******************************************************************************** All SKK ESM based mods published for Starfield are tested compatible with the Shattered Space DLC update 1.14.70 (yes of course that includes Fast Start and Trigger NG+). ********************************************************************************
hello wanted to ask a question about the changelog:
when you mention adjusting the maximim ships for xbox users, is this causing an issue where the Tool no longer tries to auto-register a new ship if you have another mod that allows more ships? i am trying to narrow down if this is the issue im having or if something else i downloaded is causing the issue
Totally depends on how another mod that allows more ships works. If it is simply setting uSpaceshipMaximumOwnedSpaceships that will not cause any problems. The conditions that will stop this auto registering are:
Something has already set the new ship as HomeShip Something has already set the new ship as PlayerOwned
If you have run out of hangar space this pops a warning message.
appreciate the response. must be one of the ship building mods im using or something then. i sit down in a pilot’s chair and it doesnt bring up the prompt anymore to add the ship. i can still use the tool for everything else.
unfortunately, no, i could never peg down exactly what caused it. but ive since gone thru unity and re-downloaded the mod and what not, and it works just fine now. it also sits placed absolute bottom of my LO now. sometimes theres a tiny bit of delay, but it still asks to hack registration. sorry!
Hi SKK. Would you be interested in adding a take-off only option to your tool set? I'm currently using WSkeever's mod in addition to yours purely because it has this function. However since that mod author seems to have abandoned their SF mods I'm concerned it'll eventually break.
What I mean by take-off is just the ship goes into orbit and will stay there until called to land.
No because the game does not "like" (a) the player to not have a homeship and (b) it not landed when the player is not in the homeship cell.
No matter how must-have bright and shiny a function appears to be SKKmods will never compromise a game, and has never done so with over 3 million downloads.
That hatch works perfectly fine here with ship tools installed and all activation functions enabled, since ship tools does not know about or touch any doors.
Far more likely to be caused by something that does actually modify that base game door asset ObjectReference [010b467f] > GenHatch_Door01 [0020BB25]
UPDATE: I see that "hatches not opening"is being reported by MANY people who have ZERO SKK mods in their load order so keep looking.
Is it possible to have a setting where you always get the option to take over / board a ship that you defeated without being forced to take the last shot and destroy it? Like maybe an option where that last shot that would otherwise "kill" the other ship instead gives you a popup asking if you want to board instead?
Its is possible but impractical as there is no "actor is about to die" system event. Creating that framework would be a significant undertaking which the outcome doesn't justify.
I noticed some odd behavior in game. I have taken over several ships in the training simulator and answer "yes" to adding the ship to my inventory, however when I got to the ship vendor to modify or sell them it does not load the ships but instead appears to just sit there timing out. If these ships are not going to load anyway, is there a way to simply purge them from my inventory?
Thanks for the reply. I'd read somewhere that you were supposed to be able to claim them, but either way is fine. I was able to just reload an earlier save and get around that point anyway so no big loss.
I'm having some odd behavior on some functions. If I hack or clear bodies or access cargo via the tool while in the cockpit, I get trapped there. The hatch seems to disappear, or maybe it's the rest of the ship? Either way, I have to reload a save.
Do I need to use the function outside the ship, perhaps? Or perhaps not in the cockpit?
I'm thinking this is probably a "Bonehead User" issue, but any suggestions are welcome.
Reflect on the fact that this has not changed since November and no one else has reported stuff disappearing.
Precisely. Something like that was what I was rather expecting to hear. I'm running it with the DarkStar Aerodynamics mod and while the author tried to keep the impact minimal on anything vanilla, I've spent enough years as a developer to know how things "happen." :-) In theory I'm not using anything else that can impact ships structurally.
Thanks for answering, though. I was taking the long shot just in case you had encountered anything. I've got a half dozen ideas of things to try. Worst case is I use something like Sit to Add Ship... to auto-register. I love what you've done and I'm not willing to give up the parts that don't conflict. :-D
well, removed the other mods and decided to use yours. so far im happy. if i find any bug i will report and try to help you make it even better by reporting them :)
Hey man, I just wanted to give you my thanks for going through all the mess of converting your mods for Xbox. I have a good deal of experience with modding Bethesda games for pc, and I appreciate all the hard work that goes into creating your mods, and how much it really is a labor of love for yourself and other mod authors. Great work as always, thanks again.
All my 60+ Fallout 4 and 10+ Starfield mods are Xbox compatible, so there is no actual "porting".
But, the Starfield workflow to publish from CreationKit to bethesda.net is totally unlike the Fallout 4 one button solution, its frankly awful and unfun converting DDS textures and packing archives by hand :( Bethesda need to fix that sh1t fast.
Is there an option to override the "You are not authorized to Pilot this ship" message when trying to steal a ship? Or would you recommend a different mod for that such as Shade's Ship Stealing?
Based on the way you phrase this I get the impression this may be a really bad idea? That said, I'm familiar with your mods from years of Skyrim and Fallout games so I'll just stick with your tools. Shade's may be 100% solid, but to be fair I'm simply not as familiar with his work.
126 comments
********************************************************************************
All SKK ESM based mods published for Starfield are tested compatible
with the Shattered Space DLC update 1.14.70
(yes of course that includes Fast Start and Trigger NG+).
********************************************************************************
when you mention adjusting the maximim ships for xbox users, is this causing an issue where the Tool no longer tries to auto-register a new ship if you have another mod that allows more ships? i am trying to narrow down if this is the issue im having or if something else i downloaded is causing the issue
love ur mods, thanks!
Something has already set the new ship as HomeShip
Something has already set the new ship as PlayerOwned
If you have run out of hangar space this pops a warning message.
i will continue to tinker with it
I'm getting the same thing with no auto register prompt....
Would you be interested in adding a take-off only option to your tool set? I'm currently using WSkeever's mod in addition to yours purely because it has this function. However since that mod author seems to have abandoned their SF mods I'm concerned it'll eventually break.
What I mean by take-off is just the ship goes into orbit and will stay there until called to land.
No matter how must-have bright and shiny a function appears to be SKKmods will never compromise a game, and has never done so with over 3 million downloads.
Far more likely to be caused by something that does actually modify that base game door asset ObjectReference [010b467f] > GenHatch_Door01 [0020BB25]
UPDATE: I see that "hatches not opening"is being reported by MANY people who have ZERO SKK mods in their load order so keep looking.
I did not consider that a warning to not take ownership of VR ships in the simulator was necessary, but I guess there is always an edge case.
What you probably need is a mod that allows you to edit the list of owned ships, no idea if such exists or is even possible.
Do I need to use the function outside the ship, perhaps? Or perhaps not in the cockpit?
I'm thinking this is probably a "Bonehead User" issue, but any suggestions are welcome.
Reflect on the fact that this has not changed since November and no one else has reported stuff disappering.
Precisely. Something like that was what I was rather expecting to hear. I'm running it with the DarkStar Aerodynamics mod and while the author tried to keep the impact minimal on anything vanilla, I've spent enough years as a developer to know how things "happen." :-) In theory I'm not using anything else that can impact ships structurally.
Thanks for answering, though. I was taking the long shot just in case you had encountered anything. I've got a half dozen ideas of things to try. Worst case is I use something like Sit to Add Ship... to auto-register. I love what you've done and I'm not willing to give up the parts that don't conflict. :-D
By using your mod, i will not need those other 2 mods correct?
Also, does your mod check for terrain like the mod Summoning of Ship - Ship Remote Control - Land - Take off - Set gravity at Starfield Nexus - Mods and Community (nexusmods.com), or it will call the ship anywhere you ask to and ignore any collisions?
I stopped using the other mod because it was always giving me a "incorrect location" due terrain elevations, even if subtle. I am looking forward to test yours if it doesnt check for terrain like the other mod.
I have no knowledge of what other mods do, you need to read the descriptions and make choices:
All my 60+ Fallout 4 and 10+ Starfield mods are Xbox compatible, so there is no actual "porting".
But, the Starfield workflow to publish from CreationKit to bethesda.net is totally unlike the Fallout 4 one button solution, its frankly awful and unfun converting DDS textures and packing archives by hand :( Bethesda need to fix that sh1t fast.
Thanks so much!
SKK mods never hack base game scripts, so best use something else.