ag12 Posted June 14, 2024 Posted June 14, 2024 I looked into this briefly and while I was able to adjust SQ_PlayerShipScript to handle almost everything regarding it, there is a point where you get stuck at native call: Game.TrySetPlayerHomeSpaceShipGame() - which doesn't seem to accept "none" as an argument. The goal here would be to revert to the situation between CharGen and when Barret hands you his ship - where when pressing Tab simply nothing is shown in the bottom left (Ship) section and you don't have a ship. Bethesda really added a lot of checks to make sure you don't sell your last ship. I think this will be an important thing to solve for various LL mods. If anybody finds a solution for this, I'd be very grateful.
DocClox Posted June 16, 2024 Posted June 16, 2024 How about creating a "no ship" ship? No model, disabled as a fast travel destination, and have to disable the shipbuilder somehow. Probably easier than making the engine accceptjone.
ag12 Posted June 16, 2024 Author Posted June 16, 2024 1 hour ago, DocClox said: How about creating a "no ship" ship? No model, disabled as a fast travel destination, and have to disable the shipbuilder somehow. Probably easier than making the engine accceptjone. That's not a bad idea. It might be a workaround for now. I really kind of like the idea of the PC not having a ship at the start, and either getting a fat loan to buy one (risky) or relying on both passenger vessels for travel between the big places as well as captains and their ships for hire. I'm going to look into that option.
ag12 Posted June 16, 2024 Author Posted June 16, 2024 Update: this works like a charm. Adding an empty ship with no modules does the trick. Super easy to disable modding as well, there's a keyword for that. No modding, no selling - the game auto recognizes that you don't have a functioning ship and bars you from any fast travel that would require a ship (but you can still e.g. fast travel around New Atlantis on foot). Perfect. Great idea, doc.
nIn nIn nIn Posted June 16, 2024 Posted June 16, 2024 I would rather just make Frontier a ship you can only use when traveling WITH Sarah or Barret. I cannot understand why it become "MY" ship at all. This alone would make capturing your first pirate/spacer ship all that more important and special.
ag12 Posted June 16, 2024 Author Posted June 16, 2024 29 minutes ago, nIn nIn nIn said: I would rather just make Frontier a ship you can only use when traveling WITH Sarah or Barret. I cannot understand why it become "MY" ship at all. This alone would make capturing your first pirate/spacer ship all that more important and special. Once not having a ship is a mechanic, adding mechanics to have access to rentals or companion ships is a different topic. These aren't mutually exclusive mechanics, what you're suggesting is building on top! 1
Strec2 Posted June 16, 2024 Posted June 16, 2024 Give the player at start a shuttle like the one during the Crimson quests, you avoid any problem concerning a "void" ship and it solve the problem of not having a good ship at start
Reigor Posted June 16, 2024 Posted June 16, 2024 I like the idea of spaceships being EXPENSIVE. Expensive to buy and operate. They are also guarded by sufficient security to prevent any yahoo from just sitting in the pilot's chair and taking over. Not that capturing and selling ships shouldn't be impossible, but should require more investment in skills and equipment. So a story where the player starts off having to be a passenger on a spaceship to get from place to place. There still might be encounters along the way, but player is now a passenger so in a ship battle might have to help repair damage, take over a turret, or repel boarders. Another thought is a Alien like situation where the passenger ship is obligated to answer a distress call and the first party that goes on board the distressed ship doesn't come back or gets trapped and the Captain reluctantly asks the passengers, including the player, for assistance. The issue with this sort of set up is that there needs to be more quest hubs for the player to travel to and do lots of stuff at before paying for a ticket to go to another hub, slowly building up wealth to get a loan from Galbank to mortgage a junker and keep building up from there, making the monthly payments becomes an incentive to take on jobs, etc... I'm not sure if this would be FUN in a game, but its more realistic and interesting to think about.
ag12 Posted June 16, 2024 Author Posted June 16, 2024 6 minutes ago, Reigor said: I like the idea of spaceships being EXPENSIVE. Expensive to buy and operate. They are also guarded by sufficient security to prevent any yahoo from just sitting in the pilot's chair and taking over. Not that capturing and selling ships shouldn't be impossible, but should require more investment in skills and equipment. So a story where the player starts off having to be a passenger on a spaceship to get from place to place. There still might be encounters along the way, but player is now a passenger so in a ship battle might have to help repair damage, take over a turret, or repel boarders. Another thought is a Alien like situation where the passenger ship is obligated to answer a distress call and the first party that goes on board the distressed ship doesn't come back or gets trapped and the Captain reluctantly asks the passengers, including the player, for assistance. The issue with this sort of set up is that there needs to be more quest hubs for the player to travel to and do lots of stuff at before paying for a ticket to go to another hub, slowly building up wealth to get a loan from Galbank to mortgage a junker and keep building up from there, making the monthly payments becomes an incentive to take on jobs, etc... I'm not sure if this would be FUN in a game, but its more realistic and interesting to think about. This sounds pretty much like what I was thinking. I think basically for the whole "poor person roleplay" at the start of the game to work, there needs to be radiant stuff to do in cities. I've already coded a lot of money sink (I've been coding the GalBank+ proposal I made) but obviously it would require there to also be money generators. Drug pushing, generally better crim activities, prostitution, slavery/indentured servitude, etc. In terms of radiant and emergent gameplay creation, the new CK is vastly more powerful than F4s, let alone Skyrims - just need the body situation to sort out and I don't see any reason Starfield isn't going to end up a new, nice platform for... our kind... of stuff. 1
Reigor Posted June 16, 2024 Posted June 16, 2024 Another thing to consider is Starfield's current economy, where the prices for some items don't really make sense. Also, the survival sustenance where the Quality of the food/drink/bed matters. Low quality stuff might keep one alive, but would suffer from something like malnourishment, sickness, low mood, depression, etc...where high quality (and thus more expensive) food, drink, and housing give benefits beyond normal. So those basic, possibly criminal radiant quests can ensure the player has enough poor food to eat and a place to stay (need the add the ability to RENT a place in the UC, can still keep ownership for citizens), but the bad conditions won't go away till they get better work, pushing more expensive and dangerous drugs, serving higher profile clients, etc... Some cities might have shelters, perhaps run by the Unity Church or House of Reason, each might offer their own radiant quests. Lower paying than pushing drugs or prostitution (which I don't think should be illegal in most places) but less risky.
ag12 Posted June 16, 2024 Author Posted June 16, 2024 Absolutely. I really think that the thing that's given Starfield a bad reputation is the lack of depth that individual areas have and thus the lack of roleplay you can engage in. Starfield also has a habit of just pouring credits into the player - because it facilitates the mindless "click map location, shoot enemies, get loot, sell loot, repeat" cycle. The big challenge is to take the pace *way* down and allow the player to actually feel like a character in the world. Personally, I pretend that NG+ isn't a thing (it doesn't matter anyways, nothing is mutually exclusive), I dislike the whole "giga hero" mode in RPGs - I'd much prefer having a slower experience. Well, I got a general banking system, loans, spaceport fees and sales taxes based on faction done - but right now I'm running into a weird issue where I can load a save and the mod is fine, but if I try to start a new game it goes into a spinny boy of death on the main screen and never loads. I think I got a little lazy with experimenting and sullied the .esp with some bad records - but SF1Edit is currently not working properly to clean it, sigh. 1
nIn nIn nIn Posted June 17, 2024 Posted June 17, 2024 Try converting your esp into a esm before placing it in your game. I read that esp's are NOT supported in game but only as an interim in the CK. That could be why you are having that issue.
Strec2 Posted June 17, 2024 Posted June 17, 2024 8 hours ago, Reigor said: Another thing to consider is Starfield's current economy, where the prices for some items don't really make sense. Clearly, and it is worse as you install more mods, install easy ways to get money and no money sink at all. 7 hours ago, ag12 said: but right now I'm running into a weird issue where I can load a save and the mod is fine, but if I try to start a new game it goes into a spinny boy of death on the main screen and never loads. I think I got a little lazy with experimenting and sullied the .esp with some bad records - but SF1Edit is currently not working properly to clean it, sigh. Mod starting on a new save is boring as hell because while some steps are not reached (mainly the real character screation screen) you have chance some update you do on the player will be lost.... In the new version of SRU I had to repel the real start and initialisation of the mod while the stage 155 of the MQ101 quest is not reached.
Reigor Posted June 17, 2024 Posted June 17, 2024 7 hours ago, ag12 said: really think that the thing that's given Starfield a bad reputation is the lack of depth that individual areas have and thus the lack of roleplay you can engage in. My opinion is that Starfield needed 1 to 2 years more of development before feature lock and bug testing. 76, COVID, and other delays killed their timetable and even with the delay Microsoft gave them it was still a "Well at least it works" which it does, though I wish they put more work into the game's setting. 7 hours ago, ag12 said: Starfield also has a habit of just pouring credits into the player - because it facilitates the mindless "click map location, shoot enemies, get loot, sell loot, repeat" cycle. The big challenge is to take the pace *way* down and allow the player to actually feel like a character in the world. Personally, I pretend that NG+ isn't a thing (it doesn't matter anyways, nothing is mutually exclusive), I dislike the whole "giga hero" mode in RPGs - I'd much prefer having a slower experience. Because its so easy to raid a POI and loot. There has to be reasons why the player can't do that, at least in the beginning. Besides lacking a ship to get to a POI on another planet, could make combat REALLY deadly without the right equipment, like an armored spacesuit, which acquiring one could be a goal for starter character just as much as spaceship. Civilian suits should be around and much cheaper (and better looking) but they don't do crap against modern weaponry or extreme environments. 6 hours ago, nIn nIn nIn said: Try converting your esp into a esm before placing it in your game. I read that esp's are NOT supported in game but only as an interim in the CK. That could be why you are having that issue. It should be noted that ONLY esps can be made the active file in the CK. At the same time, only full esms (not medium or small) can currently be edited and saved in SF1Edit. The work around is to use something like Winhex and change the files flags to either esp or esm and then rename the file appropriately.
ag12 Posted June 17, 2024 Author Posted June 17, 2024 3 hours ago, Strec2 said: Clearly, and it is worse as you install more mods, install easy ways to get money and no money sink at all. Mod starting on a new save is boring as hell because while some steps are not reached (mainly the real character screation screen) you have chance some update you do on the player will be lost.... In the new version of SRU I had to repel the real start and initialisation of the mod while the stage 155 of the MQ101 quest is not reached. For sure, I always have stuff start after Chargen is complete. Didn't even get past the main menu, though - without any errors. Rebuilt it, works fine. I'll scratch it up to early day shenanigans. 3 hours ago, Reigor said: My opinion is that Starfield needed 1 to 2 years more of development before feature lock and bug testing. 76, COVID, and other delays killed their timetable and even with the delay Microsoft gave them it was still a "Well at least it works" which it does, though I wish they put more work into the game's setting. Because its so easy to raid a POI and loot. There has to be reasons why the player can't do that, at least in the beginning. Besides lacking a ship to get to a POI on another planet, could make combat REALLY deadly without the right equipment, like an armored spacesuit, which acquiring one could be a goal for starter character just as much as spaceship. Civilian suits should be around and much cheaper (and better looking) but they don't do crap against modern weaponry or extreme environments. It should be noted that ONLY esps can be made the active file in the CK. At the same time, only full esms (not medium or small) can currently be edited and saved in SF1Edit. The work around is to use something like Winhex and change the files flags to either esp or esm and then rename the file appropriately. I like the idea of civ vs. combat spacesuits. There could even be skimpy space suits that offer no protection (but are easily accessible) and it'd overall be great for world-building: most people live normal peaceful lives and if they go to space, they just grab a comfy (or sexy) space suit, but the people fighting wear tough and expensive battle gear. I hope people figure out the body situation soon and stuff starts moving on that end! And yeah, it's hard to envision what the game would've been like if they stuck to their original, even earlier release scheme. 1
Reigor Posted June 18, 2024 Posted June 18, 2024 @ag12 Have you checked out Starvival mod? It touches on a lot of things you spoke about in regards to the economy and ship cost and maintenance. https://www.nexusmods.com/starfield/mods/6890 You might be good with that and tack on your no home ship mod on top.
ag12 Posted June 18, 2024 Author Posted June 18, 2024 2 hours ago, Reigor said: @ag12 Have you checked out Starvival mod? It touches on a lot of things you spoke about in regards to the economy and ship cost and maintenance. https://www.nexusmods.com/starfield/mods/6890 You might be good with that and tack on your no home ship mod on top. That does look promising. I think I'll throw that in when I start properly playtesting my bank mod. Thanks for the pointer. 1
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