Starfield
0 of 0

File information

Last updated

Original upload

Created by

Styper

Uploaded by

styperman

Virus scan

Safe to use

33 comments

  1. Djlegends
    Djlegends
    • supporter
    • 13 kudos
    mod doesn't work getting unkown script hence you need an esm to get script working in the game just like others
  2. Gorgot31
    Gorgot31
    • member
    • 0 kudos
    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
  3. Caedwyn
    Caedwyn
    • member
    • 2 kudos
    thank you for your hard work

    is it possible to summon a menu that lets you pick which of your ships you want to choose your homeship ?
  4. DracoRex21
    DracoRex21
    • member
    • 0 kudos
    so im kinda stupid im using an m class ship and i cant seem to make it my home hip again is there a way to use this in the ship builder if so how
    1. styperman
      styperman
      • member
      • 4 kudos
      If your last home ship was the Class M one then you can just install this mod and issue cgf "STP_ShipHelper.TrySetPreviousHomeShip" in the console
  5. johndoebowler
    johndoebowler
    • premium
    • 88 kudos
    Thank you! I was able to make a few simple ship power macros using hotkeys:

    [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
    1. styperman
      styperman
      • member
      • 4 kudos
      That's awesome, that's precisely the use case I made this mod for!
    2. puffbro
      puffbro
      • supporter
      • 1 kudos
      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.
    3. johndoebowler
      johndoebowler
      • premium
      • 88 kudos
      Only via papyrus. SetPartPower / GetPartPower. I'm experimenting, but there's a few issues with this method.
    4. styperman
      styperman
      • member
      • 4 kudos
      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.

      What issues did you find with that?
    5. johndoebowler
      johndoebowler
      • premium
      • 88 kudos
      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.
    6. Ignatoff
      Ignatoff
      • member
      • 0 kudos
      Greetings!

      "AddPower shi 12" does not work, "Do not part found whith name 'shi'" 
      Where am i gong wrong?

      Weapon group work greates.
    7. johndoebowler
      johndoebowler
      • premium
      • 88 kudos
      AddPower shi 12" does not work
      It's odd, but this command unfortunately does not work with some languages.
  6. pumasky2
    pumasky2
    • member
    • 0 kudos
    I just come here to say thank you for source code. :)
    Waiting for the timer to allow me to endorse.

    Meanwhile. Maybe there is a discord or chat to talk and share knowledge about papyrus? 
    1. styperman
      styperman
      • member
      • 4 kudos
      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.
    2. pumasky2
      pumasky2
      • member
      • 0 kudos
      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 and was really suprised about  too, didnt know about that one, it will make whole process way easier.
  7. SlippyCheeze
    SlippyCheeze
    • premium
    • 0 kudos
    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}`?
    1. styperman
      styperman
      • member
      • 4 kudos
      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
    2. styperman
      styperman
      • member
      • 4 kudos
      Well, it worked. I'm gonna put up a new version
    3. SlippyCheeze
      SlippyCheeze
      • premium
      • 0 kudos
      thank you very much.  :)    
  8. busylancer
    busylancer
    • supporter
    • 2 kudos
    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.
    1. styperman
      styperman
      • member
      • 4 kudos
      Go for it man, that's the whole idea!
    2. busylancer
      busylancer
      • supporter
      • 2 kudos
      Thanks a ton
  9. LeastDegenAzuraEnjoyer
    LeastDegenAzuraEnjoyer
    • supporter
    • 32 kudos
    YOU JUST FIXED MY SUPERCRUISE MOD

    LETS GOOOOO NO MORE OPENING CONSOLE
  10. vendeta44
    vendeta44
    • member
    • 1 kudos
    This is awesome. Just made my Better Pips mod/script so much simpler and faster using this along with console commands.