Version 1.2 AKA 'I Should Just Learn Papyrus Edition'
Added Robots and Defenses categories to newly-placed panels. This will allow you to place the same functional robots and turrets from outposts. Existing panels will need to be removed or updated.
To remove an existing panel that wasn't recently placed, select it in the console (you may need to use your scrollwheel to select the correct object) and type disable To update an existing panel, select it in the console and type addkeyword 1E6641;addkeyword 1D9F5F; The panel's name should come up as ACTI '' with an ID beginning with FF
Added events to unregister the hotkeys, default F2 and F4, to prevent them from being permanently registered if sConsoleINI is defined in StarfieldCustom.ini, such as with Starfield Hotkeys. This means that as long as you exit the game through the pause menu like normal, this mod can now be uninstalled without the hotkeys persisting. (credit Sennar48)
Added events to disable NPC AI while in the build menu. This helps mitigate (but doesn't completely prevent) an issue where after placing a robot, turrets or other robots cannot be placed because they "intersect with an existing object." This appeared to be related to robot pathfinding, and disabling their AI helps dramatically. That said, you may still have to close/reopen the build menu, or walk away a short distance before being able to place a turret or additional robots after placing a robot. As always, use at your own risk, and save often!
Added an additional hotkey, default F4, to remove the most recently placed panel. To ensure that the correct item is disabled, don't open the console and select anything between placing the panel with F2 and removing it with F4. If you aren't sure, it's best to manually select and disable the panel in the console. (credit Buscadordelsol)
Added notifications to provide feedback when hotkeys are used, which additionally creates the lovely illusion that this is a real mod and not some hacked-together console commands.
I'm super pissed you over-wrote my hotkeys.ini file... Why TF would you do that?!?!?!? If you need entries added, just say so in the instructions or provide a sample Hotkeys.ini file. I had mine nicely organized with comments and its all gone. What kind of developer does that?! And what's more it seems it is constantly updating the file... what is going on? FFS!
I've installed the file, where the other tomls are located, but pressing F2 ingame doesn't do anything. ...steamapps\common\Starfield\Data\SFSE\plugins\ConsoleCommandRunner
I get that sometimes at outposts, the solution seems to be to make a quicksave, then quickload. I think this is a Starfield issue, rather than with the mod.
Just FYI, I was also allowed to add a decoration panel to a landing pad using this mod. I decorated the landing pad with a mannequin dressed as ground crew, added lights and storage, and even added crafting stations that worked fine. The only thing that didn't work was something that required power. (I tried adding a turret.) This is a great mod! Thank you!
Not sure if anyone will have the answer to this but my curiosity is peaked so here goes.
Would there be any problem with adding multiple of these panels to the same ship, and for example using a different one to handle the decorations on each floor/level?
My main concern would be if the references are tied to the location or the individual panel reference. If I were to remove one of the panels that created some of my decorations, would those decorations be lost next time I changed zones?
You also might have them flipped the wrong way. Try rotating them 180 degrees and see if that works. Its the same with chairs, they tend to be flipped the wrong way and with stools since they don't have any backing to see where your back sits you don't know which side is actually the front.
Ok for those who are having problems with the decorate panel not showing up here's something I found. I couldn't get the panel to appear no matter what I did even though it said the panel was placed it never appeared. I even went tcl and looked through the walls, floors and ceilings for it but no panel. Well I went into MO2 and moved the Decor mod until it was AFTER every mod that did ANYTHING with ships. BINGO! Went back in hit F2 and PANEL!!!! Works like a charm, thanks @Plutocracy !
Crew Stations would be a welcome addition if they also increased ship crew capacity. I have a one-hab ship build using DerreTech's 3x3x2 hab and would love to add a few crew stations.
117 comments
- Added Robots and Defenses categories to newly-placed panels. This will allow you to place the same functional robots and turrets from outposts. Existing panels will need to be removed or updated.
To remove an existing panel that wasn't recently placed, select it in the console (you may need to use your scrollwheelto select the correct object) and type disable
To update an existing panel, select it in the console and type addkeyword 1E6641;addkeyword 1D9F5F;
The panel's name should come up as ACTI '' with an ID beginning with FF
Version 1.1
...steamapps\common\Starfield\Data\SFSE\plugins\ConsoleCommandRunner
(F2 is not allocated to anything else)
'hotkey F6 pt 24dc7;plr;modangle z 180;'
Would there be any problem with adding multiple of these panels to the same ship, and for example using a different one to handle the decorations on each floor/level?
My main concern would be if the references are tied to the location or the individual panel reference. If I were to remove one of the panels that created some of my decorations, would those decorations be lost next time I changed zones?
I have a one-hab ship build using DerreTech's 3x3x2 hab and would love to add a few crew stations.