Starfield
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Argonil

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495 comments

  1. Argonil
    Argonil
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    Those who're updating from a version prior to 1.15 should remove the Shield Systems perk with player.removeperk 2C2C59 before updating and then use player.addperk 2C2C59 after updating to regain the perk. Otherwise there's a chance it'll be bugged until the next NG+.

    If you're updating from 1.10 - 1.13 then you should also remove the Wellness perk with player.removeperk 2ce2e1 before updating and then use player.addperk 2ce2e1 after updating to regain the perk.
  2. blahity
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    Does this need to be updated for the latest patch or is it good as is?
  3. smsteel
    smsteel
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    Is it possible to fix fitness bug?
    1. Argonil
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      Which bug? If you mean the challenge not counting unless you max out the CO2 meter, then that's not a bug.
  4. Ijustneedfarm
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    Update Mar 20. Skill description still remains, effect unconfirmed yet. Disable challenge won't work now.
    1. Argonil
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      Not sure what you mean. The "No Challenges" version still works as of today.

      I also haven't found any changes which conflict with the mod in the latest game update.
    2. Ijustneedfarm
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      Really? My apologize. I should check if there is any mod conflicts
  5. Badchocobo77
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    I have a couple of mods from Inquisitor that make changes to Gymnastics, Lasers, Ballistics and dueling. should these mods be loaded before or after yours? do you know if these will conflict with each other? not sure what files may be altered in these mods that might be shared.
    1. Argonil
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      If you load them after this mod then they should override this mod without problems. Then you will only see their changes for those perks.
    2. Badchocobo77
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      ok cool, thanks a bunch for this mod.
  6. gluonman
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    Does this mod attempt to address the bug where the chameleon effect some times gets stuck even after leaving stealth mode?
    1. Argonil
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      Yes. There has been 1 report that it still happens but everyone else say that it's been fixed for them. I believe the fix has also been incorporated into the SFCP after I sent the fix to Pickysaurus.
    2. gluonman
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      Ah, okay.  Unfortunately the problem is still occuring for me, despite having both SFCP loaded as well as this mod loaded afterward (just the main mod, not the concealment related optional file), so I asked to find out if I should even be expecting it to be fixed.  So I guess I can count for report #2 on this still happening.
    3. AstroGazer
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      could try 
      Concealment Perk - Remove Chameleon Effect mod
    4. gluonman
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      It's not exactly my goal to completely get rid of it.  "If you don't like that it has a bug, just don't use it" is a suggestion I've rarely ever seen taken as a solution, considering that people trying to troubleshoot a bug are generally people you can assume want to use the thing.  But for what it's worth, I still appreciate the suggestion because it's good to know about that mod in case that ever becomes my goal.
    5. Argonil
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      Well, there's not much more that can be done about it other than the fixes I've already implemented. If you had a Chameleon item equipped when you installed the fix then try reequipping it. If that doesn't work then you can try using console commands to remove the Concealment perk and add it back. Other than that there's not much troubleshooting left to do.
    6. gluonman
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      Thanks for the tips.  I'll give those a shot, and if I find I'm stilled vexed by the bug afterward, then hopefully the fix starts working for me after starting a new game or after Bethesda pushes an update. or something.
  7. Eodass
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    Hello, 
    How to install this mod please ? This is not indicated in your description. 
    Thanks 
  8. halrixx
    halrixx
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    does anyone know Bethesda fix which skills in 1.9 version
    1. Argonil
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      They haven't implemented any of the fixes from this mod. I'm kinda shocked that they edited the Rejuvenation perk without fixing the bug, like come on guys...
    2. halrixx
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      Bethesda sucks
  9. Okradion
    Okradion
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    Is this compatible with Community Patch? I noticed it modifies some of the same perks.
    1. Argonil
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      Yes.
    2. SalemMurders
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      Was just about to ask if I could make a patch, if it's intentional I'll leave it alone
    3. Argonil
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      I'm the one who added the changes to the community patch. This mod is just more up to date.
  10. gluonman
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    With the Leadership skill fix, you mention that companion quests trigger properly, but do post-quest dialogues trigger as well?  For example, after picking between Aceles vs Microbe, my entire crew should want to talk to me about that decision when I head back to my ship.  I discovered the Leadership bug the hard way in a previous playthrough that got completely ruined by it, and nobody ever wanted to talk to me and I couldn't trigger conversations I knew were supposed to be happening, not just companion quests.

    Also, is this mod safe to install mid playthrough?  Or best wait for NG+?
    1. Argonil
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      Yes, post-quest dialogue triggers as well, and it is safe to install mid-playthrough.
    2. gluonman
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      That is truly amazing.  I've been avoiding the Leadership skill like the plague because of that bug.  Thank you so much for this mod.  That and I didn't even realize that other perks were bugged as well until your fixes restored intended functionality I never knew I was missing lol.  I read the rejuvenation tooltip more carefully and never noticed before that I was supposed to be healing at half pace during combat.  Amazing.  I have installed many mods, and this one makes my top 3.
  11. DragonHeart013
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    Given this and Wellness Skill Bugfix attempt to fix the Wellness skill in slightly different ways (this on zone change, that one on level up), can I install that after this to get it's version, or will it just totally break having both? Just personally would prefer it to only update on level up, rather than the zone change myself.
    1. Argonil
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      Both fixes will get applied independently of each other. It is redundant and not recommended. I agree that having it update on level up would be ideal, but Pickysaurus tasked Wartortle and I with finding a way to apply the fix without using scripts, and when I finally found out how to do it, there was no way to do it on level up. I had to circumvent a lot of engine issues with my fix but at least it is scriptless like Picky asked. It remains to be determined which version the SFCP will use, but if the script version ends up being used then this mod will use it too.
    2. DragonHeart013
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      Ah damn, that's what I was afraid of. Gonna assume they wanted the scriptless implementation to avoid issues with scripts getting attached to save games and possibly breaking stuff?
    3. Waiting4The3nd
      Waiting4The3nd
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      Gonna assume they wanted the scriptless implementation to avoid issues with scripts getting attached to save games and possibly breaking stuff?


      Other Bethesda games have shown that having lots of mods with script functionality can slow down the engine and affect gameplay. That's probably the reason they're looking to do as much as possible without using scripts. Or at least that's my guess as to why.