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wankingSkeever and Lord Nyriox

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LordNyriox

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41 comments

  1. Strawy53
    Strawy53
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    Great mod, Thank you. Any chance of you putting the mod in Creations? I have a few friends on Xbox that would love this mod. 
    1. LordNyriox
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      Publishing this mod at Bethesda.net is unlikely at the moment. More work is needed before would I feel that this mod is ready for wider publication—switching the plugin to a "small master" format (which will break existing installations), tightening the conditions for ship landing (it is currently possible to break detection of landing pads if landing is triggered partway through takeoff), cleaning up the implementation of the toggles (which is currently just a long if-elseif tree embedded directly in the OnEquip event of the remote item).

      In addition, I desire to implement a number of additional features—which would require implementation of a MessageBox menu—an autopilot mode in space, landing ramp toggle, load door lock/unlock, etc. Note that the menu would not be triggered if the ship was in space and the player was not, since the only sensible action at that point would be an attempt to land.
    2. Strawy53
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      Thanks for the reply, I'll look forward to updates to the mod If your successful.
    3. D1Z4STR
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      Great news!
  2. Deebz96
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    I've been using the original mod since it came out. Was wondering if you could explain the benefit of this version over the original? I understand it's streamlined under the hood, but what does that mean exactly?
    1. DocHollidaze
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      I'm not the author, but generally speaking, that will mean cleaner code in scripts or just less code in general. The less there is, the faster and more efficient the scripts can run. Fewer issues under the hood. Sometimes scripts can get messed up and end up constantly being called and repeated in the background and things of that nature. This can lead to longer load times, breaking vanilla or modded files or behavior which can cause issues and so on.

      So OP probably just removed a bunch of stuff that didn't need to be there and was able to get the same effect with cleaner code which is always ideal.

      Though I agree, I would love to see any differences in this mod versus the original. For example, is 'Lite' in reference to the code used, only? Does it mean that it has fewer features than the original mod? Does it work differently? What exactly is the motivation to use this over the original if they already use that and it seemingly runs fine for them?
    2. magpitrs
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      I'm thinking exactly the same thing. I use the original mod and have absolutely no problems with it. So I see no reason why anyone should use the "lite" version unless the exact pluses or minuses are described here.
    3. Sabenn
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      The differences are in the descriptions, just not specifically pointed out as a points of difference.

      Essentially this mod streamlines the Remote Control usage.

      In the original, you would activate the Remote and a terminal screen would appear and you would make your choices there.

      This mods takes the terminal part out. Now you add the remote as a hot-keyed weapon, hit the hotkey, and something will instantly happen - no terminal - depending on where you are.
      Hit the hotkey while the ship is on the ground - Ship takes off (even if you are inside or outside the ship).
      Hit the hotkey while on the surface and the ship is not - Ship lands.
      Hit the hotkey while in the ship and the ship is in orbit - Gravity turns off.

      Haven't tried it yet, but it sounds a lot slicker. Especially when you are trying to find a level piece of ground to land the ship on.
    4. Sabenn
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      Actually, check the Changlog. It does specifically list all the differences.

      - Added sound effect to gravity change event (same sound emitted by gravity switch in vanilla party ship)
      - Automated activation of remote control item
      - Exported terminal feedback text to in-game notification messages
      - Moved all FormIDs to xx0008xx space (to allow flagging as ESL in the future)
      - Removed terminal menu and related content
    5. Deebz96
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      Ah you’re right Sabenn. I should have read it more carefully, that’s my fault. No more terminal menu; the remote just performs a context-specific action now when used.

      Won’t lie, that sounds a lot better than a terminal menu when trying to find a landing site lol. I’ll have to try this one on my next NG+.
  3. Tasilium
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    It just works, and works well :) Headcannon/RP wise, it is just my crew actually doing something useful :) Kudos 
  4. spykerhond
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    when ships land 5 cargo links can be busy and no problems full frames , but when at empty base ven takeoffs are graphically lagging very bad. any ideas?
  5. spykerhond
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    frames getting so slow , that takeoof takes over 5 min . baffled whats doing this suddenly.
  6. spykerhond
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    really like this mod , but i have 350 od mods on system , and the takeoff ession is getting severely graphically bugged with lag , all other parts of game runs fine at full fps. Wont use until I can figure out why it happens.
  7. spykerhond
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    problem with 1.14.70 , frame rate very big drop laggy upon takeoff
  8. spykerhond
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    mod is causing big framerate loss , maybe needs an update.
  9. spykerhond
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    i get ctd landing on darkstar terminus.
  10. zPip
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    As of today's date (11/15 2024) It doesn't work for me. The device gets "equipped" as a weapon. Shortcut doesn't activate the sequence. Tried reinstalling and a new save. Looking forward to future updates!
  11. Boris8489
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    Is there any hotkey cqf script for this mod?
  12. kkkiwi
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    Great mod, simple and works well. Works with latest update!