A possible glitch I encountered during the Ryujin quest line. During the mission "Top Secrets", you're sent to retrieve a specific item from the ship "The Datura". It can be taken by force by destroying the ship or you can talk to the owner of the ship which leads to boarding and a subsequent persuasion check or a more forceful approach.
My first attempt to board gave the "Hazard detected" notification while docking and the onboard turret and occupant of the ship were hostile. Second attempt was without any hazard present and the mission played out as expected without any initial hostility.
Does the "hazard" state default to combat? If so, and combat is forced when other options ought to be available, that appears somewhat problematic. I haven't done any other mission-related boarding actions since installing this mod so this was unexpected.
Thanks for flagging this and providing the quest name.
Interesting. It means that ship was configured by Bethesda to be a "Generic Boarding Encounter" when perhaps it shouldn't have been, or at least, the decision to configure it that way is definitely questionable.
NPCs are only touched by my code as they are moved to your ship, so if they didn't board, they weren't manipulated in any way. So I am not setting combat state on anything inside the enemy ship. And I don't believe the NPCs actually "react" to the hazards at all - they don't take damage or anything like that. That's just how it works in the base game. Other than that, I am setting a keyword on the enemy ship interior to flag the environment as "not sealed" (triggering spacesuit visibility) - so I'd be surprised if that has any affect on their behavior/causes them to be hostile. But I could be wrong.
It's quite possible there's a hostile/non-hostile flag set somewhere I could use to abort BBE functionality. If there is one, the only reason I haven't used it is because I've never come across a "Generic Boarding Encounter" that wasn't supposed to be immediately hostile.
At some point I will take a look, but the mod can't make guarantees to work perfectly 100% of the time because I'm relying on these vanilla quests, which I think there are ~100 instances of. So best advice if something weird like this happens, is to turn the mod off temporarily and then turn it back on afterwards.
Awesome! I can't wait to try it out! I've always thought that this was missing from the game.
Some ideas to consider for future development: - Buildable turrets and security bots. Maybe a research and workbench thing to go with them? Available on the ship decorator. - The option to surrender. Maybe just for Crimson Fleet? You get knocked unconscious and appear in a cell on The Key, and pay a ransom to get out (much like getting arrested for stealing stuff by the UC police) -- (bonus points) If you can't afford the ransom, you get knocked out again, and wake up naked on a planet on the outskirts of a city location needing to walk to a spaceport. (be great if you could lose your ship and/or all it's inventory, too, but don't know if that'd be possible)
I love all the added complexity and considerations just this simple change makes. Ship design, crew choices, outfitting all the crew, engine choices, cockpit choices, etc.
This mod looks very interesting. What would be good for me is that this mod allows anyone to disembark even if the ship isn't hit with a 100% chance, without having activated anything. Afterwards, if I don't want that to happen anymore, I have two choices. Either I destroy it in one hit or I remove it. But knowing myself, I'll pulverize it in one hit. This mod will stay because I know I'd like to be boarded anyway. That's why I need a 100% chance that it tries to board my ship and have a melee fight so I can steal their ship and everything it does. Can you make a mod like this? I think I won't be the only one interested in a mod like this. Thanks in advance. If possible.
Thank you! Yes, as far as I know they do work together. However - "Enemies Board My Ship" does not actually make Enemies Board Your Ship. It makes enemy ships dock - then relies on this mod for boarding to happen.
Ugh sorry, nothing has changed other than the adjustment to the global variables did not actually get applied in 1.0.4. For some reason the esm file didn't save out. So I had to re-release. 1.0.4 was already supposed to be part of 1.0.3. Honestly not happy about about spamming updates like this. Sorry.
That was an optional RTFP file, and RTFP seems to have been abandoned at this point, so it's no longer included. Easy to write your own though if you are still on SF 1.14 and insist on using it.
Unless something changes, I won't be providing RTFP files with any of my stuff from this point forward.
So in some ways, this mod is a little cut content too with the dialogue implying that Bethesda may have intended for hostile boarding to occur against the player. That's so wild. I love Starfield, but decisions to cut so many features between this and the fuel system... just leaves me scratching my head.
considering, that when i first installed this mod, i had a really big ship with a crew of 20 top equipped Companions/NPCs. the first few boardings were over before i could get out of the seat, as my docker directly lead to the main crew mess where usually half of the crew hung around....
in my new playthrough this is a real immersion booster...
Great to have anything that adds some pressure to ship design, will be interesting thinking of ways to make ships more defensible. Some kind of system where doors were both lockable and able to be broken into (explosives, hacking, etc) would be great. Maybe someone will be inspired to make some kind of defensive/killbox hab.
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ship "The Datura". It can be taken by force by destroying the ship or you can talk to the owner of the ship which leads to boarding and a
subsequent persuasion check or a more forceful approach.
My first attempt to board gave the "Hazard detected" notification while docking and the onboard turret and occupant of the ship were hostile.
Second attempt was without any hazard present and the mission played out as expected without any initial hostility.
Does the "hazard" state default to combat? If so, and combat is forced when other options ought to be available, that appears somewhat problematic. I haven't done any other mission-related boarding actions since installing this mod so this was unexpected.
Interesting. It means that ship was configured by Bethesda to be a "Generic Boarding Encounter" when perhaps it shouldn't have been, or at least, the decision to configure it that way is definitely questionable.
NPCs are only touched by my code as they are moved to your ship, so if they didn't board, they weren't manipulated in any way. So I am not setting combat state on anything inside the enemy ship. And I don't believe the NPCs actually "react" to the hazards at all - they don't take damage or anything like that. That's just how it works in the base game. Other than that, I am setting a keyword on the enemy ship interior to flag the environment as "not sealed" (triggering spacesuit visibility) - so I'd be surprised if that has any affect on their behavior/causes them to be hostile. But I could be wrong.
It's quite possible there's a hostile/non-hostile flag set somewhere I could use to abort BBE functionality. If there is one, the only reason I haven't used it is because I've never come across a "Generic Boarding Encounter" that wasn't supposed to be immediately hostile.
At some point I will take a look, but the mod can't make guarantees to work perfectly 100% of the time because I'm relying on these vanilla quests, which I think there are ~100 instances of. So best advice if something weird like this happens, is to turn the mod off temporarily and then turn it back on afterwards.
Some ideas to consider for future development:
- Buildable turrets and security bots. Maybe a research and workbench thing to go with them? Available on the ship decorator.
- The option to surrender. Maybe just for Crimson Fleet? You get knocked unconscious and appear in a cell on The Key, and pay a ransom to get out (much like getting arrested for stealing stuff by the UC police)
-- (bonus points) If you can't afford the ransom, you get knocked out again, and wake up naked on a planet on the outskirts of a city location needing to walk to a spaceport. (be great if you could lose your ship and/or all it's inventory, too, but don't know if that'd be possible)
I love all the added complexity and considerations just this simple change makes. Ship design, crew choices, outfitting all the crew, engine choices, cockpit choices, etc.
Thanks for this!
Changelog is up to date now.
Unless something changes, I won't be providing RTFP files with any of my stuff from this point forward.
Thank you for making this!
the first few boardings were over before i could get out of the seat, as my docker directly lead to the main crew mess where usually half of the crew hung around....
in my new playthrough this is a real immersion booster...