That's weird, I'm unable to get the slate to appear to start the quest... I tried both with Mod Manager and through the Creations, nothing seems to work.
I don't have any mods affecting the lodge specifically, so I'm not sure what's wrong. What would be the quest ID or the item ID of the slate??
Yes, I'm on NG+3, with about 800hrs into the game, I take my time to finish each one.
When I try to additem the slate with the console, I get a buffer full of GetGameplyOptionCurrentValue queries, then a "item is not found for parameter ObjectID"
It's a shame because I really like your Mod's idea.
That's really weird. When you first went looking for the slate, did you load a save from inside the Lodge? It shows up if you leave and then come back. Also, can you send me your load order?
Well, I did not load from inside the Lodge initially. I tried that, still nothing.
I was wondering if it was an issue that I tried both the Creations and Nexus versions successively, there seems to be some weird interractions unless we delete the creations download. Still no luck after trying that.
My load order is pretty large though. Did you have some specific interractions in mind? I am using the "Optional Temple Quests" Creation https://creations.bethesda.net/fr/starfield/details/29b34219-2987-448e-82c4-381fdf6b6b11/Optional_Temple_Quests/details as well as the Apotheosis power overhaul: https://www.nexusmods.com/starfield/mods/12984
I haven't been made aware of any mods causing mine not to start. I have a vanilla script (defaultrefonread) that starts the quest once you read the slate and a custom script that enables the slate in the Lodge if you've been through the Unity at least once (using the same stat that the vanilla game tracks Unity iterations with). Since the console isn't showing you my slate at all, I'm wondering if the mod is properly installed or if something is blocking it. Have you tried starting the quest through the console instead of spawning the slate? I just used "Setstage FD0306CB 10" and it started the quest at the same point that the slate would start you. Not sure if the Quest ID will be different for you but let me know if that works.
If it doesn't work, type "help Jenwin" into the console and see if anything pops up. All the custom objects I used in my mod are labeled with JenwinSBSuitRNG. Let me know how it goes!
Will this work with DarkStar Astrodynamics? It has suits that go way up in power Mk 50 but I like the split helm and suit way your mod does it. No problem if it deas not. thanks
Without trying myself, I think it's possible that they are compatible. It looks like Darkstar uses a perk to scale the armors? I do something similar with the suit upgrades I provide so either the perks will stack together or you can choose which mod's upgrade you want to use by only taking one. Separating the suit and helmet with my mod may cause Darkstar's perk to not work but that depends on how they set up the upgrade. The main reroll services and weapon purchase should be unaffected.
I hope this answers your questions and if not, just let me know! 😊
Great mod, always nice to have more non-hostile Starborn npcs in the game! There does appear to be some issues with being able to visit other parts of Newton while this mod is active as I'm getting an infinite black loading screen either when landing on other parts of the planet or loading a save made on those other parts.
I just tried it in a fresh save (no other mods installed aside from free BGS creations). I'm getting the same issue too. Thank you for letting me know about this! I'll try to publish a hotfix today or later this week. Is there any other information you can think of that might be useful?
Hi, I'm trying to figure out how to translate for this mod, although I haven't used it in the game yet. I saw the description of the helmet in the translation text, can this mod split the original Starborn outfit? Or does this mod require the Starborn helmet when used in conjunction with other mods? Also, for each Starborn suit, can this mod only enhance the protection once? Is this enhancement in value random?
Anyway, this is great work, Bethesda should pay you for this mod.
Hey! The current version doesn't support separate pieces for the helmet and suit. I'm actively working on the next update which will have new dialogue for separating the suit/helmet and the ability to reroll the legendaries on both individually. This mod doesn't require any other mods to function and I have a feeling most mods that change Starborn suits might not work well with this mod. As for the protection increase, the numbers are set for each suit. I'll post the stats in the description with a spoiler tag so others can choose to see that info if they want to.
And thank you for the high praise! I hope you enjoy the mod and please let me know if you have any more questions 😊
Edit: The upgrade stats are now listed on the description page.
The Gravis suit is on my list of future additions. I want to finish overhauling the base 10 suits first with my next update. If I have time, I'll include the Gravis suit in that update as well but if not it'll likely be a part of the following update.
After using mods for a long time, I believe that providing an upper limit for the stats of Starborn spacesuits after multiple "Unity" runs would be more lore-friendly, to avoid the anxiety of chasing better stats. Of course, I am waiting for the major update that will separate spacesuits into helmets, suits, and jetpacks, as it will allow adding more usable legendary effects to the entire Starborn suit set. Looking forward to your updates! At that time, I will be able to completely switch from "TN's Modular Starborn Suits" to your more lore-friendly mod!
I'm not sure I understand what you mean by providing an upper limit. Are you referring to Sierra's one-time protection stat boost for the suit? I hope to make that repeatable so the player can upgrade their suit multiple times but I can't promise anything since I haven't gotten it working in-game yet.
Currently, the next update will only separate the helmet from the suit. The boostpack and body will stay connected due to the vanilla game not including a separate boostpack model like it does for the helmet/body. This means 6 total legendary effects, full workbench functionality for each piece, and the ability to reroll the legendaries through Sierra on the helmet, body, or both at once.
I believe TN's mod uses an invisible boostpack and keeps boostpack functionality on the suit as a workaround to this problem. This gives the player the ability to wear two boostpacks at once. It's a really smart solution but I'm trying my best to keep my mod as polished and bug-free as possible. Unfortunately, that means boostpack separation will have to wait until I learn how to separate the models through Blender or another solution comes along.
I apologize for the unclear expression, as I am using translation software to communicate. The upper limit means that for environmental resistance and physical/energy resistance, after repeated upgrades, a cap value is needed to prevent the Starborn suit from becoming overly overpowered (OP) compared to other suits.
Oh, I understand now, thanks for clarifying! I'm planning to rework the suit upgrade limit if I can. The current system works well but relies on counting the player's NG+ iteration to determine which suit to upgrade. The rest of this mod is being reworked to allow any Starborn suit to be rerolled/separated at any time, as long as the player has it in their inventory (for example: If the player is on NG+1 but somehow acquires the NG+10 suit, they can still use Sierra's services for the NG+10 suit). I want the upgrade to work the same way but I'm still figuring that out.
Ideally, I would like for there to be a set number of "levels" to the upgrade so it doesn't become OP as you mentioned.
Hey, just wanted to let you know that the newest update is live and includes many of the features we discussed. The description covers all of it but I wanted to let you know.
Currently it's just for the standard 10 suits. I plan to include the Gravis suit soon though and it should work with all the services this mod provides.
Is the suit you get from a reroll tied to the NG+ level you're at? Because I'm at NG+2 (Materia suit) and I used console commands to get a Venator suit with no effects. When I traded it to Sierra for a reroll, I got back a Materia suit.
Yes, it uses the same leveled list as NG+ to reroll the legendaries. This was the least intrusive way I could find to do this without interfering with too many in-game systems. Currently, Sierra's reroll dialogue removes any Starborn suit from your inventory (excluding the Gravitas Mystery Gravis free Creation) and gives a new one based on which NG+ you're currently on.
I also have a feeling her dialogue to buff a suit's defenses won't work properly if your suit doesn't match your NG+ level but I could be wrong on that.
Hi again! My most recent update reworks all the services in this mod to no longer reference your NG+ level. Now any suit can be properly rerolled, upgraded, and separated/recombined without issue!
Thank you for trying my mod! And I really appreciate your kind words, it means the world 😊. Regarding her Starborn suit, I actually took her out of it right before releasing the mod. Originally she was wearing it to cover her face since the Creation Kit didn't have functionality for lip-synced dialogue. Then in November it was updated to include this feature and I preferred having her face visible and for her to be in more casual attire (she hasn't left that planet in years so it felt weird to make her walk around still wearing a full space suit at home lol). I completely overlooked the mention of the gun being visible on her back though! Maybe in the next update I'll change the player's dialogue to not mention that. Thanks for pointing that out to me! I can confirm though that it's entirely intentional and nothing to do with your other mods.
Hey again! I updated the mod last night and slightly changed the dialogue with Sierra to no longer reference where the gun is on her. I also put her in her Starborn suit without the helmet (among other small tweaks in preparation for the next update). Thanks for pointing that out to me!
Thanks for reaching out! I'm actually working on separating the suit and helmet myself currently. This way it will be properly integrated with the legendary reroll and suit buff that this mod provides. The way everything is set up for this mod, I doubt it would be compatible with other mods that separate the Starborn suits. I have multiple ideas to add more functionality like this in the future updates to this mod and the first on my list is separating the suit parts so I can use that as a base for other ideas that I have. Hope this helps!
I don't have any mods installed so it's one of the vanilla suits. In the screenshots an NPC is wearing it so it might not be one of the suits available to the player. I'll double check what it's called in the Creations Kit later today.
In the CK, the outfit is labeled "Outfit_Starborn_Unity_02_NPC_NOTPLAYABLE" so I'm guessing it's a variant only used by NPCs or not at all. I really like this version of the suit and might find a way to incorporate it in future updates to this mod.
43 comments
I tried both with Mod Manager and through the Creations, nothing seems to work.
I don't have any mods affecting the lodge specifically, so I'm not sure what's wrong.
What would be the quest ID or the item ID of the slate??
Edit: The slate's item ID is JenwinSBSuitRNGStartSlate001
When I try to additem the slate with the console, I get a buffer full of GetGameplyOptionCurrentValue queries,
then a "item is not found for parameter ObjectID"
It's a shame because I really like your Mod's idea.
I tried that, still nothing.
I was wondering if it was an issue that I tried both the Creations and Nexus versions successively, there seems to be some weird interractions unless we delete the creations download.
Still no luck after trying that.
My load order is pretty large though. Did you have some specific interractions in mind?
I am using the "Optional Temple Quests" Creation https://creations.bethesda.net/fr/starfield/details/29b34219-2987-448e-82c4-381fdf6b6b11/Optional_Temple_Quests/details
as well as the Apotheosis power overhaul: https://www.nexusmods.com/starfield/mods/12984
If it doesn't work, type "help Jenwin" into the console and see if anything pops up. All the custom objects I used in my mod are labeled with JenwinSBSuitRNG. Let me know how it goes!
I hope this answers your questions and if not, just let me know! 😊
Anyway, this is great work, Bethesda should pay you for this mod.
And thank you for the high praise! I hope you enjoy the mod and please let me know if you have any more questions 😊
Edit: The upgrade stats are now listed on the description page.
Currently, the next update will only separate the helmet from the suit. The boostpack and body will stay connected due to the vanilla game not including a separate boostpack model like it does for the helmet/body. This means 6 total legendary effects, full workbench functionality for each piece, and the ability to reroll the legendaries through Sierra on the helmet, body, or both at once.
I believe TN's mod uses an invisible boostpack and keeps boostpack functionality on the suit as a workaround to this problem. This gives the player the ability to wear two boostpacks at once. It's a really smart solution but I'm trying my best to keep my mod as polished and bug-free as possible. Unfortunately, that means boostpack separation will have to wait until I learn how to separate the models through Blender or another solution comes along.
Ideally, I would like for there to be a set number of "levels" to the upgrade so it doesn't become OP as you mentioned.
GravitasMystery Gravis free Creation) and gives a new one based on which NG+ you're currently on.I also have a feeling her dialogue to buff a suit's defenses won't work properly if your suit doesn't match your NG+ level but I could be wrong on that.
She hasn't been in her starborn suit for me. She's just in regular clothes, which I thought was weird when you ask her about the gun "on her back."
I probably have another mod causing that, but I don't think I have any that should be affecting NPCs besides followers.
https://www.nexusmods.com/starfield/mods/9122?tab=description
or the possibility of a patch?