Hey friends! Cyberpsyche here. Looking for feedback on a new mod! Hope many of you are still enjoying Packing Heat! While I'm working on the update for that, and getting back going on my next big free mod, Crimson Escalation, I wanted to knock out a small paid mod I had been thinking about for a while. I have to work on multiple projects at once to stay sane!
Please check out the screenshots and the description below. Playtesting is nearly done and then I will submit for QA and approval, aiming for 100cr. I'd love to hear your questions and concerns ahead of time. I don't think my mod will get through the queue before winter break, so hopefully it'll be out right after Bethesda team is back.
P.S. on the screenshots, the map shot is a landing on Jemison in the forest with the PLS set to wilderness mode, notice no facilities or structures of any kind. Using "tmm 1" to reveal all map markers so you can see. The other shots show the terminal screens, the terminals including the modular wall mounts (of which I will increase variety before submission).
I'll try to get a video up on my channel soon.
DRAFT MOD DESCRIPTION:
The PLS provides a captain with more flexibility on where their ship lands relative to the structures and other ship traffic around them. Want to land in the wilderness even on a populated planet? Now you can!
OVERVIEW
I wanted more flexibility in what a landing site looked like, without a fixed total overhaul to POI generation, and ideally some compatibility to work with existing POI overhauls and POI mods.
I’m also an immersion and exploration player and wanted a fun tool that supports roleplay and feels like it makes sense in the game world. I wanted to “land” in different places and not just be toggling gameplay settings from the main menu. This is a small mod, but took a lot of fiddling, testing, tweaking and several testers to work out the kinks. I used a lot of the knowledge I’ve gained over the past year and more working on close to twenty mods and patches to make this.
I hope you enjoy Reladyne’s new Precision Landing System! Now available for all ships via a simple terminal integration!
THE PLS TERMINAL
- Wall mounted variation mounts onto modular wall mounts of different depths
- Freestanding and desktop variations
- All customization is set via the in-game terminal which has been designed with immersive text to support roleplay and avoid you needing to exit to gameplay options.
- Simply place it in your ship and you are ready to go!
CONFIGURABLE LANDING PROFILES
- Wilderness, Remote, Rural, Settled and Prospecting profiles.
- These adjust the quantity of man made POIs at your landing site. From “Settled” which allows the base game to do its thing, up to Wilderness which prohibits any man made POIs.
- Even on a populated planet you can land in the wilderness, with no structures in sight! Want to actually land in the rough desert or the untouched forest on a settled planet? You can!
- The prospecting profile helps miners seeking the additional resources deposits available in caves.
- These profiles ride on TOP of the vanilla POI generation logic, so if you try to land at a Settled area for a planet considered uncivilized in vanilla there will be less POIs than other planets, or if you try to land at a Settled area on a planet with no human presence there will still not be any man made POIs. See the Habitation Analysis feature for a view into that.
CONFIGURABLE LANDING CLEARANCE
- Adjust landing distance from man made structures (POIs): 300m, 500m, 800m, 1200m, 1600m.
- This determines the distance your ship will touch down from nearby man made structures and facilities. Use Landing Profile to land in a settled area if you want and then use Landing Clearance to land far away from the many structures!
- Don’t want to land RIGHT next to dungeons? Maybe 500m! Don’t want to see anything when you land? Want to explore the natural terrain in order to locate structures? How about 1600m?
CONFIGURABLE SHIP TRAFFIC PROXIMITY
- Choose No Preference, Avoid Nearby or Avoid All.
- This setting allows you to avoid random ship landings occurring right next to you constantly after you land! Also, to avoid them completely if you want to explore more covertly.
- Note that ship traffic is also throttled by the landing profiles, so you will have far less ship landings in rural, remote or wilderness profiles.
HABITATION ANALYSIS
- Provides a surface scan of the local moon or planet that gives you an idea what the baseline population is for the planet. (settled, civilized, uncivilized or no human presence). This works based on vanilla game condition checks to see how the base game would run the POI logic.
- If you are using a mod like Desolation or others that modify the values those base game checks use, this should read accurately, as I don’t touch those global values, keywords or base game conditions.
OTHER
- Terminal provides the ability to reset settings to mod defaults (which are vanilla settings) and each screen shows the active setting for clarity. In-terminal Help screen also included.
KNOWN LIMITATIONS AND NUANCES
- When targeting a pre-defined POI from orbit the PLS settings will not affect whether you land at a pad, such as with city spaceports or spawned POIs visible from orbit. You’ll still land on the pad. There are other mods that can stop you from landing at the pads, but I couldn’t find a way to make that optional so I didn’t want to add it in as a forced feature.
- The settings will impact all POIs that generate AROUND a mission or quest target POI, and of course for planet landings without an existing POI target, they will affect all POIs.
- As an example this means, landing at a quest or mission board target POI with a wilderness setting turned on will result in that POI being the only man made POI on the map. Set your profile to Settled if you want the vanilla type and amount of POIs to generate.
- City landing zones, such as the POIs around New Atlantis and Akila will generate as normal and ignore the PLS settings.
TECHNICAL
- This mod modifies specific Planet Content Manager Branches by adding new conditions. It would conflict with any mod that alters conditions for the same PCM BlockCreationRequest branches.
- Manually cleaned with xedit!
- I keep some edits to an inaccessible vanilla test cell which I use as a dev space for building in 3D as needed.
LOAD ORDER AND COMPATIBILITY
- I’ve tested with 200 mods with zero conflicts ( I checked with xedit, and I playtested ). Several testers did not run into any obvious conflicts. Some had very large mod stacks.
- LO isn’t the important factor. If it conflicts with another mod that touches the PCM in an identical way, they will likely be incompatible regardless of LO so you will have to choose one or the other. LO won’t matter, because one will overwrite the other rendering it ineffective.
- Compatible with Desolation: Tested and verified. We modify POI generation logic at different places in different ways.
- Compatible with popular POI mods: Tested and verified for Forgotten Frontiers 1 and 2, Lost Light, Old Secrets. Most others should be compatible as long as they place their branches within the vanilla branches appropriately. If they aren’t compatible you will see their POIs in wilderness mode, so that would be an easy test.
SUPPORT
CREDITS
- Freyja Hildr (testing)
- Grapeheart (testing)
- Aevi Daudi (testing)
- GamerRoundup206 (testing)
- Gustavo Keno (testing)
- Kitalahara (testing)
- S1nderion (help)
- Betamax76 (inspiration for the wall mounts to work around vanilla limitations for terminals)
- MissO (help)
- Anyone I forget let me know!