Starfield
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hyyt84

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hyyt84

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  1. hyyt84
    hyyt84
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    Locked
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    Common Issues / F.A.Q.
    Mod doesn't seem to be working
    Use the console command in-game help StealthRun
    The mod has loaded correctly if it returns with:
    QUST: StealthRun_Quest (XX000801) 'Stealth Run'

    The mod hasn't loaded correctly

    Please follow troubleshooting instructions on the description page.
  2. JohnShaft
    JohnShaft
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    just wanted to say this really makes stealth enjoyable. tyvm, and kudos
  3. souldrinker71
    souldrinker71
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    Anyone else getting a bug with Stealth that they can't move unless/just after stealthing? Also some saves I can ONLY move while stealthing? Super weird.
    1. Asallt4hk
      Asallt4hk
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      me too.
      BTW, i've install the mod "Boostpack to Jetpack (A TRUE Jetpack Experience)"
    2. hyyt84
      hyyt84
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      Could one of you please send me a copy of a save file in which you are having issues?
    3. souldrinker71
      souldrinker71
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      OK same here. We might be on to something.
    4. souldrinker71
      souldrinker71
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      I removed the Stealth.pex and that fixed it for me atm, I would prefer to use your mod though. It is fantastic. I'm not sure if my Plugin.txt file is working tbh. I've been modding BGS games for twenty years, so I don't THINK I'm doing anything wrong. I'll try reinstalling this mod. 
    5. hyyt84
      hyyt84
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      I'll take a look at the mod you two have linked. I don't think it should cause a conflict - in fact, that's the reason I have opted to keep this as a pex file because it will ensure maximum compatibility - but I'll take a look just in case.

      EDIT: Nothing obvious there. A save file will still be useful in narrowing down the issue if you have it available.

      Could you also type help StealthRun into the console? If the esm file is successfully installed the following line will appear:
      QUST: StealthRun_Quest (xx000801) 'StealthRun'
    6. souldrinker71
      souldrinker71
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      I'm going to do a clean reinstall and I'll let you know from there. I'm not sure if the issues is persistent in any of my saves with the .pex file. I'll check back with you shortly.

      EDIT: Yeah so I get the bug back INSTANTLY after reactivating this mod : ( man I really love this mod too. Any help would be great. Do you have somewhere I can get you that save? 
    7. hyyt84
      hyyt84
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      I think I have determined the cause. If you have an old version of the script which you attached previously with player.aps stealthrun it is unable to read some new properties that are in the esm. This is due to that old script being directly attached to your player instead of being run through the esm. Since it can't read the new movement speed property, it defaults to 0.

      I have renamed the script in version 2.0.2 to "StealthRunScript", so you can safely delete any scripts called "StealthRun" which will remove it from your player.
    8. souldrinker71
      souldrinker71
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      Can confirm it is conflicting with this mod: https://www.nexusmods.com/starfield/mods/3800?tab=files&file_id=18817. The Jetpack Mod. Did a fresh install of both mods, same movement bug. 
    9. MasDrago
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      Not for long, I fixed it on my end. Only required an extra check for crouching so my mod wouldn't overwrite this mod's speed settings. Thanks to souldrinker71 for pointing this out.

      Also cool mod hyyt84!
  4. violentserenade
    violentserenade
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    So when I first ran this it worked fine, but at some point it stopped working and now if I use the script it tells me could not create papyrus object. I have a StarfieldCustom.ini and the script is installed inthe proper location so I'm not sure what I'm doing wrong. Is there a way to clear it out and try again from scratch?
    1. dw420
      dw420
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      On my PC there are 2 StarfieldCustom.ini files..one is in Documents/My Games/Starfield  , the other in steam/../Starfield
      One seems to store different info than the other...and some settings will not trigger if placed in the "wrong" one.

      I had issues with getting certain things to fire off , even though i had the right entries in one of the SFCustom.ini.
      Cut/pasting them to the other fixed my issues, so from then on.. I just make sure both of them contain the same info and i don't have to worry what entry should go in which StafieldCustom.ini.
  5. JohnBose
    JohnBose
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    This is an amazing mod... Just wish the mod would autorun upon installing... Sometimes I forget if I have run it in my save game... And since you mentioned that running this multiple times will cause lag I am afraid to run this again... :(
    1. hyyt84
      hyyt84
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      Your wish has been granted
    2. JohnBose
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      Means the world !!!! Thank you infinitely buddy !!! Stay blessed always !!!!!  :'-)
  6. nadiayorc
    nadiayorc
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    I know it's getting to the point where it's not that big a difference but honestly if it's not too much trouble I would really like something inbetween the 1.5x and 2x versions

    moving at full normal movement speed just feels a bit too fast for me while the 1.5x still feels a little slow for my taste, 1.75x would probably be perfect for me
    1. hyyt84
      hyyt84
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      If I see more support for this option I will consider it. Once creation kit is out, this mod will be done differently to allow for more flexibility.
  7. FaZebRuTaL
    FaZebRuTaL
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    Do you need to keep the script installed after running the command?
    1. hyyt84
      hyyt84
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      Yes
  8. Coloredboyadv
    Coloredboyadv
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    we need that devilman update when the modkit comes out lol. 
  9. TheMudsy
    TheMudsy
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    I feel like it's a little too fast. Somewhere around 80% this speed would be awesome.

    Any plans for other speeds or a multiplier?

    Works well though, thanks! It's a massive improvement. :)
    1. hyyt84
      hyyt84
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      Sure, currently is a 100% increase, but I will upload one with a 50% speed increase, which would be about 75% of the current speed.
    2. TheMudsy
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      Thanks for the update.

      Just as a suggestion, you could include a bat file or CCR option to stop script (maybe stop twice to be safe) and start again.

      This could potentially stop people doubling up the command or worse if somebody tried to autoexec it, and it would also be more user friendly; a CCR stop/start script would allow full mod manager install. (I have not tested this BTW)
    3. hyyt84
      hyyt84
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      Full mod manager install will be possible once Creation Kit releases. I will add an ESP with the script running on a quest alias and it will remove the need for a command.

      There is no way to stop/start the script. It starts when it attaches to your player, and it stops when it is deleted from your game files or your player no longer has the script (NG+). Hence why I ask people to read the instructions carefully. Attaching a script directly to your player is NOT best practice, but it is what is possible right now.
    4. TheMudsy
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      I see, thanks for the script, it's awesome. :)

      I remember in Fallout 4 someone did a increase sprint speed mod, I don't think anyone has done that for SF.
      I think it would be popular because of the amount of running around on planets.
  10. azad1
    azad1
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    Could not create Papyrus object. Any help`?

    *EDIT: Mods where not running needed to do create StarfieldCustom.ini

    1. pchefkent
      pchefkent
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      im getting the same error any fixes?

      nvm fixed had too many lines in my ini
  11. jetpesebre
    jetpesebre
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    Going into 1st person from 3rd person, I believe while sprinting, seems to apply the speed boost to sprinting and running for the current session. Although, the extent of my testing is only relaunching the game twice or thrice, with and without the script.