The remotes are added to your inventory upon making Gameplay Option changes for this mod, or entering the vehicle.
If upgrading from version 1 you may need to change one of the Gameplay options for this mod to trigger a settings refresh that will also give you one.
It can also be crafted at an industrial workbench if you don't have one, but it is better to change a setting like cargo access and exiting the Gameplay Options menu.
If the weapons remote isn't added to your inventory, then you haven't enabled it in the Gameplay Options. Secondary weapons are disabled by default as you need to read & understand how it works from the Gameplay Options menu.
New version released adding some better options for the automated mineral harvesting, another camp setup option for livable planetary environments, more improvements to the summoning, and you can now directly board your ship when driving up to it. Plus a bunch of minor bug fixes.
Please read the FAQ and mod info before asking questions here. I will ignore questions that are already answered.
Note that it is not possible to change vehicle stats / boost / gravity / grip / handling / etc in this mod - currently this can only be done via NEW vehicles added via mods. Read the "Can't Do" section on the description page for more info. I will be ignoring comments requesting these features as well - I've already explained it.
I've created a video showcase which also explains a lot here...
I'll be looking into the new Deimog vehicle to get all the mod features working with it. I'm the meantime the mod is still safe to use, just not all features working on the Deimog.
Hoping to have this done before Xmas, depending on the complexity.
I don't get the option to choose whether I want benches or sleeping for my camp anymore. Can anyone advise? Stuck on benches. EDIT: To be clear, I'm trying on the REV, not Diemos.
I click deploy camp, there is only an option to either confirm or pick the workstations.
If I pick confirm - the vehicle disappears and it looks like it is trying to build a camp, but nothing shows up. When I look at the vehicle I can see an option to pack up the camp, but there is nothing on the ground - no sleeping bags.
I have tried this out on lots of planets with breathable atmospheres where my character is not suited up. Still no option for the cozy little camp with sleeping bags.
The choice of going from vehicle to ship pops up and if I pick the choice to go the pilot's seat, I am given a loading screen then am back at the vehicle.
Everything else works as advertised and is awesome.
I have this creation/mod at the end of my load order to avoid issues with anything else that changes or manages vehicles like landing pads, mod vehicles, and mods with decorative vehicles.
1. Using the menu from the vehicle to enter the ship's cockpit, the player character is placed in the co-pilot's seat vs. pilot seat.
2. The vehicle remote when activated doesn't have any functions - none visible. It appears to be broken. Anything I would expect to do with the remote is simply not available.
I’m using the Diemos and have started getting the same Problem with just the benches option. To be able to camp out was one of my main reasons for using this, so I have disabled it in the hope it can be fixed.
Is there any way to rename the remote-control device as it’s not shown in the weapon bench. Trackers Alliance unique Shipbreaker's Cutter was also un-renamable and I soon lost it in one of the many transactions. It would be so handy if I could add a ‘-‘to the beginning of its name, like I have with all the weapons I don’t want to lose.
So, what's the range of the summon function? No matter the planet, if I'm a certain distance away from the vehicle (even in the same zone), I often only get the cancel button.
For example, when landing in Akila city, then running through the city and exiting it on the other side, all I get is "Cancel" when then trying to call my vehicle.
Minor issue with the secondary weapon trigger -- if you spam it a bit too much while in a vehicle (as one does, when faced with charging monstrosities) a sound loop beings playing, sort of "computer bloops" (pretty sure it's the Outpost Beacon audio), which persists through saving and loading, only going away on fast travel.
Now, not sure if Bugs section is a better place for this kind of report, but it's really a minor issue, which nevertheless been, er, bugging me a bit.
Other than that -- great mod! Installed and endorsed with no remorse! 😉
Add another keyword search to the cargo storage perk that checks for SpaceshipInventoryContainer. Then the vehicle's cargo can be accessed from the ship's cargo hold.
After a week of removing defunct mods that were killed by the recent update I figured this looks cool might give it a try. CTD......oh wait maybe, CTD,... wtf its xmas and Starfield devs are playing space grinch. Fine lets be serious, what mods recently ohh this mod along with a few other mod packages, but they were working fine until, NM. Same old story, Bethesda devs look at all the cool mods they never thought about and decide how can they break them.
Love using this mod but I also have "Royal Leveled Enemies" installed to improve combat for my level 363 charactor. Only issue I'm having is that even with damage scaled up for the Rev 8 the lazer turret is doing very little damage to enemies that are above level 75. Some enemies can scale up to level 580 versus my charactor ans the lazer turret isn't even an option with "Charactor Scale" or "+20". Any chance to damage can be scales up to kill higher level enemies? regards
Just updated on Creations and moved it to the bottom of my load order ansd now the damage is scaling properly. I already had it set below Royal Leveled Enemies but something else must have been couring the damage not he scale. All fixed now and working properly.
349 comments
If upgrading from version 1 you may need to change one of the Gameplay options for this mod to trigger a settings refresh that will also give you one.
It can also be crafted at an industrial workbench if you don't have one, but it is better to change a setting like cargo access and exiting the Gameplay Options menu.
If the weapons remote isn't added to your inventory, then you haven't enabled it in the Gameplay Options. Secondary weapons are disabled by default as you need to read & understand how it works from the Gameplay Options menu.
Please read the FAQ and mod info before asking questions here. I will ignore questions that are already answered.
Note that it is not possible to change vehicle stats / boost / gravity / grip / handling / etc in this mod - currently this can only be done via NEW vehicles added via mods. Read the "Can't Do" section on the description page for more info. I will be ignoring comments requesting these features as well - I've already explained it.
I've created a video showcase which also explains a lot here...
I'm the meantime the mod is still safe to use, just not all features working on the Deimog.
Hoping to have this done before Xmas, depending on the complexity.
I click deploy camp, there is only an option to either confirm or pick the workstations.
If I pick confirm - the vehicle disappears and it looks like it is trying to build a camp, but nothing shows up. When I look at the vehicle I can see an option to pack up the camp, but there is nothing on the ground - no sleeping bags.
I have tried this out on lots of planets with breathable atmospheres where my character is not suited up. Still no option for the cozy little camp with sleeping bags.
The choice of going from vehicle to ship pops up and if I pick the choice to go the pilot's seat, I am given a loading screen then am back at the vehicle.
Everything else works as advertised and is awesome.
I have this creation/mod at the end of my load order to avoid issues with anything else that changes or manages vehicles like landing pads, mod vehicles, and mods with decorative vehicles.
Or at least you should. I've tested it with vanilla REV and couple modded ones, including Deimog, and it behaved as intended, so far.
1. Using the menu from the vehicle to enter the ship's cockpit, the player character is placed in the co-pilot's seat vs. pilot seat.
2. The vehicle remote when activated doesn't have any functions - none visible. It appears to be broken. Anything I would expect to do with the remote is simply not available.
Is there any way to rename the remote-control device as it’s not shown in the weapon bench. Trackers Alliance unique
Shipbreaker's Cutter was also un-renamable and I soon lost it in one of the many transactions.
It would be so handy if I could add a ‘-‘to the beginning of its name, like I have with all the weapons I don’t
want to lose.
For example, when landing in Akila city, then running through the city and exiting it on the other side, all I get is "Cancel" when then trying to call my vehicle.
I was wondering if anyone else is having a problem summoning your buggy on Va'ruun planet? when i select the remote, only option is Cancel.
thanks!
Now, not sure if Bugs section is a better place for this kind of report, but it's really a minor issue, which nevertheless been, er, bugging me a bit.
Other than that -- great mod! Installed and endorsed with no remorse! 😉
Add another keyword search to the cargo storage perk that checks for SpaceshipInventoryContainer. Then the vehicle's cargo can be accessed from the ship's cargo hold.
regards
All fixed now and working properly.