Starfield
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Vain117

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vain117

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29 comments

  1. mlmlars
    mlmlars
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    i changed the bat file structure alittle, so it doesn't give errors. ie 10x Production Speed
    set 0005ED87 to 0.001; OutpostResourceProductionIntervalCommon (default=0.01)
    set 0005EF3F to 0.001; OutpostResourceProductionIntervalUncommon (default=0.01)
    set 0005EF3E to 0.002; OutpostResourceProductionIntervalRare (default=0.02)
    set 0005EF40 to 0.003; OutpostResourceProductionIntervalExotic (default=0.03)
    set 0005EF41 to 0.003; OutpostResourceProductionIntervalUnique (default=0.03)
    set 0014E8C2 to 0.000; OutpostResourceProductionIntervalMfgCommon (default=0.00)
    set 0014E924 to 0.001; OutpostResourceProductionIntervalMfgUncommon (default=0.01)
    set 0014EA72 to 0.002; OutpostResourceProductionIntervalMfgRare (default=0.02)
    set 0014EB51 to 0.001; OutpostResourceProductionIntervalMfgExotic (default=0.01)
    set 0014EB75 to 0.002; OutpostResourceProductionIntervalMfgUnique (default=0.02)

    in a .txt file, bethesda games stop listining inputs after a ';'. only works in a bat executing, when inserting code manuel it malfunc.
  2. Kellhus2019
    Kellhus2019
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    The speed of production don't seem to persist if you leave the area. I tried coming back to an extraction outpost that I had and the production speed went back to normal levels. Is there really a way to make it permanent?
    1. vain117
      vain117
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      It 'should' be permanent. These are Actor Values, once you set them they persist throughout the playthrough until NG+, then everything resets. However Starfield has no shortage of bugs right now.

      I would use the new version with CCR support.
    2. Kellhus2019
      Kellhus2019
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      Yes, I can confirm that the CCR version works a lot better (provide more consistent result) than the batch file.

      Now on a slightly different but related note, you wouldn't happen to know how to make the transfer of materials between linked outposts quicker would you? Now that there is an abundance of resources, it would be great if the ships can also deliver the materials to other outposts quicker (or in larger number per trips).
    3. vain117
      vain117
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      That's most likely going to require proper modding tools, but I can look into it, I saw a few settings that MIGHT be related to it. However, that won't address the many bugs with cargo links.
    4. Kellhus2019
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      It would be great if you can look into it. But don't trouble yourself if you're busy with other things. I was just thinking how it would be a great companion mod/feature to this one.
      Thanks again
    5. Co5teL
      Co5teL
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      I concur, Machines dont produce when you sleep or leave the area.
      CCR version doesnt work at all.
      Normal production makes impossible to manually craft items.
  3. judadiao
    judadiao
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    Thanks for the mod. Btw, I noticed that the numbers in CCR 2X version are incorrect. They are 10 times smaller than the bat 2x version. It is now actually 20x production speed.
    1. Kendor67
      Kendor67
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      Dude, thank you for that catch I have been sitting here for a couple of days cause I switched from 10x down to 2x because I'm one of those guys that you know, I cheat lol I needed more resources, anyway, but my production went from I'm doing pretty good -too holy platinum output Batman-, where's IT all the coming from. I just started the investigation this morning and came across your post went in look and yeah sure enough I went from 10x to 20x. Anybody need a few 100 thousand resources. LMAO.
  4. mrziggy
    mrziggy
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    Has anyone noticed if this affects performance? I'll test it myself tonight but I feel like having a lot of miners ticking up very fast would be a heavy load on my already struggling CPU.

    If it does affect performance then maybe it's possible to increase the production amount per cycle rather than reducing the delay between cycles.

    EDIT: Good news, I didn't see any impact on FPS whether I was standing in New Atlantis or at an outpost with 100x
  5. Chemputer
    Chemputer
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    I made a CCR version of the 10x option, if you want to take a look, CCR plugins really are easy to make and so much easier to install, no need to mess with the ini. Here's the link to my version, take a look and you can edit the values to make the other versions fairly simply if you want. I don't feel like I'd be contributing anything significant if I uploaded that as a mod myself, so, use it if you like, I don't want to steal from you.

    1. marylana
      marylana
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      you code: 'set 0005EF3F to 0.001,
      this miss: '
      need fix to: 'set 0005EF3F to 0.001',
      thx you
    2. vain117
      vain117
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      Yeah CCR is a bit cleaner, I haven't had much time to sit down and convert this one yet. But I can confirm this does work, much easier than setting each extractor manually as well. I added this to the main page with credit to you for converting it!
  6. mvdnbos
    mvdnbos
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    Hello :)
  7. bodgingbrom
    bodgingbrom
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    What if you wanted to slow down the helium resource consumption of powered generators?
    1. vain117
      vain117
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      Doesn't seem possible with console commands alone, I'm looking into it. A workaround would be to use wind, solar or the fusion reactors for the time being.
  8. NeuroticPixels
    NeuroticPixels
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    What made you change setav 000083FF 0.01 and setav 00008407 0.01 to the new commands?
    1. vain117
      vain117
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      I found it more efficient using one bat file that covers all structures that produce vs multiple bat files for separate structures.
  9. RogueNation702
    RogueNation702
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    Just an FYI, this also works on the Fabricators. :)
    1. vain117
      vain117
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      Yep, the updated commands work on anything that produces/extracts.
  10. FankX
    FankX
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    I think there is a typo in the description, the mod just makes it "slower" :D
    Example: 10 = 10 times slower, -10 = 10 times slower, 0.001 = 1000 times faster
    1. FankX
      FankX
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      Wait a sec, the closer you get to 0 the faster it will be?
      So even go negative will make it slower again?
    2. vain117
      vain117
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      Correct, the closer to 0 it gets the faster it gets. Negative numbers don't seem to make a difference so I'd stick with positive fractions.

      It's essentially a multiplication;

      X seconds × 0.01

      will be slower than

      X seconds × 0.001