So this mod doesn't prevent you from automatically getting teleported from your ship when landing somewhere you've already landed before (even if you're not wearing a space suit)?
I've seen several "make life harder" mods and I just have to ask: why do people need a mod for something they could just self-impose in the game? I'm just honestly curious, not trying to insult anyone. Is it to remove temptation or something?
Its just a feeling really and simple to explain. Think of it like a delicious donut in real life that sits on your kitchen countertop. You don't want it but your tempted and it sends signals to eat it constantly. In real life we can remove this temptation by simply throwing the donut away but in a game its always there. Simply put the author threw away the donut!
I think just the mere fact that the button exists is enough to break some immersion. When putting hard limits on exiting the ship it feels bit more contiguous to move from ship to surface. It's nice to have the option :)
"Here's the kicker: that donut you say you didn't want? You want it. If you didn't, you wouldn't be bothered by its presence."
If I wanted it why did I just get rid of it? Yes I want donuts everyday of my life but no I do not eat donuts. I have none in my house and I don't visit DD on the daily.
If seeing an option to skip through walking through your ship breaks immersion, then you are just looking for silly things to be bothered by. Just don't click the dang button... It is THAT easy.
Ever notice how people post on mods like this one here to tell us how stupid we are? Just leave us be and download mods that make YOU happy. Why are there not posts on mods like the one I post below telling people how stupid it is to be able to do all this stuff. WTF is going on here....the IMMERSION WARS has begun! :)
Move to your homeship interior from anywhere in the universe Open your homeship cargo inventory to transfer from anywhere in the universe Try to force an actor to be a companion regardless of quest state Links Lodge basement workbenches to lodge basement unlimited storage for direct crafting.
Conversely, people who grew up without fast travel and instant gratification have adult lives now and don't always need to waste precious little game time with fake immersion by having to carry even more groceries to the car than they do in real life.
I am reminded of an old Greentext that I can't find, but it was about how the only real GAMER™ way to play Morrowind [might have been Oblivion] was to eat regularly, skip fast travel, never use wait, only carry one item at a time, never use potions, and a bunch of progressively more ridiculous rules which culminated "and when you die, eject the disk and destroy it."
I agree that people who grew up without fast travel just don't have the time to sit there and be immersed and so this does not apply to them.
I think its just age and that as you get older you wanna slow stuff down and enjoy life. I remember a time when my father and step mother took me into the mountains and we went bird watching. At the time I was into heavy clubbing and all that comes with that and so I was super bored out of my mind. I wanted to live and live fast and live right now. As decades go by I find a trip into the mountains to just look at scenery a superb experience! So with this in my head I can see why people wanna not be locked down in a game world. For me as an older man I wanna walk around a planet alone and enjoy the immersion. If I wanna do some fighting I search for some bounty missions or do some planet surveying....these can be harder than gunfights if you use mods like Brutal combat etc.
Just Sad individuals who can't actually play to a certain way they chose and need a mod to "force" them to not be lazy :') the very people that Freemiums prey on due to any lack of self Moderation so to them I say.. please sir.. enter more casinos.. the industry needs more cash Bahahaha
Partially to remove temptation for me, partially because I don't really have issues not doing it but the button being there is a bit of an eyesore. I used to struggle to uphold these sorts of restrictions when I was a kid, but I'm so used to it that it just feels natural, so for me it just makes the game look "cleaner" if I also mod it out on top of that.
Edit: good lord some of y'all are turbonerds, getting legitimately worked up that some people play a video game differently than you lmfao
It's not really a matter of temptation so much as I don't want to be constantly reminded that I'm self-imposing restrictions. It just pulls you out of the experience. I don't wanna have to use my imagination like a child playing the backyard when it could just be how the game works.
I started using this mod because I hoped it would counteract some of the landings that kick you out of your ship automatically. Like, you choose a landing location and a second later you're standing on the ground with your ship behind you. It's annoying if you want to do a little prep work before you actually leave the ship.
For a while it seemed like it was helping, but I've noticed since the last patch it doesn't seem to do the trick any more.
This doesn't disable instant boarding the cockpit from outside, only instant exit. I made this exact mod in my Github but couldn't get the hudrollovferactivationwidget to accept the changes in the short time I had to work on it, hopefully you have better luck. Look at HudMenu.swf under HudRolloverActivationWidget and hudrolloveractivationwidget.swf you'll find the Load_Door and that's the only class with the Load_Door icon/card sprites that is populated when looking at the airlock door of the ship.
I found that in hudrolloveractivationwidget.hudrolloveractivationwidget in GetDataForButtonHint, the button names are populated here >> var sTextPressAndRelease:String = String(aButtonInfo.sTextPressAndRelease);
and in spaceshipinfomenu at ShipNameCallSign is the only place in any of the scripts I could find the ships name as a variable but I think it's only called in ship builder.
Adding this to the hudrolloveractivationwidget class might be the ticket.
import Shared.AS3.Data.FromClientDataEvent; public var ShipName:String; public var CallSign:String; public var IsHomeshipt:Boolean; private function GetShipNameData(param1:FromClientDataEvent) : * { var _loc2_:Object = param1.data; this.ShipName = _loc2_.sShipName; this.CallSign = _loc2_.sShipCallsign); this.IsHomeship = _loc2_.bIsHomeShip; }
Make sure to compare the Header with the HomeShip names else all panels with userEvent == "QCXButton" will be disabled, i.e if(Header_mc.Name_tf.text) == SpaceshipInfoMenu_HomeShip
var Name_mc:String = String(Header_mc.Name_tf.text); //HEADER, SHIP NAME, need to find a way to retrieve Owned Ship or Home Ship name if(userEvent == "QCXButton" || userEvent == ButtonTypeStrings[1]) //ENTER COCKPIT BUTTON { sTextPressAndRelease.Enabled = false; }
Some enemy ship doors that use the string "Cockpit" won't be accessible maybe, the antique collectrr's ship for example? I've been playing Cyberpunk, but I'll see if I can retrieve the HomeShip or MyShips[] names after work but I think you'll have it by then. Also, localization use "$COCKPIT" I believe. I'll look when I have time.
This snippet will show you the Header Name (i.e. ShipName, in my case it's RAZORLEAF) in sTextPressAndRelease, then just need to compare it to OwnedShip, HomeShip, or MyShips[]. QCXButton and ButtonTypeStrings[1] are both the same button, enter ship button so you don't need both but I did for testing
Edit: this.ShipEntries is populated in ShipInfoMenu and MyShips class so something like for each(var v in ShipInforMenu_mc:MyShips) { if(HeaderName.indexOf(v.Name) >= 0) { *It's our ship* } }
Cheers for this mod, ignore the haters; there are definitely players who dislike shortcut functions and want a more immersive ship experience which Starfield fails to cater to in it's current state really.
Many mods on Nexus do the opposite to this type of mod and devalue/bypass/cheapen various game systems. I wouldn't go to the comments page for them and trash people who want to play that way!
The ideal overall transit/flight design for me would be:
Enable use of scanner targeting in space to grav jump to all destinations (incl. star systems without quests, new landing zones on planets).
Disable auto-disembark on landing at previously visited locations: play full landing sequence and must exit by moving from cockpit through ship out to loading bay.
Disable FT to/from ship when docked at cities and stations.
Disable landing bay-to-cockpit hatch shortcut.
Require He3 refueling for grav jumping between distant systems: player must either purchase very expensive fuel from stations in orbit or setup outposts on planets/moons then harvest and refine fuel to continue journey.
I'm looking for a way to disable auto-disembark on landing at previously visited locations. Drives me nuts especially when I sometimes don't even have a spacesuit on.
Problem with forcing the scanner for FT at least for now is that the scanner travel is really clunky, and can't even be used to travel to many specific things. For example you can't make a new landing zone with it. Nor can you jump to a star system with it if you don't have an active mission there.
Agreed. I was only a few hours in when I realized that once you have visited a location OR if you have quest markers in a location you ONLY get landing points that offer some kind of convenient fast travel to said location. There will be all types of gamers. Those that love landing in New Atlantis and appearing right in front of the Lodge door post loading screen and those, like me and you, that want to ALWAYS land at the space port and walk to where we need to go. Landing at the space port should always be an option. Once a mod for that comes out, it'll be a permanent addition to my LO.
81 comments
(For the moment, at least)
People that grew up with fast travel instant gratification systems and tiktok brain just won't understand lol.
If I wanted it why did I just get rid of it? Yes I want donuts everyday of my life but no I do not eat donuts. I have none in my house and I don't visit DD on the daily.
https://www.nexusmods.com/starfield/mods/3622?tab=description
Move to your homeship interior from anywhere in the universe
Open your homeship cargo inventory to transfer from anywhere in the universe
Try to force an actor to be a companion regardless of quest state
Links Lodge basement workbenches to lodge basement unlimited storage for direct crafting.
I am reminded of an old Greentext that I can't find, but it was about how the only real GAMER™ way to play Morrowind [might have been Oblivion] was to eat regularly, skip fast travel, never use wait, only carry one item at a time, never use potions, and a bunch of progressively more ridiculous rules which culminated "and when you die, eject the disk and destroy it."
I think its just age and that as you get older you wanna slow stuff down and enjoy life. I remember a time when my father and step mother took me into the mountains and we went bird watching. At the time I was into heavy clubbing and all that comes with that and so I was super bored out of my mind. I wanted to live and live fast and live right now. As decades go by I find a trip into the mountains to just look at scenery a superb experience! So with this in my head I can see why people wanna not be locked down in a game world. For me as an older man I wanna walk around a planet alone and enjoy the immersion. If I wanna do some fighting I search for some bounty missions or do some planet surveying....these can be harder than gunfights if you use mods like Brutal combat etc.
Edit: good lord some of y'all are turbonerds, getting legitimately worked up that some people play a video game differently than you lmfao
So if you're bothered by the presence of an unflushed turd, that means you want the turd?
For a while it seemed like it was helping, but I've noticed since the last patch it doesn't seem to do the trick any more.
I made this exact mod in my Github but couldn't get the hudrollovferactivationwidget to accept the changes in the short time I had to work on it, hopefully you have better luck.
Look at HudMenu.swf under HudRolloverActivationWidget and hudrolloveractivationwidget.swf you'll find the Load_Door and that's the only class with the Load_Door icon/card sprites that is populated when looking at the airlock door of the ship.
var sTextPressAndRelease:String = String(aButtonInfo.sTextPressAndRelease);
and in spaceshipinfomenu at ShipNameCallSign is the only place in any of the scripts I could find the ships name as a variable but I think it's only called in ship builder.
Adding this to the hudrolloveractivationwidget class might be the ticket.
import Shared.AS3.Data.FromClientDataEvent;
public var ShipName:String;
public var CallSign:String;
public var IsHomeshipt:Boolean;
private function GetShipNameData(param1:FromClientDataEvent) : *
{
var _loc2_:Object = param1.data;
this.ShipName = _loc2_.sShipName;
this.CallSign = _loc2_.sShipCallsign);
this.IsHomeship = _loc2_.bIsHomeShip;
}
if(IsHomeship && sTextPressAndRelease.Parent.text == this.ShipName)
{
sTextPressAndRelease.visible = false;
}
Edit: I changed the button info, now let's try to remove it
And this is the mod: No Instant Entry to Cockpit
i.e
if(Header_mc.Name_tf.text) == SpaceshipInfoMenu_HomeShip
var Name_mc:String = String(Header_mc.Name_tf.text); //HEADER, SHIP NAME, need to find a way to retrieve Owned Ship or Home Ship name
if(userEvent == "QCXButton" || userEvent == ButtonTypeStrings[1]) //ENTER COCKPIT BUTTON
{
sTextPressAndRelease.Enabled = false;
}
I've been playing Cyberpunk, but I'll see if I can retrieve the HomeShip or MyShips[] names after work but I think you'll have it by then.
Also, localization use "$COCKPIT" I believe. I'll look when I have time.
This snippet will show you the Header Name (i.e. ShipName, in my case it's RAZORLEAF) in sTextPressAndRelease, then just need to compare it to OwnedShip, HomeShip, or MyShips[]. QCXButton and ButtonTypeStrings[1] are both the same button, enter ship button so you don't need both but I did for testing
var HeaderName:String = String(Header_mc.Name_tf.text);
if(userEvent == "QCXButton" || userEvent == ButtonTypeStrings[1])
{
sTextPressAndRelease = HeaderName;
}
Edit:
this.ShipEntries is populated in ShipInfoMenu and MyShips class so something like
for each(var v in ShipInforMenu_mc:MyShips)
{
if(HeaderName.indexOf(v.Name) >= 0)
{
*It's our ship*
}
}
Thanks for this!
Edit: thank you so much! <3
Many mods on Nexus do the opposite to this type of mod and devalue/bypass/cheapen various game systems. I wouldn't go to the comments page for them and trash people who want to play that way!
The ideal overall transit/flight design for me would be:
No Instant Entry to Cockpit