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BlueBeard1983

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Everything posted by BlueBeard1983

  1. It always bugged me that there's this nice parking garage right next to the airport settlement, but we can't use it. I'd love to have it be part of the settlement (nothing too fancy, just increasing the settlement area to include the garage and maybe the streets going around the garage for those that want to build walls around it). Every time I've tried, I can't seem to get it to work properly, or it breaks some quests for some reason.
  2. This is a couple of mod ideas, and both ideas have mods out there that do it, just not in the way I'm looking for, or have too many requirements. I was looking for a mod that adds walls to settlements, kinda like how Covenant has walls, but the only one I can find seems to have too many issues, and isn't quite what I'm looking for. So my idea is, you have a resource item in the workshop that you can assign a settler to. Once a settler is assigned, they'll start "building" the wall. This will happen over time, so every time you visit the settlement, more of the wall is completed. To balance this out, could have it also use resources (wood, steel, concrete) to build more of the wall. Ideally this could be done in a way that won't conflict with the "Rebuild Settlement" mods For the shared power, I know Nistron (I think that's how their username is spelled) has a power sharing mod so that you can share power between settlements, but it feels overly clunky to me, and has several requirements that broke my game the last time I had them installed. I figure it can be done more simply (basically hook a generator up to a feeder to add to the global grid, and use a distributer to pull from the global grid).
  3. I think it would be a good idea to have an undersuit type system where things like the space undersuit and other thinner items can be worn with other outfits. I made a version of this, but when going through loading screens, the undersuit becomes the outer layer and I haven't been able to fix it yet. Ideally the undersuit items will be in their own category and not in the outfit category, and will be hidden whenever an outfit is worn over them.
  4. Working on this, but can't get it to work quite right yet.
  5. I like this idea, but would expand the levels out a bit more. and not have it tied to player level at all. example: System level is 10 or less: enemy levels 1-15 System level 20: enemy 16-25 System level 30: enemy 26-35 and so on. Would give more range of enemy levels, and a chance for more challenging fights if the RNG spits out a bunch of max level enemies for the system and the player is only at the minimum level recommended for it.
  6. It may be possible with xEdit, but will be easier in the CK when it's released. I'd say look at the dialogue options you what to show up. The easiest way to find these would be to go to the Soldier and Long Hauler traits (under perks), look under "Referenced By" and look for the Dialogues there (will be listed as "INFO" types). Once you have the dialogue record pulled up, make an override of it into your mod, then find the area in it that has the Soldier or Long Hauler (see screenshot), and add a new perk entry with your new background as it. Should work, but I haven't done anything like that yet so can't say for 100% that it will. Worth a shot though!
  7. I love this idea, and even have name ideas for them. Preferably you'd be able to rename them like other ships, since I have a feeling that renaming the ship itself in xEdit it would rename the generic Starborn ships that share the name. I one day dream to have my Starborn ship named Mobius!
  8. Considering that would be copyrighted material, you'd have to get permission from the copyright holder to publish a mod with it on the nexus.
  9. So I'll get straight to the point, I'm trying to update my mod for Starfield to give the Adoring Fan a name, and for the next version I want to be able to select a dialog option to have a text input pop up for the player to enter a name for them. My question is, is there a native or SFSE function that I can use to bring up the text input box? To put it another way: 1. Player talks to fan and tells them they want to change their name. Just adding a new line of dialog to the Adoring Fan. 2. Text input box pops up. 3. Player types in the name they want for the fan. 4. Player entered text gets stored as a variable (or someway for the script to call up what the player typed in). 5. Script renames the fan to the name typed in. 6. Player repeats if they decide the fan needs a different name. Thanks in advance for any help or advice!
  10. I'm sure there will be a mod to do this, since there's a mod for FO4 to import settlements that other made (settlement blueprints). Just have to give the modding community time since the game is still newish
  11. Here's a mod that will make it so you don't have to go back to Vlad to get the next temple location: https://www.nexusmods.com/starfield/mods/6206 EDIT: Found a mod that allows you to carry over 8 items. I know it's not everything and doesn't include credits, but it's a start: https://www.nexusmods.com/starfield/mods/6444
  12. https://www.nexusmods.com/starfield/mods/6402 part of the StarUI mods :D
  13. But does it work on items that i have already picked up? Will my unique "Hunterwulf" becomes scaled up even though i already have it in my inventory? (I would test it myself but im away currently and wont be home for another two weeks). It won't for any items that have already spawned into the game unfortunately
  14. You can do that anywhere. :D Now, whether you can transfer between your inventory, and the ship, is another question entirely. :D That's what the distance is, it's the distance that you can transfer instead of just look. For example, in Akila City you can transfer into and out of your ship cargo from the front gate area, but once you get a little further into the city you can only look at the cargo. That particular feature seems to be really hit or miss for me. Sometimes the option is there, sometimes it ain't, even if I am standing in the loading bay...... Weird, that sounds like a bug. I know I've been able to access my cargo from outside the ships every time I've tried. Hopefully either Bethesda will fix that, or the Community Patch will.
  15. Just need a mod to enable the crew station from the outpost build menu to be in the home decoration menu. I'm sure it has something to do with keywords like the settlement building in Fallout 4 where the Homeplate workshop had a slightly different set of keywords that made it not a full settlement.
  16. You can do that anywhere. :D Now, whether you can transfer between your inventory, and the ship, is another question entirely. :D That's what the distance is, it's the distance that you can transfer instead of just look. For example, in Akila City you can transfer into and out of your ship cargo from the front gate area, but once you get a little further into the city you can only look at the cargo.
  17. When you are withing a certain distance (I think 60 or 80m) of the ship you can open up the menu, go to your ship in the lower right corner, and press "F" to open the cargo hold, or what ever key you bound to it if you changed the default.
  18. https://www.nexusmods.com/starfield/mods/3128 This is what I use. doesn't skip the credits, but skips the 2 minute cut scene, and has an option to skip the powers and artifact cut scenes.
  19. Love this idea, I was disappointed with how important they made Helium-3 seem right at the beginning of the game to just ignore it for the rest of the game. Sure, they didn't fully ignore it, but close enough. You can increase the range of your grav jump if you have Outposts with Helium-3 extractors, but that outpost could literally be on the opposite side of the galaxy with no links to other outposts. Adding an actual fuel requirement to grav jumps would make building outposts a necessity for saving credits when jumping around the galaxy. I would propose the mod add a new container inside all the cockpit pieces that you can only add helium-3 to, and that the tank you install determines how much you can store in there. When you land on a landing pad at an outpost that has helium-3 it will fill that container, speaking to the ship service techs will have an option to fill the tanks, or you could manually add to the container, with a hotkey for doing it from the pilot seat. Also, if you have crew, they can take helium-3 from the main cargo (but not the captains locker) to refuel on the go, thus increasing your jump range based on total helium-3 in the fuel tanks and cargo bays. Maybe make it so that the crew that can do this are the ones with the Astrodynamics skill since it increases "fuel capacity" and the higher the skill, the farther you can jump. To explain what I mean by this let's take Sarah's (+30%) and the Astrodynamics Specialist's (+10%) skill. With Sarah, it doesn't increase the amount of fuel you can put in the tank, but she knows how to tweak the Grav Drive settings on the on-board computers to make them more fuel efficient, and more so than the unnamed crew member with the same skill, but these skills don't stack directly, if you have one crew with 10% and another with 20%, the total could be 25%, and not 30% since it could be argued that the one with the lower skill might not know all different methods to tweak the drive for further range, but might see a tweak that the higher skilled crew member didn't catch. Just change the skill description so this makes sense. Then have a script check the skills of each crew member and have it take into account any HE-3 that's in both the fuel tank and cargo hold when determining how far you can jump before running out. To put it more simply: -Fuel will matter -Landing at an outpost with HE-3 will add HE-3 to the fuel tank *No credit cost, but limited by how much HE-3 has already been extracted and stored at the outpost so might not fill the tanks* -Crew with the Astrodynamics Skill will increase the Grav Drive range by "tweaking" it through the onboard ship computer, and they can stack skills, but not add the % together: *10%+30% gives 35% increase range while 10% and 10% would give 15%, where 30% and 20% would give 45% total (basically, take 5% points off the lower skill and add that to the higher skill for total range increase), and adjust the skill descriptions accordingly so it refers to increasing Grav Jump range and NOT fuel capacity. -Crew with the Astrodynamics Skill will take HE-3 from the Cargo of the ship and put it in the fuel tanks as needed (this could be done with a script that checks for the skill and then adds the HE-3 in cargo to the available fuel for jumping) -Landing at a location with ship service techs gives the option to buy fuel *cost depending on HE-3 prices as if you were buying it under the resource category* -Player can add fuel directly to the fuel tanks using a new container added to each cockpit -A new option after destroying pirates that the UC or FC were fighting asking for HE-3 as reward *No credit cost* -When disabling ships and boarding them, have the option to take their HE-3 *No credit cost* -Buy HE-3 from passing friendly ships, or use pirating to just take it from them if you are going the pirate route *Credit cost if asking to buy, no credit cost if being a pirate* Ok, so not more simply put, but easier to read I hope...
  20. https://www.nexusmods.com/starfield/mods/5862 This is the mod I was thinking about. Seems to work as I started a new game and ended up with weapons with over 100 damage.
  21. I think there's a mod out there so that leveled weapons only ever spawn at their highest level. I'll take a look for it and test it out and let you know!
  22. Right now it only affects the Starborn ships, but that's because the other lockers have reflection data that xEdit can't modify. And I plan on looking into fixing the items falling into the void once the tools get updated or CK gets released.
  23. And its uploaded! https://www.nexusmods.com/starfield/mods/6054/
  24. After looking into things in xEdit, it seems the only "Captain's Locker" that can be edited through it at this time is the one in the Starborn Guardian ships. I'll test if that edit changes the other "Captain Lockers" in other ships. If it does, I'll release the mod. EDIT: Changing the Starborn Guardian locker does NOT affect the other ones, but I know which container it is and just have to wait for xEdit to be updated or the CK to be released. I am however going to release what I have after I create some with a few more options, right now I only have it set to 4000 Mass, but I figure I'll give 2x, 5x, 10x, 100x and infinite options when I release the mod. I'll also give the other captain lockers the same treatment as soon as it's possible. I'm also testing to see if they can be shielded and I'll add that option in there too if it works. Edit 2: It seems that the Captain's Locker cannot be shielded.
  25. Not like accumulating wealth in the game is even remotely difficult...... That's where an overhaul of the in-game economy would come in. Reduce prices of things like food, increase ship prices, reduce or eliminate credit rewards from most quests, give the player a salary if they join the Vanguard or Freestar Rangers, etc.
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