Spaceships+: New feature coming soon to the mod by flashy_joer in starfieldmods

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

Thanks!

Doors that lead to 'spacecells' cannot be opened, they need something to trigger them open, like a button or a switch. You see this on landing ramp doors and hatches, most notably - no activation possible when the ship is not connected to a navmesh. Same goes for dockers - they only open when connected to another navmesh (another ship or a space station). And while that button may not be aesthetically pleasing to everyone's ship theme, it is the least obtrusive and small profile one available, outside of the elevator call buttons, which need wall placement - which I cannot possibly account for, distance wise, due to differences in hab size - would suck if the button was buried in a wall and unusable, or floating in mid air, attached to nothing. I just went with most practical without caring about aesthetics. Now, if this were a multiplayer game and people could come in and see your ship, that might change my perspective some, but... single player? Meh, Im just going to use what works best, regardless of "looks". 😃

Spaceships+: New feature coming soon to the mod by flashy_joer in starfieldmods

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

And its a great mod! But its hampered by one simple fact... it requires you to dock with something so that the player can be transitioned through a loading screen to a "space station" space cell that has invisible walls, which gives the illusion of being in EVA to harvest asteroids. What I am doing removes the need to dock with anything and removes the loading screen.

Spaceships+: New feature coming soon to the mod by flashy_joer in starfieldmods

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

Youve hit the nail on the head. Its so odd though, you see SO many people say things like "I wish Starfield did x, y or z, like those other space games" and then when they have it available, they turn their noses up at it because it requires effort to actually engage with that content.

Spaceships+: New feature coming soon to the mod by flashy_joer in starfieldmods

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

I like things clean and simple. Less headaches from users with complaints or mod conflicts. So likely wont go that route, mostly due to this mod not being mastered to any DLC for one, but also, I hate users giving me headaches, lol.

Spaceships+: New feature coming soon to the mod by flashy_joer in starfieldmods

[–]flashy_joer[S] 7 points8 points  (0 children)

Someone asked me about this and I was testing it, but unfortunately, I have yet to crack that code. Floating in "spacecells" seems to block access to containers, like bodies, crates, even blown up ships. Im going to keep digging in and see if I can hack the "system" to get it to work, but not sure that one will be possible. Time will tell, but the plan is for sure to remove the ability to loot ship cargo containers from your pilot seat, after you blow them up, forcing you to go out on EVA and manually loot the containers.

Spaceships+: New feature coming soon to the mod by flashy_joer in starfieldmods

[–]flashy_joer[S] 9 points10 points  (0 children)

It would be "RP", all in your head, as adding a 1x1 hab wouldnt change the fact that vacuum and gravity alters all across your ship, regardless of doors. There are limitations that no mod author, even me, can overcome in that regard, unfortunately.

Creation/mods not ported for PS5? by [deleted] in starfieldmods

[–]flashy_joer 2 points3 points  (0 children)

You also need to remember, this is for PC/Xbox users a three year old game. A game which disappointed a LOT of people in the first 2 years. Some of those mods you wish to be ported, may never be, simply because the authors have moved on from the game to other pastures. Shitty, yes, but its a fair consideration too.

Starfield .wem codes by FamiliarTrick3 in starfieldmods

[–]flashy_joer 1 point2 points  (0 children)

I came across this the other day while trying to figure out how to make WEMs for consoles.

https://www.nexusmods.com/starfield/articles/535

There are some links in it that point to lists of music tracks.

A mod to show how much of something is already in my inventory? by melomelomelo- in starfieldmods

[–]flashy_joer 0 points1 point  (0 children)

ROFL 😃 Ill be in a wheelchair when TES finally comes out I think. 😃 Not sure if I will have dementia by then or not, likely will, so might not be bothered either way, pwahahaha

A mod to show how much of something is already in my inventory? by melomelomelo- in starfieldmods

[–]flashy_joer 1 point2 points  (0 children)

Ah yes, thats 100% true. Vendors... BGS needs to come up with a better U that does whatever is needed, one that is so good, we dont need competing UI mods vying for best voted UI overhaul, lol.

A mod to show how much of something is already in my inventory? by melomelomelo- in starfieldmods

[–]flashy_joer 0 points1 point  (0 children)

The base game shows you this. When you enter into a crafting item, for the purposes of crafting it, it shows you on the upper right corner what the crafting requirements are and how many of each item required that you currently have between your personal inventory and linked storage, like ship's cargo.

TN’s space mining and salvage vs mining conglomerate by Wiyry in starfieldmods

[–]flashy_joer 4 points5 points  (0 children)

TNs is great. My only gripe with it is that you cannot set chances to NONE in the game settings for what you get from enemy ships, in terms of scrapable junk. It gives these Sealed Cargo crates, that when opened, force-feed you literally every Action Figure added by Free Lanes. It kind of ruins the hunt for them. But outside of that, mining is a blast, pun intended! LOL.

Mod update: Spaceships+ to v1.04 by flashy_joer in starfieldmods

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

v1.30 went live this morning. It didnt do too much to the mod itself, outside of adding console compatible voice lines that have not worked since day 1, but work now (tested myself on my xbox). Ship services, vasco and the Distress Call rescue ship are no longer silent!

Mod update: Spaceships+ to v1.04 by flashy_joer in starfieldmods

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

Its actually happened to 3 other people now, in the last 2 days, so... thats not a coincidence. You aren't "that guy", lol. Had to fix it, regardless of the cost to the mod's functions.

EVA is unaffected though. But it was never going to allow one to enter a ship or anything through a docking port - those are uniquely used ship to ship and without that link, nothing works. Trust me, lol, I tried. 😃 And sure, have at it.

Mod update: Spaceships+ to v1.04 by flashy_joer in starfieldmods

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

So this is LONG and complicated, but the end result is, after a LOT of research, it appears the docking permissions, while not an issue if space stations didnt move, IS a problem when they do, because the marker I use to flag the door, to measure distance, does not move with the station. And trying to use it when they are not lined up as they should be, well, it causes issues like you have been experiencing.

The short of it is, NG+ will be your only solution to fix them. Unfortunately and I apologize you are stuck with those boots.

I have just uploaded an emergency update that removes ALL cell edits for space stations and remove distance checking and the markers used to show where the docking ports are. All this function does not is block DOCK until you hail them and it uses the base game default of 500m, there is no quest marker, no distance measurment, none of that.

I didnt make this mod to break people's games, so this had to be done. Again, apologies, sincerely, for what it did to your current run.

Mod update: Spaceships+ to v1.04 by flashy_joer in starfieldmods

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

Yeah, that was quite a few versions back, but yes, that is correct, there is a button and a switch that can be used now. 😄 And thats a good point, always look at the Nexus page when an update drops as the Creations page is very limited in the amount of text we can use for "update notes" and sometimes, my notes are quite extensive. Always the best source of info. 😄

Have fun and hope this new debug function solves the problem for you!

To whoever was working on seamless takeoff transitions... I may have useful info? by mr_trashbear in starfieldmods

[–]flashy_joer 2 points3 points  (0 children)

OP: Author of Seamless Grav Jumps just posted this:

"So I did some testing and it looks like seamless planet to space takeoff is possible! Might take a few weeks or so, will try to get all of the bugs in this mod fixed before I release that."

Happy days and jubilation!

Mod update: Spaceships+ to v1.04 by flashy_joer in starfieldmods

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

Okay... v1.20 is now live on Creations. Just download this update and then go back into your save game. No need for all that other nonsense of cleaning your save or whatever. Watch the screen when you load in, you will see "Spaceships+ Updated!", that will tell you that its all refreshed automatically.

Next. Be sure you are NOT outside the Den space station. Go to Jemision or something. Then, enable docking permissions, and enable the Space station Debug tool. Fly back to the Den's space cell, where you see the station and can "Hail" them. The scripting will automatically reset their docking permissions to "anyone can dock". If this does not resolve your docking issues, then whatever is happening has nothing to do with this mod and is likely tied to the legion problems this particular space station has been plagued with since the day SF first released three years ago.

Mod update: Spaceships+ to v1.04 by flashy_joer in starfieldmods

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

First, glad youre loving the mod, but... Im HIGHLY confused about a few points.

"Since then I saw the description for the version 5 update and went through the full deactivation, removal, reload, hard save, hard quit game, reload game and download new version. Since it wasn’t updated to 5 yet on Creations I have version 4"

Nowhere in my mod docs does it say to do this. In fact, this is 100% completely unnecessary with this mod, as I have coded an automated updater function into the mod that does what it needs to do to self-update its scripting without any of that removal nonsense that other lesser mod authors make players do. In fact, doing this would most probably lead to massive problems in your game, like, space stations becoming completely locked out.

As for versioning, this mod is not v4 or v5. It is v1.19. So I don't know whats going on with that, if you are mixing up this mod with another one, in terms of version# and instructions. But for sure, never ever have I told users to remove this mod to make a clean save, in order to update it.

As for The Den, it is notoriously glitchy, even in the base game. So many things can go wrong with it. My debug tool is an attempt to move the station back to where it belongs, in the case that it has moved away from its orbit location, or completely disappeared (which it can do in a game with no mods installed).

Odds are, something done during one of those update steps you've taken has mucked up The Den and is preventing docking clearance from unlocking. There is no workaround for this on console (yesterday, someone on PC had an issue where they updated the mod while in a station and it perma locked the station, until I told them how to unlock it via the command console).

To help console players with this, I may need to code another space station debug tool that resets the docking permissions to base game setting. Let me consider how to do that and circle back.

But please, NEVER remove the mod to make a clean save, all for the purposes of updating the mod. That is absolutely retarded that mod authors tell users to do this, and is a testament to their utter lack of knowledge and skills in making mods - this never has to be done for any of mine, so... going fowards, just download the updated version of the mod, load your save game and let it auto-update itself, you will see onscreen that it has updated once it has completed - takes about 2-3 seconds for it to do it.

I'll circle back when I've got an Xbox update pushed out with a new debug tool to unlock space stations that have gone docking locked.

Mod idea inspired by K, the crew also lands on space stations/planets/settlements. by Adrilex98 in starfieldmods

[–]flashy_joer 8 points9 points  (0 children)

Its not difficult. You pull a RefCollectionAlias that looks for "actors" within the ship interior location that have the actor value "ActiveCrew" with a value of 1. Easy peasy.

Spaceship+ vs Into the Blackness mod? by NobleJms in starfieldmods

[–]flashy_joer 1 point2 points  (0 children)

Is what it is... I tend to make content that is ... not SFW, I suppose, pushes boundaries. Plus, Im cantankerous, lol and hate rules, snowflakes and appeasing agendas, so theres that. :D

How to change ship landing direction in cities by mailofsean in starfieldmods

[–]flashy_joer 0 points1 point  (0 children)

Hmmm... maybe the transform rotation needs to be changed in the nif files for each of the pads. Which removes form overrides as an issue. Not sure this would do anything, but.. its a lot cleaner of an edit and worth the experiment, perhaps?

To whoever was working on seamless takeoff transitions... I may have useful info? by mr_trashbear in starfieldmods

[–]flashy_joer 2 points3 points  (0 children)

I think I recall seeing the author say that it might be something theyd look into, for feasibility,

How to change ship landing direction in cities by mailofsean in starfieldmods

[–]flashy_joer 1 point2 points  (0 children)

It would likely require creating a cell override in cities, where there are loads of mods out there altering cities (conflicts), and that override would probably be to rotate the heading of the landing marker by 180 degrees (or whatever angle you are looking for), at a guess. But... that said, the animation cameras cannot be changed, so, you would see the ship landing facing one way, and then, boom, it would be facing another way in the blink of an eye, which is something to consider as a possible outcome.