So, this mod makes the damage of unarmed viable... however, when I have unarmed "hands raised" they keep getting lowered/holstered on their own if I'm not constantly punching. Seriously, I can walk from one enemy to another and they'll have lowered by the time I get there... Any chance you could look at what might be going on and add something to the Boxing perk to fix it?
I downloaded the No Challenges version but some Perks still have challenges and they have different descriptions than the mod descriptions. For example, Targeting control systems, Leadership, Concealment. Does this mod conflict with Starfield Community patch?
I changed the load order and placed Pilgrimage at the bottom of the plugin list and now the descriptions match and the challenges are gone. Thank you for your help
So I downloaded the mod, and made sure background is under the main file, anyway everything is working except the boost, I downloaded the mod moments before I enter a second NG+, am I doing something wrong? Or it have to be a new game where I choose and make everything from scratch? Thanks.
Was having the same problem with a new character start. Skill point into boost, but not working. Reloaded another character, boost was working. Got it working now on the new character. First I installed Real Time Form Patcher (under requirements on the description page) which I had not done before, and also disabled and re-enabled Pilgrimage in Vortex.
after sleeping and dreaming on a guy's comment i came to try it out and this worked for me on my second NG+
player.hasperk 04000800
if console says "Perk Rank >> 0" it means booster isnt working, its a hidden perk you cannot view it anywhere else,
anyway just type this in the console
player.addperk 04000800
for some reason the dudes comment he said ##000800 i dont understand why he didnt put the 04 from the beginning as that had me use 300% of my brain capacity to deduce as im very ignorant with commands.
and it will say "Added Perk Boost Pack Valid! to "playername" with rank 1
note: im playing on steam which uses sfse
note2: im still waiting for confirmation if mod can still work with NG+ on an old character from mod dev, and thank you for great mod.
Your dream led you to *your* mod installation's index number. The reason that other person didn't share it is because the first two digits of a PERK, QUST, (probably other IDs too, I didn't check them all) is the mod's specific index in *your* load-out. In other words, it's different for everyone. Thus, you share it by saying XX000800, so that the reader knows to fill in their number.
You can find the specific ID's of *anything* in the console by using the help command. When you use it, it tells you what it's parameters (that is to say, and specific way to tell it what you want to know):
usage: help <matchstring> <filter> <form type> filters: 0-all 1-functions, 2-settings, 3-globals, 4-other forms Matchstring: The word or name you're looking for info, it can be a partial. Filter: 0-4, you pick a number to help limit the kind of search the help command is doing. For most things, if you're not a mod developer or advanced user, you're just wanting to use '4' to look for form or quest ids. Form type: If you know the form you're looking for (MISC for miscelanous items, ALCH for recovery/alchohol, QUST for quest, ARMO armor, etc) you can include it so it can further narrow down the list of things it outputs back.
Using this knowledge, we know we want to see if a certain perk is active through the console, but we need to know it's ID to target it. So let's do a simple search with 'help' for anything boost perk related:
help boost 4 perk which for me returns:
----VIEWER STRINGS NOT AVAILABLE-------- ----OTHER FORMS-------------------- PERK: (0008C3EE) 'Boost Assault Training' PERK: (00146C2C) 'Boost Pack Training' PERK: (0030B589) 'Outpost planet survey production boost' PERK: (58000800) 'Boost Pack Valid!' usage: help <matchstring> <filter> <form type> filters: 0-all 1-functions, 2-settings, 3-globals, 4-other forms form type is 4 characters and is ignored unless the filter is 4.
If I wanted to fix this boost pack hover issue with the command console, I would then run:
player.hasperk 58000800 and player.addperk 58000800. This would not do anything for you, same way '04000800' is not valid for me.
Alternatively, there is another poster here in the comments who has a solution through xEdit, so anyone who finds themselves there tweaking their mod load outs. In my case whatever reset the mult count was not in rank 2, but rank 1, but otherwise the info in xEdit is the same and correct.
Shotgun certification says larger cone. Why would i want that? In combination with the Orion mod its already hard enough to get close to certain enemies. Pls tell me its a typo or something. I realy dont want to level up another weapon type just to get to the next tier.
It works great. I even made a translation and some patch for myself for this mod. Please note that the mod now works with Real Time Form Patcher (SFSE)
I can not seem to get this mod working. I have removed all other mods and it still does not function. I've looked at other LOs and I'm not using near as many mods as some other folks. Nothing I have tried has got it to work. I have no problems with ANY other mods I've tried, but this one just refused to work for me.
With today's update I've lost the ability to use boost packs and the scanner bonuses. You mention removing the playerref for setting up perks and using a script now do we need to run said script manually or or the quest the script is bound too?
xedit isn't showing conflicts other then the expected ones between pilgrimage, orion, and nutrition. I'm grabbing the perk IDs an will use has perk so see if they truely are no longer applying to my player.
Shouldn't those quests be Start Game Enabled flag too.
In my current game where boost isn't working The Orion perks are there except pain blade and the pilgrimage one PRK_MechanicValidator is missing. After NG+ PRK_MechanicValidator is present but none of the orion ones are. I used player.addperk ##000800 to get boost pack support back in my current game.
I'll double check when I get to my computer tonight but I checked all night to see if that was the issue and it should have the Start Game Enabled flag.
I am unsure what I did wrong but my boost packs don't work from the start. I have the two mods at the end of the load order. Am I missing something that is messing with that? Yes, most current version.
(This appears to have the same load order as shows in Vortex)
I'm having an issue with the Boost Assault Training Skill. The descriptions of the rank bonuses are for your rework, but the bonuses seem to have reset to the defaults. The ability to hover when aiming down sights doesn't trigger until I have 3 points, which I believe is the default order.
The Challenges version and I have it at the end of the load order. I think I found the error in the pilgrimage.esm file. For the second rank of the skill, both the Enable Jetpack Hover and the Mod Jetpack Fuel Drain Mult effects had 2 for the Perk Condition Tab Count. For all other levels the Enable Jetpack Hover effect has the Perk Condition Tab Count set to 1. When I edited the file so that the hover effect for the second rank also had 1 for the count, the hover effect started working again.
Pilgrimage doesn't mess with quests outside of a couple dialogue choices where it only changes the skill requirements.
Most "global fixes" will be compatible but there's no way to know what you mean by this.
Skill Fixes stuff is mostly implemented when it makes sense, but otherwise it's a mod that effects the same exact parts of the game as this one.
I am not going to cut apart my mod in the hopes of compatibility with mods that effect the exact same part of the game. If there's incompatibilities with a mod me or another person will make a patch that fixes it. For the most part Pilgrimage is compatible with most mods out there already.
125 comments
So I downloaded the mod, and made sure background is under the main file, anyway everything is working except the boost, I downloaded the mod moments before I enter a second NG+, am I doing something wrong? Or it have to be a new game where I choose and make everything from scratch? Thanks.
player.hasperk 04000800
if console says "Perk Rank >> 0" it means booster isnt working, its a hidden perk you cannot view it anywhere else,
anyway just type this in the console
player.addperk 04000800
for some reason the dudes comment he said ##000800 i dont understand why he didnt put the 04 from the beginning as that had me use 300% of my brain capacity to deduce as im very ignorant with commands.
and it will say "Added Perk Boost Pack Valid! to "playername" with rank 1
note: im playing on steam which uses sfse
note2: im still waiting for confirmation if mod can still work with NG+ on an old character from mod dev, and thank you for great mod.
You can find the specific ID's of *anything* in the console by using the help command. When you use it, it tells you what it's parameters (that is to say, and specific way to tell it what you want to know):
usage: help <matchstring> <filter> <form type>
filters: 0-all 1-functions, 2-settings, 3-globals, 4-other forms
Matchstring: The word or name you're looking for info, it can be a partial.
Filter: 0-4, you pick a number to help limit the kind of search the help command is doing. For most things, if you're not a mod developer or advanced user, you're just wanting to use '4' to look for form or quest ids.
Form type: If you know the form you're looking for (MISC for miscelanous items, ALCH for recovery/alchohol, QUST for quest, ARMO armor, etc) you can include it so it can further narrow down the list of things it outputs back.
Using this knowledge, we know we want to see if a certain perk is active through the console, but we need to know it's ID to target it. So let's do a simple search with 'help' for anything boost perk related:
help boost 4 perk
which for me returns:
----VIEWER STRINGS NOT AVAILABLE--------
----OTHER FORMS--------------------
PERK: (0008C3EE) 'Boost Assault Training'
PERK: (00146C2C) 'Boost Pack Training'
PERK: (0030B589) 'Outpost planet survey production boost'
PERK: (58000800) 'Boost Pack Valid!'
usage: help <matchstring> <filter> <form type>
filters: 0-all 1-functions, 2-settings, 3-globals, 4-other forms
form type is 4 characters and is ignored unless the filter is 4.
If I wanted to fix this boost pack hover issue with the command console, I would then run:
player.hasperk 58000800 and player.addperk 58000800. This would not do anything for you, same way '04000800' is not valid for me.
Alternatively, there is another poster here in the comments who has a solution through xEdit, so anyone who finds themselves there tweaking their mod load outs. In my case whatever reset the mult count was not in rank 2, but rank 1, but otherwise the info in xEdit is the same and correct.
Cheers!
Edit: Typical User Error. Got it figured out.
try using 'help PG_ActivatorApply to get the quest ID and then run StartQuest or ResetQuest with the ID.
Starfield.esm
Constellation.esm
OldMars.esm
BlueprintShips-Starfield.esm
StarfieldCommunityPatch.esm
RoyalWeathers.esm
WeatherOnPluto.esm
VanillaEncounters.esm
Better Crowd Citizens.esm
BetterNPCs.esm
COCSOS - Sale of Substances.esm
COCSOS - Seek Out Stores.esm
dmLegendaryRecycler.esm
Leveled Mission Rewards.esm
No Negative Affinity.esm
NPCsTakeEnvDamage.esm
Safe Digipicks.esm
Sit To Add Ship.esm
Straw_BossChestsContainLegendary.esm
SuitProtectsAgainstLungDamage.esm
ShipBuilderCategories.esm
CrewSkillOverhaul.esm
RosieTannehill-AnActualDoctor-v2-1.esm
Improved Combat AI.esm
Stealth Overhaul.esm
Banshee.esm
Inquisitor_Arsenal_Perk.esm
ClothMod.esm
HSIBA.esm
LinkedCompanionSuit.esm
SSWTED.esm
SKKUniversalStash.esm
SKKShutdownConstellation.esm
ConfigurableAmmoRarity.esm
Dogmetal-v3.esm
SmartDoc.esm
BooksRevamped.esm
Ship Power Fix.esm
BetterDeathPhysics.esm
SFCivisPerkStealthSpeedGraduallyIncreased.esm
MoreAsteroidDrops.esm
Exile.esm
TNMeleeWeaponModifications.esm
TNPowerTools.esm
TNAidAndAmmoCrafting.esm
Inquisitor_Better_NonNamed_Crew.esm
MarkM.esm
Pathfinder_f.esm
SFCivisExperienceGainedGraduallyIncreased.esm
QooNewLegendaryEffect.esm
Headhunter.esm
PlanetDB.esm
more_outpost_objects.esm
Even_more_Outpost_Objects.esm
TankGirlsNukaColaMod.esm
LivedInOutposts.esm
SKKFastStartNewGame.esm
GrindTerraformed.esm
GrindTerraIndustriesFaction.esm
TNModularStarbornSuits.esm
Inquisitor_BattlefieldMastery_Perk_Mod.esm
Pilgrimage.esm
Nutrition.esm
Pilgrimage - Backgrounds.esm
Orion.esm
starborn_perk.esm
Infirmary.esm
USU.esm
PlaceDoorsYourself.esm
DerreTech.esm
DerreTech_TigHab332Variants.esm
CockpitDecorationPanels.esm
MatilijaDerreTechCowlings.esm
ShieldBoosters.esm
GravBoosters.esm
SRB_ShowReadBooks.esm
Starfield Extended - New Outfits.esm
Starfield Extended - Plainclothes Rangers.esm
L-K_Ships.esm
Furnished_L-K_Ships.esm
L-K_Ships_Models.esm
dmLegendaryRecycler - Legendary Clothing Enabled Patch.esm
Legendary Module Recycler - Boss Chests Always Contain Legendaries Patch.esm
QooNewLegendaryEffect_RecyclerPatch.esm
dmLegendaryRecyclerHabs.esm
Patch_CrewSkillOverhaul_StarfieldCommunityPatch.esm
TIG_dmLegendaryRecycler.esm
USU - No Level Requirements.esm
USU - Quest Rewards.esm
USU - Reduced Build Restrictions.esm
CockpitDecorationPanelsDerreTech.esm
StarArmoryPatch.esm
VenpiCore.esm
OutpostBuilderCategories.esm
GalacticJunkRecycler.esm
TIG_GalacticJunkRecycler.esm
GalacticPawnShop.esm
GalacticPetShop.esm
CoraCanRead.esm
CoraTheBookHunter.esm
CoraCoeMultiversalBookHunter.esm
CoraCoeMultiversalBookHunter-AltLook1.esm
CoraCoeMultiversalBookHunter-GrindterraFactions-Patch.esm
NPCResizer.esm
ScaleTheWorldTheSequel.esm
VenpiCaveOverhaul.esm
VenpiCaveOverhaul-CoraCoeMultiversalBookHunter-Patch.esm
VenpiSettings.esm
xedit isn't showing conflicts other then the expected ones between pilgrimage, orion, and nutrition. I'm grabbing the perk IDs an will use has perk so see if they truely are no longer applying to my player.
In my current game where boost isn't working The Orion perks are there except pain blade and the pilgrimage one PRK_MechanicValidator is missing. After NG+ PRK_MechanicValidator is present but none of the orion ones are. I used player.addperk ##000800 to get boost pack support back in my current game.
Are the 2 init quests conflicting some how?
Fix ## with orion (top group) and pilgrimage (bottom 2) mod indexes.
player.hasperk ##0008B1
player.hasperk ##0008BC
player.hasperk ##0008BD
player.hasperk ##0008B9
player.hasperk ##0008B5
player.hasperk ##000800
player.addperk ##000800
Hopefully this fixes the issue, both the quests have been running on my end.
(This appears to have the same load order as shows in Vortex)
I know it's a lot of work, but Is it possible to make a modular version of this excellent mod for better compatibility with all other mods?
For example:
Thanks!
Most "global fixes" will be compatible but there's no way to know what you mean by this.
Skill Fixes stuff is mostly implemented when it makes sense, but otherwise it's a mod that effects the same exact parts of the game as this one.
I am not going to cut apart my mod in the hopes of compatibility with mods that effect the exact same part of the game. If there's incompatibilities with a mod me or another person will make a patch that fixes it. For the most part Pilgrimage is compatible with most mods out there already.