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[Gameplay] Lost In Space (Ship combat defeat mod) Version 0.1 (02.27.2025)


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Posted

Lost In Space (Ship combat defeat mod) Version 0.1 (02.27.2025)

View File

Lost In Space (with enemy boarding groups). Added/Updated 02.27.2025

 

Credits/Thanks:
Hiroshi (my ex, for translation help)

 

Features (status):

 

Defeat in spaceship combats
This mod triggers when player ship is damaged in combat (threshold is 60% and can be changed with debug terminal). This will cause combat to stop, enemy ship that damaged PC ship to dock with you, and you will exit pilot chair. 

If boarders are turned on, enemy boarders will come through hatch to attack you. 

If you kill all of boarders or boarders are turned off, you can go through hatch to attack enemy ship (and take it over if you have correct pilot skills). Or you can undock (this will restart combat). 

 

Version detector and updator
This should compare the script version against the version in your save, and if they are different it should restart the main combat script.

 

Debug/QA Terminal and Room
If you coc 'aaLostCell' you go to a debug room with a terminal. This terminal lets you set options for mod (damage threshold up or down, enemy boarders on or off, max waves of enemy boarders). 


Warnings/Problems:

 

Ship weapons do a lot of damage. Threshold is set to 60% because when it was lower, often the enemy ships would destroy the PC ship before mod could trigger. If you set it lower, might not work well. 

 

Boarding enemies may not have good pathing. They should spawn at your hatch and attack if they see you or crew, but if your ship has large or complicated layout they might just stand there and wait for you. 

 

If enabled, mod should register your home ship when mod loads. After that, it will register new ship any time you change home ship (by sitting in pilot chair of new ship, using ship builder, etc). 

 

Future Features (status):
Maybe better boarder AI. Troubleshooting/bug fixes. 


Installation:
Copy the contents of this mod to your Starfield directory (the contents of the 'data' folder should go into your 'data' folder) or with mod installer. You must enable mod for it to work. 

 

Uninstallation:
I think mod can be deleted without problems, it does not change any vanilla records. 

 

Usage/Permissions:
You may use this files as base for your own mods, but you may not charge for anything that uses these files. Donations is fine as long as it is totally optional and users get the same functionality without giving money. Please do not repost these files elsewhere (unless LL is shut down and I am unable to put them back up on whatever replaces it). Please do not post mods that use these files to Nexus or Creations. 


 

Posted

Reserving first post for announcements and things. 

 

Also, if someone could try this and let me know if it work. Then I will know I did not miss a fragment file or mess up a file path when packaging mod. 

 

Thank you

Posted (edited)

any chance, to get an update that the "First"(the bad guys from the freestar/ranger quest) can board your ship ?

the mod gave me the infobox, that they can´t board, because there is no "boarding party" data.

so i still got to board them, though, they did dock on my ship after hitting the damage threshhold...

 

at the moment, i do a freestar playthrough, especially huntin down Ships of the First....

Edited by MetZwerg
Posted
On 3/1/2025 at 4:49 AM, MetZwerg said:

any chance, to get an update that the "First"(the bad guys from the freestar/ranger quest) can board your ship ?

the mod gave me the infobox, that they can´t board, because there is no "boarding party" data.

so i still got to board them, though, they did dock on my ship after hitting the damage threshhold...

 

at the moment, i do a freestar playthrough, especially huntin down Ships of the First....

 

Yes. I can add them in next update. I will make list :)

Posted
On 3/1/2025 at 4:49 AM, MetZwerg said:

any chance, to get an update that the "First"(the bad guys from the freestar/ranger quest) can board your ship ?

the mod gave me the infobox, that they can´t board, because there is no "boarding party" data.

so i still got to board them, though, they did dock on my ship after hitting the damage threshhold...

 

at the moment, i do a freestar playthrough, especially huntin down Ships of the First....

 

I attach draft esp version to this message (please disable current version you have loaded before using). Can you try it and tell me if it works? I do not have character that is in Freestar to test with. 

 

If it work, I will upload to main page. 

LostInSpace_0_3_espversion.zip

Posted

What happens if you lose? Does this have a bridge to NAF surrender or auction house yet? Is your ship totally lost?

Posted
On 3/8/2025 at 12:25 PM, Burensc said:

What happens if you lose? Does this have a bridge to NAF surrender or auction house yet? Is your ship totally lost?

 

If you have those mod installed, they will work normal. 

 

So, if you have NAF surrender and you drop below health in gunfight after boarding, it will cause NAF surrender scene. (There is not special bridge, just that Surrender kick in when attacker damage you below health threshold). 

Posted
On 3/9/2025 at 10:06 PM, Gray User said:

 

If you have those mod installed, they will work normal. 

 

So, if you have NAF surrender and you drop below health in gunfight after boarding, it will cause NAF surrender scene. (There is not special bridge, just that Surrender kick in when attacker damage you below health threshold). 

So what happens to your ship?

Posted
14 hours ago, Burensc said:

So what happens to your ship?

 

Your ship dock with enemy ship. If you have boarding option enabled enemies spawn in your ship. If not, you are docked and can undock or board enemy ship. If you kill them, you can take enemy ship. 

 

If they kill you, reload game. If you have surrender or other defeat mod, it runs. Nothing happen to your ship.

 

Maybe I am confused by question? Your ship is not destroyed. But also there is not heavy script thing that take your and your ship to enemy base. Everything happen right where your ship is when mod is triggered.   

Posted
7 hours ago, Gray User said:

Maybe I am confused by question?

 

I think the question is:

Suppose your ship gets boarded, then you get defeated in combat and are sent through Surrender or another defeat mod.
Naturally, you'll go through the sequence of events according to that defeat mod.  Then, supposedly, you'll get free.

Is your ship still drifting in the same system/orbit where you got boarded?  Or do you just magically get it back when you make it to a spaceport or docking hatch?

If your ship is left drifting in the area where you got boarded, are the enemies still going to be in the area?  Will they still be on your ship?

Posted
12 hours ago, VenomousOuroboros said:

 

I think the question is:

Suppose your ship gets boarded, then you get defeated in combat and are sent through Surrender or another defeat mod.
Naturally, you'll go through the sequence of events according to that defeat mod.  Then, supposedly, you'll get free.

Is your ship still drifting in the same system/orbit where you got boarded?  Or do you just magically get it back when you make it to a spaceport or docking hatch?

If your ship is left drifting in the area where you got boarded, are the enemies still going to be in the area?  Will they still be on your ship?

 

I think I see. 

 

Your ship is still docked to enemy ship until you undock it, in location where space battle was. If you do not clear docked enemy ship, it will attack again, if other enemy ships near, they will attack (shield will have come back, so should not trigger mod again right away). To leave battle, you can fly away and jump to next system. Or if the only enemy ship was the one that boarded/docked with you, if you kill that crew, there will be no more enemy ships.  

 

If a different mod send player someplace else (like Auction House?)...I do not know, probably ship will magic teleport to that location (or can fast travel to pick up ship again). But surrender will not do this. If you lose in surrender, PC has sex in place and then player regain control. 

Posted
On 2/27/2025 at 12:22 PM, Gray User said:

Lost In Space (Ship combat defeat mod) Version 0.1 (02.27.2025)

View File

 

Warnings/Problems:

 

Ship weapons do a lot of damage. Threshold is set to 60% because when it was lower, often the enemy ships would destroy the PC ship before mod could trigger. If you set it lower, might not work well. 

 

 

Hmm... perhaps, instead, double the health of ship and then setting the threshold for 50% (but I do not know how to do this cleanly).

  • 2 weeks later...
Posted
On 3/20/2025 at 4:11 PM, sen4mi said:

Hmm... perhaps, instead, double the health of ship and then setting the threshold for 50% (but I do not know how to do this cleanly).

 

Why not just make the ship essential? This was something I was playing around with.

Event OnInit()
actor player = game.getplayer()
SpaceshipReference PlayerShipRef = SQ_PlayerShip.PlayerShip.GetShipRef()
      If game.GetPlayer().HasPerk(PlotArmorPerk)
        PlayerShipRef.SetEssential(true)
        debug.MessageBox("Player's Spaceship has plotarmor!")
    EndIf
    If PlayerShipRef.IsEssential() == true
        debug.MessageBox("Player's Spaceship is essential!")
    EndIf   
EndEvent

Posted (edited)
On 4/2/2025 at 2:53 AM, Reigor said:

 

Why not just make the ship essential? This was something I was playing around with.

Event OnInit()
actor player = game.getplayer()
SpaceshipReference PlayerShipRef = SQ_PlayerShip.PlayerShip.GetShipRef()
      If game.GetPlayer().HasPerk(PlotArmorPerk)
        PlayerShipRef.SetEssential(true)
        debug.MessageBox("Player's Spaceship has plotarmor!")
    EndIf
    If PlayerShipRef.IsEssential() == true
        debug.MessageBox("Player's Spaceship is essential!")
    EndIf   
EndEvent

 

Sort of did this in mod by set the alias that fills in the script to make essential. But I do not trust it  (never trust that option in CK will work exactly). 

 

Good idea to do from script. Maybe I will add that in next release. 

Edited by Gray User
Posted

I am having two problems with this mod.

 

1) not once has the enemy boarded my ship, they are not even at the docker. The mod needs to spawn extra enemies. 

 

2) i got defeated 3 times in a row but managed to be able to board and Captured all enemy ships.  I think it needs a timer before you can go back into your own cockpit, or if their are more than 1 ship attacking you it should be auto Captured and sent to auction house (if installed).

 

I think you need an addon to "lost in space where if you die on foot you get transferred to a pirate/spacer base in a cell. Or crime faction cell if you have bounty. Pirate/spacer Capture you need to break out and steal your ship back (if auction house is installed there is a timer to escape before getting sold) or you can "sleep in your cell" to auto get sold. If you are sold you need to get your ship back the hard way.

Posted

 

11 hours ago, MetZwerg said:

same problem here....

never have been boarded.

always the text, but they never board me....

 

This is not expected behavior. What faction are you lose to? Also, can you check options in lostcell terminal and tell me what boarding options, waves you have set?

 

On 4/5/2025 at 2:05 PM, Burensc said:

I am having two problems with this mod.

 

1) not once has the enemy boarded my ship, they are not even at the docker. The mod needs to spawn extra enemies. 

 

2) i got defeated 3 times in a row but managed to be able to board and Captured all enemy ships.  I think it needs a timer before you can go back into your own cockpit, or if their are more than 1 ship attacking you it should be auto Captured and sent to auction house (if installed).

 

I think you need an addon to "lost in space where if you die on foot you get transferred to a pirate/spacer base in a cell. Or crime faction cell if you have bounty. Pirate/spacer Capture you need to break out and steal your ship back (if auction house is installed there is a timer to escape before getting sold) or you can "sleep in your cell" to auto get sold. If you are sold you need to get your ship back the hard way.

 

1) See above. 

 

2) ¯\_(ツ)_/¯

 

Those are good idea, but as you see, making game engine do complicated things is hard to make reliable. The more the mod has, the more things are going to break. I have no problem if you want to take pieces from this mod and make the mod you describe :)

 

 

 

Posted
On 4/8/2025 at 12:15 PM, Gray User said:

 

 

This is not expected behavior. What faction are you lose to? Also, can you check options in lostcell terminal and tell me what boarding options, waves you have set?

 

 

1) See above. 

 

2) ¯\_(ツ)_/¯

 

Those are good idea, but as you see, making game engine do complicated things is hard to make reliable. The more the mod has, the more things are going to break. I have no problem if you want to take pieces from this mod and make the mod you describe :)

 

 

 

I mostly lost to spacers amd Crimson fleet, but I also lost to security on the Freestar Rangers missions

Posted

i "lost" to ecliptic, crimsonFleet, spacers....

by now.

no matter who, they don´t board.. just the message, that your ship broke down, and that i will be boarded.

it just does not happen.

 

in the first version, i got a message, that there is no "Boarding List" when the First wrecked my ship.

 

but now, no such message.

 

 

could it be problematic, that i have a big crew? (17 crewmembers)

Posted
7 hours ago, Burensc said:

I mostly lost to spacers amd Crimson fleet, but I also lost to security on the Freestar Rangers missions

 

7 hours ago, MetZwerg said:

i "lost" to ecliptic, crimsonFleet, spacers....

by now.

no matter who, they don´t board.. just the message, that your ship broke down, and that i will be boarded.

it just does not happen.

 

in the first version, i got a message, that there is no "Boarding List" when the First wrecked my ship.

 

but now, no such message.

 

 

could it be problematic, that i have a big crew? (17 crewmembers)

 

Not faction problem, good to know. Not sure why does not work (it work 100% of time on my build).

 

I will make note to add some debugs to say if script does not find faction or does not make boarding party or does not find hatch on player ship. Had to make boarding script from nothing with all the aliases because built in boarding script function that is supposed to have enemy come on to your ship did not work. 

 

For right now, mod may just not work for you. If you want to trouble shoot, I would disable mod, save, enable mod, switch to vanilla game ship like frontier or star eagle and see if it works? (Better to switch after re enable mod. Should work either way but mod is better at detecting ship when you change ship). That would tell if problem is that script does not see your ship hatch or that script is not making correct boarding party. 

Posted
11 hours ago, Gray User said:

 

 

Not faction problem, good to know. Not sure why does not work (it work 100% of time on my build).

 

I will make note to add some debugs to say if script does not find faction or does not make boarding party or does not find hatch on player ship. Had to make boarding script from nothing with all the aliases because built in boarding script function that is supposed to have enemy come on to your ship did not work. 

 

For right now, mod may just not work for you. If you want to trouble shoot, I would disable mod, save, enable mod, switch to vanilla game ship like frontier or star eagle and see if it works? (Better to switch after re enable mod. Should work either way but mod is better at detecting ship when you change ship). That would tell if problem is that script does not see your ship hatch or that script is not making correct boarding party. 

I know with Oblivion they have the Goblin wars mod, where the stolen goblin staff acts as a homing becon. Which makes the player a homing becon for a whole tribe of goblins to attack the player. Starfield also has the "wanted" trait that spawns Bounty Hunters to seek and attack the player. Maby something could be made out of the Oblivion Goblin wars mod?

Posted

Any way to increase the time you have to move away after the event until ai turns back on? I got stuck in a loop and needed to manually do my own tgm silliness to get out of it.

Posted

you should ask that in the Surrender thread, because this mod has nothing to do with that problem.

apart from being the same creator.

but it helps the modder to sort out the problems...

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