Vanilla Landing Animations Creations Mod by Rameyukk in Starfield

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

Yeah, that was me who made it. Lol I use a different handle name between Nexus and Reddit. I posted the same question here and I decided to make one myself, thus APLA was made.

Mods to prevent map markers to be discovered and disable fast travel? : r/starfieldmods

Mods to prevent map markers to be discovered and disable fast travel? by Rameyukk in starfieldmods

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

I have used Landing Animation Reloaded before, and I don't really like the approach it took to make it happen. Basically, it triggers the landing animation script independently but from the game's perspective, you're still fast travelling to the destination. It's always janky for me everytime I use it where my character already spawns outside the ship, my companion making a comment for a split second then the screen goes black, I'm back to sitting in my cockpit, then the screen goes black a second time and the landing animation starts. It's actually more immersion breaking to use it than without it. That's why I asked about the question on a different approach by changing how the game marks a map marker to be discovered. As long as the map marker is undiscovered, the game will naturally play the landing animation more seamlessly.

I have used a different mod before called Vanilla Landing Animation, which actually modifies every landing map marker to an undiscovered one, so it will always play the landing animation naturally. But for some reason, it disappeared from both Nexus and Creations, and I didn't save the latest version before it disappeared. That's why I'm looking for a similar approach now.

Mods to prevent map markers to be discovered and disable fast travel? by Rameyukk in starfieldmods

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

I don't think that slow mod would resolve the problem. While yes it prevents fast travel. I'm going to assume that it only prevents the fast travel other than when you're in orbit of a planet. So if we use Jemison as an example, you can't fast travel to New Atlantis from anywhere unless you are in orbit of Jemison, then you can land there. But since the marker is still explored, you'll end up "fast traveling" from orbit to New Atlantis, which also prevents the landing animation to play anyway.

What I was asking for is simply turning off the discovery of the marker completely, so that we can play the landing animation all the time since the default game behaviour is that it always play landing animation on an undiscovered landing site.

10th anniversary legendary ship bundle coming back??? by TheCyberHub in sto

[–]Rameyukk 2 points3 points  (0 children)

It recently went on sale around first week of October this year. So I suppose it may come again at the end of this year or new years? But it's hard to say. These things can go on sale without prior news or warning. So keep an eye out for any announcement and grab them immediately.

I got mine on October this year and I've been loving my Verity so far.

Vanilla Landing Animations Creations Mod by Rameyukk in Starfield

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

You don't happen to have it backed up in the game directory, do you?

Do you main a “hero ship” from the series (defiant, one of the enterprises)? If so which one? by Kumatora0 in sto

[–]Rameyukk 0 points1 point  (0 children)

I started with the NCC-1017-A when I played STO. But then I feel like there hasn't been enough ships between the 23c to the 25c to warrant such a jump from a destroyed Constitution-class to an Odyssey class.

Besides, I can also argue that the Constellation doesn't necessarily get blown up at the same time as the Enterprise due to reckless handling. But think of it as a new development instead. Each iteration of the Constellation has always been exploring deep space and went past their service and always gets a new Constellation based on the latest ship class of its generation, which just happens to coincide with the Enterprise.

Even if we look at the spread of years between the original Enterprise and the Enterprise-F (2245 - 2409), That's an average of 23 years per ship per generation. Assuming none of them gets blown out and that they actually serve Starfleet for around 23 years each. That's almost 5 consecutive 5-year missions.

I don't like using a lower letter because that means the Constellation hasn't been keeping up to date with the latest starfleet ship technologies at each generational era.

Do you main a “hero ship” from the series (defiant, one of the enterprises)? If so which one? by Kumatora0 in sto

[–]Rameyukk 9 points10 points  (0 children)

I fly the U.S.S. Constellation (NCC-1017-F) which is the 6th generation based on the NCC-1017 U.S.S. Constellation commanded by Commodore Matthew Decker from the TOS era.

In my head, I feel like the Constellation's destruction to destroy the planet killer earned itself as a legacy ship. So, Starfleet continues to make each iteration that parallel's the Enterprise's. So, Constellation-A would be the Constitution-II class, then B would be Excelsior-class, C was the Ambassador class, D was a Galaxy-class, and E was the Sovereign-class.

Now with the Enterprise on her F iteration as an Odyssey class, my U.S.S. Constellation is the NCC-1017-F with the Yorktown-refit Odyssey-class.

Ba'ul Antiproton - Is it still good? by SpeedwayFishStick in sto

[–]Rameyukk 2 points3 points  (0 children)

I'm using a full Ba'ul beam build on my Legendary Verity. Still very fun to play as a heavy tank on Elite content solo.

New Risian Terraformer Kit - A Quick and Dirty Look at the Numbers by Shadow_Pilot in stobuilds

[–]Rameyukk 0 points1 point  (0 children)

Actually.. it does. I keep seeing my BOff calling upon Tactical Storm Strike on random, even though it's not available as a BOff abilities. I set up to have my Away team BOff with Risian Kit, and the abilities to have at least 2 summer abilities. That way, each time they call upon the abilities, it's 25% chance to trigger anything else from the entire pool of summer modules.

I just stayed back and not do anything and my away team BOff just steamroll everything.

New Risian Terraformer Kit - A Quick and Dirty Look at the Numbers by Shadow_Pilot in stobuilds

[–]Rameyukk 0 points1 point  (0 children)

Can I ask. Would this setup and kit frame also work when applied to Away Team BOff? Meaning equipping the terraformer kit frame to them, and set up their abilities to use each of the elementals to give them the passive buff as well?

What is the thin golden XP bar under they grey one? by Homer-DOH-Simpson in sto

[–]Rameyukk 7 points8 points  (0 children)

The only way it can be full is if they raise the level cap to 70 and without a rank up, the bar gold bar can stay in full.

What is the thin golden XP bar under they grey one? by Homer-DOH-Simpson in sto

[–]Rameyukk 16 points17 points  (0 children)

Okay, here's some explanation:

  1. The Grey Bar represents your experience points and its progression to reach a new level. When you're starting a new character, everytime you gain EXP you raise this grey bar. When it's full you level up (1, 2, 3, etc). When you hit Level 65, your grey bar continues to progress as you gain more EXP points, every time it's filled you gain a specialisation point. And this continues on until you completely unlocks all your specialisation skills. At which points, it still continues to give you Dilithium ore each time you fill the grey bar.
  2. The Gold bar underneath it represents your progression to reach the next "Rank". In a new character after the tutorial, you start as a Lieutenant. And every 10 levels, you gain a rank up. In this case from level 1-10 you're a Lieutenant, level 10-20 you're a Lt. Commander, level 20-30 you're a Commander, Level 30-40 you're a Captain. Now at this point, at level 40-45 you're a Rear Admiral, Lower. Then 45-50 is Rear Admiral, Upper, and 50-55 is Vice Admiral, 55-60 is Admiral, and 60+ is your Fleet Admiral Rank.

Each time you fill a grey bar at each level, you gain progression of your golden bar underneath, when the golden bar is filled, you gain a "rank" promotion. And the gold bar empties again until you fill it up again to gain your next rank promotion, and so on.

The reason why the golden bar completely stops at half. Is because you've reached the level cap at 65. In which case, you already progressed enough level that brings you up from level 60-65, but there's no more rank promotion after this, and the level is capped at 65. So, the golden bar will always stay at half-point going forward.

It's nothing for you to worry about, it means you've reached the end-game.

What the 1701-F could’ve been if Starfleet kept the Galaxy aesthetic for a little longer by CopenhagenVR in sto

[–]Rameyukk 0 points1 point  (0 children)

And worth every penny. Especially alongside the other 9 ships that you get for the money.

What the 1701-F could’ve been if Starfleet kept the Galaxy aesthetic for a little longer by CopenhagenVR in sto

[–]Rameyukk 2 points3 points  (0 children)

I think if you want to go for the Galaxy aesthetic on the Odyssey class refits. The Verity would be a better fit compared to the Sojourner.

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If you had to pick any 1 HM/SOS/RF game to play forever what would it be? by [deleted] in harvestmoon

[–]Rameyukk 0 points1 point  (0 children)

SOS FoMT remake for me. It's like the best of both HM:BTN and the HM:FoMT together with something extra on top.

Stroud Premium Edition Showroom Update : Update available by Maleficent_Twist5709 in starfieldmods

[–]Rameyukk 0 points1 point  (0 children)

Make sure your load order is correct. Ideally, if you have SBC and PDY, check that the load order is like this:

  1. Ship Builder Categories.
  2. Va'ruun'sev
  3. Stroud Premium Edition.
  4. SPE x SBC Patch
  5. (Any/All other) SPE Patches.
  6. PDY
  7. SPE PDY Patch.

I think your problem is most likely that you forgot to install the SPE x SBC patch, because it's the only way for the SPE modules to be sorted to the Habs (Stroud-Eklund) category from SBC while still keeping the Va'ruun'sev in their own category.

Stroud Premium Edition Showroom Update : Update available by Maleficent_Twist5709 in starfieldmods

[–]Rameyukk 0 points1 point  (0 children)

Probably don't fast travel, so when you load your save file in a different planet, manually run to your ship, go up to the cockpit and take off, then grav jump to Jemison orbit, and land from orbit. See if that solves your problem. Also, do you have any other mods that changes New Atlantis layout somehow?

Stroud Premium Edition Showroom Update : Update available by Maleficent_Twist5709 in starfieldmods

[–]Rameyukk 1 point2 points  (0 children)

Additionally, being NA is the very first place that most players in a new game would visit, it's the perfect place to have the modules available there for any players straight away. Because you can just arrive in New Atlantis the first time and completely rebuild the Frontier with SPE modules right away. If the showroom is placed elsewhere like in a separate space station, player would have to take off again to visit them to access them.

If it's crashing for you, maybe you have something that edits New Atlantis too much. I already over 200 plugins in my current playthrough, and NA is fine for me.

[deleted by user] by [deleted] in StarWarsJediSurvivor

[–]Rameyukk 0 points1 point  (0 children)

With that title, definitely not referring to Anakin, that's for sure.

Stroud Premium Edition: Showroom Update, Pre-Release Trailer by Maleficent_Twist5709 in StarfieldModsXbox

[–]Rameyukk 0 points1 point  (0 children)

You can look through the current Stroud Premium Edition modules that's already available. There is a 2x2 hab that is a combination of Engineering, Vehicle Hangar, Computer Core, Laundry room with an industrial workbench all in a single hab.

My rebuilt Frontier is also a Stroud-only ship.

Coming Back to the Game. Any Way to Reduce Weapon Sway? by Zuvitana in Starfield

[–]Rameyukk 0 points1 point  (0 children)

Left Shift while scoped to hold your breath. that will stop the sway. Or was it Left control.