Starfield

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SKKmods

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SKKmods

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  1. SKKmods
    SKKmods
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    Locked
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    ********************************************************************************
    INSTALLATION ISSUES.
    Support for mod manager install problems is not provided.
    I dont use 'em and have a guts full of hearing their problems 24/7 months ago.
    Mod manager support posts will simply be deleted so unendorse and move on.

    To validate scripts console [ cgf "SKK_OAQuestScript.GetVersion" 1 ]
    To validate the ESM console [ help SKK_OAQuest 4 quest ]
    ********************************************************************************
    Defect reporting is now disabled.
    Because there is zero interest in your installation issues.
    If you have an ACTUAL issue with the running MOD then post here.
    ********************************************************************************
  2. jatilq
    jatilq
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    First thank you for your series of mods, here and F04.

    I been trying to figure out why I can no longer hire mercs for my outpost. It seems to work on other saves before updating the game, but that's the one option not showing up on the screen. All the SKK mods work. I've tried starting new games and only running with this mod. I've reinstalled not sure why I don't have the option. I didn't need it before, but I even installed the SKK follower mod and was able to spawn followers. I just can't figure out how to keep them guarding the outpost.

    Edit: Just found the solution. I had too many credits. Once I used
    player.removeitem 0000007 [credit amount]
    It worked. Looks like the game does not like billionaires.
    1. SKKmods
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      Interesting, what original value of credits that failed and what value worked ?

      If(pPlayerRef.GetItemCount(akItem = Game.GetCredits()) <  fCostNow)
    2. jatilq
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      Player.removeitem 0000000F 2000000000

      Is what fixed it.
    3. SKKmods
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      That makes perfect sense as Papyrus scripting uses 32-bit signed integer, max value is 2,147,483,647
  3. eseveRReverse
    eseveRReverse
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    Not sure what it is about your mods but I always have to drag n drop manually. 

    Had to do the same with Followers/Hostiles.. maybe MO2 is messing up idk - still works and like it a lot.
  4. CeeInfiniti
    CeeInfiniti
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    Is there a fix for hire-able mercenaries attacking my crew stationed at the outpost. I've put a decent chunk of time into one of my outposts and every time I land there it's a shootout between the mercenaries in the mod and the crew. It kind of defeats the purpose since they both work for me and should be on the same side right?
    1. SKKmods
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      There is no faction hostility between mercenaries and the 4 companions, outpost robots, turrets or 24 base game elite crew.

      So be super specific: WHAT actors are you using for your outpost crew ?
    2. CeeInfiniti
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      I am using Marika Boros and Simeon Bankouski. In addition, every time I've put a generic crew at my outpost they've been killed by the mercenaries as well.

      I am also using the construable outpost faction guards mod and the OUT Ultimate Outpost Tweaks mod if that helps as well. I don't see how either of those would affect the AI behavior but maybe I'm wrong. The faction guards also have the same issue at this outpost, but didn't have it at the previous outpost in my previous NG+.
    3. SKKmods
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      In a vanilla game mercs are firendly to any actor that is player friend/ally.

      Infact Aggression and Aggro radius are specifically removed so they will also ignore neturals.

      Unfortunatley 99% of mod publishers dont actually know about that, best ask your other premium authors how they handle it.
    4. CeeInfiniti
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      I can try and ask around but at this point I wouldn't know where to begin and with which mod. I've tried disabling all sorts of mods, yours included, and the result is the same, whether it be the outpost faction guards from that mod or the outpost mercenaries from your mod. I can only guess that for some random reason a seemingly unrelated mod may be responsible or whatever caused this behavior has just messed up my current save and that's just how the mercenaries will always react to crew. Without any actual mod support from Bethesda yet it could be a bit of both.

      Either way for now I'm just keeping crew away from that outpost and using the mods as they are. I love your mod and will keep using it!
  5. Startroopian
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    This is exactly what I was looking for! I use a similar mod on fallout 4! Keep up the great work!
  6. deleted183412821
    deleted183412821
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    I think it might need updated. plopped the files into the game directory (where starfeild exe is) doesnt load
    1. SKKmods
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      This solution doesnt rely on any external DLLs  or hacked content that would be affected by a platform change, so is of course still installing and working perfectly fine.

      "plopping files in starfield.exe directory" aint no install instructions from around here and is much more likely source of your problem.
  7. seshperankh
    seshperankh
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    Im loving the mod. However I am having one issue. when I try to remove bodies it crashes. I see the enemy loot. I ok and clear that. A message comes on screen of 7 bodies removed. Crash.  happened 6 times out of 6. removed the mod and the bodies are still there. Help? 
    1. SKKmods
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      Test your corpses in the console by selecting a corpse so its referenceID shows on screen:

      (1) What is the FF value ?
      (2) Does it have any letters in square brackets next to it like [T] or [PP] ?
      (3) Enter [ Disable ] and [ MarkForDelete ]  without the square brackets.

      What happens ?

      (4) How many hours play in that savegame ?
      (5) How large is that .sfs save file in C:\Users\%USERNAME%\Documents\My Games\Starfield\Saves ?
    2. seshperankh
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      I appreciate your help but I dont think the mods are the problem. 
      My game went tits up. This happened.
      Switching home ships, one appeared inside the other. And I still fell thru. 
      Reloading did not fix it. Eventually I loaded a very early save and 

  8. Yorndin
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    Reinstalled files for the update, now attacks never occur. It just says Outpost Threatened, even though I have Mark Enemies selected. Attacks also only happen if I use a Bat command for any other mod. 
    1. SKKmods
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      Sounds like the script can't find any good navmesh to create spawn markers on in a radius of 100m/300m from the Outpost.

      Can happen when the outpost is in a deep valley with 100m+ hills around it OR there are (unverified) reports that some procedurally generated worldspaces/planets simply have broken navmesh.
  9. jstein4716
    jstein4716
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    So noticed a weird UI/interactivity error with the attack console.  I'm mostly using an XBox controller while playing on my PC and have been unable to trigger the "Attack Now" behavior while using the controller; it would close the console but no attack would begin.  When I used a mouse, though, it worked immediately.
    1. SKKmods
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      Does [ >>> REMOVE CORPSES ] work with the controller ?

      It uses the same terminal exit method and code.
  10. Meancharger
    Meancharger
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    After messing with it quite a bit it's awesome other than one small issue.

    Any time I spawn mercs they instantly attack/get attacked by turrets/security bots and WW3 ensues. Same if I build a turret/robot after they have spawned.

    I can't think of anything that might cause a conflict to cause it, any ideas what I can look for ?
    1. SKKmods
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      Check your outpost turrets are members of PlayerAllyFaction "Allied" [FACT:00106C30] in the console click on them and paste

      [ IsInFaction 00106C30 ] without the square brackets.

      Infact try update 003 which maps more ally/hostile factions which should help.
  11. frost3745
    frost3745
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    Can we please get some all in ones with options, SKK Outpost and Stalker is dope but 2 sTestfile slots isnt going to work, I dont want to give up the slot i I can have a massive group attack me every so many minutes but once I get the chance IM DOWNLOADING THE PACK
    1. SKKmods
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      No there is zero possibility.

      Others are taking indivudual functions from my solutions and publishing each function as a standalone mod for 10x the downloads of my original. That makes me feel like a bit of a C U N T for trying to produce functional packages as I have a challenge to feed my cat using Starfield DP.

      Observation: the plugins.txt audience is 10x the size of sTestfiles users.

      So I am actually going to be SHARDING my mods into smaller fragments to respond to that market demand, for teh cat. Example: this may be republshed as "outpost attackers" mod and "outpost mecenaries" mod and "more outpost turrets" mods before the next guy gets in an publishes them.