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.
If you are unsure whether an NPC is affected by this mod or not, the articles tab contains a complete list.
It is recommended to have the dialogue camera turned on the first time you talk to the broken-down robot in The Key.
If you have read the in-game data slates and still have questions about how the scene with the two robots is supposed to work, make sure you check the article under the Articles tab for specific details
I think you're asking if you can translate this mod into French? If so, yes, permissions are open for translations. I think it's already been translated into a couple other languages
FlippingEggs , thanks, no i ask you if is necessary to traduct in french, i wants my games in full french, your mods add voice or just text form npc ? Thanks
I couldn't find Ravioli (the bot at Jemison) and I wondered where it went since it was definitely the night shift. And then I went to the public square and saw its "corpse" lying there out in the open. It seems we have a proper whodunnit on our hands. Personally, I think it was UC Security. They gunned down some civilian lady in the well just the other day and I have no idea why. With that being said, the bot sure did have an attitude... So who knows?
Considering Amoli has been programming him while high on Aurora and/or drunk on Chandra, I'm not surprised someone decided to take him out...
But the serious answer is, I had to make him a member of the UC Faction in order for aggro to trigger properly if you choose to attack him through dialogue, so if a fight breaks out nearby it is possible that he will try to help anyone else who is in the UC faction and get killed in the process. I can consider changing his "ally assistance" settings to prevent this or just make him protected (only the player can kill).
Also, I don't know if it's been fixed, but I think there used to be a rare vanilla bug where NPCs would randomly get launched hundreds of meters in the air, then fall to their deaths, so that could be another possibility
Love the mod, although i was playing the Vanguard questline and i noticed during a certain moment all the doors to stores in the city are closed, showing that they actually do in fact have doors, maybe not operational for opening and closing but there are assests that they used to block the player from entering
I'd love to know if it's possible to impliment these doors when the stores are closed? or shudders on windows, making them operaional would be a whole other problem but being able to see the store is closed with the lights off from a distance would add a lot to the immersion, I loved in skyrim that you could pick the lock if you wanted and break in otherwise you just had to wait untill trading hours and I'd love to see this added back into the game along with the routines
Yes, this is something I want to incorporate in the future, maybe not to stores if they have robots (since the point of the robot is to keep the store open 24/7) but to certain areas, like Belle Rowland's backroom or the Jemison Mercantile storeroom. I want to make it so that going into these areas after-hours will require lock picking and count as trespassing.
I have a companion mod in the works but once that is done and released I will be able to look into this
Unless you are part of the dev team, no one can say for sure why things are or aren't there. But sure, it sucks that a unique staple of their games got cut for whatever reason. Either they couldn't get it working on the scale needed, or it already existed but possibly got cut due to complaints from focus groups saying that it was annoying having to always accommodate for different time zones between planets(clearly didn't have robot alternatives then). Its a shame, but its not really fair to think they are just incompetent when we have no idea what the actual reason is. This game also has tons of things that other games didn't do.
Some NPCs in vanilla Starfield do have schedules/routines though. It's just that not everyone of them do anymore. This is especially in regards to the shopkeepers where in every previous Bethesda game, shopkeepers would always have a time they open and close. It made the worlds feel more immersive, because generally no matter what kind of player you were, you needed to go to shops. Sometimes you'd need to wait for them to open. But it also presented the opportunity for thievery as you could wait for shops to close and sneak in to steal stuff.
I absolutely do not understand why Bethesda cut such an important staple.
Please make this compatible with "Seamless City Interiors". Installing both mods broke my game and now I have to uninstall this mod every time I want to talk to a Store in Neon.
Due to the way this mod works, making it compatible with Seamless City Interiors would require it to be completely rebuilt. If that mod gets updated and continues to receive support then I can consider building a separate version of this mod for it, but it will take a lot of time
I should probably make a patch for it, but yes, you can load my Ebbside mod below this. The only conflict is with Styx: my Ebbside mod makes him enemies with Disciples, and changes his aggression to Aggressive, while this mod gives him an anchor point to return to if he happens to leave the store during combat (so he wouldn't end up standing in the street)
Thanks for the explanation! There were a couple of records here that don't forward some small info from some of the updates, btw. I doubt it matters much, but next time you're in the mod. :) Same with Ebbside.
169 comments
If you are unsure whether an NPC is affected by this mod or not, the articles tab contains a complete list.
If you have read the in-game data slates and still have questions about how the scene with the two robots is supposed to work, make sure you check the article under the Articles tab for specific details
But the serious answer is, I had to make him a member of the UC Faction in order for aggro to trigger properly if you choose to attack him through dialogue, so if a fight breaks out nearby it is possible that he will try to help anyone else who is in the UC faction and get killed in the process. I can consider changing his "ally assistance" settings to prevent this or just make him protected (only the player can kill).
Also, I don't know if it's been fixed, but I think there used to be a rare vanilla bug where NPCs would randomly get launched hundreds of meters in the air, then fall to their deaths, so that could be another possibility
I vote protected status. :) I miss his jokes!
I'd love to know if it's possible to impliment these doors when the stores are closed? or shudders on windows, making them operaional would be a whole other problem but being able to see the store is closed with the lights off from a distance would add a lot to the immersion, I loved in skyrim that you could pick the lock if you wanted and break in otherwise you just had to wait untill trading hours and I'd love to see this added back into the game along with the routines
again, love the mod and thanks for your work
I have a companion mod in the works but once that is done and released I will be able to look into this
but bro... the lack of so many basic things that were in other games is really quite sad
Sad when daggerfall has better day and night cycle
for whatever reason. Starfield has several things missing that other Bethesda games haveand that's sad
I absolutely do not understand why Bethesda cut such an important staple.
Thanks for this, btw. It adds a lot. :)