First of all, thank you for the positive feedback.
I'm just getting to grips with SF modding. Fortunately, a lot of things from Skyrim and Fallout 4 also work in Starfield. And I'm a little familiar with both games in terms of modding.
XBoxController:
I don't use a controller myself and play SF on the PC. So unfortunately I can't offer XBox controller support. But it should be possible to redirect hotkeys to the controller with the appropriate software. If necessary, Autohotkey is your friend. But if something changes and a possibility arises, I will of course let you know or adapt the mod accordingly, I'll stay on the ball.
One problem at the moment is the lack of information. And many modders resources that exist for Skyrim and Fallout 4 are still missing for Starfield, such as powerofthree's Papyrus Extender and I still haven't found a description of the SFSE function library. I hope that by now the modders who did really great things for SK and FO4 are not away from Starfield, or have never arrived? Unfortunately, the game has put many off and continues to do so. I'm not sure how long I'll stick with it either. E.g. I could cry every time an NPC talks to me and his mouth is already closed, but he keeps talking blithely, ventriloquist. Often No lip-sync in foreign languages. Thats a No go. I've never experienced that in a game before.In FO4 I was able to lip-sync with the appropriate software. But Bethesda has changed the system, so it's not possible to lip-sync at the moment, not even with the CK. That was just ONE example.
Bethesda Creation Kit Wiki is offline. Unbelievable.
Edit: Good news for controller users, try these key bindings:
A little tip for anyone who has problems with braking. Simply go into photo mode (after Impuls Drive is OFFLINE) briefly and your speed will immediately return to normal.
Why do no debris/asteroids/ship traffic appear when I manually approach a planet/moon?
Example ship traffic: There are arrival markers in the game, which are objects that, when activated, spawn ships. There is, for example, the MarsArrivalMarker. When this is activated, ships spawn, your ship is scanned for contraband, etc., and it is activated when the vanilla fast travel to Mars is activated. The marker is of course not activated if, for example, you warp into Mercury Orbit and then fly to Mars manually. This is why the ship traffic is not available. You can easily check this by opening the console and entering 'player.moveto 24e1d7'. Then you are immediately taken into Mars orbit and the ship traffic with all the associated features is available. And that's what the vanilla fast travel does: Player.moveto marker.
Therefore it is not possible to create these special things like debris/asteroids/ship traffic by flying manually. These objects are only activated by fast travel and are not permanently present, such as the stations. Bethesda has not planned for you to fly manually from planet to planet.
Why is my ship marker not being updated on the map?
When you warp into the system and then manually fly into the orbit of a planet, the marker is updated, but as soon as you land on a planet/moon/station, take off again and fly to another planet manually, the marker is not updated and is stuck to the previous planet. SF does not recognize that you are in a different orbit. This seems to be a vanilla problem, shall we say a vanilla bug? Hmmm, Bethesda did not intend for the player to travel this way. So I'm not surprised that there are unwanted side effects. I tried several things to update the marker (FastTravel(), Save/Reload,ReloadCell() etc.), nothing could make the SF engine update the marker.
When I try and use the mod it says "I need to upgrade my boostpack first" is this part of the mod or am I having some weird conflict I don't see any mention of this in the mod description
I do not know if it is just me, but it doesnt work. Like at all.
I installed the mod using Mod Organizer 2. And added these likes of code to StarfieldCustom.ini as well as created Hotkeys.ini in the same folder (in my documents/My Games/Starfield) with designated code in it.
But when I am in the ship and press CTRL+T, nothing happens.
Hi, Do you have these lines in your StarfieldCustom.ini ? [Menu] bUseConsoleHotkeys=1 sConsoleINI=Hotkeys.ini Do hotkeys work for you at all? Please add this line to your Hotkeys.ini: Ctrl-B=cgf "Debug.Notification" "Hotkey Test" Then press CTRL-B in the game and "Hotkey Test" should appear.
You also need some speed for the drive to start (and of course you have to be sitting in the pilot's seat and be in space.
Following all the steps and having success with v1.2 I can say this.
After v1.3 (command runner removal) this mod no longer works. I have tried even manually installing it. No go. No hotkeys will respond not even debug. It's like the scripts don't even load.
Hi, i have the same problem i have the Hotkeys.ini in the Documents\My Games\Starfield folder and the test key dont work. I dont know if its a bug from the 1.4 so i will test older version to see if its work (edit: its dont).
If no hotkeys work at all, not even the test hotkey, the problem lies outside this mod. I recommend Starfield Hotkeys. The mod provides everything that is necessary for hotkeys to work. But keep in mind that the hotkeys are then located in the Starfield installation folder\Hotkeys\hotkeys.ini.
Thanks for this mod! Is it possible to fly to a planet and then load the cell to trigger events/ enemies? Thanks! I know you explained about BG never intending to fly this way
No, this will not be possible (see explanation above), at least not at the moment. Reloading the cells will not create asteroids/debris/ship traffic, only the planets/moons/stations.
Hello, I see that Console Command Runner Updated is required. Since it is an SFSE plugin, will your mod work with Xbox game pass version? Thanks for your answer.
Hi, no. CCR is only required up to V1.2, from V1.3 there are no requirements. Unfortunately no XBox version, only PC, because I don't own one myself and couldn't test it.
Hi! After uninstalling mod my ship has infinite speed and it's almost impossible to slow down, or even stop. It makes space battles awful to play. How can I reverse everything to default? Thank you!
Then you have uninstalled the mod, even though the drive was not OFFLINE. The default values should still be stored in the save. Install the mod again. Load your savegame and switch off the drive. Do NOT switch it on beforehand, otherwise it will overwrite the default values with the fast values. Alternatively, you can also load an earlier savegame. Some advertising on my own behalf, my Autosave mod saves at regular intervals. And has already proven to be a savior in times of need.
If this does not work, we have to get the default values for the ship from a previous save and save them again, I will explain how to do this if the previous one does not work.
One other thing I'm wondering with this is how in-depth does reloading (CTRL+R) get when you arrive at a new location. I'll get within 5k of a planet, press CTRL+R and it loads, but it still doesn't recognize that I'm at a new planet - it doesn't give you the planets title or spawn in debris/asteroids/encounters from normal fast travel. So it gets me to the planet, but I still have to open the star map and fast travel to where I'm already at for content to load in.
Yes, this is still a problem, and I haven't found a solution yet, neither a cell reload nor a save/reload help. I am currently searching through the vanilla scripts. My idea is to find the vanilla fast travel function and then use the parts of the vanilla function used for loading the asteroids/debris etc. I can't say yet if I will succeed. I've also looked at other mods and it's the same there. Interestingly, you can fly far away from a planet and everything is loaded on the return flight. But as soon as you fly to a planet that has not previously been approached via warp/fast travel, neither the marker nor debris/asteroids/ship traffic is updated.
After looking into it more, I've added the explanation of why no debris/ship traffic/asteroids appear when manually flying to a planet in the sticky post above.
Hi, if you have the idea of adding a high-speed spaceship travel animation, I saw an effect that feels very fitting https://www.nexusmods.com/starfield/mods/10450 In this animation, you can see a very good effect of the screen changing when the spaceship flies quickly. Is it possible for this to become the effect of your mod?
Edit: Nevermind, I fixed my issue by moving below lines to the very top of StarfieldCustom.ini, now that it's working this might be the best mod so far for boosting flight speed.
[Menu] bUseConsoleHotkeys=1 sConsoleINI=Hotkeys.ini Letting you know that for me with 1.3 (first time trying this mod) the shortcut CTRL + T is not doing anything - no commands are running. CTRL + R is also not doing anything. I did install correctly and familiar with tweaking starfield and using StarfieldCustom.ini for all sorts of things like launching .bat files, etc. I also tried putting the scripts folder (from download) in both Data folders (My Documents and Steam install folder) and neither worked. Hotkeys.ini I also placed in the Documents > My Games > Starfield path like normal with the correct lines inside. So it doesn't seem to activate for me...
Im a bit confused, how do I know which system I am flying to? I can only notice my self flying from The Key to Max in the Kryx system but when I tried to go farther out to perhaps head into another system I was just staring at the stars, is Ctrl-R=cgf "Impulsdrive.ReloadCell" a means of navigation?
One more thing, I keep having a bug when I disengage the impulse the drive. I keep slowing down but not to my original speed, it just keeps going down past reverse. I sorta corrected it by going into the menu a few times then I re-engaged and dis-engaged and things returned to normal
If you fly at high speed to a planet/moon that is no longer loaded in 3d space (i.e. not visible), the 3d objects are not reloaded. You can see this by the fact that you are within a few LS of the planet, but the planet is not visible. Then you can use Ctrl-R (=cgf "Impulsdrive.ReloadCell") to reload the 3d objects into space, that's all it is, it has nothing to do with navigation.
If you see reverse speed (i.e. red speed) then you have tried to perform flight maneuvers during a flight, you cannot change your direction spontaneously in space. You are looking in one direction but are still flying in the other direction. And yes, flying needs to be practiced a bit. So my tip is, if you're flying at high speeds (with a booster), don't make any big changes of direction. And if you have the booster on for a few minutes (you accelerate more and more), then it will take you at least that long to slow down again.
It also helps to turn the ship to use the forward thrust of the ship as braking thrust, then braking is faster. I always do it like this, for example, if a planet is 100 LS away, I accelerate with the booster up to half the distance, i.e. up to 50 LS. And then I start decelerating. Drive off, speed controller at 0. I only accelerate again moderately when my speed is close to zero. Then I start approaching by switching on the booster only briefly, just by feel. That actually works very well.
96 comments
I'm just getting to grips with SF modding. Fortunately, a lot of things from Skyrim and Fallout 4 also work in Starfield. And I'm a little familiar with both games in terms of modding.
XBoxController:
I don't use a controller myself and play SF on the PC. So unfortunately I can't offer XBox controller support. But it should be possible to redirect hotkeys to the controller with the appropriate software. If necessary, Autohotkey is your friend. But if something changes and a possibility arises, I will of course let you know or adapt the mod accordingly, I'll stay on the ball.
One problem at the moment is the lack of information. And many modders resources that exist for Skyrim and Fallout 4 are still missing for Starfield, such as powerofthree's Papyrus Extender and I still haven't found a description of the SFSE function library. I hope that by now the modders who did really great things for SK and FO4 are not away from Starfield, or have never arrived? Unfortunately, the game has put many off and continues to do so. I'm not sure how long I'll stick with it either.
E.g. I could cry every time an NPC talks to me and his mouth is already closed, but he keeps talking blithely, ventriloquist. Often No lip-sync in foreign languages. Thats a No go. I've never experienced that in a game before.In FO4 I was able to lip-sync with the appropriate software. But Bethesda has changed the system, so it's not possible to lip-sync at the moment, not even with the CK. That was just ONE example.
Bethesda Creation Kit Wiki is offline. Unbelievable.
Edit:
Good news for controller users, try these key bindings:
Controller Keybinds:
Xenon_A / Xenon_B / Xenon_X / Xenon_Y
Xenon_Select / Xenon_Start
Xenon_LS / Xenon_L1 / Xenon_L2 / Xenon_L3
Xenon_RS / Xenon_R1 / Xenon_R2 / Xenon_R3
DPad_Up / DPad_Down / DPad_Left / DPad_Right
Starfield Hotkeys
Example ship traffic:
There are arrival markers in the game, which are objects that, when activated, spawn ships. There is, for example, the MarsArrivalMarker. When this is activated, ships spawn, your ship is scanned for contraband, etc., and it is activated when the vanilla fast travel to Mars is activated. The marker is of course not activated if, for example, you warp into Mercury Orbit and then fly to Mars manually. This is why the ship traffic is not available. You can easily check this by opening the console and entering 'player.moveto 24e1d7'. Then you are immediately taken into Mars orbit and the ship traffic with all the associated features is available. And that's what the vanilla fast travel does: Player.moveto marker.
Therefore it is not possible to create these special things like debris/asteroids/ship traffic by flying manually. These objects are only activated by fast travel and are not permanently present, such as the stations. Bethesda has not planned for you to fly manually from planet to planet.
Why is my ship marker not being updated on the map?
When you warp into the system and then manually fly into the orbit of a planet, the marker is updated, but as soon as you land on a planet/moon/station, take off again and fly to another planet manually, the marker is not updated and is stuck to the previous planet. SF does not recognize that you are in a different orbit. This seems to be a vanilla problem, shall we say a vanilla bug? Hmmm, Bethesda did not intend for the player to travel this way. So I'm not surprised that there are unwanted side effects. I tried several things to update the marker (FastTravel(), Save/Reload,ReloadCell() etc.), nothing could make the SF engine update the marker.
I installed the mod using Mod Organizer 2. And added these likes of code to StarfieldCustom.ini as well as created Hotkeys.ini in the same folder (in my documents/My Games/Starfield) with designated code in it.
But when I am in the ship and press CTRL+T, nothing happens.
Do you have these lines in your StarfieldCustom.ini ?
[Menu]
bUseConsoleHotkeys=1
sConsoleINI=Hotkeys.ini
Do hotkeys work for you at all?
Please add this line to your Hotkeys.ini:
Ctrl-B=cgf "Debug.Notification" "Hotkey Test"
Then press CTRL-B in the game and "Hotkey Test" should appear.
You also need some speed for the drive to start (and of course you have to be sitting in the pilot's seat and be in space.
After v1.3 (command runner removal) this mod no longer works. I have tried even manually installing it. No go. No hotkeys will respond not even debug. It's like the scripts don't even load.
Do you have the Hotkeys.ini in the Documents\My Games\Starfield folder?
I know you explained about BG never intending to fly this way
no. CCR is only required up to V1.2, from V1.3 there are no requirements. Unfortunately no XBox version, only PC, because I don't own one myself and couldn't test it.
The default values should still be stored in the save. Install the mod again. Load your savegame and switch off the drive. Do NOT switch it on beforehand, otherwise it will overwrite the default values with the fast values. Alternatively, you can also load an earlier savegame. Some advertising on my own behalf, my Autosave mod saves at regular intervals. And has already proven to be a savior in times of need.
If this does not work, we have to get the default values for the ship from a previous save and save them again, I will explain how to do this if the previous one does not work.
https://www.nexusmods.com/starfield/mods/10450
In this animation, you can see a very good effect of the screen changing when the spaceship flies quickly. Is it possible for this to become the effect of your mod?
[Menu]
bUseConsoleHotkeys=1
sConsoleINI=Hotkeys.ini
Letting you know that for me with 1.3 (first time trying this mod) the shortcut CTRL + T is not doing anything - no commands are running. CTRL + R is also not doing anything. I did install correctly and familiar with tweaking starfield and using StarfieldCustom.ini for all sorts of things like launching .bat files, etc. I also tried putting the scripts folder (from download) in both Data folders (My Documents and Steam install folder) and neither worked. Hotkeys.ini I also placed in the Documents > My Games > Starfield path like normal with the correct lines inside. So it doesn't seem to activate for me...
One more thing, I keep having a bug when I disengage the impulse the drive. I keep slowing down but not to my original speed, it just keeps going down past reverse. I sorta corrected it by going into the menu a few times then I re-engaged and dis-engaged and things returned to normal
If you see reverse speed (i.e. red speed) then you have tried to perform flight maneuvers during a flight, you cannot change your direction spontaneously in space. You are looking in one direction but are still flying in the other direction. And yes, flying needs to be practiced a bit. So my tip is, if you're flying at high speeds (with a booster), don't make any big changes of direction. And if you have the booster on for a few minutes (you accelerate more and more), then it will take you at least that long to slow down again.
It also helps to turn the ship to use the forward thrust of the ship as braking thrust, then braking is faster. I always do it like this, for example, if a planet is 100 LS away, I accelerate with the booster up to half the distance, i.e. up to 50 LS. And then I start decelerating. Drive off, speed controller at 0. I only accelerate again moderately when my speed is close to zero. Then I start approaching by switching on the booster only briefly, just by feel. That actually works very well.