Jump to content

Dreaming of my prison ship


Recommended Posts

Posted (edited)

I got jumped by some bounty hunters in a big, Class C ship, a Claymore. Turns out they have two brig cells inside, which look fine, but once you open the cell door, you can’t close it again. I got Sarah inside with console commands. (I also can’t get Vortex to load my mods even with the required extension and addition to the .ini file, but that is a separate problem.)

 

Sarah Imprisoned.jpg

Edited by Faustling
bad photo
Posted

I also tried stripping one of the Ecliptic crew, putting her in a cell and then resurrecting her.  She was not too pleased and remained in combat mode. My follower would probably have tried to kill her, so this doesn't look like a practical procedure. The brig cells, so far as I can tell, are useless unless you want to kidnap civilians and put them in there.

 

 

Ecliptic Prisoner.jpg

Posted

Looks like your Sarah needs Swimsuit Skimpifier

 

Hopefully dome DLC or mod will bring practical use to brigs. Some 2x1 armories (hopetech I think) have small brigs too

Posted (edited)

Heh, I'd give her a better swimsuit, but for the life of me, I can't figure Vortex out. So many changes. Nothing loads. I deleted the superfluous data file in My Games, as per instructions, but it didn't help There is nothing in Vortex Mods or in the Starfield data file, so I just don't know what's up. Vortex is installing my mods somewhere I can't find them, and the game can't either. Maybe it's because I have everything on the D drive? No way to check. I guess I should just forget about Vortex and do a manual install.

 

Edited by Faustling
Posted (edited)

Bugger, my mods are in:

 

C:Users\(name)\AppData\Roaming\Vortex\starfield\mods

 

The game is on D  and obviously can't find them there. Vortex is just talking to itself. Maybe I'll copy them all to the Starfield data folder and see what happens.

 

Edited by Faustling
  • 3 months later...
Posted

I still haven't found a brig layout I like. I got close once with a big flat design with two 3x3s on the same level, but I ran out of money for that one and never got back it.

 

I shall have to give it another go. So much I want to do at the moment.

Posted

How do I buy a brig? I'm level 47 and have 4 levels of Starship Design, and no one will sell me a brig. (I have a couple on a Claymore I captured, but it's slow and clunky, and I don't use it much.) Maybe I messed up the installation somehow.  Here is my plugin file.  Let me know if you see and problems, please.

 

Spoiler

#reference plugins here
*Melfi Outfit.esm
*SRU.esm
*TheencoGlasses.esm
*ZY3 Tank Tops and Denims.esm
*ZY5 Tank Top and Skirt.esm
*Dress No Leggings.esm
*a6ExclusivClothes.esm
*Becca Outfit.esm
*helloKitty_sleepwear.esm
*Better Crowd Citizens.esm
*Armor and Clothing for Kids.esm
*SivanCrew.esm
*Habz.esm
*Habz_HopeTech.esm
*Habz_Stroud.esm
*Useful Brigs.esm
*Useful Brigs - Habz Patch.esm
*Mortal Killable Children.esm
*Non-Lethal Framework.esm
*NLF - Useful Brigs Patch.esm

 

 

Posted

Try Stroud-Eklund on Neon. It's a 2x2 hab. I think it's vanilla, so there shouldn't be a problem.

 

I thought I could get them from HopeTech as well, but when I landed there everyone started shooting at me. You blow up one lousy patrol vessel and you never hear the end of it...

 

image.png

 

 

Posted

Well, that could have gone better. I found an Ecliptic base, stunned half a dozen clippies, and then got told my newly-installed, never-before-used brig was full.

 

That was "Functional Brigs". I wonder if the other Brig mod works any better.

Posted

My mistake: I didn't notice that the brigs were "Armory/Brigs"; I only read the first word. At level 47, I am apparently only allowed 1x1 brigs, so I got two of them and lured a crewman into one for practice. It seemed to work well enough.  This is "Useful Brigs"; no problems to report so far.

 

Now we need some mods for outposts. The number of prisoners you can have on one ship is kind of limited.

 

 

 

Posted

I nabbed a couple Ecliptic cuties and locked them up. Imagine my surprise when I found I had two males in the brig. Oops! I could use sexchange to change them back, but then they still have male voices.  I decided to sell them instead and got a whopping 3,200 credits from the first security guard I ran into.  Slavery just doesn't pay yet.

 

Posted

Yeah, it's a problem with slavery mods in general. You're capturing generic NPCs so it you leave them unattended too long, the game regenerates them from the same leveled list.

 

There needs to  be some sort of cloning mechanism.

  • 3 months later...
Posted
On 2/5/2024 at 6:24 AM, DocClox said:

Yeah, it's a problem with slavery mods in general. You're capturing generic NPCs so it you leave them unattended too long, the game regenerates them from the same leveled list.

 

There needs to  be some sort of cloning mechanism.

 

I put a lot of time on the cloning thing in SRU and failed to have result as good as in FO4 mainly due to the fact that most NPCs list in starfield are not separated by gender so when you generate a clone of a female you can often get a male...

Will re-try after the CK launch because for no a lot of datas are tagged as "unknow" in Xedit.

Posted

That used to be a thing in early slavery mods in Skyrim and Fallout 4. You'd enslave a girl, fast travel home, and find she'd turned into a guy.

 

Which isn't to say the same techniques are going to work in Starfield, of course.

Posted

The problem you describe is different, concerning clones that are not made persistent and so respawning.

 

The problems I have in Starfield is that some papyrus functions seems not to work the same as in Fallout 4 or have different parameters and are not yet documented, for example the ones to get correctly the real base object of a NPC.

 

I looked (a lot) in Bethesda papyrus scripts and consider that some have been done by trainees or were coded temporary... Without speaking of changes in the core, for example at start I was able to enslave an incapacited NPC (knocked out) and now I can't activate the same NPCs with perks in any way.

 

There are no things modders will be able to do to find solutions but, at least for me, I've been very very cooled by this update and won't do anything while the code is not stabilised and the CK is avalaible.

In this example I must completly change the combat capture by moving from EM weapons to sleeping gas and/or sleeping ammos :)

Posted

I don't think respawing is the problem. I think happens when you slap a Slave package on a Leveled Actor. That way, when the Actor reloads, say of you leave them alone for a while and then go back, the engine picks a new Actor from the leveled list.

 

Then again, I've not looked at the problem in Starfield, so what do I know?

  • 3 weeks later...
Posted (edited)

Expect CreationKit to drop tonight.

Start packing your bags.

 

And - it is here.

Downloaded and running.

Edited by fred200
Posted
On 5/24/2024 at 11:37 AM, Strec2 said:

The problem you describe is different, concerning clones that are not made persistent and so respawning.

 

The problems I have in Starfield is that some papyrus functions seems not to work the same as in Fallout 4 or have different parameters and are not yet documented, for example the ones to get correctly the real base object of a NPC.

 

I looked (a lot) in Bethesda papyrus scripts and consider that some have been done by trainees or were coded temporary... Without speaking of changes in the core, for example at start I was able to enslave an incapacited NPC (knocked out) and now I can't activate the same NPCs with perks in any way.

 

There are no things modders will be able to do to find solutions but, at least for me, I've been very very cooled by this update and won't do anything while the code is not stabilised and the CK is avalaible.

In this example I must completly change the combat capture by moving from EM weapons to sleeping gas and/or sleeping ammos :)

 

Actor Function PlaceDuplicateActorAtMe(Actor akActorToDuplicate, bool abForcePersist = false, bool abInitiallyDisabled = false, bool abDeleteWhenAble = true, float[] akOffsetValues = none, Alias akAliasToFill = None, bool abSnapOffsetToNavmesh = true) native

 

Have you seen this? It's got a flag for deletion etc.

I think this function didn't exist in F4 (not 100%) but I just stumbled across it while learning the new functions. If that flag actually works (abDeleteWhenAble) when set to False, that might be quite useful. Potentially this function was made to literally solve the exact problem of making a random actor persistent for a quest.

Posted
16 hours ago, ag12 said:

 

Actor Function PlaceDuplicateActorAtMe(Actor akActorToDuplicate, bool abForcePersist = false, bool abInitiallyDisabled = false, bool abDeleteWhenAble = true, float[] akOffsetValues = none, Alias akAliasToFill = None, bool abSnapOffsetToNavmesh = true) native

 

Have you seen this? It's got a flag for deletion etc.

I think this function didn't exist in F4 (not 100%) but I just stumbled across it while learning the new functions. If that flag actually works (abDeleteWhenAble) when set to False, that might be quite useful. Potentially this function was made to literally solve the exact problem of making a random actor persistent for a quest.

 

I did put the mod on an "on hold" status in february waiting for the CK and the Betheda's scripts were far to be complete, even the getLeveledBaseObject() was not worjing as intended :)

 

Since june 9th I'm currently restarting the mod from scratch with a real gameplay so it's not very quick and I did not look for the new functions in Bethesda's scripts but this one seems very interesting, thanks!!!

 

My main fear for now concerns the graphical part, as I'm a pure analyst/coder with no knowledge in graphical things and the old methods I used (NifScope) to adapt vanilla meshes are not working in Starfield. As I'm too old to learn Blender and/or Photoshop I fear to produce a mod with deep gameplay but no graphisms, killing the project 🤣

 

Posted

I'm guessing it's intended to support the parallel self/inner demon spells, and the shenanigans that go on in the burried temple.

 

But yeah, the applications for our sort of mods is obvious.

Posted
6 hours ago, DocClox said:

I'm guessing it's intended to support the parallel self/inner demon spells, and the shenanigans that go on in the burried temple.

 

But yeah, the applications for our sort of mods is obvious.

 

It's only used in in one place, which is the Buried Temple quest. Some kind of clone fight.
With it being this minimal use, I'm surprised they coded it in as a full function in the Actor Script to begin with - definitely needs some thorough testing to see just how good of a job they did. Or maybe they are planning to use more of it in later content and preemptively added it. We'll see.

 

6 hours ago, Strec2 said:

 

I did put the mod on an "on hold" status in february waiting for the CK and the Betheda's scripts were far to be complete, even the getLeveledBaseObject() was not worjing as intended :)

 

Since june 9th I'm currently restarting the mod from scratch with a real gameplay so it's not very quick and I did not look for the new functions in Bethesda's scripts but this one seems very interesting, thanks!!!

 

My main fear for now concerns the graphical part, as I'm a pure analyst/coder with no knowledge in graphical things and the old methods I used (NifScope) to adapt vanilla meshes are not working in Starfield. As I'm too old to learn Blender and/or Photoshop I fear to produce a mod with deep gameplay but no graphisms, killing the project 🤣

 

 

This has always been my issue and it's always been what demotivated me to stop after a bit. I made the first (NPC) slavery frameworks for both Skyrim and Fallout 4, but sort of waited for assets to trickle in before continuing, losing my interest during the wait. I learned a lot during the development of F4SS and DD2/DD3 for F4 with Kimy, so I think I might give it another go for Starfield at some point. It looks like there's already some pipelines for animations developed, Ashal said they're sort of also looking at starting development but waiting for the animation side of things to settle, so with a bit of luck and motivated people it might actually be all going a little faster than F4 (which suffered from chronically low interest).

 

I've been working on GalBank+ as a sort of general addition mod to flesh out the finance stuff mixed with some of the spirit of SexLab Survival (money being tough, basically) - so I'm thinking by the time I get anywhere with that maybe the asset side will be in motion.

 

Here's to hoping, lol.

Posted
2 hours ago, ag12 said:

 

It's only used in in one place, which is the Buried Temple quest. Some kind of clone fight.
With it being this minimal use, I'm surprised they coded it in as a full function in the Actor Script to begin with - definitely needs some thorough testing to see just how good of a job they did. Or maybe they are planning to use more of it in later content and preemptively added it. We'll see.

 

 

This has always been my issue and it's always been what demotivated me to stop after a bit. I made the first (NPC) slavery frameworks for both Skyrim and Fallout 4, but sort of waited for assets to trickle in before continuing, losing my interest during the wait. I learned a lot during the development of F4SS and DD2/DD3 for F4 with Kimy, so I think I might give it another go for Starfield at some point. It looks like there's already some pipelines for animations developed, Ashal said they're sort of also looking at starting development but waiting for the animation side of things to settle, so with a bit of luck and motivated people it might actually be all going a little faster than F4 (which suffered from chronically low interest).

 

I've been working on GalBank+ as a sort of general addition mod to flesh out the finance stuff mixed with some of the spirit of SexLab Survival (money being tough, basically) - so I'm thinking by the time I get anywhere with that maybe the asset side will be in motion.

 

Here's to hoping, lol.

Don't hesitate to come on the discord server of the mod, you'll be welcome even if the entrypoints for the sex feature won't be added soon :)

  • 3 months later...
Posted (edited)

I haven't played since last year but it looks like no one mentioned this earlier when y'all were looking for where to buy the brig sections.  The best place to build a ship is at one of your own outposts on a planet.  Building the ... I don't actually remember what it was called, its a landing pad or something, that allows you access to your ships for switching the active one or rebuilding them.  Anyway, building a ship there gives you access to all vendor parts including specialized ones.  (Not counting quest-awarded ones, the pirate modules can't be obtained outside those quests.)

 

Very handy if you are unwelcome in certain parts of civilized space...

Edited by Naps-On-Dirt

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...