheese it but jumping to small location that a Terrormorph can't navigate but hopefully the increased damage of their range attack somewhat mitigates that so what. I'll have a look at the locust pounce and see if it add it to the Terrormorph attacks
Your mod as already epic, but if you achieve that you're a legend.
Edit: "Yeah if there is enough space where the player is located the Terrormorph will jump up and then proceed to attack you" Damn! yes they do ! Just got sneak wrecked on top of a container with that feature. They even go tactical with that jump :P Excellent !
Terrormorphs NEED a Kill Animation like enemies such as Deathclaws had in Fallout 4. I thought terrormorphs were scary until I realized there are no death animations. Another big missed oppurtunity for horror in Starfield. Starfield is one small step for Microsoft, and one GIANT leap backwards for Gamers.
Thank you very much! Bethesda missed out on a lot of potential that could've made this game as good as their previous games, but for some reason took many steps backwards. Again, thank you for your time improving this game and take care!
WOW! This is great. Sadly for me, using the microbe option, I never seem to be able to stumble onto them in the wild. Maybe I’m not going to the right places. Is there any chance that this mod may increase their spawn rate? I would love to run into them all over the place, when least expecting it. I hear that when using the Aceles option, you’re more likely to run into them in the wild. I might have to try that next time.
I did the microbe like 200 hours ago and still in my first universe and can find many of them on Tolliman II. You need to look harder, they are still there
I’ve heard there are three planets where they still spawn. I was hoping to find them elsewhere though, since I’ve read that with the Aceles option, you’ll find them (and the Aceles!!!) on more planets. No worries though, and I appreciate the info!
I cannot get a save to load with this mod enabled. First time I've seen this with any mod (not blaming the mod). Have tried different load orders. Not a light master so nothing to do with that possible minefield. Not near max plugins that I can install.
Hey mate, sorry to hear you're having issues. On my end I can add and remove the mod from saves without any issue, if you want to post your load order I can take a look and see if it conflicts with anything
Strangely, it was the location I was at (Paradiso) when attempting to load the save. I saved somewhere else before activating the mod and was able to load the save just fine. Weird.
Additional information in case anyone else is affected:
After getting this mod to install *outside* of Paradiso, when trying to go to Paradiso the game would crash. So I tried removing a mod that affects Paradiso, and voila the game no longer crashes. (That mod name is "Player Cabin - A Player Home"). So apparently there is a conflict between this mod and that one.
If anyone had these two mods installed with no issues, I'd like to know...
I kept this mod because I'd rather run into scary predators than have a nice home on a beach. LOL.
Glad you got it sorted. Anecdotally I've also had issues with loading saves at Paradiso at the past (infinite loading screens) but that was prior to the June Starfield update and this mod.
48 comments
However, does this mod work separately without affecting terrormorph followers like Pumpkin from The Pumpkin Protocol mod or the various morphs from the Terrormorph Followers mod? Or perhaps should I load put this mod the last in the load order in Vortex?
Not sure if you're still doing support on this mod, but been using it for a while, and I just encountered an issue with it that may or may not have been present before. I'm unsure if this is a mod conflict or otherwise with the v0.2 hotfix, because it's been a while since I've tried to take one of these missions, but the previous v0.2 works perfectly. When using the hotfix version, I am unable to pick up bug hunt missions from Tuala. He says his first line of dialogue, and then cuts off, never giving me the quest. I swapped to the previous version with the same load order, and this fixed the issue. Couldn't see that anyone else is having this same issue so I figured I'd bring it to your attention.
The terrormorphs in my game are only level 14 and very weak.
I am level 70+.
Ref ID of a dead terrormorph:
FF0B7432
Am I bugged or is there something wrong with that specific terrormorph?
I've built a base on Toliman II in the mountain biome, that is where I found them.
Edit: Downloaded via Creations.
Thank you.
FF128715
I tried putting minimum enemy level lowest in the load order. This seems to have removed your changes, unfortunately. At least I think so, because I did not get any terrormorph hallucinations. So MEL and this mod are not compatible, it seems.
Currently working on another mod which adds new locations centred around Terrormorph encounters, but its taking a bit longer than anticipated due to the volume of work needed for building locations. I'm planning to release an update for this mod in conjunction with that mod in order to tie in with the new Terrormorphs encounters. Aiming to get it ready around the time the new DLC drops (sometime in September?).
Do you think the pounce ability takes into account navmesh infrastructure and if there's enough space near the target to land on ?
(so cheesing them from the top of something will work anyways even if they have this ability because it can't be triggered on too little surfaces)
If not, perhaps it is sufficient to give them the locust pounce to make it work, but in the end testers found that it makes them so strong that they become completely unplayable for the average player, hence this choice ?
Edit:
"Yeah if there is enough space where the player is located the Terrormorph will jump up and then proceed to attack you"
Damn! yes they do ! Just got sneak wrecked on top of a container with that feature. They even go tactical with that jump :P
Excellent !
Starfield is one small step for Microsoft, and one GIANT leap backwards for Gamers.
Anyone else seen this?
Now, to find one of these buggers!
After getting this mod to install *outside* of Paradiso, when trying to go to Paradiso the game would crash. So I tried removing a mod that affects Paradiso, and voila the game no longer crashes. (That mod name is "Player Cabin - A Player Home"). So apparently there is a conflict between this mod and that one.
If anyone had these two mods installed with no issues, I'd like to know...
I kept this mod because I'd rather run into scary predators than have a nice home on a beach. LOL.