Thought I'd add a few clarifications directly here too.
How did I do this? All of the code was already in the game, but a few things were broken and just didn't work. As you can see from how it is currently even with this mod, a few things like docking are still somewhat broken.
Why can't I build this alongside my Spaceship Landing Pad? Fixed in the newest version
Will you fix docking? I hope I can, but I think this is an issue with something deeper in the code I currently can not edit.
Alright, as promised, I've released a new mod that resolves a lot of the issues. It is 100% original content, meaning it is not compatible with this mod - you can use one or the other.
I have docking basically fixed I have the doors basically working Yes, you can now make multilevel, habitable stations by staggering habs. It's a little joyful to run amok in dungeon-sized space station you made yourself LOL. I've fixed the habitable sidecaps - bethesda neglected to cut out the door holes (and had the normals reversed on one to boot) You can now attach a docker directly to a truss bridge. And it looks beautiful. You really, literally need only one docker!! (but it tolerates more) You can dock from a distance like any other space station You can now fast travel from your station (with a few caveats) Rewrote the papyrus script to safely fast-travel you to the station, in your ship. A little slower, but if your ship isn't docked, and you don't board the normal way, fast travel will take the station with you lol. I have a special window with a decorator panel to take care of the customizing issue And finally, much much better ship builder snap node artwork.
The mod contents imported to CK ok, but not sure how to handle customized nifs...
i cant get the outpost thing that makes it for some reason i know where it is but when i look for it in misc its not there its just the normal stuff someone please help me on this
I just double checked, and the permissions are good. This simplifies things a bit.
tentatively planning to release as independent mod, but I will include a stripped-down copy of StarStationTest.esm for backward compatibility. Best I can.
I have fixed docking. Basically, only two dockers were configured correctly - they never got around to linking the docking ring to the snapping object. And do you know why docking was so hard? Because of all the dockers lol
(waits for the applauding cricket to quiet down)
Stations in the game aren't built from blueprint like (most) ships - they usually only have one functional docker - the others are for show. Not sure if the author is still around.
I've also found that teleporting to the station is just a bad idea. Just don't do it lol. I'll be removing the option from my update. I also restored the totally useless rocket jet wash (moved the activator so you aren't standing in it)
I think I might know why the stations aren't torn down along with the outpost - might be a oneliner in the papyrus script.
For anyone hoping for fixed door placement... no dice so far. Seems the door placement code isn't papyrus, so can't really peek under the covers... much. Most I can do is compare other, similar working things to the broken ones.
(I also plan to increase the number of defense ships per defense port, cuz they never dock and it wastes space)
No promises or timeline - I just have a slightly improved Proof-of-concept lol
Anyone picking this up is great news! Good to hear jmpz11 Sounds like you have a handle on this and can make some headway on making it playable. See if the vexthecollector can give access so you don't have to make a patch mod or something, they don't seem to have been able to put any time in for about 6 months now. Dockers working would be great, then we need doors, even if we have DIY doors / fillers like derekm17x was able to do.
Simply because (AFAIK) this is the only mod out there to enable this, and it looks like bethesda didn't touch the stations in 1.11.33, I plan to release it using the same filename and FormIDs for anything that would break otherwise.
(Had to fight off my desire to override everything so I can fix a few non-player-facing typos lol)
My experience thus far is that dockers are unquestionably fixed. I don't plan to test each one individually - there are 20, and you only need one - it works at whatever distance you are normally able to dock. Oh, and the defense bay is basically identical to the plain docker, but with a "defenseships=x" parameter. I tried making one with more defense ships and discovered if there are too many it makes it REALLY hard to find the station lol. Dumped that idea.
I haven't been able to make much headway on the doors. I stumbled across the unused model for the proper interior station hatch-plug like we have on ships (this one is even nicer).
I also decided it was too confusing using the same bleeping snap-node artwork everywhere, and fixed that too lol.
Just gotta figure out what to call it, and how to get everyone else using it. Oh crap, I'll need to update it for 1.11.33 - this time I'll replace (rather than reuse) the meshes...
Sorry, I'm excited, and I'm pretty glad nothing substantial broke with the forthcoming update :)
Regarding doors: I use PDY extensively - would have quit building ships without it. I have a basic understanding of how it works; I don't have a clue _why_. That is, I don't see why the rules he added are always applied, while the vanilla rules do some kind of pathing. I could replicate the logic and just see if the pasta sticks I suppose :D There are far fewer rules than for ships (this is why orientation is so wonky).
On ships, you can mess up the rules in such a way that ALL swappable items are missing. When it happens, you can't exit the ship so no fun but possibly diagnostic. If I remember, that is.
HI! your mod is interesting, bravo!could you insert all the components and modules of the ships into the station builder? through another mod it is possible to connect the hubs and components of the ships to the station hubs. (I have an M class ship with starstation hub and ship hub connected and functioning) and then you could use the ship docking modules to solve the docking problem.
Really love what you have done but at this time the game I think is just fighting it. Spent a couple hours trying to get a Starstation that I could use as my outpost to no avail. Will try again later but at this time I just gave up.
Haven't seen anyone else mention this issue. I have no problem accessing the station builder and building the space station. But when I go into space to view it and dock, it's not there at all. All I get are a couple of Defense Turrets floating around, but my space station is nowhere to be found.
This happens once your starstation starts functioning like a ship, the only fix is to delete the starstation and delete the building module and rebuild the module and the starstation itself
200 comments
How did I do this? All of the code was already in the game, but a few things were broken and just didn't work. As you can see from how it is currently even with this mod, a few things like docking are still somewhat broken.
Why can't I build this alongside my Spaceship Landing Pad? Fixed in the newest version
Will you fix docking? I hope I can, but I think this is an issue with something deeper in the code I currently can not edit.
1-of-a-Kind Outpost Starstations
Regarding save games: Pretty sure you will need a patch if there is any chance of carryover. Let me know in the other mod.
Thanks!
I have docking basically fixed
I have the doors basically working
Yes, you can now make multilevel, habitable stations by staggering habs. It's a little joyful to run amok in dungeon-sized space station you made yourself LOL.
I've fixed the habitable sidecaps - bethesda neglected to cut out the door holes (and had the normals reversed on one to boot)
You can now attach a docker directly to a truss bridge. And it looks beautiful.
You really, literally need only one docker!! (but it tolerates more)
You can dock from a distance like any other space station
You can now fast travel from your station (with a few caveats)
Rewrote the papyrus script to safely fast-travel you to the station, in your ship. A little slower, but if your ship isn't docked, and you don't board the normal way, fast travel will take the station with you lol.
I have a special window with a decorator panel to take care of the customizing issue
And finally, much much better ship builder snap node artwork.
The mod contents imported to CK ok, but not sure how to handle customized nifs...
Any day now
Sorry about the slow pace!
I just double checked, and the permissions are good. This simplifies things a bit.
tentatively planning to release as independent mod, but I will include a stripped-down copy of StarStationTest.esm for backward compatibility. Best I can.
I have fixed docking. Basically, only two dockers were configured correctly - they never got around to linking the docking ring to the snapping object. And do you know why docking was so hard? Because of all the dockers lol
(waits for the applauding cricket to quiet down)
Stations in the game aren't built from blueprint like (most) ships - they usually only have one functional docker - the others are for show. Not sure if the author is still around.
I've also found that teleporting to the station is just a bad idea. Just don't do it lol. I'll be removing the option from my update. I also restored the totally useless rocket jet wash (moved the activator so you aren't standing in it)
I think I might know why the stations aren't torn down along with the outpost - might be a oneliner in the papyrus script.
For anyone hoping for fixed door placement... no dice so far. Seems the door placement code isn't papyrus, so can't really peek under the covers... much. Most I can do is compare other, similar working things to the broken ones.
(I also plan to increase the number of defense ships per defense port, cuz they never dock and it wastes space)
No promises or timeline - I just have a slightly improved Proof-of-concept lol
Sounds like you have a handle on this and can make some headway on making it playable.
See if the vexthecollector can give access so you don't have to make a patch mod or something, they don't seem to have been able to put any time in for about 6 months now.
Dockers working would be great, then we need doors, even if we have DIY doors / fillers like derekm17x was able to do.
(Had to fight off my desire to override everything so I can fix a few non-player-facing typos lol)
My experience thus far is that dockers are unquestionably fixed. I don't plan to test each one individually - there are 20, and you only need one - it works at whatever distance you are normally able to dock. Oh, and the defense bay is basically identical to the plain docker, but with a "defenseships=x" parameter. I tried making one with more defense ships and discovered if there are too many it makes it REALLY hard to find the station lol. Dumped that idea.
I haven't been able to make much headway on the doors. I stumbled across the unused model for the proper interior station hatch-plug like we have on ships (this one is even nicer).
I also decided it was too confusing using the same bleeping snap-node artwork everywhere, and fixed that too lol.
Just gotta figure out what to call it, and how to get everyone else using it. Oh crap, I'll need to update it for 1.11.33 - this time I'll replace (rather than reuse) the meshes...
Sorry, I'm excited, and I'm pretty glad nothing substantial broke with the forthcoming update :)
On ships, you can mess up the rules in such a way that ALL swappable items are missing. When it happens, you can't exit the ship so no fun but possibly diagnostic. If I remember, that is.
Keep up the great work.