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VenworksFactionOverhaul - Simplified Chinese Translation
Changelogs
Version 2.0.7
Fix for the scaled human's you have been encountering they are humans coming from the hostile humans random lists that I forgot to setup rules Starborn, Syndicate, and Van'ruun
MCS_NPCOverrideAutomaticTitle.psc had to be completely rewritten due to now hitting the script property limit. This means you will need a new universe or game to reset the script cache.
Version 2.0.6
To avoid the file conflict that is confusing users, I have moved the Venpi Core RTFP config to that mod but this means you will need to handle its configuration for all mods in one go vs the last in the mod dependency chain. Sorry there is no way you can have you cake and eat it to. This is why I put it in both so you would only need to touch the end of the dependency chain now you will have to deal with it at each step if you need to change something at that level.
Using new role based faction unique titles for the NPCs. See nexus post or discord channel for the list. See for more info: https://github.com/monster-cookie/starfield-faction-overhaul/blob/master/Documentation/FactionRoleTitles.md
Ok finally got the original template actor system going again thought the NPCs wil vary +/- 15 levels (GAme Setting thing see RTFP config set them all to 1 if you want matched levels)
The perk system only exists for the random buffs system which I'm working on still. Might have to wait for CK2 as its not sending the correct keywords up for some reason.
Version 2.0.3
Reverted template actor inventory settings, they sporadically work now so explicitly setting the stuff.
The random hostile human list like BGS now just uses crimson fleet outfits for everyone. I'll have to revisit this once we have access to the CK2 Docs.
Version 2.0.2
Restored template actor inventory settings post 1.10.31.0 they are working again
Removed the default template actor and the container items from Ecliptic so see if stuff populates better (experimental)
Male/Female only actors now use their correct sex
Version 2.0.1
Converted Ecliptic, The First, and Va'Ruun to MCS
Fixed a typo that was making low levels hard basically I was giving them double the health they were supposed to get.
Version 2.0.0
Since Starfield 1.10.31.0 MCS SetOverRideNames are not working on non-mod index 00 creations. Added debugging and logging to help trace this.
Revert global AreHostilesNearCondition change
Converting lvlHostileHuman* to use MCS to get around the generic human issue since 1.10.31.0
Reverted base NPC unaggressive AI back to unaggressive
Adjusted game settings for level actor spawn rules. Feel free to tweak the new RTFP file.
Removed all patches as CCMBH is too broken by the latest patch to fix and I strongly recommend removing it.
Stats are now boosted by perk without using scripts to avoid deadlocks in papyrus. Stats increase level 25 levels
Convert MQ101 Pirates fixed to use the MCS so they stop being dead on arrival. Though I would love to know why they are being killed.
Requires Venworks Core 1.0.18 or newer
HELP: Need names for the generic role names like Spacer Sniper, Ecliptic Sniper, Pirate Sniper as something like Space Assassin, Ecliptic Sniper, Pirate Lookout. Using role names makes more sense that random level titles that don't mean anything when using a true scaling system. Also still haven't found away around what ever LChar change BGS made that is blocking template chains.
NOTE: This is probably not safe mid-game due to the level of changes needed by 1.10.31.0. Once installed jump to a new game/universe as quickly as possible.
Version 1.0.8
Compatibility for Starfield 1.10.31.0
Leveled Hostile Human NPC lists now users SystemBodyHasKeyword and the AreHostileActorsNear as a global condition.
KNOWN ISSUE: Spacers are spawning with other groups more often but no longer are we getting generic humans. Going to see if there is a script way to handle this instead of AreHostileActorsNear but this is no worse than vanilla if the ruin/dungeon has multiple LocEnc*_Exclusive keywords.
Version 1.0.7
Stats leveled NPC list was no longer sending on the PC level multiplier added back Flags unknown5 and unknown6
Also added Crimson Fleet Titles for Scale The World's Leveled NPCs to MCS Beta.
Version 1.0.6
New MCS Faction Definitions for Ecliptic, Crimson Fleet, Syndicate, The First, and Starborn.
Stat scaling is a curve from 1 to 500 with a balanced record every 5 levels.
Removing nested template levels this may be causing the stats to not apply. Sorry, this might have been hidden from me in my testing cause of Scale the World.
Version 1.0.5
Finally ready to merge in the Modular Creation System (HCS) based on BGS's Creature System. I had to use template actors instead of OMODs, as the OMOD system requires engine support.
Only faction/human definitions for Spacers exist in this version next version depending on feedback will have all factions, classes, and spell packages available.
Version 1.0.4
Fully utilizing StarSim's coming faction map
Factions only need CrimeFaction for the starmap faction tag on the system and this doesn't mess up planetary looting as long as you don't put it at the planet level too.
Restructuring creature vs faction relations again to try and stop the blind attacking of peaceful creatures
Version 1.0.3
Typo on a non-used title on a Keyword title JaeDL found (English Majors).
Removed the non-hostile hostile UC Troops
Version 1.0.2
More terrormorphs from JaeDL all contested planets spawn terrormorphs. Sorry JaeDL I refuse to do all systems but figure the battles/wars would drag them out.
Sorry forgot to put in House Va'ruun factions document updated too.
Version 1.0.1
Sorry JaeDL made us have terrormorphs.
Kreet is also now Hostile Humans only but I'm not 100% sure that keyword is honored by PCM.
Removed and empty Strings folder that was being created in the archive.
Version 1.0.0
Initial Release
Overview This updates starmap and leveled hostile human NPC lists to regionally belong to the main Starfield factions.
NOTE: This is an ever-evolving mod additional factions and regions will be added over time.
Venworks Discord Community
I've created a new discord community (Venworks Discord Community) for all my mods, modding research, mod support. I'll continue to post my mods here but notifications and usage of the bugs and comments has become harder or flat do not work with recent Nexus updates. So for discussion and reporting of bugs please use the Venworks Discord.
Compatibility This mod will be incompatible with any mod that modifies PCM, Faction, and Leveled Human Hostile leveled lists. The mods will need patch files in order to make them compatible with each other and using them together will break both sets of mods to varying degrees and is strongly recommended against. Please see the option files section for any available patches.
Known Incompatible As I can't get them to load without a CTD, I can't make patches for them. Also using them without patches will break various part fo my mods and theirs and is highly discouraged.
POI Faction Diversity
POI Faction Diversity - New Factions
Installation
Via Vortex/MO2 Install as normally would any mod mod.
Installation Manually Really please use a mod manage :)
Download the current zip file. Please everything in the Data folder in the zip to the same place under <Game Install Dir aka where starfield.exe is>\Data.
Handling the plugins.txt file You need to add VenworksFactionOverhaul.esm, and VenpiCore.esm to your plugins.txt file see below for help. Should be ordered like this in the file. Please see this guide, Load Order Findings and Help, for help with proper load order setup.
*VenpiCore.esm *VenworksFactionOverhaul.esm
These are instructions from the author of the plugins.txt enabler mod:
Donations For those of you wishing to donate to me for my mods you can do so via my partners Quarter Onion Games. Donate via PayPal
Social Presence
I can be found as Venpi hanging out in the xEdit and Starfield Nexus Mod's discord servers.
I have created the Venworks Discord Community for discussing, tracking, bug reporting, and helping out with my mods and Starfield modding research.