Reworked the teleport logic, removed every unsafe async call
No more Black Screen video
Faster loading procedure
Optimized code to reduce calls at minimum
Fixed a bug that made you land on major outpost if arrested in space, breaking the sequence
Restored the ability to fast travel to outpost secondary locations
Full changelog in the main section
IMPORTANT: Version 1.1 is heavily tested by me. If some game breaking bug occurs, please report it in the bugs section providing a clear repro step and possibly a video or screenshot. If the mod had become so stable and seamless since first release, is thanks to your reports! You're all awesome.
DEMO showing remaining issues:
Priority issues WIP:
Still doing research to avoid teleport
Find a way to mute the companions before the landing starts
Thanks to everyone is helping me by submitting issues!
For me this mod works fine everywhere except on my custom outpost with elevated landing pad having the mission builder device, I will spawn outside the ship and away from the landing pad. However, this landing pad was there before I installed the mod, so that may be the reason.
[EDIT] In fact, removing the landing pad, saving the game and re-adding the landing pad will make me land with animations at my pad.
This new mod that does the same as this in a very different way is interesting and may solve the issues with this mod (the long loading bug and brief flash of seeing player on planet first) -
Seems like a good alternative that would fix the long loading bug. But as of now needs to be used on a new game or NG+ as it suppresses discovery of landing zones.
Also says you could use console command "ShowAllMapMarkers 0, 1, 1" to reset all map markers as undiscovered. But that pretty much breaks the game as you lose all your markers so you can't even land at known locations (like New Atlantis), so really can only be used on new game or NG+. Hence I have been unable to test yet. But seems like this may be a better solution outside of that issue.
If there was a way to only reset the markers for landing zones so it could be used mid-game.
The mod creator seems pretty new to modding so maybe someone with a bit more know-how could take this good idea and come up with a better solution than the current methods?
Woohoo, still working as advertised, with the recent/new Starfield Update 1.14.70 ! \o/ ♥
Tested it with no other mods installed, with the exception of the usual core-mods (i.e. Address Library, Baka, RTFP, SCP, SFSE)---all functionalities are still intact. Also tested with my other mods installed (I don't have that many, well sort of, a lot less that most peeps, lol; last I checked I think I had/have 77 plugins installed, heh), no errors/conflicts, and everything is working fine. (Steam/Manual installs)
Again, THANK YOU for this hella amazing mod, RyselZ! Still one of my all time favs! ♥ o7 Brings so much more life, flavour, and enjoyment to the otherwise mundane vanilla sequence! :)
This mod wouldn't/shouldn't be causing this problem.
Also, uninstalling this should be easy if you use a mod manager (i.e. Vortex/MO2), or if Manual uninstall just do the reverse of how you installed it. If you get stuck in loading screens and/or freezes, and you say your "pc is pretty damn good", then you're experiencing some other problem not relating to this mod (possibly a mod conflict, and/or mod(s) not installed correctly, or it may even be just a vanilla game engine bug, which wouldn't be surprising, considering how poorly optimized this game is, lol).
My PC that I currently have this game installed on iseight/or nine years old ( mind you, at that time my PC's hardware was considered the best available on the market *flexes...followed by long defeated sigh* lol xD ), and I have never experienced any loading slow-downs and/or freezes with this game, both when I played strictly vanilla on my first playthrough, and throughout all my other modded playthroughs.
@RyselZ, could you jump in to resolve this question about *safely* uninstalling since you know what is in your mod's scripts? Also, thanks for your contributions to the modding community!
LisbethSAO pointed out that one can uncheck any mod in Vortex/MO2, but is it *safe* to uninstall this mod's new script and replacement scripts on a current save or to overwrite the replacement scripts?
One would do this if 1) encountering the engine bugging out when landing animation is loaded seemingly after dialogue, etc, or 2) if concerned about this mod's scripts overwriting any official Starfield script updates/changes (or those contained in another mod's ba2 archive), or even an official gameplay option to show this animation that might be added at some point?
It would be really great if you could provide psc files (or give someone permission to decompile and post them), as most people don't know how to decompile a script to look through code for anything newly introduced that could cause unattached instances of a script in their savegame (if there is a safeguard I'm unaware of that isn't present in other Bethesda games), and I'm not aware of a tool like Fallrim/Resaver for Skyrim that works for Starfield).
I hope you see this and can answer this question. Thanks!
I could not get this to work, every time id click on the marker to land, like new atlantis ( the port area ) i just spawn on my ship, even when clicking on outposts with a landing pad...thoughts?
Am I correct in assuming this also blocks fast travel from space? IE; you can't be in orbit and fast travel directly to the Lodge, you have to land first (with full landing animation) and THEN fast travel over normally across the city?
Waddaya mean? It's already a feature with this mod. You asked if this mod "blocks fast travel from space". I replied, "Nope", as in no it does not block fast travel from space, meaning YES you can fast travel from space.
EDIT: Ooohhh, you want the ability to fast travel to be removed. Okie-dokie, now I get it, lol.
FAST TRAVEL works perfect with this mod!
Spoiler:
Show
Fast Travel works awesome from planetary orbit ! \o/
Fast Travel also works awesome from other Systems ! \o/
My apologies, I should have been more clear from the beginning. Yes, I'm looking for a mod that BLOCKS fast travel between planets. As an example, the way the game is currently set up you can be sitting in a bar on Mars and fast travel directly to the Lodge on Jemison. While this is a convenient feature, it is one which in my opinion this is very non-immersive.
What I'm suggesting is you would need to go to your ship (presumably on Mars in this example), go through the take off animation, and once in orbit travel to Jemison normally. Once arriving at Jemison you go through the animation to land at the space port (or whatever landing site). Now that you have landed you can fast travel around on the planet normally.
In short, using your space ship becomes the only way to travel between planets. Fast travel once your on whatever planet works normally.
312 comments
Changelog
- Reworked the teleport logic, removed every unsafe async call
- No more Black Screen video
- Faster loading procedure
- Optimized code to reduce calls at minimum
- Fixed a bug that made you land on major outpost if arrested in space, breaking the sequence
- Restored the ability to fast travel to outpost secondary locations
Full changelog in the main sectionIMPORTANT: Version 1.1 is heavily tested by me. If some game breaking bug occurs, please report it in the bugs section providing a clear repro step
and possibly a video or screenshot. If the mod had become so stable and seamless since first release, is thanks to your reports! You're all awesome.
DEMO showing remaining issues:
Priority issues WIP:
Thanks to everyone is helping me by submitting issues!
[EDIT]
In fact, removing the landing pad, saving the game and re-adding the landing pad will make me land with animations at my pad.
https://creations.bethesda.net/en/starfield/details/b489cc6c-6389-4ee4-b5e4-4dc324c09fa7/Vanilla_Landing_Animations
Seems like a good alternative that would fix the long loading bug. But as of now needs to be used on a new game or NG+ as it suppresses discovery of
landing zones.
Also says you could use console command "ShowAllMapMarkers 0, 1, 1" to reset all map markers as undiscovered. But that pretty much breaks the game as you lose all your markers so you can't even land at known locations (like New Atlantis), so really can only be used on new game or NG+. Hence I have been unable to test yet. But seems like this may be a better solution outside of that issue.
If there was a way to only reset the markers for landing zones so it could be used mid-game.
The mod creator seems pretty new to modding so maybe someone with a bit more know-how could take this good idea and come up with a better solution than the current methods?
Tested it with no other mods installed, with the exception of the usual core-mods (i.e. Address Library, Baka, RTFP, SCP, SFSE)---all functionalities are still intact. Also tested with my other mods installed (I don't have that many, well sort of, a lot less that most peeps, lol; last I checked I think I had/have 77 plugins installed, heh), no errors/conflicts, and everything is working fine. (Steam/Manual installs)
Again, THANK YOU for this hella amazing mod, RyselZ! Still one of my all time favs! ♥ o7
Brings so much more life, flavour, and enjoyment to the otherwise mundane vanilla sequence! :)
please say you do because id love to have this mod
Also, uninstalling this should be easy if you use a mod manager (i.e. Vortex/MO2), or if Manual uninstall just do the reverse of how you installed it. If you get stuck in loading screens and/or freezes, and you say your "pc is pretty damn good", then you're experiencing some other problem not relating to this mod (possibly a mod conflict, and/or mod(s) not installed correctly, or it may even be just a vanilla game engine bug, which wouldn't be surprising, considering how poorly optimized this game is, lol).
My PC that I currently have this game installed on iseight/or nine years old ( mind you, at that time my PC's hardware was considered the best available on the market *flexes...followed by long defeated sigh* lol xD ), and I have never experienced any loading slow-downs and/or freezes with this game, both when I played strictly vanilla on my first playthrough, and throughout all my other modded playthroughs.
LisbethSAO pointed out that one can uncheck any mod in Vortex/MO2, but is it *safe* to uninstall this mod's new script and replacement scripts on a current save or to overwrite the replacement scripts?
One would do this if 1) encountering the engine bugging out when landing animation is loaded seemingly after dialogue, etc, or 2) if concerned about this mod's scripts overwriting any official Starfield script updates/changes (or those contained in another mod's ba2 archive), or even an official gameplay option to show this animation that might be added at some point?
It would be really great if you could provide psc files (or give someone permission to decompile and post them), as most people don't know how to decompile a script to look through code for anything newly introduced that could cause unattached instances of a script in their savegame (if there is a safeguard I'm unaware of that isn't present in other Bethesda games), and I'm not aware of a tool like Fallrim/Resaver for Skyrim that works for Starfield).
I hope you see this and can answer this question. Thanks!
Waddaya mean? It's already a feature with this mod..You asked if this mod "blocks fast travel from space".
I replied, "Nope", as in no it does not block fast travel from space, meaning YES you can fast travel from space
EDIT: Ooohhh, you want the ability to fast travel to be removed. Okie-dokie, now I get it, lol.
Fast Travel also works awesome from other Systems ! \o/
What I'm suggesting is you would need to go to your ship (presumably on Mars in this example), go through the take off animation, and once in orbit travel to Jemison normally. Once arriving at Jemison you go through the animation to land at the space port (or whatever landing site). Now that you have landed you can fast travel around on the planet normally.
In short, using your space ship becomes the only way to travel between planets. Fast travel once your on whatever planet works normally.
The mod is not working perfectly, it's buggy at times, but absolutely necessary!
Thank you, man, much appreciated and endorsed, of course.