When I install any of your mods, specifically this one, compact crew, compact mission, and faster favorites, Vortex doesn't place the Interface folder inside the Data folder. Instead I get an Interface folder where the exe is located.
I don't like the way the new extensions handle the game for now, so I will stay on 0.3.0. However, I fixed my issue with your mods by adding Data where it calls for Destination in your ModuleConfig.xml files for each mod Thank you for responding.
Since you have been dabbling with the ship systems, do you know if it is possible to enable repair of subsystems of a ship when in combat ? I can repair hull fine with parts, but the red stuff doesn't go away and repair in combat, only when combat is done it starts repairing.
i think this is a large oversight on Bethesda's part cause if you are in combat for instance around Jemison (happened to me when i jumped in, had no bounty, didn't fire on anyone, but like 30 ships where suddenly attacking me), i tried to jump away, but that's not allowed, i have a fast ship 200 m/ps so i boosted awy like 20km with multiple boosts, but they kept chasing me and taunting me, preventing me form either jumping or fast traveling. That took like 20 minutes, and in all that time, my subsystems did not repair, so i couldn't go back and finish them off one by one either.
That essentially soft locked my game, that's why i consider this either a extremely bad game mechanic decision, or even a bug.
In the end i had to enable god mode and kill them all, gave myself 250.000 credit to pay the bounty cause i felt it was extremely dishonest to f*#@ the player in the ass like that..
If subsystems would repair, and you would actually be able to jump in combat when you are well out of range of the enemies weapons, that would actually be very logical and make sense..
i know how to use xEdit, though i suspect some of this stuff is set in scripts.
ah. guess that makes sense. it was only the show true health thing that got reset anyway as i think thats the only thing i changed. i hadnt launched the game in months so i was confused why it was "broken".
You could make the ini file separate like lStewieAl does in his New Vegas tweaks and then update it whenever you need to. Understandable if you don't want to, just making a suggestion for end users.
This is a very good mod, thank you for your work!^_^ However, I encountered a small issue while using it: the display for the actual health of the shield can only accommodate three digits. When the shield value exceeds this number, it shows an incorrect number, for instance, 1240 shield points are displayed as 240. In the game, it's entirely possible for higher-quality shield modules to have shield values exceeding a thousand, and there are character skills that can further increase shield values. Hence, this issue is quite easy to encounter. I'm not sure if this can be addressed or if it's a problem with my settings?
You need to update to the latest Starfield Vortex Extension. They finally fixed the issue where Starfield FOMODs would install into the root folder instead of data. So you no longer need to choose which mod manager you are using while installing.
EDIT: Should be fixed, my bad! Random "W" snuck into my XML.
Nope, even after udating Vortex with the Starfield Vortex Extension v0.5.7 the installer still fails with this error:
Invalid XML: The element 'dependencies' cannot contain text. List of possible elements expected: 'fileDependency, flagDependency, gameDependency, fommDependency, dependencies, foseDependency, skseDependency, nvseDependency, f4seDependency'. (Line 46, Pos 56)
This is a question that pops into my head everytime I sit in the pilot seat: is there anyway your 'information' can be actually on those three dead screens that might as well be pictures (well they are I suppose). It would be fantastic if they were dynamic.
Just an ask 'if', no need to stay up all night making it so lol
they are dynamic - you can see them displaying your throttle position, thrusters when engaged (both rotation and translation), and retro engines firing when your ship is slowing down.
no idea how feasible it'd be to have them display other things like speed, ammo count, or shields/hull though.
85 comments
LEAVE FEEDBACK BELOW.
MY OTHER MODS
- Accurate Aiming *NEW*
- Clean Reflex Sight Lenses
- No Stagger Animation
- Longer Slide Distance
- Ship Power Control Tweaks *NEW*
COMPACT UI SERIES
- Inventory
- Crew Menu
- Crafting Menu
- Mission Menu
- Ship Builder Menu
- Outpost Builder Menu
MY OTHER UI MODS
- Ship HUD Tweaks *NEW*
- Show XP on Loading Screens *NEW*
- Faster Favorites Menu
- Clean Vanilla Hit Marker
- No Data Menu Flicker
- No Galaxy Map Vignette
- No Pause Menu Vignette
- No Digipick Menu Background
Anyways if someone can confirm, thank you.
I dont know for other features of this mod (haven't paid attention to that).
Perphaps it's due to the new features (about difficulty tweaks) implemented in this new official update from Bethesda.
Anyways if it's the case, I hope this mod can be updated.
Thank you in advance.
However, I fixed my issue with your mods by adding Data where it calls for Destination in your ModuleConfig.xml files for each mod
Thank you for responding.
I can repair hull fine with parts, but the red stuff doesn't go away and repair in combat, only when combat is done it starts repairing.
i think this is a large oversight on Bethesda's part cause if you are in combat for instance around Jemison (happened to me when i jumped in, had no bounty, didn't fire on anyone, but like 30 ships where suddenly attacking me), i tried to jump away, but that's not allowed, i have a fast ship 200 m/ps so i boosted awy like 20km with multiple boosts, but they kept chasing me and taunting me, preventing me form either jumping or fast traveling.
That took like 20 minutes, and in all that time, my subsystems did not repair, so i couldn't go back and finish them off one by one either.
That essentially soft locked my game, that's why i consider this either a extremely bad game mechanic decision, or even a bug.
In the end i had to enable god mode and kill them all, gave myself 250.000 credit to pay the bounty cause i felt it was extremely dishonest to f*#@ the player in the ass like that..
If subsystems would repair, and you would actually be able to jump in combat when you are well out of range of the enemies weapons, that would actually be very logical and make sense..
i know how to use xEdit, though i suspect some of this stuff is set in scripts.
thanks
EDIT: Should be fixed, my bad! Random "W" snuck into my XML.
Invalid XML: The element 'dependencies' cannot contain text. List of possible elements expected: 'fileDependency, flagDependency, gameDependency, fommDependency, dependencies, foseDependency, skseDependency, nvseDependency, f4seDependency'. (Line 46, Pos 56)
So; I'll wait for the next revison :-)
Edit....Rebooted vortex, worked this time....Thanks.
Just an ask 'if', no need to stay up all night making it so lol
no idea how feasible it'd be to have them display other things like speed, ammo count, or shields/hull though.
I hate how I have to wait until I'm basically dead to hit the ship repair button mid fight, which is so clumsy.
I have the parts in my ship's inventory and I'm in an endgame ship, ffs. This should just be how it works.