Hey fellas :) FIrstly, thanks for the mod =) It reignited my interest in Starfield ;)
I've scrolled through posts, bugs etc. but haven't found anyone having the same issue as I am. The thing is - the system requiring He-3 fuel to grav jump works perfectly (except for "auto-loading the fuel" function - it doesn't and I have to load manually). However, the fuel rod system is strange. I've been flying back and forth for about 50 hours (new game with this mod) - and i NEVER needed to change or add rods. The interplanetary travel fuel seems infinite or close to it. Which is where I get the second issue - I've been flying, as I said, all over and it SLOOOOWLY got to "fly time 15 hours" it just doesn't really increase, hence, I've never needed to do ANY maintenance.
What an amazing mod! This is a must-have, IMHO! I use Ship Needs Gas with Ascension and its patch for Ship Needs Gas. I also use Deadly Hazards for environment gameplay systems. I must say these three mods together offer the best Starfield immersive experience. The gameplay loop is very cool.
As a low-level character, the first thing I did was to upgrade my ship's "gas tank" capacity to store 100 units of Helium-3.
Now, before each long-distance grav-jump trip, I buy 300 units of Helium-3, store it in the cargo hold, and fill the ship's tank with 100 units.
Now I take 2 missions from the terminal, which takes me to 2 separate locations in the galaxy. One long jump will use 80-90 units of Helium-3. Finish the mission and refill the tank. Jump to another planet that uses another 60-80 units and finish your mission and refill the tank to get back to home base (in my case, Neon).
By the time you are back, you may have around 30–40 units of fuel remaining. Go to the Trade Authority and buy 300 units of Helium-3. Fill the tank and repeat.
This also adds to the difficulty at low levels; you are spending a lot of money on 'gas'. You need to check if the money you spend on gas is less than the rewards offered from the two missions you take. There is some element of planning involved, unlike vanilla. Also, its not easy to accumulate money like in Vanilla when there is no fuel cost involved. Every mission has a cost.
FYI for people. Having an issue with the really cool looking creation mod heatleech infestations. On a new game I fuel up at Vectera and fly to Kreet. When I go to take off from Kreet take off is unavailable, SNG shows the ship is fueled, but it won’t top off the he-3 if I try and added more. If I exit the ship and try and fuel the ship it says the ship is out of gas but it won’t let me fuel unless I board the ship. Then I can take off. One i land and exit the ship the issue reoccurs. Removing heatleech infestations makes everything work fine again. I’ve tried to explain this to the heatleech infestations mod author but wanted to post here to see if anyone else has run into this issue and possibly found a solution.
EDIT: I figured out my issue with not jumping, I had a patch I made that updated "SpaceShipPartSummedValues" when I was attempting to get something else to work. Once I removed my patch for the other mod this lets me Jump and the faster than light activates and deactivates correctly. I still cant figure out how to enable "Immersive" mode, so still curious where that setting is as I dont see it in the "Ship Maintenance" slate. But happy with basic mode now (even with the more expensive costs due to my large ass cargo, lol). But would love to know how you switch to that mode at some point. Thanks again for a wonderful mod this is exactly what was needed to fuel the ship, etc.
I love the idea of this mod, but running into issues where I can't Jump. I believe this is because I use "TNs Storage Multiplier" and up my storage so the math in basic mode essentially wont let me (It does say 214 needed of which I have 706) that said I figured I would turn on immersive mode as I see mention of it on multiple occasions. But I cant seem to figure out where you switch from Basic to Immersive mode. I dont see it in the settings from the "Ship Maintenance" Aid item, not in the ini for the SFSE dll component. I dug through the posts and say something in regards to removing the dll and then going to setting to go from Basic, to Auto then you can change to immersive mode. But that didnt work. So my simple question is this. What am I missing, how do I turn on immersive mode as I see no instructions on where that this.
It may be also worth mentioning that I took all pips away from my grav drive and still kept faster than light traveling (through planets, etc.) so I turned it off. But I still do faster than light travel. So maybe there is a conflict or particular issue with my load order (It is closer to the end on my heavy mod loadorder).
Thanks in advance, but if I could figure out how to switch to immersive mode I think it would solve at least the main issue I am having. The Mod looks awesome BTW. Thanks in advance.
I unknowingly ran this mod with Starvival. For a good chunk of my current playthrough I accidentally had ISS and Starvival's own Ship functionality active. I've since disabled Starvival's ship stuff; however, while technicians are selling components from ISS I can't find ship parts (hull regen) anywhere in the world. Technicans and vendors don't have them. It doesn't appear as an item in the crafting workbench, nor are they random drops in the world. Some other things I notice are:
Technicians never offer me the ability to top off my fuel tanks. It just isn't a dialogue option. I have to always manually buy and add He3 into my cargo.
The option to repair my ship never seems to repair it. The cost does scale with the amount of damage my ship has taken, but the hull health doesn't seem to change.
Is it possible that accidentally having Sarvival's ship logic run alongside ISS temporarily broke something, even if I've now since disabled the Starvival ship module?
Something I've noticed is if I play with the load order, when Starvival's on top only ISS components show up and if ISS is on top then it's overridden. WhatI'm expecting, though, is that since I'm using the Survival Vehicles module (it's loaded in my game) is for vehicle items to show up along with ISS components (including "ship parts"). I thought there was a soft compatibility patch between ISS and Starvival. Is that not the case? Am I forced to use Starvival's ship stuff now because I accidentally ran both at the beginning of my playthrough?
FYI, I posted the same question to the Starvival mod page, although it's worded better here.
Does anyone use "No Engine Power Limits"? I didn't see any mention but am wondering if anyone has used the engine power limit remover or similiar mods with this. Thanks!
I apologize right away, the program did the translation... I'm worried about the mod adding huge stocks of helium three and nuclear rods to the sale, their price does not bother me in any way, but the amount available for purchase makes it too pointless. Among other things, the ability to automatically load fuel from the cargo compartment makes it pointless to put large tanks on the ship... The ability to refuel anywhere makes the ship's storage too cheating. It seems to me that it is worth completely removing additional goods from sale, only fuel, repair kits are normal. Whatever would be quite difficult, leave the opportunity to refuel at the ship repairers, only with a script, without a store, but add the same refueling for the reactor. There's already so much fuel lying around in the base game. And if the player wants a lot, let him build and craft himself. Just like the Developer of the ammo crafting game did. The purchase is limited in quantity, in order to buy enough, you need to run around the merchants, but in order to save money, you need to craft, or to get more than is available from merchants, thereby crafting becomes more necessary...
Сразу прошу прощения, перевод делала программа... Меня беспокоит добавление модом в продажу огромных запасов гелия три и ядерных стержней, их цена меня никак не волнует, а вот количество доступного для покупки, делает слишком бессмысленным. Кроме всего прочего, наличие возможности автоматически загрузить топливо из грузового отсека, делает бессмысленным ставить большие баки кораблю... Возможность заправиться где угодно, делает хранилище корабля слишком читерным. Мне кажется стоит полностью убрать из продажи дополнительные товары, только топливо, ремонтные комплекты нормальны. Что бы не было совсем сложно, оставить возможность заправиться у судоремонтников, только скриптом, без магазина, но добавить такую же заправку для реактора. В базовой игре и так много топлива просто так валяется. А если игрок хочет много, пусть строит и крафтит сам. Точно так же как сделал Разработчик игры с крафтом боеприпасов. Покупка ограничена в количестве, чтобы купить достаточно, нужно побегать по торговцам, но что бы с экономить, нужно крафтить, или что бы получить больше чем доступно у торговцев, тем самым крафт становится более необходимым...
For some reason the alarm wont go off, even when i stack the rods in the compartment, even is the hulls past 50 percent even when i fix the reactor, the alarm wont stop its like torture
+1 My ship alarm don't go off i sent 100 H3 to the ship inventory, opened the "Ship Maintnance" in AID tab and when i click on "Load ALL Helium 3...." Nothing seems to happen. I am currently with 50 H3, i just started the game with SKK in Atlantis.
this seems to be an issue where the sound layer is not deleting when the issue is resolved (maintenance, fuel). currently my only suggestion is go ta a save before the issue occur. or try the fo4 and skyrim commands to remove layers "fks".
I had the alarm thing happen recently after New Game (SKK fast, not NG+, heavily modded SF). Primarily, what seemed to fix it was altering my Load Order (and New Game). I recommend loading this mod late in the load order if possible. Also, keep in mind the author of the mod said "this seems to be an issue where the sound layer is not deleting when the issue is resolved"... A New Game may be required to test/fix the issue.
If I recall correctly, it happened twice in a row, as I tried a second New Game and it happened again. I don't recall if I was able to load the fuel in the ship in both tries, but I certainly managed to take off in one of them, possibly by loading the fuel and fast travelling instead of trying a normal take-off but I don't recommend this "work around" as it didn't fix the blaring alarm and the game crashed a little while after while I was flying in space (crash might be entirely unrelated to this mod).
I'm running 200+ ESMs on Starfield so I can't be sure IF or WHAT might have been conflicting, but after moving stuff around on the load order and starting yet another New Game, everything seems to be working correctly (No alarm, Tablet refuels correctly, vendors show refuel/restock options).
Like I said, I suspect the crash in particular was not caused by this mod. I was using CaCAO and it seems currently it has a "companion/follower teleport crash glitch" where a follower seems to lag behind then teleport to the ship and into the player while flying in space and this seems to cause the game to crash. I cannot confirm the other issues were conflicts with CaCAO, they may well not have been.
I'm currently using both mods with no issues and loaded SSEO - REMASTERED after this mod.
The only thing I've noticed is the Technicians don't seem to have He-3 available to purchase on the "I Need to Restock" option... HOWEVER...
1) I did just start a New Game after a substantial modding spree so I couldn't say if this or something else is causing a conflict (at all)
2) The more likely explanation is that I haven't waited/slept enough time in-game to update the vendors lists so I'm getting the Mod specific items available (all of the maintenance kits have appeared), but the He-3 not being mod specific may require the wait time to update the vendors lists.
672 comments
Type Help "Trade_controller" 4 Then StopQuest xx000806 Then StartQuest xx000806 the quest needs to be reset to get some new variables.
I've scrolled through posts, bugs etc. but haven't found anyone having the same issue as I am. The thing is - the system requiring He-3 fuel to grav jump works perfectly (except for "auto-loading the fuel" function - it doesn't and I have to load manually).
However, the fuel rod system is strange. I've been flying back and forth for about 50 hours (new game with this mod) - and i NEVER needed to change or add rods. The interplanetary travel fuel seems infinite or close to it.
Which is where I get the second issue - I've been flying, as I said, all over and it SLOOOOWLY got to "fly time 15 hours" it just doesn't really increase, hence, I've never needed to do ANY maintenance.
Is there a way to fix these two parts of the mod?
I use Ship Needs Gas with Ascension and its patch for Ship Needs Gas. I also use Deadly Hazards for environment gameplay systems. I must say these three mods together offer the best Starfield immersive experience.
The gameplay loop is very cool.
- As a low-level character, the first thing I did was to upgrade my ship's "gas tank" capacity to store 100 units of
- Now, before each long-distance grav-jump trip, I buy 300 units of Helium-3, store it in the cargo hold, and fill the ship's tank with 100 units.
- Now I take 2 missions from the terminal, which takes me to 2 separate locations in the galaxy. One long jump will use 80-90 units of Helium-3. Finish the mission and refill the tank. Jump to another planet that uses another 60-80 units and finish your mission and refill the tank to get back to home base (in my case, Neon).
- By the time you are back, you may have around 30–40 units of fuel remaining. Go to the Trade Authority and buy 300 units of Helium-3. Fill the tank and repeat.
This also adds to the difficulty at low levels; you are spending a lot of money on 'gas'. You need to check if the money you spend on gas is less than the rewards offered from the two missions you take. There is some element of planning involved, unlike vanilla. Also, its not easy to accumulate money like in Vanilla when there is no fuel cost involved. Every mission has a cost.Helium-3.
off the he-3 if I try and added more. If I exit the ship and try and fuel the ship it says the ship is out of gas but it won’t let me fuel unless I board the ship. Then I can take off. One i land and exit the ship the issue reoccurs. Removing heatleech infestations makes everything work fine again. I’ve tried to explain this to the heatleech infestations mod author but wanted to post here to see if anyone else has run into this issue and possibly found a solution.
thanks
I love the idea of this mod, but running into issues where I can't Jump. I believe this is because I use "TNs Storage Multiplier" and up my storage so the math in basic mode essentially wont let me (It does say 214 needed of which I have 706) that said I figured I would turn on immersive mode as I see mention of it on multiple occasions. But I cant seem to figure out where you switch from Basic to Immersive mode. I dont see it in the settings from the "Ship Maintenance" Aid item, not in the ini for the SFSE dll component. I dug through the posts and say something in regards to removing the dll and then going to setting to go from Basic, to Auto then you can change to immersive mode. But that didnt work. So my simple question is this. What am I missing, how do I turn on immersive mode as I see no instructions on where that this.
It may be also worth mentioning that I took all pips away from my grav drive and still kept faster than light traveling (through planets, etc.) so I turned it off. But I still do faster than light travel. So maybe there is a conflict or particular issue with my load order (It is closer to the end on my heavy mod loadorder).
Thanks in advance, but if I could figure out how to switch to immersive mode I think it would solve at least the main issue I am having. The Mod looks awesome BTW. Thanks in advance.
Is it possible that accidentally having Sarvival's ship logic run alongside ISS temporarily broke something, even if I've now since disabled the Starvival ship module?
Something I've noticed is if I play with the load order, when Starvival's on top only ISS components show up and if ISS is on top then it's overridden. WhatI'm expecting, though, is that since I'm using the Survival Vehicles module (it's loaded in my game) is for vehicle items to show up along with ISS components (including "ship parts"). I thought there was a soft compatibility patch between ISS and Starvival. Is that not the case? Am I forced to use Starvival's ship stuff now because I accidentally ran both at the beginning of my playthrough?
FYI, I posted the same question to the Starvival mod page, although it's worded better here.
I'm worried about the mod adding huge stocks of helium three and nuclear rods to the sale, their price does not bother me in any way, but the amount available for purchase makes it too pointless. Among other things, the ability to automatically load fuel from the cargo compartment makes it pointless to put large tanks on the ship... The ability to refuel anywhere makes the ship's storage too cheating. It seems to me that it is worth completely removing additional goods from sale, only fuel, repair kits are normal. Whatever would be quite difficult, leave the opportunity to refuel at the ship repairers, only with a script, without a store, but add the same refueling for the reactor. There's already so much fuel lying around in the base game. And if the player wants a lot, let him build and craft himself. Just like the Developer of the ammo crafting game did. The purchase is limited in quantity, in order to buy enough, you need to run around the merchants, but in order to save money, you need to craft, or to get more than is available from merchants, thereby crafting becomes more necessary...
Сразу прошу прощения, перевод делала программа...
Меня беспокоит добавление модом в продажу огромных запасов гелия три и ядерных стержней, их цена меня никак не волнует, а вот количество доступного для покупки, делает слишком бессмысленным. Кроме всего прочего, наличие возможности автоматически загрузить топливо из грузового отсека, делает бессмысленным ставить большие баки кораблю... Возможность заправиться где угодно, делает хранилище корабля слишком читерным. Мне кажется стоит полностью убрать из продажи дополнительные товары, только топливо, ремонтные комплекты нормальны. Что бы не было совсем сложно, оставить возможность заправиться у судоремонтников, только скриптом, без магазина, но добавить такую же заправку для реактора. В базовой игре и так много топлива просто так валяется. А если игрок хочет много, пусть строит и крафтит сам. Точно так же как сделал Разработчик игры с крафтом боеприпасов. Покупка ограничена в количестве, чтобы купить достаточно, нужно побегать по торговцам, но что бы с экономить, нужно крафтить, или что бы получить больше чем доступно у торговцев, тем самым крафт становится более необходимым...
Constant alarm.
Any ideas?
Primarily, what seemed to fix it was altering my Load Order (and New Game). I recommend loading this mod late in the load order if possible.
Also, keep in mind the author of the mod said "this seems to be an issue where the sound layer is not deleting when the issue is resolved"...
A New Game may be required to test/fix the issue.
If I recall correctly, it happened twice in a row, as I tried a second New Game and it happened again.
I don't recall if I was able to load the fuel in the ship in both tries, but I certainly managed to take off in one of them, possibly by loading the fuel and fast travelling instead of trying a normal take-off but I don't recommend this "work around" as it didn't fix the blaring alarm and the game crashed a little while after while I was flying in space (crash might be entirely unrelated to this mod).
I'm running 200+ ESMs on Starfield so I can't be sure IF or WHAT might have been conflicting, but after moving stuff around on the load order and starting yet another New Game, everything seems to be working correctly (No alarm, Tablet refuels correctly, vendors show refuel/restock options).
Like I said, I suspect the crash in particular was not caused by this mod.
I was using CaCAO and it seems currently it has a "companion/follower teleport crash glitch" where a follower seems to lag behind then teleport to the ship and into the player while flying in space and this seems to cause the game to crash.
I cannot confirm the other issues were conflicts with CaCAO, they may well not have been.
The only thing I've noticed is the Technicians don't seem to have He-3 available to purchase on the "I Need to Restock" option...
HOWEVER...
1) I did just start a New Game after a substantial modding spree so I couldn't say if this or something else is causing a conflict (at all)
2) The more likely explanation is that I haven't waited/slept enough time in-game to update the vendors lists so I'm getting the Mod specific items available (all of the maintenance kits have appeared), but the He-3 not being mod specific may require the wait time to update the vendors lists.