Starfield

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Aurelianis

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45 comments

  1. mtTanner
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    Not sure why mods take pride in not helping people install their mods by giving directions. The author says there's too many ways to explain and names only three.

    Let me take a crack at explaining how to do the manuel install:
    1) Install the required mods (i.e. SFSE, Plugins.txt Enabler).
    2)Download the mod.
    3)Move all contents inside the Data folder of the mod to the Data folder inside the Starfield main directory folder (i.e. where the game is installed).
    4)Add the following line to the Plugins.txt file (should be located someplace like C:\Users\<Your Username>\AppData\Local\Starfield\Plugins.txt as described in the Plugin.txt Enabler mod directions): *MissionControl.esm

    -My current file which has no other mods looks like this:
    # This file is used by Starfield to keep track of your downloaded content. (You HAVE to keep a # on the first line here)
    *MissionControl.esm

    Is this the right way to do it?
    1. mtTanner
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      Seems to be working after installing it the way I did.

      After I started a new game (probably not required but who knows), I didn't see any "Mission Control" weapon in my inventory. I still got the "Speak to Sergeant Yumi" quest as expected according to the mod description. Once I talked to Sarah and started the quest to head over to MAST, I saved and exited the game. After loading it again later, the Mission Control item was finally listed in my weapons list. I'll report back after walking through mission trigger cities like Neon and Akila City.
  2. SpudmanWP
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    Feature Request:
    Add descriptions to the mission buttons, especially the misc ones, so we know which ones they are without looking them up in the wiki.
  3. TeodorWild
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    Compatible with Starlit.

    Incompatible mods from Nexus:

    • https://www.nexusmods.com/starfield/mods/6570 - no more supported by author

    • https://www.nexusmods.com/starfield/mods/6081 - looping on Load or Start New Game


    1. Aurelianis
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      There will always be mods that are not compatible with each other. Thanks for sharing to let others know.
    2. TeodorWild
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      Yes, you are right. I'm trying to expand Starlit collection for my type of game, so this mod VERY useful for tracking quest.
      And much thanks for your Autoloot mod!
    3. SpudmanWP
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      Krap, I have 6570 and now I wonder if having both of them was causing my issues.
      How were they incompatible?
      Is the "All the Kiosks" mod ok?
      https://www.nexusmods.com/starfield/mods/7037

      --Update--
      yup, it was causing problems with Space Bounty missions not being able to use the B or R key to initiate the map or jump.
  4. DaVinciWorks
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    This game is buggy and I've had missions not start even without this mod (I'm looking at you "Rook Meets King")

    How did you start this quest? Nothing pops after talking to dude in Cydonia. Im stuck.. Thanks
    1. Aurelianis
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      I always save right before I talk to Adler. If Rook Meets King doesn't start, I load up that save and talk to him again. It almost always starts when I try a 2nd time from a save.
    2. DaVinciWorks
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      Thanks! yes, I saw that in description. But it doesnt work for me. Not even console commands. I already have 100 game hours in that gameplay... dammit bethesda!
    3. Aurelianis
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      If you know SF1Edit, another option is to set all the aliases in the quest to optional. 99% of the time the quest fails to start because it can't fill an alias. That's worked for me too.
    4. DaVinciWorks
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      I apreciate that, but im just gonna go ahead and set this console command and jump to the next quest: setstage 0024EEF8 1
      Echoes of the past.

      Thanks for the ideas tho
  5. avsman0023
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    Can someone be so kind as to explain how I activate this mod? 

    "Accessing The Command Terminal - Once the mod is activated, you will receive a weapon called "Mission Control". Favorite this weapon to access the terminal."

    I do not have any weapons in my inventory or the ship's inventory called Mission Control. I went to New Atlantis to the Mission Terminal at the coffee shop and it still only shows five missions to select from. I have uninstalled this mod and then reinstalled it with no change. I have the prereq installed too. I read through the posts below and I have not found my answer. A little help would be much appreciated, thank you.

    1. FSRPonce
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      Same. I have no idea how to "activate" and I do not have a weapon called "Mission Control." Any kind of hint would be awesome.
    2. ghostmaker00
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      Read the description again. it means you did not install the mod correctly. If using vortex then it might be a load order thing...if not and you are doing it manually...well...yeah not helping with that. Again just do a simple search for how to use mods with Starfield....but honestly he spells it out for you in the damned description...if you do not get the weapon you did not install the mod correctly...OR you need to place the mod's esm higher in the load order.

      Activating it means basically that....installing it through vortex. If you need help with that better to go to the vortex support threads. 
  6. brettkeaneyoutube
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    I love this mod and it works great. I was a little confused about some of it at first. I did not realize that I could not join Free Star until starting quest with this. The reason I love this is because on my first playthroughs my missions were clogging me up & I felt like the garbage was coming out of nowhere. Could not walk through cities without being hounded on what to do evil or good. Now it feels immersive because I can control who I talk to and what I'm willing to do. For a good guy this is perfect. I won't even consider breaking the law or doing evil.
  7. CitizenSnip
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    Just wanted to report that "The Devils You Know" doesn't seem to be finishing for me when completing the previous step. Accessing the terminal doesn't trigger it to start. When I open the terminal it shows;


    • Supra et Ultra [Completed]
    • Grunt Work [Completed]
    • Delivering Devils [Completed]
    • Eyewitness [Completed]
    • Friends Like These [Completed]
    • The Devils You Know
    • War Relics
    • Hostile Intelligence
    • A Legacy Forged

    I looked up the quest online, and it says after finishing the previous quest (Friends Like These) to go to your meeting in Subsection Seven. I cannot do that. Subsection Seven is not an option in the elevator anymore. I turned over the ID card to Vae and that step completed and now I can't seem to progress the UC Vanguard questline at all.
    1. Aurelianis
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      I actually do not make any changes to these quests. The only change made is to the misc activity pointer to Commander Tuala so that it doesn't automatically show up in your log.

      After that point, the mod only logs progress by checking what stage is done but makes absolutely no changes to any of the quests further down the line. I imagine it is some vanilla bug that you've run into. 

      I know that "Rook Meets King" sometimes doesn't start like it is suppose to. If that happens, I have to go to a previous save and talk to Adler Kemp again and usually it will start.
    2. CitizenSnip
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      That's unfortunate. This is like the 15th time I've started my entire save over from scratch. Deleting every save and going through the intro again due to this exact type of bug. Quests unable to be started or finished. I appreciate the mod and its good to know this wasn't the cause. Just wanted to report it in the chance there was an issue here.

      I'm not surprised it's some vanilla bug. I think I need to just put the game down until they fix this. I can't keep starting over. I've done the UC / Freestar Questline probably a dozen times from start to finish, but never even got far enough in the story to meet a Starborn or whatever they're called. I can't keep doing this. Thanks for the reply.
  8. 7su
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    Does this mod generate any conflict if the game language is not english?
    How can it be translated to other languages?
    Is it possible to add a log for each mission? Like, a short description of each mission's stages completed so far that are updated while you progress in the quest. Or maybe a mission summary. 
    1. Aurelianis
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      I don't know anything about translating, sorry.

      That would be A LOT of work. It already touches a ton of missions and has taken me many, many hours (probably close to 100 or more actually). To do that would be a lot more work than I'm willing to put into it. Sorry.
    2. 7su
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      Yeah, I figured you had probably put a lot of work already, and thanks for that.
      About translation, I installed the mod and didn't have any problem, somehow most missions' names were automatically translated to my game's language in the mod, funny that some few others turned english in the vanilla mission menu lol it's not a problem for me tho
      Thanks for the mod again!
    3. Aurelianis
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      It would definitely be nice to have something like that to see stage's etc, especially when a mission gets stuck. It's a good idea. The hardest part is that every mission is different, so I'm not sure of a way to script something like that.

      Glad translation "mostly" worked. It's just something I've never done or looked into, so wasn't sure.
  9. Pellape
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    So extremely cool mod. 

    Any possibility to add a possibility to complete a quest or remove a quest from the active list or see the ref ID if it is a random quest from a mission board?

    An example:
    I started a Constellation Survey from a modded Constellation mission board last play through (before NG+) and it failed to recognize my progress at all, even if I did survey the planet to 100%, the survey quest claimed it was 0% completed, which was a bit frustrating. Well at least show the reference number of the quest in your mission Control so it might be possible to end it through the console. I will most likely take a peek at this myself later in CK, but it would had been cool to have the possibility in one single mod. I do feel stuff like these are easier to do with CK. If I knew the ref ID of that quest, it would had been easy to guess the quest stages, well test different stages to complete it manually...   

    Faction quests do have a static ref ID but the mission boards quests gets a random one ffxxxxxx and they are hopeless to find with help in the console and to make them possible to control, that ref ID must be stored when we ge the quest, which I guess your mod already do?    Maybe add an option to include the ref ID in the console or hide them maybe?
    1. Aurelianis
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      The quests have static FormIDs, just like any other quests (RefIDs are reference IDs used for objects placed in the world, so it's not possible for a quest to have a reference ID). It does take some time to figure out what quest is running though as you would need to use commands for each quest to determine which one is actually running. For the Constellation survey quests, it's not a big deal because there are only 2 quests so only 2 can be running at a time. 

      These are the 2 "Survey <Alias=TargetPlanetLocation> in <Alias=TargetSystemLocation>" missions for Constellation:
      GetQuestRunning 0022607A
      GetQuestRunning 00184574

      Which will show you what quest it is and then use that FormID to complete it.

      It's a bit more cumbersome with the quests that have you looking for a specific trait in a system because there 26 of them so you'd have to do GetQuestRunning for each until you found the one that was running.

      You can also use sqt to show you the name of the Quest. Starfield only allows using FormIDs in console commands though, so you'd then have to look up the formID using FindForm MB_SurveyTrait00 (as an example). But sometimes those quests are so broken there is no quest target so sqt wouldn't work in that case. 

      Adding Mission Board Missions would take a lot of time and effort due to the shear number of them and all the conditioning that would need to be done to only show those that are running, but might be something I can look into at some point. This mod has already taken several months of work to do in order to ensure I didn't break any missions.
  10. LoCatus
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    Honestly enjoying having this.  Even started a new game so I could get full use of it.

    There are side quests listed I didn't even know existed.

    Nicely done!  Thanks. 
    1. LoCatus
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      Umm.. Are the books still supposed to trigger the landmark quests?  If yes, no worries.

      If no, Visit the London landmark is on my activities list.
    2. Aurelianis
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      Yes, you can still get the quests from the books. I left them for folks that don't want to "cheat". :)