I'm aware of the issues some users are reporting in regards to malfunctioning ramps before mod initialization as well as questionable compatibility with Landing Animation Reloaded. I want to let you know I've simply not been in the right headspace recently to properly work through troubleshooting these issues, and I can't guarantee that I will be able to fix them any time soon. I am certainly not abandoning Immersive Landing Ramps - I'm sure I will come back to these issues eventually - but important life stuff right now supersedes my wanting to provide you with a seamless, bug-free experience. Thanks for understanding. <3
I hate to comment here instead of a bug, but my experience with this mod was always positive. Then I came back after a long break, and something changed. I have the remote and the wall-mounted button. The wall-mounted button works, but the remote doesn't. I've tried all the usual things and reviewed your description in detail. Still, I cannot seem to fix it.
EDIT: I've discovered that the remote only works when I'm INSIDE the ship. Hope this helps.
I have the mod installed in my load order, and I started a new game. No control panel is spawning in the ships cargo bay and there is no remote in the ships inventory. I tried using the add.item command but it says that item designation doesn't exist. So I cannot exist the ship to go after the pirate captain and am now stuck completely unable to advance the game mission... This is game breaking, literally. I suppose my only option at this point is to remove your mod from the load order and restart a new game.
I don't know if you still need this tip, but if you're having trouble finding the item via the console, it's because the first two digits will change according to the plugin's load position in your list of mods. To find it, open the console and type the command help remote 4. You should see an item named "SP2_LandingBayRemote". Note the ID next to the name - mine was FE00B82C but yours will likely differ on the first two letters/numbers - and then run the command player.additem xx00B82C 1, replacing "xx" with the prefix shown in your console for that item. You should get a weapon item that lets you control the ramp.
Woohoo, still working as advertised, with latest/current Starfield 1.14.74, hella nice! o7 ♥ (Steam / Manual install)
Finally got around to trying this mod out, now that I've started to play the game again (after a hiatus due to FFVIIR, lol xP), hehe! Did a Manual installation and enabled via the plugins.txt file (yes, I still have Plugins.txt Enabler installed, and it still works fine, lol), and everything is working hella fire! Though admittedly, the 'Landing Ramp Remote' did not spawn within my ship's cargo (aka ship Inventory/Weapons), even though the Control Panel was indeed present/spawned on the wall inside my Landing Bay. I did the simple fix of detaching & reattaching the bay module within the ship builder, and the 'Landing Ramp Remote' item spawned in my ship's cargo, woohoo! \o/
Hella awesome work on this, SkinnyPig2! THANK YOU for this mod! Endorsed! o7 ♥ :)
I have started a fresh game, installed the mod but it doesn't spawn and when I try to add it via the console, it doesn't work. (compiled script not saved!) is what it says.
I know that it works, because adding money player.additem 000000f 1 still adds money, so I know it works.
Currently, I only have five mods active with no creations because I only just started. Right now, I've landed on new atlantis. I do not see a console in the landing bay and the item does not spawn either. I even tried installing it manually -I'm using mod manager 2- it shows up in the list, but it doesn't initialise.
I'm going to load the first savegame I have after creating my character and see if loading that will give me the item, then I can drop it, click on it to get the id and go from there. Hopefully.
Edit: So, in the end, I don't really know what it was I did, but eventually the control thing in the bay itself showed up and then I checked the cargo bay and the remote was there. However, I tried to drop it, click on it and then add it manually using the id, but that doesn't work? Shouldn't that work? Anyway, I'm really glad I managed it, only now I cheated myself a new ship and some money.
Hey, I have no idea how much time you have, but maybe you could attach a really simple quest to it with the item as a reward or something? I THINK that I managed it, because I modified my ship, I just moved a turret to another location and that did the trick? I thought that just opening the ship modifier window and just 'taking' a part and placing it back would be fine. But apparantly, I actually had to move it.
Actually, now that I reasoned myself through this, that seems really obvious. :facepalm:
How hard would it be to get this working on other bays that come with mods, that or new (or modified) ones we make?
I like using the Deimos bay, but I dislike ladders in large ships, so I might convert it to one that has a back door similar to 'Taiyo Ship Bed 200 Landing Bay', or maybe use one of the new ones from mods. I guess converting your modified one to have a back door instead of ladder would be the smartest move, so it'd be compatible with your mod, unless there's something I can do on my end to make my custom one compatible?
Did you have to rig & animate the doors in addition to adding the panel? Or are you leveraging animation already in the vanilla bays?
I'm having the issue with closed ramps too. But seeing your post about being in the right headspace, I completely get it.. I'm the same, kinda why I stopped modding starfield for a while. Make sure to get some down time, and just fix this when you can. No pressure at all. Until then I'll follow and wait till a fix drops before attempting the mod again. Chin up my friend.
UPDATE: .... forgive me. Didn't realise I had a remote in my inventory. I was looking for a panel on the wall lol. Mod works great!!
Could someone walk me through the Console Command Uninstallation process in common English? I love this mod and i know the only reason it wont work is because I cant uninstall the older version. I understand the premise behind using console commands, but the way it was explained does not help me. Please and thank you!
Well, I foolishly updated your mod without realizing that I needed to remove those files to make it work. I understand that every person has a certain ID to make those changes to the console. What I don't understand is how to find and apply that code to uninstall the old files and install the new ones. Am I making sense?
I think I get what you're saying. To find that code, you can use the 'help' command to identify immersive landing ramps' quest. To do that, run the command: help immersivelandingramps 4 qust
The output of that command should show you something like ImmersiveLandingRampsQuest, and in the same line, the unique 8-digit code you need. That's the code you'd use in the uninstallation command listed in the description: cqf xx00081C "UninstallImmersiveLandingRamps"
The first two numbers of that 8-digit code are what you're really looking for, as that indicates the index of Immersive Landing Ramps in your load order - that part is what's unique to you. The following 00081C wouldn't change because that's the ID of the old version of the quest which you're uninstalling. So in the command above, replace the xx with whatever your specific first two digits are.
I feel like I've just reiterated what I wrote in the description so please let me know if you need more clarification!!
That was super helpful, but I'm still stuck at the code. My code is (FE006829). The code below that is (FE006828). I know all i need to do is plug it in, but I need more specifics. I feel like its really obvious, so thanks again
Ohhh okay, so you're already on the newer version. The uninstallation process for the old version only works with the old version still installed. Like to run it before you update.
If you're not experiencing any issues with the mod after having already updated, I don't think you will actually see any material drawbacks to not uninstalling the old version the correct way. It would leave certain scripts belonging to the old version sort of "hanging" in your save file without a quest attached to them, but they wouldn't actually be doing anything and I'm pretty sure it's mostly harmless (don't quote me on that, I still don't fully know the exact technical ramifications of uninstalling a quest mid-game, but I haven't seen personally seen like disastrous results with my mod testing saves).
It is good practice to stop quests before you uninstall a mod - that's what the uninstallation command is for - so I would recommend reinstalling the old version, loading a save from before you updated, run the uninstall command, save & exit, and then update versions again, continuing off from that save where you ran the command. I know that was a lot, I can help you if you need.
Once you've got the old version installed, you'll need to find your specific ID for its primary quest, ending in xx00081C. To do that, type into your console:
help immersivelandingramps 4 qust
The digits you're looking for, which are unique to you, will be the first two numbers in the 8-digit quest ID code. There will be two different codes that come up for Immersive Landing Ramps after running the help command, but they both should have the same 2 leading digits. That's the current index of ILR in your specific load order.
To uninstall the old version, run the following command, replacing the xx with those two digits which you just used the help command to find:
cqf xx00081C "UninstallImmersiveLandingRamps"
Then you should be good to go to reinstall the new version on that save.
In the new version, the remote gets deposited into your ship’s cargo hold rather than your inventory. This will occur after you modify your ship (once the control panel has appeared in your landing bay), instead of immediately after installation.
Everything seemed working seemlessly until I tried to return to my ship the first time. The remote does not appear to be working. The switch on the door on the other hand, works fine. I could only get inside by fast travel.
Sorry it's been a little bit, but did you ever get the remote working? You can try resetting the mod if you want - I think that would work to fix the remote.
If you need to reset ILR, you can do so by identifying its index using the steps above, though this time you'll be looking for the 3 digits in the center of the ID, following FE, instead of the first two. Then, replacing the xxx with your specific index, run in your console:
666 comments
EDIT: I've discovered that the remote only works when I'm INSIDE the ship. Hope this helps.
(Steam / Manual install)
Finally got around to trying this mod out, now that I've started to play the game again (after a hiatus due to FFVIIR, lol xP), hehe! Did a Manual installation and enabled via the plugins.txt file (yes, I still have Plugins.txt Enabler installed, and it still works fine, lol), and everything is working hella fire! Though admittedly, the 'Landing Ramp Remote' did not spawn within my ship's cargo (aka ship Inventory/Weapons), even though the Control Panel was indeed present/spawned on the wall inside my Landing Bay. I did the simple fix of detaching & reattaching the bay module within the ship builder, and the 'Landing Ramp Remote' item spawned in my ship's cargo, woohoo! \o/
Hella awesome work on this, SkinnyPig2! THANK YOU for this mod! Endorsed! o7 ♥ :)
Installed files (Manual installation).
Enabled via the plugins.txt file.
LOOT confirmation, no errors.
In-game showing both game and SFSE latest versions.
In-game CREATIONS Load Order screen showing mod is Enabled.
Vanilla
Default bare wall.
Modded
NEW 'Landing Ramp Controls' panel found within the landing bay.
Vanilla
'Landing Ramp Remote' not present within the starship's cargo bay (aka ship Inventory/Weapons).
Modded
New item 'Landing Ramp Remote' spawned within the starship's cargo bay (aka ship Inventory/Weapons).
Vanilla
Vasco's default dialogue options.
Modded
Vasco's NEW Landing Ramp Commands, found within his dialogue options.
'Landing Ramp Remote' item moved from ship's inventory (Weapons) to player's Inventory (Weapons).
'Immersive Landing Ramps' is still working as advertised, with current/latest Starfield 1.14.74!
Videos
Part 2 - Missing Remote Fix
Part 3 - Ship Inventory to Player Inventory
Part 4 - Favorites Quickslot & Mouse Key
Part 5 - Vasco's New Commands
I know that it works, because adding money player.additem 000000f 1 still adds money, so I know it works.
Currently, I only have five mods active with no creations because I only just started. Right now, I've landed on new atlantis. I do not see a console in the landing bay and the item does not spawn either. I even tried installing it manually -I'm using mod manager 2- it shows up in the list, but it doesn't initialise.
I'm going to load the first savegame I have after creating my character and see if loading that will give me the item, then I can drop it, click on it to get the id and go from there. Hopefully.
Edit:
So, in the end, I don't really know what it was I did, but eventually the control thing in the bay itself showed up and then I checked the cargo bay and the remote was there. However, I tried to drop it, click on it and then add it manually using the id, but that doesn't work? Shouldn't that work? Anyway, I'm really glad I managed it, only now I cheated myself a new ship and some money.
Hey, I have no idea how much time you have, but maybe you could attach a really simple quest to it with the item as a reward or something? I THINK that I managed it, because I modified my ship, I just moved a turret to another location and that did the trick? I thought that just opening the ship modifier window and just 'taking' a part and placing it back would be fine. But apparantly, I actually had to move it.
Actually, now that I reasoned myself through this, that seems really obvious. :facepalm:
I like using the Deimos bay, but I dislike ladders in large ships, so I might convert it to one that has a back door similar to 'Taiyo Ship Bed 200 Landing Bay', or maybe use one of the new ones from mods. I guess converting your modified one to have a back door instead of ladder would be the smartest move, so it'd be compatible with your mod, unless there's something I can do on my end to make my custom one compatible?
Did you have to rig & animate the doors in addition to adding the panel? Or are you leveraging animation already in the vanilla bays?
I'm having the issue with closed ramps too. But seeing your post about being in the right headspace, I completely get it.. I'm the same, kinda why I stopped modding starfield for a while. Make sure to get some down time, and just fix this when you can. No pressure at all. Until then I'll follow and wait till a fix drops before attempting the mod again. Chin up my friend.UPDATE: .... forgive me. Didn't realise I had a remote in my inventory. I was looking for a panel on the wall lol. Mod works great!!
I love this mod and i know the only reason it wont work is because I cant uninstall the older version.
I understand the premise behind using console commands, but the way it was explained does not help me.
Please and thank you!
The output of that command should show you something like ImmersiveLandingRampsQuest, and in the same line, the unique 8-digit code you need. That's the code you'd use in the uninstallation command listed in the description: cqf xx00081C "UninstallImmersiveLandingRamps"
The first two numbers of that 8-digit code are what you're really looking for, as that indicates the index of Immersive Landing Ramps in your load order - that part is what's unique to you. The following 00081C wouldn't change because that's the ID of the old version of the quest which you're uninstalling. So in the command above, replace the xx with whatever your specific first two digits are.
I feel like I've just reiterated what I wrote in the description so please let me know if you need more clarification!!
I know all i need to do is plug it in, but I need more specifics. I feel like its really obvious, so thanks again
If you're not experiencing any issues with the mod after having already updated, I don't think you will actually see any material drawbacks to not uninstalling the old version the correct way. It would leave certain scripts belonging to the old version sort of "hanging" in your save file without a quest attached to them, but they wouldn't actually be doing anything and I'm pretty sure it's mostly harmless (don't quote me on that, I still don't fully know the exact technical ramifications of uninstalling a quest mid-game, but I haven't seen personally seen like disastrous results with my mod testing saves).
It is good practice to stop quests before you uninstall a mod - that's what the uninstallation command is for - so I would recommend reinstalling the old version, loading a save from before you updated, run the uninstall command, save & exit, and then update versions again, continuing off from that save where you ran the command. I know that was a lot, I can help you if you need.
help immersivelandingramps 4 qust
The digits you're looking for, which are unique to you, will be the first two numbers in the 8-digit quest ID code. There will be two different codes that come up for Immersive Landing Ramps after running the help command, but they both should have the same 2 leading digits. That's the current index of ILR in your specific load order.
To uninstall the old version, run the following command, replacing the xx with those two digits which you just used the help command to find:
cqf xx00081C "UninstallImmersiveLandingRamps"
Then you should be good to go to reinstall the new version on that save.
If you need to reset ILR, you can do so by identifying its index using the steps above, though this time you'll be looking for the 3 digits in the center of the ID, following FE, instead of the first two. Then, replacing the xxx with your specific index, run in your console:
cqf FExxx828 "ResetImmersiveLandingRamps"