I'm trying to configure this so that my spacesuit will always be hidden while I'm aboard my own ship, but it's still visible. What am I doing wrong? These are my current settings:
For the new update, do we have to reset the parameters? because it wasn't hiding my spacesuit as usual. I haven't played since the new Game patch came out because I was waiting for this mod update.
Edit: NVMD, User error. After Disabling and reinstalling, it still had suit on then finished my quest and realized the room I was in had an open door to a deep-frozen world (Crimson Fleet Mission on the Lock). Mathis not having a helmet on was confusing me until I remembered at the beginning & Delgado both had no helmet on even outside lol. Sorry!
+1, looks like the update even broke my save, the suit won't show at all in any place :( edit : tried with a very old save, actually the game is broken ; will try verifying files and reinstalling edit2 : verifying/repairing did not work, nor reinstalling. I tried to launch the game without any mods, the suit simply won't show. I'll just wait for the mod update.
edit3 (hopefully last) : I managed to get the auto hide back to vanilla state by using force commands found in this mod page https://www.nexusmods.com/starfield/mods/5527?tab=description
player.GetAV 000B120E --> Shows the current state of hiding (1 if hidden, 0 if shown) player.setAV 000B120E 0 --> Forces hiding to 0 and then shows the suit. Then check the auto hide in inventory (both suit and helmet) and walk through an airlock
Hope this will help anybody having the same issue until mods gets updates
SFSE plugins are written in C++ so Champollion wouldn't work on them. As for the Papyrus script, I always packed the .psc sources to BA2 archives for Fallout mods but since I haven't released any mod for Starfield with BA2 yet I don't upload the .psc (loose) files as for most players they'd be unnecessary (and because I don't know the BA2 limit for Starfield). I could upload the .psc as an optional file if you want but I will update the mod shortly with the requested conditions. The update will require editing and recompiling the SFSE plugin too.
Alright that works. I did my own version of the mod, but I ran into several issues, IDK if you have too.
Issue 1: (I have no idea if this is because I'm on the Beta or it's a vanilla bug or just the engine being garbage, but:) For some reason, both my spacesuit and UCSEC gloves collide in first person. I have no idea what causes it, but it seems to be a bug with transitioning between cells that check the show/hide spacesuit in settlements flag.
Picture:
Issue 2: I wrote a small Cheat Engine script that manipulates the show/hide flag and writes a 1 or a 0 based on if I'm in first or third-person mode. However, when pressing TAB to view my inventory, my character is wearing his UCSEC uniform, despite having a third-person projection on screen. This is probably due to the fact the flag I found that determines if I'm in FPV/TPV is still set to 1 or 0 respectively when in the menu.
I don't know how it could done in a "Cheat Engine script" or how that works either but generally, what items are rendered on an actor is determined by what nodes are attached to the main node of the actor's root 3D. But I received a few requests for new conditions and I think I can update this mod this week. I'll probably stick with the original design.
Probably wasn't articulated correctly. But I implemented something similar by hooking the GetAV function, and from within it, checking a variable I found by cold searching that's set to 1 when in first person and 0 when in third person, then I set the flag the game uses to determine if it should show the spacesuit in settlements to the value I was getting from that address.
So, I love this mod. But I have a problem, bordering on a feature request: I'd like to be able to use this with your spacesuit hider hotkey.
Now, because Bethesda royally ballsed this up, like you said, there are conditions and cells where it doesn't work as it should. I'd like to be able to use your hotkey mod as a kinda "override" in these circumstances. However, it seems that the logic in this mod is fully possessive. There is no "do nothing" condition. As such, when you use the hotkey, this mod instantly overrides it. Would it be possible to add such a condition? Currently "-1" just skips processing on that condition, rather than allowing the current suit state to stay as-in when that condition is met.
For example, if I have "0" set for "iInHazardousEnvironment", the mod will put my suit on when I enter a harmful environment. However, if I'm not in a harmful environment, it'll still forcefully take my suit back off, even if I use the hotkey to put the suit on. I'd like to be able to set either a one-way condition (such that harmful environment will put the suit on, but a lack of harmful environment won't take the suit back off, unless one of the other "1" or "2" conditions are met), or alternatively, an explicitly set "-2" for a condition (so that if that condition set to "-2" is met, the script will leave the suit at whatever state it is currently on, rather than just ignoring the condition entirely like "-1" does).
Hope my dumb ADHD brain has explained this somewhat coherently. I tried to decompile your pex script to see what you're dealing with (so I know if this is even remotely possible), but the decompiler errored out. [And on that note, while looking into the esm to see what conditions the game surfaces, I noticed what looks like a bug (but could be my utter inexperience with xedit/bethesda's brand of insanity) in that the "InHazardousWeather" weather references the "CurrentWeatherPotentiallyHazardous" weather as an AND condition instead of an OR, meaning it'll potentially miss hazardous conditions?]
The mod tries to always hide/show the spacesuit based on the conditions, the ability to overwrite the hidden/shown state remotely is currently not supported. I may add support for it later (e.g. a "hide Global" as ConditionForm) but you'd still need to define a console hotkey to change it. There's a mod released by registrator2000 that can help with that. As for CurrentWeatherPotentiallyHazardous, if you mean SH_ENV_CND_InHazardousWeather >> Condition #2 'ENV_CND_CurrentWeatherPotentiallyHazardous [CNDF:0011F381]' that seems fine to me. Condition #3 - #5 are OR as they're weather apply conditions, Condition #0 - #2 are AND.
90 comments
iInSafeTemperature=1
iInSealedInterior=2
iIsOnPlayerHomeSpaceship=2
iInSealedSpaceship=2
iIsCurrentAtmosphereBreatheable=1
iIsInHabitableSettlement=2
iIsWeaponDrawn=-1
iInHazardousEnvironment=0
iIsInExtremePlanetTemperature=0
iInIsCombat=-1
iAreHostilesNearby=-1
iOnExtremePlanet=0
iIsCurrentWeatherIsHazardous=0
iIsCurrentWeatherIsPotentiallyHazardous=-1
iIsInZeroGravity=-1
iIsInExtremelyHighGravity=0
iIsTakingEnvironmentalDamage=0
Honestly, what I *really* want is a way to force packs to be always visible when equipped, period. Is that possible?
n/mEdit: NVMD, User error. After Disabling and reinstalling, it still had suit on then finished my quest and realized the room I was in had an open door to a deep-frozen world (Crimson Fleet Mission on the Lock). Mathis not having a helmet on was confusing me until I remembered at the beginning & Delgado both had no helmet on even outside lol. Sorry!
I absolutely love the customization for the auto hide in this mod. If the author can update it for the newest SFSE I would appreciate it so much!
Thanks!
edit : tried with a very old save, actually the game is broken ; will try verifying files and reinstalling
edit2 : verifying/repairing did not work, nor reinstalling. I tried to launch the game without any mods, the suit simply won't show. I'll just wait for the mod update.
edit3 (hopefully last) : I managed to get the auto hide back to vanilla state by using force commands found in this mod page https://www.nexusmods.com/starfield/mods/5527?tab=description
player.GetAV 000B120E --> Shows the current state of hiding (1 if hidden, 0 if shown)
player.setAV 000B120E 0 --> Forces hiding to 0 and then shows the suit. Then check the auto hide in inventory (both suit and helmet) and walk through an airlock
Hope this will help anybody having the same issue until mods gets updates
Issue 1: (I have no idea if this is because I'm on the Beta or it's a vanilla bug or just the engine being garbage, but:) For some reason, both my spacesuit and UCSEC gloves collide in first person. I have no idea what causes it, but it seems to be a bug with transitioning between cells that check the show/hide spacesuit in settlements flag.
Picture:
Issue 2: I wrote a small Cheat Engine script that manipulates the show/hide flag and writes a 1 or a 0 based on if I'm in first or third-person mode. However, when pressing TAB to view my inventory, my character is wearing his UCSEC uniform, despite having a third-person projection on screen. This is probably due to the fact the flag I found that determines if I'm in FPV/TPV is still set to 1 or 0 respectively when in the menu.
Now, because Bethesda royally ballsed this up, like you said, there are conditions and cells where it doesn't work as it should. I'd like to be able to use your hotkey mod as a kinda "override" in these circumstances. However, it seems that the logic in this mod is fully possessive. There is no "do nothing" condition. As such, when you use the hotkey, this mod instantly overrides it. Would it be possible to add such a condition? Currently "-1" just skips processing on that condition, rather than allowing the current suit state to stay as-in when that condition is met.
For example, if I have "0" set for "iInHazardousEnvironment", the mod will put my suit on when I enter a harmful environment. However, if I'm not in a harmful environment, it'll still forcefully take my suit back off, even if I use the hotkey to put the suit on. I'd like to be able to set either a one-way condition (such that harmful environment will put the suit on, but a lack of harmful environment won't take the suit back off, unless one of the other "1" or "2" conditions are met), or alternatively, an explicitly set "-2" for a condition (so that if that condition set to "-2" is met, the script will leave the suit at whatever state it is currently on, rather than just ignoring the condition entirely like "-1" does).
Hope my dumb ADHD brain has explained this somewhat coherently. I tried to decompile your pex script to see what you're dealing with (so I know if this is even remotely possible), but the decompiler errored out. [And on that note, while looking into the esm to see what conditions the game surfaces, I noticed what looks like a bug (but could be my utter inexperience with xedit/bethesda's brand of insanity) in that the "InHazardousWeather" weather references the "CurrentWeatherPotentiallyHazardous" weather as an AND condition instead of an OR, meaning it'll potentially miss hazardous conditions?]
SH_ENV_CND_InHazardousWeather >> Condition #2 'ENV_CND_CurrentWeatherPotentiallyHazardous [CNDF:0011F381]'
that seems fine to me. Condition #3 - #5 are OR as they're weather apply conditions, Condition #0 - #2 are AND.