About this mod
Fixes the glitch in Denis's mission "Freighter Fright" when you transition from the freighter interior to Mars, and you end up stuck beneath the ship ramp...
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This fixes the glitch in Denis's mission "Freighter Fright" when you transition from the freighter interior to Mars exterior, and you end up stuck beneath the ship ramp. You will instead end up at the very front of the ramp, which is not perfect since you would normally end up right in front of the door, but still better than being stuck inside a mesh with no option other than using "TCL" in console.
But why?
Multiple reports: here, here and here. Some Bethesda bugs are funny in any game, this one never was.
How was it done?
Easy read: I set the y coordinate of the destination on the int door to 32(from 22).
Extended read: As mentioned intitially the "decent" way would be to correct the teleport marker's position, or correctly set up the link between door int(C34E2) and door ext(1FCFBC). Usually when you build a transition between two cells via door in Creation Kit, you would end up with having to fill the linked reference on each door resulting in automatically placing a "teleport" marker about 1.5 units in front of the corresponding door. The reason why this did not correctly work out in this case may be one of these reasons:
1. there is no xmarker-door for the ext door and instead the int door pointed to the xmarker-heading, which is the actual fast travel marker to the ship ramp
2. the xmarker-heading may be the actual door marker, but if you set up the int door teleport coords to this position, you will end up under the mid belly of the ship, although not stuck but still not in the place you're suppsed to be
3. the ship ramp somehow manages to "catch the player by its feet" and drag them inside the model because the teleport marker is set too close to the ship floor
I think it's number three, because if you compare the door link setup on other cells, they exactly match. The teleport to the interior of the freighter is exactly set up the way the teleport to the exterior marker is set up. I think the door builder did everything right. I might be wrong on that assumption, but unfortunately without a visual reference of the xmarker in CK's world builder cell, I can't verifie any of the three theories.
However, there were other finds in xEdit trying to trace this glitch: you will see that the coordinates set up on the int door correctly differ by 1.5 units on the y axis(in comparison to the correctly linked ext door). The resulting linked xmarker(if it even is the auto created one) however will not share any of the two doors coordinates nor does it anything if you try to edit the xmarkers coordinates to the position the two doors are suggesting as destination. Instead, the interior cell actually has two xmarkers placed that are both associated to the doors, while the exterior cell does not have a door marker.
Another thing worth mentioning. When I tried to apply the fix I would place the player in front of the ext door, get his position with getpos x, getpos y, getpos z, and change the coordinates of the destiantion to match the read out coordinates. The coordinates of the console readout did absolutely not reflect the coordinates applied by the setup. I still edited them in for teh lulz and ended anywhere in the upper left corner of the local map, about 2000 meters away from Cydonia and the freighter. So there is obviously a difference from editor coordinates to actual game coordinates.
Also, also. About distance. Remember how we are used to this. This is no longer valid. You can verify easily by selecting a console target in front of you, about 2 meters away and type "ref.getDistance player". Usually you would end up around 192.0 - 256.0 units. In Starfield it's 2.5-3.0.
Btw., this isn't the first time door transitions are messed up in Beth games. Skyrim legacy was plagued by that galore, and it did not only happen on coc transitions.
Not spawning exactly in front of the door? That's so unprofessional!
I've seen other, more professional patches doing exactly the same. Bethesda is notorious for its unsolvable mesh glitches.
How to install?
I recommend integrating this into your master patch with xEdit, or do this:
Done with currently experimental xEdit, so mind the risk!
According to the developers of Mo2 -> drag&drop, Vortex the same. But if you want to do it full yolo hardcore, do it manually this way:
1. download Plugin enabler and install per instructions
2. add this to your load order .txt file(without quotes) "QT_QuickTrade.esm"
3. move the files inside the .zip to your Starfield/Data folder
4. blatantly ignore anything said about MyGames in the past
5. done
I want to report a bug!
Pfffttt...