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Pharasyte

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Pharasyte

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About this mod

This mod adds a basic grav drive cooldown mechanic. Because tearing a hole in the fabric of space and time in order to achieve instant travel is energy-intensive.

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Loop Stabilization: Grav Drive Cooldown

As you're exploring the galaxy, going from loading screen to loading screen, have you ever thought to yourself that you just don't get stranded in star systems nearly often enough?

Well, think to yourself no more - Loop Stabilization is here.

Disclaimer

This is my first time publishing a mod, and hitherto I've only created stuff for personal use. I might know enough - or might know enough to be dangerous. On top of that, the plugin was made using the experimental version of xEdit, and the scripts were compiled with the experimental version of Caprica. For these reasons, the CPB has granted me a waiver of liability.

Features:

  • Grav Drive Cooldowns that scale with your planetary timescale. For instance, at a timescale of 6:1 on the ground the cooldown would be ten minutes. Radiators may be installed in order to reduce the cooldown period.
  • Emergency Override: An aid item that allows you to override safety protocols and make an immediate jump. It has a cooldown itself, so you might want to save the Emergency Override for emergencies.
  • Grav Jump Hull Stress: Adds a chance to incur hull damage after any grav jump. The odds of hull damage increase based on your cargo load, shield strength and various perks.
  • Integrated With Vanilla Perks, including your crew's perks:
        Starship Engineering reduces the grav drive cooldown.    Astrodynamics reduces the cooldown period for the Emergency Override and even gives you a chance to skip the cooldown altogether.    Shield Systems reduces the maximum hull damage that can occur after a grav jump.    Payloads reduces the impact your cargo has on hull damage taken after a grav jump.

Installation:

  • Plugins.txt is required.
  • Use a mod manager. That way it's easy.

Uninstallation:

  • Wait for any active cooldowns to expire, including the "Emergency Override" cooldown.
  • Stop the quest by opening the console ('~') and entering:
        stopquest xx000811As usual, "xx" is the load order position of the mod. You can also find the FormID for the quest using `help pharasyte` and looking for the "pharasyte_GJCD_GravJumpCoolDownQuest."
  • If you've taken the Astrodynamics, remove it:
        player.removeperk 002C5560
  • Save your game and exit Starfield.
  • You can now disable the mod in your mod manager.
  • If you removed the Astrodynamics perk, add them back. Run the command below once for each level of the perk to recover:
        player.addperk 002c5560

Compatibility:

  • Note: I have forwarded the fixes from the Starfield Community Patch to the Shield Systems perk, but it isn't required as a master. It is still highly recommended.
  • Anything that overrides AstrodynamicsStarship Engineering, Shield Systems, or Payloads perks will need a patch. If I get permission from the authors of mods that I use to publish patches, I'll do that. If anyone else wants to make a patch you have my blessing provided you publish it on Nexus Mods.
  • Anything that adds to the "SpaceshipPartSummedValues" FormID List (0x0000b7ee) will need a patch. This list is what allows new actor values to be attached to your ship.
  • Anything that modifies either the Constructible Object or Generic Base Forms for any of the radiators will required a patch.
  • Ships Need Gas and Other Immersive Ship Systems probably needs a patch, but I haven't started using it just yet.
  • I don't think anything else should be an issue, but other things that hook into Grav Jump events might also need patches. Based on my understanding of how events work, though, this should only be an issue if you've got another mod trying to do the same thing.

Future Goals:

  • Additional Buffs and Debuffs
  • A Tablet/terminal or other interface to allow players to adjust settings. Maybe even attach the emergency override to an option on the tablet.
  • A coolant consumable of some sort, something else designed to suck the credits straight out of your pocket.
  • Random Destinations. I think it would be cool if the emergency override dropped you into a random system, but alas I've not figured that one out just yet.

Many years of thanks to ElminsterAU and the other xEdit developers. Bethesda said no to Day One mods, but they said yes.

And, no less important, a big thanks to ghostfc3s. Their work on Ships Need Gas and Other Immersive Ship Systems provided important insights that make this mod work.