Random Artifact Cave 01 -- Planet-Specific Alien Cave Spawns

⭐ — (35 endorsements) 📥 1,206 downloads 📌 v1.0 📅 1/20/2024
⚪ Last updated 2024

By JaeDL - Starborn Royalty Knights · Animations

⬇ Download Mod Source: Nexus Mods 📅 Updated: 1/20/2024 📅 Created: 1/20/2024
⚠️ Install Order · 2 steps
1🛠️ SFSE — Starfield Script Extender Download ↗
2🔧 Community Patch — Starfield Community Patch Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 2.9% endorsement rate — high engagement, a strong quality signal
  • 🏆 #23 of 27 Animations mods in this game by downloads

📋 About This Mod

Revamped by hand the terrible Artifact Cave that in vanilla has 3 turrets and nothing else. It should now spawn biome relevant predators and prey.

Takes one of the Empty Artifact Cave Encounters and Gives it Aliens From the Relevant Planet... unless it spawns on a lifeless planet, in which case it will still be bad. =)

I will continue to other locations and artifact caves based on interest (from myself and others lol).

Videos (I play embarrassingly poorly in both):

Cave run through:

https://www.youtube.com/watch?v=8RA00sChzfY



Other cave run through:

https://www.youtube.com/watch?v=6iHLWhLRxc4

Yes, I can and will improve the AI of the specific aliens included in the next release of Royal Aliens or even specific tweaks just go with these. This planet had very peaceful floating balloons-- other planets will be more interesting.

Gotta let the medium herd carnivores jump in the future. As aliens haven't really been in caves before Venpi's awesome mod and my newer works-- lots of room to improve them for that.

Posting this as a standalone because:

a) I think this is an important mod to get right. I absolutely despise being sent to get an artifact, and I literally just run through an empty cave and grab it at the end. You only even get the (one, single) Starborn fight at the end after Neon.

b) I believe vanilla caves are bugged, based mostly on research by Venpi and my own perusing through them in xEdit.

The dungeon has listed BIOME PREDATOR and BIOME PREY as spawns. They are set to only spawn during radiant encounters, which is impossible when flagged for an artifact.

Running through an empty or nearly empty cave doesn't feel intentional

A further reason I think this is a bug: nothing I try to spawn in the cave works… except for the stuff that was already SUPPOSED to spawn in Vanilla. I can't add random ecliptic enemies, etc. But I can add the two alien biomes that show up in the vanilla list for this cave.

c) I'd love for people to test this out by installing right before an artifact cave, rather than just bundling this with other mods. It's possible interactions with some of my other works in progress (Royal Spawns or Royal Story Encounters) are what actually causes this to work, but I believe this stands alone.

d) If this works well for others and there is interest… this is probably something I will have to do for lots of empty or unfun locations.

For the initial release, I renamed the location from "Caverns" to "Abandoned Caverns" so you know if you're in the cave I tweaked.

I have only tested this in one location. 

Will the aliens change to match the planet? <

📊 Mod Details

Game
Starfield Mods
Author
JaeDL - Starborn Royalty Knights
Version
1.0
Downloads
1,206
Endorsements
35
Category
Animations
Created
1/20/2024
Updated
1/20/2024

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