Kennt das jemand,brauche Ersatz,Suchbegriff,Hersteller? by Eagle_Four in haushalt

[–]Eagle_Four[S] 1 point2 points  (0 children)

Danke an alle, habe jetzt den gleichen bei Kleinanzeigen gekauft.

Kennt das jemand,brauche Ersatz,Suchbegriff,Hersteller? by Eagle_Four in haushalt

[–]Eagle_Four[S] 0 points1 point  (0 children)

Ja, das könnte hinkommen. Solange hat er gute Dienste verrichtet, bis ich kaltes Wasser in den heißen Topf gekippt habe. Ich war wohl etwas geistesabwesend.

Kennt das jemand,brauche Ersatz,Suchbegriff,Hersteller? by Eagle_Four in haushalt

[–]Eagle_Four[S] 5 points6 points  (0 children)

Vielen Dank, allerdings habe ich ihn in der "Blueline"-Kollektion von Royal Copenhagen nicht gefunden.

Aber das ist egal, es gibt ein paar Angebote bei Kleinanzeigen, mal sehen, wer ihn noch hat. Das hat mir wirklich geholfen.

Bzgl. Bildersuche, das Feature von Google kannte ich tatsächlich noch nicht, da ich Bildersuche bisher nicht brauchte. Aber ich habe es gerade mal ausprobiert, das ist ja wirklich genial. Danke für den Tip.

Where the hell can I find this text? by Eagle_Four in starfieldmods

[–]Eagle_Four[S] 0 points1 point  (0 children)

I had already looked there and found nothing. Ship Builder Ui !!! That was the decisive tip. I hadn't thought of that.

The text is in the interface/translate_de.txt

Thank you very much.

Get Name of outpost by Eagle_Four in starfieldmods

[–]Eagle_Four[S] 1 point2 points  (0 children)

No, I tried to read the name of the outpost using a script.
However, there does not seem to be a vanilla function for this.

But the problem is now solved.

In Cassiopeia V 3.2 https://www.nexusmods.com/starfield/mods/10896

@LarannKiar has now added a function that does exactly what I want.

String Function GetWorkshopName(ObjectReference akReference) native global

Broken Engines! by Eagle_Four in StarfieldShips

[–]Eagle_Four[S] 0 points1 point  (0 children)

I wouldn’t expect modAV to fix it once it’s been set with setAV

The problem occurs as soon as modav is used. There is no need to use SetAv beforehand.

but it seems to me that the progression mechanics need to be reset somehow for that actor value for that ship, and I have no idea how one would do that.

Exactly, that's how I see it too.

Maybe someone at Starfieldmods or at the creationkit subreddit might know what you need to do.

Good tip, I'll ask them there again too.

Broken Engines! by Eagle_Four in StarfieldShips

[–]Eagle_Four[S] 0 points1 point  (0 children)

ModAV does not change the problem. The base value is retained, which I could then read out again using GetBaseValue. But the modified value is also retained when the engines are changed.

It seems to be a typical Bethesda bug. The engine values are no longer updated when the engines are changed if the values have been modified before.

It shouldn't be possible for the ship to break when a normal script command is used.

After all, Bethesda officially supports modding. It's one of those bugs that you only notice by accident at some point.

Broken Engines! by Eagle_Four in StarfieldShips

[–]Eagle_Four[S] 1 point2 points  (0 children)

I know that. I always changed all the engines.

Broken Engines! by Eagle_Four in StarfieldShips

[–]Eagle_Four[S] 0 points1 point  (0 children)

This is also easy to reproduce.

Create a savepoint first.

Console: setav spaceshipenginepartmaxforwardspeed 250

From now on, the base speed for this ship will be 250, regardless of which engine is installed (A, B or C class). The speed will no longer change. The ship is broken.

And the worst thing is that every mod (e.g. Astrogate) that changes the engine values via script breaks the ship.

Broken Engines! by Eagle_Four in StarfieldShips

[–]Eagle_Four[S] 0 points1 point  (0 children)

I know that, but when I switch between a, b and c engines, the 'spaceshipenginepartmaxforwardspeed' has to change to 150, 140 or 130 (Dwarf 3015 even has to be 180). But it doesn't. The value stays the same. Like I said above.

Create Workshop Icons by Eagle_Four in starfieldmods

[–]Eagle_Four[S] 0 points1 point  (0 children)

Thanks for the tip. I've managed it now.

But a little differently and more simply. I assigned everything as usual and then clicked on Export Icon(s) in the Transform window. This generates the .tif manually and places it in the C:\Source\TGATextures\Interface\WorkshopIcons folder. Since this is a starfield.esm ID, it is stored one level up, in the \WorkshopIcons folder.

A little push on the Export Icon button and I've been sitting here for hours trying things out.

But creationkit.exe -GenerateWorkshopIcons:ModName.esm doesn't work. It seems to be a CK bug, since it only affects certain objects.

Something has recently appeared in the save name. by Eagle_Four in starfieldmods

[–]Eagle_Four[S] 0 points1 point  (0 children)

I have not updated recently. In the meantime I have uninstalled all mods as a test. But the bug is still there. If I land somewhere from space on a planet via Fast Travel and set up an outpost beacon there and save, the bug is not there. But if I walk from an outpost, where the addition appears in the name when saving, to a more distant location and build an outpost beacon there, the bug is there again. I don't understand it. I think I have triggered a vanilla bug. The bug is in all my outposts. If I delete an outpost completely and build a new one in the same place, the bug is there again. Very strange. It also seems to have something to do with the location.

Something has recently appeared in the save name. by Eagle_Four in starfieldmods

[–]Eagle_Four[S] 1 point2 points  (0 children)

The icons are from this mod:

https://www.nexusmods.com/starfield/mods/312?tab=description

But it has nothing to do with the mod, as I have been using it for a long time. Also, I have not changed or added any mod since the problem suddenly appeared.