thank for this mod ! Just some information : for french version the syntax for changing ship power seems to be : engine > "mot" shield > "bou" hyperdrive > "ast" have fun
Any idea if there's command to read the current ship power allocation? Am trying to creating one that doesn't need to unpower the weapons before adding them back.
Any idea if there's command to read the current ship power allocation? Am trying to creating one that doesn't need to unpower the weapons before adding them back.
I'm not sure there's a way to return values to console from Papyrus global funcs. First function I tested was a simple "sum two values" and the "return" val never got printed to console so it couldn't be paired with a console "if-then-else"
Only via papyrus. SetPartPower / GetPartPower. I'm experimenting, but there's a few issues with this method.
Issue 1: The weapons indices do not necessarily match the UI. They probably go by the order you added the weapons to the ship. Issue 2: Unlike the console command, every single call updates the UI, and it's quite slow, so it flickers quite a bit when you need to change a bunch of things. Issue 3: GetPower sometimes returns the wrong value for non-existing weapon slots.
I only know about this, but I don't use Discord much so I can't say if there are a lot of Papyrus discussions there, without the Creation Kit our hands are pretty tied up regarding scripts, unfortunately. The best bet for mods would be SFSE right now, it's just that I hate cpp so I won't ever bother trying to mess with it. At least in Starfield there's a useful function in Papyrus that I don't think the other Bethesda titles had, which is Debug.ExecuteConsole, pretty sure they all needed a script extender mod to get that functionality, and it's awesome.
Oh, didnt know about that one. Thank you so much for link.
SFSE should be much better, but i dont want to touch cpp too, dont think im experienced enough to try. Yeah, saw Debug.ExecuteConsole in your source andwas really suprised about too, didnt know about that one, it will make whole process way easier.
Hey. I was trying to automate some of the more unpleasant parts of stealing ships, and these helpers have been quite useful for doing that; my process is:
sit in the pilot seat, bring up the "ship info" menu, set as home ship, and register the ship I'm stealing.
open the console, and run "TrySetPlayerHomeSpaceShip" on the ID of my actual home ship.
I was trying to figure out how to automate the process in step two, and hit the point where I think I need some Papyrus scripting to make it work. I wondered if you might be interested in integrating that? The relevant parts that I would be using are: QUST: SQ_PlayerShip (000174A2) 'Aliases for the Player's Current Ship' sqv 000174A2 --- Papyrus --------------------------------- sq_playershipscript: PlayerShipAliases: PlayerShip = alias PlayerShip on quest SQ_PlayerShip (000174A2) Ungrouped Auto Properties: HomeShip const = alias HomeShip on quest SQ_PlayerShip (000174A2) PreviousHomeShip const = alias PreviousHomeShip on quest SQ_PlayerShip (000174A2) If I could access the value in the `PreviousHomeShip` alias, that'd let me automate the process of switching my home ship back to what it should be. Sadly, either I can't do that from the console, or my lack of experience with Bethesda engine scripting / console stuff means I can't figure out how.
Would you be kind enough to add something to either select the PreviousHomeShip (if it has a value), or to run the equivalent of `TrySetPlayerHomeSpaceship ${SQ_PlayerShip.PreviousHomeShip}`?
I thought about doing something like that but I'm pretty sure this mod has the first step implemented already in the last version, haven't tried it but it's also using Papyrus and it can also auto unlock the doors and pilot seat to steal the ship, that should take care of step 1
I'll take a look in step 2 to see if I can access that alias, from the little I know of Papyrus it should be possible
That's a amazing. I add this file to my MOD Cruising between planets by hotkey , it work. I declare your mod and link in my MOD. If you don't like it,please tell me, I will remove it.
33 comments
engine > "mot"
shield > "bou"
hyperdrive > "ast"
have fun
is it possible to summon a menu that lets you pick which of your ships you want to choose your homeship ?
[Macros]
unpower=cgf "STP_ShipHelper.PickHomeShip"; RemovePower 1 12; RemovePower 2 12; RemovePower 3 12; RemovePower shi 12; RemovePower eng 12; RemovePower grav 12
[Hotkeys]
F1=unpower; AddPower 1 12; AddPower shi 12; AddPower eng 12
F2=unpower; AddPower 2 12; AddPower shi 12; AddPower eng 12
F3=unpower; AddPower 1 12; AddPower grav 1; AddPower shi 12; AddPower eng 12
F4=unpower
I'm not sure there's a way to return values to console from Papyrus global funcs. First function I tested was a simple "sum two values" and the "return" val never got printed to console so it couldn't be paired with a console "if-then-else"
What issues did you find with that?
Issue 1: The weapons indices do not necessarily match the UI. They probably go by the order you added the weapons to the ship.
Issue 2: Unlike the console command, every single call updates the UI, and it's quite slow, so it flickers quite a bit when you need to change a bunch of things.
Issue 3: GetPower sometimes returns the wrong value for non-existing weapon slots.
"AddPower shi 12" does not work, "Do not part found whith name 'shi'"
Where am i gong wrong?
Weapon group work greates.
Waiting for the timer to allow me to endorse.
Meanwhile. Maybe there is a discord or chat to talk and share knowledge about papyrus?
The best bet for mods would be SFSE right now, it's just that I hate cpp so I won't ever bother trying to mess with it.
At least in Starfield there's a useful function in Papyrus that I don't think the other Bethesda titles had, which is Debug.ExecuteConsole, pretty sure they all needed a script extender mod to get that functionality, and it's awesome.
SFSE should be much better, but i dont want to touch cpp too, dont think im experienced enough to try.
Yeah, saw Debug.ExecuteConsole in your source and was really suprised about too, didnt know about that one, it will make whole process way easier.
- sit in the pilot seat, bring up the "ship info" menu, set as home ship, and register the ship I'm stealing.
- open the console, and run "TrySetPlayerHomeSpaceShip" on the ID of my actual home ship.
I was trying to figure out how to automate the process in step two, and hit the point where I think I need some Papyrus scripting to make it work. I wondered if you might be interested in integrating that? The relevant parts that I would be using are:QUST: SQ_PlayerShip (000174A2) 'Aliases for the Player's Current Ship'
If I could access the value in the `PreviousHomeShip` alias, that'd let me automate the process of switching my home ship back to what it should be. Sadly, either I can't do that from the console, or my lack of experience with Bethesda engine scripting / console stuff means I can't figure out how.sqv 000174A2
--- Papyrus ---------------------------------
sq_playershipscript:
PlayerShipAliases:
PlayerShip = alias PlayerShip on quest SQ_PlayerShip (000174A2)
Ungrouped Auto Properties:
HomeShip const = alias HomeShip on quest SQ_PlayerShip (000174A2)
PreviousHomeShip const = alias PreviousHomeShip on quest SQ_PlayerShip (000174A2)
Would you be kind enough to add something to either select the PreviousHomeShip (if it has a value), or to run the equivalent of `TrySetPlayerHomeSpaceship ${SQ_PlayerShip.PreviousHomeShip}`?
I'll take a look in step 2 to see if I can access that alias, from the little I know of Papyrus it should be possible
I declare your mod and link in my MOD.
If you don't like it,please tell me, I will remove it.
LETS GOOOOO NO MORE OPENING CONSOLE