So after trying a couple times both this and the Creations version no longer work for me. I just get a black screen after the credits no matter what. Hopefully this will eventually get an update but until then: For anyone else with similar issues there's a couple different mods that can do sort of similar things as far as changing backgrounds and traits. One is Background dialogue unlocked: Background Dialogue Unlocked at Starfield Nexus - Mods and Community The other is a creations mod called; A New You Hope that helps someone out there.
As of today, the nexus version is not working. However, the Creations version works when I tried that one (I'm on PC). It's strange. Thank you for this mod though. Endorsed.
I figured out why this mod does not work for me and others.
The "quests" folder inside of the "fragments" folder is misspelled "quets" .
Hope this helps.
UPDATED: While fixing the folder naming does make the scripts fire, unfortunately there are a couple issues. The "Wait" prompt at the credit screen does not pop up. If I wait to the end of the credits I get an infinite black screen.
ADDED 9/10/2024: I noticed in your plugin that the quest record is calling for a script named "pat_UnityResetScript". I don't see that script included in the newest version's archive. Possible chicanery with Vortex.
ADDED 9/11/2024: I downloaded this mod from Creations and everything is working as intended with that version.
Unfortunately for me it didn't work either... when I go in to start an ng+, I go straight to the part about creating the character, but without having the origin story part.
Já verifiquei todos os mods, não há conflitos. Os mods que uso são apenas melhorias visuais e de menu. Eu jogo no PC via GamePass.
Abaixo está a lista de mods https://imgur.com/a/Pros3L3
EDIT: I just downloaded it from the creations menu, but no menu appears, the character just can't walk, as if the keys were stuck. He jumps, looks to the side, normally, but he doesn't walk
It's not working for me. I tried reinstalling the game without mods, but it didn't help. Also I thought maybe my save was broken and started a new game, but I got to unity via console command, also doesn't work. By the way, for some reason the person who meets me in unity invisible helmet, such a bug even on the game without mods.
I think I found the issue. Setting the stage of the quest One Small Step (00003448) to 315 forces the Watch HUD to appear. You can continue normally from there, as speaking with Sarah them completes the quest regardless. There's probably a cleaner fix, but this seems to at least get things going.
Unfortunately, this does not work after the quest has been marked complete, and is 'Stopped'.
Just downloaded the mod in preparation, as I'm getting close to the Unity. You don't need to specify the "Plugins.txt Enabler" as a dependancy anymore. That mod has become deprecated as the "plugins.txt" file is now created and maintained by the game itself.
Yes, your mod doesn’t, but that’s how the game itself works. The example: dream house trait will not work normally, since the marker on the house will not appear, since the trait was chosen after the generation of the game world. An adoring fan is the same. he will not appear. Besides everything else, we probably don’t know what other traits affect the generation of the game world. Therefore, I insist that this window should be just before immersion in unity, so we guarantee that nothing will be broken.
What are you talking about? I've never seen someone so confident without knowing what they are talking about. The world is already generated in the first new game when you select the traits. In the vanilla game you could already change your traits, selecting any of those traits for the first time without having the started the world with it. The world isn't what controls those perks, they are controlled by quests, that are initialized both in the new game and in the new game plus after character generation, which this mod has already carried over.
The sheer audacity of "Therefore, I insist..." from someone who's never made a real mod and has no idea how the game is functioning is laughable.
I didn't mean to offend anyone or anything like that. I use an auto-translator, and perhaps some expressions may not be entirely understood (probably still need to be marked when I use it). Secondly: after all, I made mods, mainly for Oblivion, but still that was a very long time ago. And yet, this does not cancel the examples that I described earlier. And the fact that in a vanilla game we create a character after the start of the game does not completely negate what I said, after all, developers are developers and can twist scripts as they please (I know this because I myself am a software developer and analyst, and I understand what decisions can taken during product development), but changing character traits by the player’s hands is not something the developers took care of. What I do know is that if a trait was chosen in a previous game, then when it is activated in a new one, it is 100% working, since when generating quests, the game takes these signs into account when creating a new game. Once again - I didn’t want to offend anyone, I’m writing all this only because I think that your mod is very good and really makes sense in terms of lore (it’s not for nothing that the developments themselves began to move in the same direction) and I want it to become even better
What are you talking about they didn’t take trait changes into account? With vanilla you can change your traits at the start of a NG+. What you’re saying makes no sense.
I can read all the scripts they made, and they don’t start the traits when a ng is loaded, it’s within the initial scripts that are modified by this very mod. And this mod does the same thing as vanilla, and starts the quest that controls trait enabling after closing the chargen menu.
Please stop speaking about things you don’t know about, you are only going to confuse new modders and annoy more experienced ones.
Just figured I'd post this incase its an actual issue but MO2 has a warning for the UnityLeap.esm.
WARNING: this plugin is both light and medium flagged. This could indicate that the file was saved improperly and may have mismatched record references.
65 comments
Hopefully this will eventually get an update but until then:
For anyone else with similar issues there's a couple different mods that can do sort of similar things as far as changing backgrounds and traits.
One is Background dialogue unlocked: Background Dialogue Unlocked at Starfield Nexus - Mods and Community
The other is a creations mod called; A New You
Hope that helps someone out there.
The "quests" folder inside of the "fragments" folder is misspelled "quets" .
Hope this helps.
UPDATED:
While fixing the folder naming does make the scripts fire, unfortunately there are a couple issues.
The "Wait" prompt at the credit screen does not pop up.
If I wait to the end of the credits I get an infinite black screen.
ADDED 9/10/2024:
I noticed in your plugin that the quest record is calling for a script named "pat_UnityResetScript".
I don't see that script included in the newest version's archive. Possible chicanery with Vortex.
ADDED 9/11/2024:
I downloaded this mod from Creations and everything is working as intended with that version.
Abaixo está a lista de mods
https://imgur.com/a/Pros3L3
EDIT:
I just downloaded it from the creations menu, but no menu appears, the character just can't walk, as if the keys were stuck. He jumps, looks to the side, normally, but he doesn't walk
By the way, for some reason the person who meets me in unity invisible helmet, such a bug even on the game without mods.
However, I noticed that the watch/radar is now missing after going through the chargen screens when I used the New Path option.
Unfortunately, this does not work after the quest has been marked complete, and is 'Stopped'.
You don't need to specify the "Plugins.txt Enabler" as a dependancy anymore. That mod has become deprecated as the "plugins.txt" file is now created and maintained by the game itself.
The world is already generated in the first new game when you select the traits. In the vanilla game you could already change your traits, selecting any of those traits for the first time without having the started the world with it.
The world isn't what controls those perks, they are controlled by quests, that are initialized both in the new game and in the new game plus after character generation, which this mod has already carried over.
The sheer audacity of "Therefore, I insist..." from someone who's never made a real mod and has no idea how the game is functioning is laughable.
I can read all the scripts they made, and they don’t start the traits when a ng is loaded, it’s within the initial scripts that are modified by this very mod. And this mod does the same thing as vanilla, and starts the quest that controls trait enabling after closing the chargen menu.
Please stop speaking about things you don’t know about, you are only going to confuse new modders and annoy more experienced ones.