Hey, it seems that when I travel to a whole other planet, the planet model doesn't load in. Is that fixable?
Edit just to add: P.S I find it kind of interesting that BGS implemented correct distances, with models and in the same cell, for all of the planet systems but yet never did anything with it. Hell, it even recognizes when you come within proximity of different planets in your inventory. What would be the point if they weren't planning to implement physical travel? My guess is that is was the plan, but they didn't have enough time and didn't want to delay again.
Im trying to see if there is a fix for that, but right now I can only properly recommend flying to planets within visual range.
So it is LITERALLY as Todd Howard said: "See that planet? You can go there."
If you cannot see it, it is most likely not streamed into the engine. Im hoping I can find a command to force load the area or it may have to wait for mod tools.
That will certainly only work by engine-level modifications, either by an SFSE plugin, or some kind of scripted event (or more likely both in combination), that would force cell initialization on-the-fly*. The first method certainly is the better one, but requires more substantial knowledge about the engine and C++ coding skills. Also, there are many more things to consider, such as making sure all the other instances, that take place in a space cell, like random events, quests, etc., still work correctly. Lots or work for sure, until we get something like this, that is stable. The second one will have to wait until we get our hands on the new CK (and therefor create proper ESPs and Papyrus scripts). But the same odds apply here as well.
*Or maybe move all contents of a solar system (only the space part, of course) into one cell. However, this might hit the engine's limits. Otherwise, BGS probably would have done that by themselves. But who knows...
But maybe BGS has introduced some additional ways to make things easier for us, since they claim, Starfield is a modder's paradise. Think of the quick release of SFSE. I don't think this would have been possible without support from BGS's side.
On version 1.13.61. Engaging supercruise, go to another plant or moon, then disengage using CTRL + Y. Then when you fire your weapon, the ammo counter is stuck and never decreases. I checked before and after super cruising. Ammo counter works normally before. Any ideas?
I was not able to observe this. The mod continues to work for me even after loading. The only thing I had to change was to add a delay between save and load. Otherwise the commands come too quickly one after the other, so that either the load or save doesn't work.
I created another batch file for this purpose: -------------------------- 1. Name: Load.txt Contents:
Load "SUBLIGHT CRUISE MODE" -------------------------- The following must be changed in the original batch file: -------------------------- Name: qc.txt Content:
I don't use the quicksave/quickload function, but create a savegame with a different name, which is overwritten again and again.
By the way, I'm also testing whether it's necessary to save and load every time. So far I haven't noticed any disadvantages if you skip this part. Does anyone know what disadvantages arise if you do not save or reload after switching off the SUBLIGHT CRUISE MODE? Edit: Planets or moons are not loaded if you are too far away and they were not already loaded in 3D space. So save/load is necessary.
Ha! So Bethesda didn't lie about space ir planets! They just have to make some sacrifices due to having the player effectively bound to the ship in code. I knew it, and anyone who argued with me calling me an idiot can suck a fat one.
My guess as to why this wasnt made an official feature are:
1. Loading all planets in a solar system would be too taxing on lower end/console hardware and the feature wasnt high enough priority to warrant further optimization
2. BGS just didnt think of it as being a feature people wanted out of their game and simply went about design with old habits (IE: Morrowind rebooting the Xbox in secret, etc)
3. Lore and ship combat would be drastically effected by this change.
In any case, thats why they give us mod tools: so we can expand and add what we want whether its polished and rational or not. :)
I think the reason they didn't include it was simply catering to lowest common denominator. They left the ability in so that modders can make the game how they want, but the release version has the mechanics that will appease the more arcadey masses.
If anyone knows about any discussion or research into this subject, I'd love to know where I can read it. Very much interested in what were actual engine limitations vs what were more creation design choices (which are presumably easier for modders to alter)
hi, do you think it could be possible to realize a mod like this: point at a planet in the space, press a button for autopiloting at reasonable speed (9999999 or similar), in order to stand up from pilot seat and walk into the ship, speak with crew, open workbench etc. during the trip?
Thanks a ton for this! Makes me excited for the future of space travel in this game.
pro tip I’ve found luck in traveling smoothly like this:
whenever I start boosting towards a planet, I hold down the boost until I’m exactly halfway and then start braking for the rest of the distance. This almost always lands me within a few light seconds of the planet as long as your initial course was straight-on (because adjusting at 1b+m/s isn’t gonna happen)
You should make super cruise a controller binding and have it show in the flight hud thing like weapon buttons/functions do. Have it bind to pressing inward on the left joystick and show whether its toggled on or not.
Hello. So I am encountering an issue where when I EVA I continuously fall and gravity is active. The console says it's zero but that is not the case. Know any fixes please?
This is a known issue Im trying to replicate. EVA works when you load a fresh save, but if you do [the thing im trying to identify] it seems to break the gravitystate.
If you have any other input on the problem, Ill take it down and try to find a fix :)
I downloaded the Supercruise version. It seems the Supercruise isn't an instantaneous stop when you turn Supercruise off. You will still drift, albeit not as much as the Overclocking version. Also, hitting Ctrl+Y only seems to Quicksave, I'm not getting a Quickload after.
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Edit just to add: P.S I find it kind of interesting that BGS implemented correct distances, with models and in the same cell, for all of the planet systems but yet never did anything with it. Hell, it even recognizes when you come within proximity of different planets in your inventory. What would be the point if they weren't planning to implement physical travel? My guess is that is was the plan, but they didn't have enough time and didn't want to delay again.
So it is LITERALLY as Todd Howard said: "See that planet? You can go there."
If you cannot see it, it is most likely not streamed into the engine. Im hoping I can find a command to force load the area or it may have to wait for mod tools.
The second one will have to wait until we get our hands on the new CK (and therefor create proper ESPs and Papyrus scripts). But the same odds apply here as well.
*Or maybe move all contents of a solar system (only the space part, of course) into one cell. However, this might hit the engine's limits. Otherwise, BGS probably would have done that by themselves. But who knows...
But maybe BGS has introduced some additional ways to make things easier for us, since they claim, Starfield is a modder's paradise. Think of the quick release of SFSE. I don't think this would have been possible without support from BGS's side.
update: It was working, but after loading the game, it doesn't seem to work anymore.
I created another batch file for this purpose:
--------------------------
1. Name: Load.txt
Contents:
Load "SUBLIGHT CRUISE MODE"
--------------------------
The following must be changed in the original batch file:
--------------------------
Name: qc.txt
Content:
cgf "STP_ShipHelper.PickHomeShip"
setav spaceshipenginepartmaxforwardspeed 150
setav spaceshipforwardspeedmult 37.94
setav spaceshipboostspeed 4.0
tgm disable
Save "SUBLIGHT CRUISE MODE"
waitbatchfile 1
bat Load
cgf "Debug.Notification" "SUBLIGHT CRUISE MODE: OFFLINE"
----------------------------
I don't use the quicksave/quickload function, but create a savegame with a different name, which is overwritten again and again.
By the way, I'm also testing whether it's necessary to save and load every time.So far I haven't noticed any disadvantages if you skip this part.
Does anyone know what disadvantages arise if you do not save or reload after switching off the SUBLIGHT CRUISE MODE?
Edit: Planets or moons are not loaded if you are too far away and they were not already loaded in 3D space. So save/load is necessary.
Perhaps I should mention that I use this version:
Super Cruise and EVA Standalone
1. Loading all planets in a solar system would be too taxing on lower end/console hardware and the feature wasnt high enough priority to warrant further optimization
2. BGS just didnt think of it as being a feature people wanted out of their game and simply went about design with old habits (IE: Morrowind rebooting the Xbox in secret, etc)
3. Lore and ship combat would be drastically effected by this change.
In any case, thats why they give us mod tools: so we can expand and add what we want whether its polished and rational or not. :)
do you think it could be possible to realize a mod like this: point at a planet in the space, press a button for autopiloting at reasonable speed (9999999 or similar), in order to stand up from pilot seat and walk into the ship, speak with crew, open workbench etc. during the trip?
pro tip I’ve found luck in traveling smoothly like this:
whenever I start boosting towards a planet, I hold down the boost until I’m exactly halfway and then start braking for the rest of the distance. This almost always lands me within a few light seconds of the planet as long as your initial course was straight-on (because adjusting at 1b+m/s isn’t gonna happen)
If you have any other input on the problem, Ill take it down and try to find a fix :)
your StarfieldConsole.ini needs this:
[Hotkeys]
Ctrl-E= bat ssw;
Ctrl-X= bat sw;
and your StarfieldCustom.ini needs this:
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
Thats it! The command just moves the character position and disables gravity in the current cell (which only has you and the planet balls).
And yes there is still some deceleration.