All of my testing as well as my current playthrough with this mod installed has been done with save files that have never had any mods uninstalled, or changed between master types. If you believe you are having problems with this mod, and you have done either of those things to your save file, including making a supposedly "clean save," I won't be able to help. There are just too many variables at play that can cause any number of issues when you remove mods or change them between master types. Any mod troubleshooting should always be done with stable, healthy save files. Look under the articles tab for further explanation.
With that said, there are some rare quirks I have noticed while using this mod over time.
1. NPCs sometimes have minds of their own and choose to take a long, roundabout path to get to their destination. This occasionally results in them being late for work. As long as you see them walking, though, it means their package is working and they will get there eventually.
2. Rarely, when returning to a location after spending a long time away, an NPC will not be loaded into the correct position, and may appear to be stuck, standing in one place and not moving. I am still trying to nail down what causes it, but it is temporary. If you spend enough time in the local area for them to cycle into their next package (usually no more than 12 local hours), they should get themselves unstuck and resume their routines. Leaving the area and coming back later would also fix this.
If you are unsure whether an NPC is affected by this mod or not, the articles tab contains a complete list.
As of version 1.04, you can now Enhance yourself through robots at the New Atlantis and Paradiso Enhance branches.
If you Enhance yourself via a robot, the cost is the same as doing it through a human. If you have any mods that change the cost of Enhance, they will still be in effect. The credit amount will not show up in dialogue, and will only display as [...]. This was the one thing I just couldn't figure out how to fix. However, the proper credit amount will still be deducted.
The syntax I used was just copied from normal Enhance conversations: [Pay <Global=EnhancePrice> Credits]
This put the immersion to a next level if you are using 'real time' with 1:1 time ratio. Maybe I'll start using the 'sleep to save' on my next playthrough.
This sounds like a really good idea. I also was disappointed by Starfield going back in time to Morrowind in 2002 where all the NPCs stood in place FOREVER.
It can be safely installed and uninstalled mid playthrough if you do it right.
1) Go to a friendly planet -> Be in Space not on the planet -> new save -> exit 2) Install the mod 3) Load the game, Sleep for 7 days on your ship in Space -> This resets everything on the planets 4) Land on the planet and everything should be good.
Same thing for uninstall, save in space, uninstall the mod, start the game, sleep for 7 days to reset the planets before you land.
Great Mod! I was very disappointed that SF lacked NPC schedules. When I noticed that Paradiso only had three male and three female guest NPC models that are used 11 times I thought WTF! It just seems lazy! It seems BGS was so busy working on the physics problems and procedurally generated landscape problems no one was paying attention to immersion.
Decided to try packing the sound files into a ba2 archive. All the robots voicelines work fine. Note that i used BsArchPro64 which is packaged with xEdit instead of bethesdas official Archive2 tool.
Has anyone encountered an issue where Tseng from UC Distribution no longer appearing. Prior to the release of 1.01 I traded with the robot and Tseng once, but now I only see Johann. I uninstalled loaded my game and Tseng was still missing. Saved that game and when I reinstalled the mod Tseng was still missing all other vendors seemed fine and all the slates seemed to reappear as expected. The oddest thing I noticed is when I was trying to track down when Johann would leave and the robot would start. I waited for 1 hour which should have been from 2 AM to 3 AM but instead the time advance to 1PM. I tried that twice with the same result. I just download xedit and will look for conflicts of course, but it has been so long since I used it, I'm not hopeful I'll understand what it tells me. I was hoping that someone may know the reason and have a quick fix like a console command or something. If I can't figure it out I would have to roll back over 20 hours of real time gaming to load a game prior to me installing this mod, and I would hate to do that. I currently have less than a dozen mods and 1 creation installed, so this is a real bummer.
I did not put a new robot in UC Distribution. If there is one there then it is either vanilla or another mod. Wen should be there from 5 AM to 5 PM. If she is not there right at 5 AM, it means she is currently walking back from where she hangs out. If you wait for an hour or two, she should teleport into the room.
What you mentioned about the time changing erratically while waiting is a known vanilla bug/jank.
Uninstalling would definitely have broken Wen. Once you uninstalled, she reverted vanilla behavior of just hanging out at her current location, wherever she currently is. Uninstalling mid-playthrough is not supported, because it can damage your save file, even if you reinstall later.
Wen's form id is 00012489 if you want to use console commands to teleport her to you
Thanks so much for replying, and yes of course you're right about uninstalling I knew that but did it anyway. This mod conflicts with at least one of my previous installed mods, or my saved game was already messed up before I installed your mod.
I did not know about the vanilla bug though, again thanks for letting me know about that. When I saw it in action it certainly made me pause for a moment. I hope Bethesda addresses this bug.
I will check xedit to see if I can track the conflict. It's been a year since I used xedit (and not with Starfield) but who knows maybe it will come back to me quickly.
This is really a great mod, and my endorsement stands. The few back stories I read were truly great, and I see you just added more vendors with more immersion, so I'm sure it's will be even better when I get around to playing again.
117 comments
With that said, there are some rare quirks I have noticed while using this mod over time.
1. NPCs sometimes have minds of their own and choose to take a long, roundabout path to get to their destination. This occasionally results in them being late for work. As long as you see them walking, though, it means their package is working and they will get there eventually.
2. Rarely, when returning to a location after spending a long time away, an NPC will not be loaded into the correct position, and may appear to be stuck, standing in one place and not moving. I am still trying to nail down what causes it, but it is temporary. If you spend enough time in the local area for them to cycle into their next package (usually no more than 12 local hours), they should get themselves unstuck and resume their routines. Leaving the area and coming back later would also fix this.
If you are unsure whether an NPC is affected by this mod or not, the articles tab contains a complete list.
If you Enhance yourself via a robot, the cost is the same as doing it through a human. If you have any mods that change the cost of Enhance, they will still be in effect. The credit amount will not show up in dialogue, and will only display as [...]. This was the one thing I just couldn't figure out how to fix. However, the proper credit amount will still be deducted.
The syntax I used was just copied from normal Enhance conversations: [Pay <Global=EnhancePrice> Credits]
1) Go to a friendly planet -> Be in Space not on the planet -> new save -> exit
2) Install the mod
3) Load the game, Sleep for 7 days on your ship in Space -> This resets everything on the planets
4) Land on the planet and everything should be good.
Same thing for uninstall, save in space, uninstall the mod, start the game, sleep for 7 days to reset the planets before you land.
I was very disappointed that SF lacked NPC schedules. When I noticed that Paradiso only had three male and three female guest NPC models that are used 11 times I thought WTF! It just seems lazy!
It seems BGS was so busy working on the physics problems and procedurally generated landscape problems no one was paying attention to immersion.
If I can't figure it out I would have to roll back over 20 hours of real time gaming to load a game prior to me installing this mod, and I would hate to do that. I currently have less than a dozen mods and 1 creation installed, so this is a real bummer.
What you mentioned about the time changing erratically while waiting is a known vanilla bug/jank.
Uninstalling would definitely have broken Wen. Once you uninstalled, she reverted vanilla behavior of just hanging out at her current location, wherever she currently is. Uninstalling mid-playthrough is not supported, because it can damage your save file, even if you reinstall later.
Wen's form id is 00012489 if you want to use console commands to teleport her to you
at least one of my previous installed mods, or my saved game was already messed up before I installed your mod.
I did not know about the vanilla bug though, again thanks for letting me know about that. When I saw it in action it certainly made
me pause for a moment. I hope Bethesda addresses this bug.
I will check xedit to see if I can track the conflict. It's been a year since I used xedit (and not with Starfield) but who knows
maybe it will come back to me quickly.
This is really a great mod, and my endorsement stands. The few back stories I read were truly great, and I see you just added more vendors with
more immersion, so I'm sure it's will be even better when I get around to playing again.