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matilija

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Everything posted by matilija

  1. I think those links are incorrect, it looks like they are pointing to your YT creator page and not the links to your public video.
  2. Typically what I do, to prevent losing anything, I make an ESM using SF1Edit, copy it to the desktop, use a hex editor on the copy to change position 08 on line 1 from a 01 to a 00, and then rename my desktop file to .esp instead of esm, click yes on the whole change file format popup, then I move the esp to my game directory and use that for the CK to adjust, so if I make a mistake or if the CK breaks things, I still have my original .esm file which I can copy and convert to an esp as many times as I want.
  3. Very fragile from what I can tell, I've been working on trying to get some pre-made ships into the game and I can typically get about 90% of the way done with one and then the CK just crashes to desktop without any warning. I've now lost nearly 2 days just trying to get one pre-made ship done...it's very frustrating.
  4. Mine was an incorrect ITMC record, that honestly I'm not sure how it was changed in the first place, but it's resolved now. Thanks again!
  5. So I've been working on a new Cargo Bay with a cargo lift, everything works as it should, but for some reason the name of the module isn't showing up in the ship builder, everything else does, the manufacturer description, stats, ect, but just not the name, anyone have any ideas what could cause this?
  6. "1) Has never been in any Beth game. Open the console and type "savegame MyName" and it will make a named save." That's not completely true, Morrowind allowed for naming of saves.
  7. Technically the blueprints for ships can already be made in sf1edit, but it's not especially easy to do due to the lack of visual feedback for what is being changed, it's also why a lot of existing ship mods with interiors have poor navmesh implementation, it's not that it can't be done already, it's that it's exceptionally tedious to accomplish, as you have to make educated guesses on positioning, save and exit sf1edit, load the game, test, if it didn't work, close the game, reopen the mod in sf1edit, make changes, save, close, load...it's the typical wash/rinse/repeat cycle, and it comes down to time value, my time is too valuable to waste hours now doing something that will likely take me only minutes when the CK releases, so I am not touching navmeshes or blueprints until then.
  8. I just did it again at lvl 154 in my current universe without any issues, and that was with my balance mod that makes the enemy ships have way more health, I'd say the trick still works.
  9. Worked for me, got rank 6 on the hardest difficulty without issue.
  10. The Trick with the Vanguard Pilot Test, is there is a space station in the Simulator that you can't dock at, but you can fly between the scaffolding, and when you do, the enemy ships can't target you, so you can pick them off at your leisure.
  11. That could be, but they seriously need to fix it regardless, especially if mod support is going to be as robust as previous BGS titles, I mean, 4 million might sound like a lot of ID's, but there could be hundreds of references in a single ship cockpit, multiple thousands in a single built ship.....I could see someone with enough mods crashing 30 minutes in if there is no way to increase RefID's.
  12. Yeah, I was just using KCD as an example, because honestly, when I played it I got really big Oblivion Vibes sans the magic, but the story was way better written and voice acted, and the game was infinitely more polished, but unfortunately it never had the modding support to really compete with what BGS had released years earlier in both Oblivion and Skyrim.
  13. There are no doubt issues with this game that should be addressed, Beth has stated that they plan to have a patch every ~6 weeks this year, hopefully they stick to that plan and actually fix things, I'll give them until April to prove they actually intend to maintain this game, and if they fulfill their end of the bargain, I'll probably stick with it and continue to mod it to my hearts content, if they fail to live up to their announced plans, then I'll probably move on and not look back. That said, despite all of their flaws, I've spent more time playing various BGS RPG's than any other franchise save World of Warcraft which might just edge them out in total play time. I don't think I could honestly say I'm not still interested in the types of games BGS offers, but what I wouldn't give for another studio to offer a similar style of open world game that is better polished that also gets the mod support that every BGS game gets. I'm thinking Warhorse Studios KCD but with real modding support. If that happened, BGS would have no choice but to either improve, or fail imho.
  14. I'm guessing it's probably 4.2 billion and they are using a 32bit float for item id's? I wonder why wouldn't they use 64bit to avoid these problems, especially when they know they have so many different systems and they were expecting people to play this game for so long? I really hope they patch that in the future...though I have no idea how difficult that would be. Edit: Actually, it might still be 32bit and only be 4.2 million if the first 3 digits are always zeros....but that would be even more dumb than I could possibly articulate in a sentence.
  15. I second this! HK-47 would be fantastic, especially if we can carry over his Meatbag audio!
  16. Seriously, humanity had a 50 year warning that they had to flee the planet and they had near instant travel Grav drive capability to do it...and NOT ONE ANIMAL RIGHTS ACTIVIST TOOK A MANAGERIE OF EARTH LIFE WITH THEM? I can't believe that even beloved pets like cats and dogs were just left to die on earth, I would think that at least the early colonies on Akila and Jemison would have had enough dogs, cats and possibly even some livestock that they would have been able to keep at least a small population of them going for a few hundred years. If any talented 3d modeler is out there, we need our pets at the very least!
  17. I'm assuming it wouldn't be much different than how things used to be done in older BGS titles, requiring some scripting to relocate x/y/z coordinates, but I can also see some potentially hilarious unforseen consequences of such a mod, like falling through the floor as the elevator moves up, not just through the elevator, but potentially straight out of the ship into the void of space. Either way, if someone can figure it out, I'd be ecstatic.
  18. Thank you for your help Aurreth, my mod is here and ready for consumption, or avoidance, whichever you prefer. https://www.nexusmods.com/starfield/mods/7770
  19. It's alright, I used to mod Morrowind back in the day, it's not that much different, and it's kind of nice to have the time to work on what I think will make the game better by the time I'm done...I also found another option besides just changing numbers of projectiles, it looks like I link a different missile ammo to each weapon, so I can use fewer hard hitting projectiles like those from the Atlatl_280C rather than having ~90 Vanguard missiles firing at once! LMAO
  20. Sadly free time is all I have right now, I tore my distal bicep tendon at work about a month ago, so I've been slowly teaching myself modding while I'm on medical leave and can't really use my dominant arm....typing with 1 hand is slow going, but at least it gives me something to do while I'm on medical leave and otherwise indisposed.....
  21. Ok, this is dumb, but I actually figured out a work around, but it's going to take some serious time....so the damage data is stored in the explosion, which I can't modify...the explosion is linked to by the projectile, which I also can't mod, and the projectile is linked to by the missile launcher, which I can mod.....so i need to find out the damage ratings of all the projectiles in the game, figure out how many would need to be launched to get close the dmg output I'm looking for, change the launcher to point to the projectile of choice and adjust the ammo cap and number of projectiles to be launched to equal the damage output per second I'm looking for..........which might be the most convoluted out of the box way of doing it as I could possibly think of....but I think it will work........ Edit: Actually, I know it will work because I just tried setting up the CE59 to launch 10 projectiles at once and it was glorious! https://tinypic.host/image/Missiles.tnJsu
  22. So I'm working on a mod to rebalance ships so that I don't just insta delete all the low level pirates that pop in, I had gotten in a bad habit of downloading mods and building crazy ships, and found out recently that my ship was at the point where I could just park by the key and most of the enemy ships would be vaporized by auto turrets before I even lost my shields...on the hardest difficulty, so I decided that ships needed to be better balanced....even if they aren't purely due to my own careless mod downloading. I was able to increase targeting radius from 2k to 7.5k increased target lock fade from 6 seconds to 10, increased ranges on all weapon types with better ranges for higher classes, EM weapons ABC ranges are 1.75k/2.5k/3.25k, Missiles 8-10k(this doesn't actually work), lasers 4-6k, balistics 3-4k, and PB's 5-6.5k. I mostly wanted this to ensure missiles could be useful..but I'll get to why this doesn't work Here's a kind of snippit of a spreadsheet that I came up with to ensure all ships had enough hull/shields and weapons couldn't be too OP. min-max based on class and level. You'll notice I made hull fairly stronger than shields, purely because I don't think there are any skills that can buff hull like there are for shields. Class- A B C Levels (1-100) Shields 10000-19000 14375-24375 20750-29750 Reactor(hull) 10000-30000 20000-40000 30000-50000 Then I went to weapons, I did the math and made sure that all lvl 1 weapons could do exactly 2% of a max level shield/hull combo of the same class(with just a few exceptions) based on a full power loadout of that weapon type and their rate of fire, and a max level weapon of that class can do 4%...or, if you have 3 different weapon types with max loadouts a range of 6-12% total damage per second to wipe out a ship of that class. This also made it so that even a maximum loadout of the best Class C weapons money can buy, it would take a minimum of 3 shots to kill the lowliest of lvl 1 class A ships. Exceptions being lasers and ballistics, they still do the same 2%, but are calculated differently, balistics do 75% more dmg per second to hull then an otherwise same spec PB weapons, but they do 75% less dmg to shields, and the reverse is true for lasers..this makes lasers and ballistics basically just as good as PB weapons when used in tandem vs. using 2 different PB weapons, because you can find lvl56 class C lasers and ballistics, but if you went with PB weapons, you might have 1 lvl 56, but you would be stuck with another lower lvl option which would do less damage than the first......But then, there are missiles.... And this is where my problem lies, I know where the damage information for missile weapons is stored, it's in the explosion data column of the ESM, and the range is in the projectile column but I can't copy to override them for some reason with xedit, I have all of the shields/reactors, EM weapons, PB weapons, Lasers, Ballistics modded, but can't for some reason mod the missiles, making them now woefully inadequate...has anyone else ran into issues with xedit not letting them mod certain parts of the game? And has anyone smarter than me figured out a workaround?
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