fAutoDoorFadeSecs=0.5 fLoadGameFadeSecs=1.0 fNormalDoorFadeSecs=0.4 fNormalFadeSecs=0.4 I'll probably keep a little fade myself, like half or quarter values. I also like the anims even if it takes longer, but thanks for the mod!
this is definitely one of the underrated mods out there. it makes loadings take much less time compared to the vanilla. specially if you add up the door animation times to the loading screen which is followed after. kudos to the mod creator.
Can someone confirm whether or not this particular mod disables achievements? I see where he wrote in the description "MODS DISABLE ACHIEVEMENTS" ...but, that statement insinuates "all mods", which is not true.
I was also wanting confirmation because another, very similar mod, "Faster Airlock and Hatch Animations" states specifically that it does not disable achievements, and I believe it alters the same sort of files as this mod.
Anyway, I just wanted to get confirmation from someone using the mod as to whether it disabled their achievements or not. Thanks!
Well, with that information I think it would be safe to say that this doesn't disable achievements, but I don't see the worth in testing that since there are achievement enablers available.
Just a heads up for your gifs in the description, you should make them so the modded one waits longer after going through the door so that both of them are the same length, that way they'll be able to loop without going out of sync.
I gave up on them after trying for way too many times. Even calculated the frames and frametimes so they would match but somehow I just couldn't get them to match. Could be some form of compression on imgurs end too, who knows.
Is there any way to skip the airlock door that needs cycling from Cydonia? I'm 40 hours in and this is the only door that takes that long to even begin level transition so far.
Yeah, it's possible, but not for this mod. You can use BAE to open the animations archive, hunt down the correct graph table file (.agx) and change the speed multiplier there.
Or you could remove the ini from the downloads, so it works correctly like other mods so it works as expected.
It's not like it technically needs to be in there, as you can just have the instructions either on the file description or the mod description page. The fade is only part of the mod.
If the file isn't Vortex friendly, then the author should remove the button to enforce manual install. On the same note, you can't demand the author to change the containing files just because you want them to. That's their choice on how they want to distribute it.
Why don't you just upload it seperately like other mods do, or since all we actually need out of your StarfieldCutsom.ini is to copy the text into ours, why don't you just edit your mod description and paste the text from the ini so that we can download the mod with Vortex and just paste the text into ours manually. Installing mods manually is a pain in the ass, there's no reason to be so hard-headed about it
Not a big fan of the entitled attitude people have towards mods. I'm doing these the way I thought would be best, if you have a problem with how the ini files are handled, maybe point your negativity towards vortex itself for not combining the .ini files, which should've been a feature ages ago considering the most popular games on nexus are BGS games.
Installing manually is as simple as you copypasting the ini contents and the files, It's even less work than installing with vortex. I'll just disable the vortex download.
These kind of "conflicts" between modders and mod users weren't a thing back in the day when manual install was the standard. I still prefer manual install over any automated Manager. Its so simple, fast and guaranteed to work that I'm baffled as to how people have lost this capability of installing simple mods manually.
Anywhoo. I assume it was due to this mod, but I came across a slight issue once, where I got stuck inside my ship. The animation to open the hatch activated, but the loading did not initiate. So the door got stuck in an animated state of being open and I was still inside my ship. I was unable to activate the door again. Only reloading save fixed it. Just thought to let you know. Might not even be a thing that can be fixed.
That's a vanilla thing, has been happening in pretty much all BGS games and the bug is still present. So not related to the mod, but thank you for reporting! Funnily I just encountered the same thing and thought that I should probably make a disclaimer that the bug is vanilla, not of this mod :D
Only did a rough test with and without this mod installed, it appears that from the time of interacting with the door to being able to continue to walk, vanilla was 6.55 seconds and this mod was 4.50. Only rough numbers but a clear time save. I interacted with the same door as the mod uploader from the same side in both tests.
The difference is subtle but feels much more responsive and fast even if the loading itself isnt faster, the extra trimming and allowing you to move faster is noticeable. Honestly an essential mod to me, seconds loading really add up in this game, ill take anything to make it less of a hassle
33 comments
Are all of the default fades 1 second?I looked it up, here are the defaults:
fAutoDoorFadeSecs=0.5
fLoadGameFadeSecs=1.0
fNormalDoorFadeSecs=0.4
fNormalFadeSecs=0.4
I'll probably keep a little fade myself, like half or quarter values. I also like the anims even if it takes longer, but thanks for the mod!I was also wanting confirmation because another, very similar mod, "Faster Airlock and Hatch Animations" states specifically that it does not disable achievements, and I believe it alters the same sort of files as this mod.
Anyway, I just wanted to get confirmation from someone using the mod as to whether it disabled their achievements or not. Thanks!
You can use BAE to open the animations archive, hunt down the correct graph table file (.agx) and change the speed multiplier there.
And I also linked to this mod page since it complements mine really well.
It makes it put the Data folder of the zip inside the Data folder (so you get Data\Data\meshes).
Same with the Digipick mod.
It's not like it technically needs to be in there, as you can just have the instructions either on the file description or the mod description page. The fade is only part of the mod.
... egotistical.
If the file isn't Vortex friendly, then the author should remove the button to enforce manual install. On the same note, you can't demand the author to change the containing files just because you want them to. That's their choice on how they want to distribute it.
Installing manually is as simple as you copypasting the ini contents and the files, It's even less work than installing with vortex. I'll just disable the vortex download.
Anywhoo. I assume it was due to this mod, but I came across a slight issue once, where I got stuck inside my ship. The animation to open the hatch activated, but the loading did not initiate. So the door got stuck in an animated state of being open and I was still inside my ship. I was unable to activate the door again. Only reloading save fixed it. Just thought to let you know. Might not even be a thing that can be fixed.
That's a vanilla thing, has been happening in pretty much all BGS games and the bug is still present. So not related to the mod, but thank you for reporting! Funnily I just encountered the same thing and thought that I should probably make a disclaimer that the bug is vanilla, not of this mod :D