Starfield

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Sephrajin

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  1. Sephrajin
    Sephrajin
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    Update: 0.8

    Added - Fixes:
    fix-jetpack -- Reset modifiers to factory values

    Added - Alls (sf4sf/all-*)
    all-weapons        -- All normale basic weapons
    all-weapons-u-leg  -- All unique legendarys
    all-weapons-u-epic -- All unique epics
    all-weapons-u-rare -- All unique rares
    all-medic
    all-cooking
    all-minerals
    all-resources
    all-powers
    all-powers-upgrade
    all-magazines


    Added - Raid (sf4sf/r-*):
    --> Be aware, you must call them from outside of your ship, and click on something that is "far" away from you, like an asteroid or another ship <--
    r-spacer-3      - Easy, lets just do something
    r-spacer-6      - Hard, challenging
    r-spacer-10     - Very hard to impossible


    Added - Changes:
    c-jetpack  -- Increase the power of jetpack, allows to actualy raise height (repeatable)
    c-speed-more    - Increase walk / run speed by 20
    c-speed-less    - Decrease walk / run speed by 20
    c-xp-multi-more  - Increase XP multiplyer by 0.75
    c-xp-multi-less  - Decrease XP multiplyer by 0.75


    Changed - Changes:
    c-outpost-30 = c-outpost-more    -- Adds 30 more outposts that you can build (repeatable)
    c-outpost-60 = c-outpost-less    -- Removes 30 outposts that you can build (repeatable, be aware that you do not go under the current amount of outposts!)
    c-xp-multi-1,2,15                -- Actualy SET multiplier to that value (before increase by that amount)
    c-xp1,2,3,4 = s-xp-2k, 10k, 20k, 50k -- Renamed c-xp to maintain proper syntax among all other scripts.
  2. Lighthorse
    Lighthorse
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    I was just wondering if you did Papyrus scripting
  3. deleted132632
    deleted132632
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    you have txt file that increases skills for other hireable npc's for ship and outposts? I have file that increases all skills for Sarah, Andreja, Vasco, Barret and Sam. I just not know how to improve the skills for the others like Lin, Heller, Gideon, etc, and/or specialists.
    1. deleted132632
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      No worries i figured it out. Using console to highlight the hireable NPC to find their ref ID
    2. Sephrajin
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      Happy you figured!

      Sorry, but cant resists....
      Its literaly saying that as notification :D
      And you just have to check the ID to make sure you clicked on the correct npc/follower.

      Hope you do like the scripts?
  4. Sephrajin
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    Update: 0.7
    Massive rework / preparing, please read carefully for the changes!
    Still WIP

    Added - Changes:

    • c-outpost-30,60   -- Changes max outposts to 30 or 60
    • c-carry-npc       -- Click on NPC, execute command, your companions (or container) will be able to carry more.. a lot!

    Added - Items:

    • i-cash-npc        -- Click on NPC, execute command, sell & profit more

    Added - Scripts:

    • s-bounty-crimson   -- Pays the bounty on you from this faction
    • s-bounty-freestar
    • s-bounty-neon
    • s-bounty-uc
    • s-xp-multi-1    -- Default
    • s-xp-multi-15   -- Times 1.5
    • s-xp-multi-2    -- Double

    Added - Start:
    Attention, this will remove all current background and traits, and set with some of my own for that class.
    Please use: "showlooksmenu" on yourself after to verify / adjust changes made by the script.

    • start-engineer
    • start-soldier
    • start-capitalist

    Added - sf4sf-libs:
    This basicly contains some scripts used by other scripts. Will be expanded in the future.
    This now contains -- the according scripts have been moved from ./ to here.

    • p-CLASS                      -- will now be called by the "start-" scripts
    • all-backgrounds
    • all-traits
    • remove-background-all      -- will now be called by the "start-" scripts
    • remove-traits-all           -- will now be called by the "start-" scripts

    Changed:
    i-carry-more,less    -- Had an unprintable char at the start
  5. Sephrajin
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    Update 0.6
    While weathers are working (again ; as in no CTD), i'm not sure if it is the rain-sound-effect remaining or if its just the wind.

    Added - Weather:

    • w-clear
    • w-cloudy
    • w-cloudy-1,2,3    --- Obviously, this is either w-cloudy-1 ; w-cloudy-2 or w-cloudy-3
    • w-fog
    • w-fog-1,2,3     -- As with w-cloudy-*, this increases the intensity with higher numbers
    • w-rain
    • w-rain-heavy
    • w-snow
    • w-snow-heavy

    Added - Items:

    • i-medic    -- Adds 20 medpacks & traumpack / 10 of everything else
    • i-drugs    -- Adds 10 of each drugs / 5 for skill/perk enhancers
  6. m19k
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    Can we change weather with this? I couldn't find any of the w- scripts I hope you can update it
    1. Sephrajin
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      Sadly I had to remove them (for now), because they just caused either CTD, or had done nothing --  regardless of which reference i had called.

      Fun fact:
      The reason i'm answering is becasue I just started testing weather scripts again, and crashed to deskop :D
    2. Sephrajin
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      Yay got it working (finaly)...
      Will be included in 0.6 release! 
    3. m19k
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      Sounds good especially since clear weather makes every rock with clouds look way better
  7. mkta
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    from the mats there are a few missing items:

    - Food:  Tranquilities sunray
    - Meds: Aurora, CQBX, 
    1. Sephrajin
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      Thank you.
      Though, for the mats-food, i wont include neither, aurora nor cqbx.

      However, I'm looking to get an "i-medic" script together.
  8. Dingooo
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    Useful FYI:

    If you don't want to dirty up your main game folder, bat commands can take a path to a script file.

    For instance, I have all the scripts in a "Scripts" folder in the main directory and they can be executed via console using: bat "Scripts/i-ammo-500". Be sure to put the path in quotes and exclude the file extension.

    The same can be used if you have a startup script, which can be helpful. 
  9. FokkeTale
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    Have you found anything that can touch the TimeScale global variable? 'set timescale to 6' doesn't seem to be working this time around.
    1. Sephrajin
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      I have not digged that direction yet.
      But you could use SetLocalTime (t-noon for example) or TimePass (t-wait-X).
      TimePass will calculate the galaxy, where as local time changes only the time on the planet.
    2. Sephrajin
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      TimeScale is still sgtm
    3. FokkeTale
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      I don't mean the game speed multiplier. I mean the rate at which time progresses in game rather than animations. I can find the current default when I enter 'help timescale' as '15' under global variable 'TimeScale', but 'set timescale to 6' returns 'unknown variable'.
    4. Shadowstar
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      I am also interested in this.  Would like to be able to make it so that planets with 10+ hour days don't go from morning to night in the space of roughly 30 minutes.
  10. webravager
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    Could you add a batch for all of the Crafting Resources for Weapon/Suit Mods?
    1. chew222
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      there already is one.  shouldn't be hard to find.
    2. Sephrajin
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      Yes, i'll be doing something like I did for FO4 -> https://www.nexusmods.com/fallout4/mods/24476
      I plan do add it like: i-craft-weapon/armor/base , where base wil have "*-more" and "*-evenmore" option (because i dont like to just add 9999 of everything).

      For FO4, I had made them after the first play through, not saying i'll wait till then, but I do want to play the game in between udpates / steps.
      And just saying, today, I'll be at an event, so I wont have time to do much.

    3. Sephrajin
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      Done with 0.5
  11. Sephrajin
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    Update 0.5

    If you feel that i-mats-* are not well sorted, please report back so i can fix it for the next planed release.
    By planed, idk when, but what I want to include.

    Added:

    • i-mats-basic-10
    • i-mats-basic-50
    • i-mats-rare-10
    • i-mats-rare-50
    • i-mats-food-10
    • i-mats-food-50
    • i-mats-prefab-10
    • i-mats-prefab-50
    • i-mats-aio-10
    • i-mats-aio-50
    • i-lockpick-100
    • i-ammo-500
    • i-ammo-1000
    • p-engineer
    • p-charisma
    • p-soldier
    • p-scientist
    • p-athlete
    • --- More in the works - but i'm not happy with them yet ---
    • --- Also, the p-scripts might get a "splitting" ---