0 of 0

File information

Last updated

Original upload

Created by

wankingSkeever

Uploaded by

wSkeever

Virus scan

Safe to use

Tags for this mod

35 comments

  1. kTalon
    kTalon
    • premium
    • 4 kudos
    Is this seriously still necessary after over a year of this game being out?
    1. Cyrus17000
      Cyrus17000
      • member
      • 0 kudos
      Sadly yes, it is, the bug is still there.
  2. Nyxeris
    Nyxeris
    • member
    • 0 kudos
    Thanks so much for the bug fix mod. I can confirm this still works as of the latest patch in September 2024.

    This bug fix has not been fixed officially by Bethesda, nor is it included in the Unofficial Starfield Patch (but is included in the Starfield Community Patch, I believe).
  3. Pickysaurus
    Pickysaurus
    • Community Manager
    • 772 kudos
    Thanks for submitting this fix to the Starfield Community Patch. 

    Just to check, does this replace the fix you previously contributed? https://starfieldpatch.dev/issues/319

    If so I can make a note to remove that change in the next update. 
    1. wSkeever
      wSkeever
      • premium
      • 5,334 kudos
      yes, as stated in mod description :)
    2. Pickysaurus
      Pickysaurus
      • Community Manager
      • 772 kudos
      Thanks, I've made a note. https://www.starfieldpatch.dev/issues/563
    3. SalemMurders
      SalemMurders
      • premium
      • 37 kudos
      Does this mean this mod has been incorporated into the Starfield Community Patch?
    4. TareliusKosmos
      TareliusKosmos
      • member
      • 16 kudos
      I am not sure if time needs to pass for this scripts but immediately after removing the .esm/plugin entry and just relying on the community patch, the Neon guard is again nagging me about a bounty...so I reenabled this .esm.
    5. Pickysaurus
      Pickysaurus
      • Community Manager
      • 772 kudos
      If you've reported it on the patch tracker we'll take another pass at it. 
  4. 1355971
    1355971
    • member
    • 0 kudos
    Locked
    I'm sort of confused. Whenever you enter the orbit of a planet where you are being scanned, the scan itself reveals if you have bounty, then you immediately get dragged to jail, you can not land, therefore a guard can not politely remind you that you have bounty on your head. This mod does not change that behavior, so what even are the conditions that would trigger the bounty dialogue in New Atlantis?
    1. BlueBeard1983
      BlueBeard1983
      • premium
      • 20 kudos
      I think there are ways to bypass the scans, but I'm not 100% on that.
    2. 1355971
      1355971
      • member
      • 0 kudos
      Even if I travel within the system from another planet to Jemison, I get scanned. The only way you can possibly end up with bounty on your head without being immediately taken to jail is if you somehow find a POI with UC friendly NPCs on Jemison, then you kill them, then you fast travel to the spaceport (if you only steal their stuff, they turn hostile and you can't fast travel in combat). In any other scenario, you are being scanned, then hailed to be taken to jail.

      So unless this friendly guard reminds me of bounty for other factions, it would be reasonable to assume that the dysfunctional implementation of this code wasn't out of sloppiness, but rather it was abandoned during development because of how bounties changed during development.
    3. wSkeever
      wSkeever
      • premium
      • 5,334 kudos
      Here, 100 bounty with UC in orbit around new atlantis. If they bounty is low enough, the ships in orbit won't accost you.
    4. 1355971
      1355971
      • member
      • 0 kudos
      So long story short, you made a "fix" for an occurrence so niche, that it happened to me twice in 500+ hours of playing this game.

      Less than 650 bounty means you stole a teacup, people who noticed by some miracle didn't become hostile to you (which they should have, if I steal a single drink in the Viewport everyone there tries to murder me), and nobody tried to arrest you either so you wouldn't bump up your bounty resisting it.
    5. wSkeever
      wSkeever
      • premium
      • 5,334 kudos
      Now you're just moving the goalpost from "this is impossible" to "this is uncommon (for me)". I included the new atlantis fix after seeing a video where a player was told they have no bounty before another guard accosted the player for having a bounty, so it is not as uncommon as you think. And why does it matter to you whether or not this fix is included anyways?

      You're also ignoring the very common bug fixed by this: guards telling you you have a bounty after you've paid it off because the dialog condition is wrong. Or the fact that the dialog option to holster your gun is also broken by the incorrect conditions. This is all in the mod description.

      This thread and argument is pointlessly antagonistic.
  5. Aryell
    Aryell
    • premium
    • 13 kudos
    1. SuwinTzi
      SuwinTzi
      • member
      • 1 kudos
      Yeah, it's included here.

      The SFCP also includes that fix.  But I'm not sure if the SFCP includes the other fixes for New Atlantis et al.
  6. SuwinTzi
    SuwinTzi
    • member
    • 1 kudos
    Hello, you reported these to the SFCP but was there also a bug report for Bethesda?
    1. DarkDominion
      DarkDominion
      • premium
      • 504 kudos
      Ask yourself : " has that ever helped us ? "

      We had the Unofficial Team to get us the patches back in the good ol' days
      I think you need to have confidence in the capabilities of the SFCP Team to give us all the patches we need
    2. SuwinTzi
      SuwinTzi
      • member
      • 1 kudos
      I don't think it hurts to tell Bethesda.

      It's not out of a lack of confidence in SFCP but more, "Hey Bethesda, this s#*! here."

      In any case did the SFCP exclude part 2 and 3 of this mod?  The changelog only mentioned Neon security.
    3. spanian77
      spanian77
      • premium
      • 54 kudos
      I really can't understand why to ask a modder if he made a report of a bug (which he fixed) to Bethesda, instead of just do it yourself if you feel to.
    4. SuwinTzi
      SuwinTzi
      • member
      • 1 kudos
      It's out of curiosity, am I not allowed to ask now?

      Why are you treating my question like it's a demand?
  7. Calzien
    Calzien
    • supporter
    • 59 kudos
    Curious but is it a set chance for the weapon drawn dialog to trigger? I've been trying to test by running between Neon and New Atlantis but neither have reprimanded me for having my weapon drawn. I know the mod is properly installed and working because the security at Neon is correctly reporting I have no bounty. It's just the lack of mentioning me having my weapon out.
    1. wSkeever
      wSkeever
      • premium
      • 5,334 kudos
      I believe SFCP included one of my earlier script only fixes for Neon that fixed it for the bounty situation only. So you might not have this installed correctly.
    2. Calzien
      Calzien
      • supporter
      • 59 kudos
      Tested various things and couldn't initially figure it out. However switching Vortex from using symlink to hardlink for mod deployment fixed the issue. I got suspicous when I got a bounty on purpose and New Atlantis wasn't reporting the bounty. Swapped it over and the guard at New Atlantis told me to put my weapon away each and every time. So it's an issue with the Vortex Mod Manager itself and the method of mod deployment used that was the culprit. So I guess for future reference if there's anyone who has everything set up and it still isn't working have them make sure if they're using Vortex that it's deploying their mods as hardlink and not symlink.
  8. thefirebirdman
    thefirebirdman
    • premium
    • 1 kudos
    @wskeever, reviewing the changelog for the Community Patch I see your fix in this mod for Neon Security was included but the same fix for New Atlantis was not yet? If not, I'll keep your mod active to overwrite until they're both included. 
  9. spanian77
    spanian77
    • premium
    • 54 kudos
    @ wSkeever, if I remember correctly from previous games, uninstalling masterfiles (esm) sholud be made with caution and you had to make few changes for the dependencies -in CK or- xEdit to clear master records etc.

    Has this changed with newer xEdit and Starfield?

    I am asking this because your mods are needed as they fix real issues, however let's say that Beth patch them someday or the Unofficial Patch will be releashed...so..

    Is it really safe to uninstall from this game a mod with esm file ??
    (saw what you right on description, thus my Q)
    1. wSkeever
      wSkeever
      • premium
      • 5,334 kudos
      if I remember correctly from previous games, uninstalling masterfiles (esm) sholud be made with caution and you had to make few
      changes for the dependencies -in CK or- xEdit to clear master records
      etc.
      What you are saying is basically "you have to uninstall patches if you uninstall the mod the patches are patching" or "you have uninstall a mod if you uninstall any mod this mod requires", which is common sense.
      Any plugin can be master of any other plugin, regardless of file extension.
      Other than that, ESM files can be uninstalled whenever like any other plugin if they don't add or edit anything that persists in saved games, which this file does not.
    2. spanian77
      spanian77
      • premium
      • 54 kudos
      Ok, got it, awesome.
      thanks for claryfing it for me.
    3. thefirebirdman
      thefirebirdman
      • premium
      • 1 kudos
      ...or the Unofficial Patch will be releashed.

      Community Patch is out. 
  10. Guitarsolo
    Guitarsolo
    • member
    • 12 kudos
    and where can one find this xEdit for Starfield ? I cant seem, to find it anywhere, besides github but there i would need to build it myself which i dont know how,
    1. DarkDominion
      DarkDominion
      • premium
      • 504 kudos
      Discord
    2. Guitarsolo
      Guitarsolo
      • member
      • 12 kudos
      thank you:)