After playing Baulder's Gate 3 Starfield just feels so restrictive. Then there are places where everyone is an ahole like the Red Mile or a cesspool like Neon. I just want to nuke those places from orbit and never visit again. Every time one of the guards in the Red Mile opens their mouths I just want to shoot them.
Side Note: I really hate how it railroads you into being a pirate in that one quest to get an artifact. I could stealth it the all the way, or even cheat my way in, and if I grab the artifact with no cameras and no one around, instant bounty. It feels stupid.
Sweet mod bruv! Any way the companions could still remain essential? It's getting tedious go reload cause Jess insists on running in whenever I throw grenades.
Heya! I tried every NPC_code and some others but cannot get Sarah to become an essential character, its 00005983 according to the wiki. But I have also already tried: 0018DB29 00236B2B 0022549C 00025202 Can anyone giveme a solid way to get their baseids or am I doing something wrong? I am using /help Sarah Thank you!
Hey buddy, when I use setessential in the console, I get "Compiled Script not saved!" and the npc isn't made essential. Do you know a workaround for this?
use help NPC name and at the bottom it should give you 2 different ID values for their name. I used the command on both values and bam, everyone named is killable. Ignore whatever id it's showing you when you click on an NPC, you need the actual actor value.
Doesn't work, I tried but none of the commands work, you can't even get a reliable ID and the setessential command doesn't work or you people arent even putting the whole command properly how it is supposed to be used.
You're dead wrong. You can use the console to set them essential. setessential [npc id] [essential status]There was always ways make them essential without GECK-CK-CK2.
Setting them essential after using them in this mod isn't going to do you much good. bEssentialTakeNoDamage basically turns off the ability for essential characters to not die. Basically makes it so everybody dies regardless of essential status or not. The only characters that you still can't kill are children and your parents from the Kid Stuff trait. At least those are the only ones I've found and there have been a few times I've... roleplayed an evil version of my character doing what evil versions of my character do.
The command is there but it doesn't do anything. It doesn't toggle them essential on or off. Again-- fully aware the command is a real thing that was always there-- and I've also been entering it correctly with the correct BASEID that you are required to use-- just saying that somehow it is disabled in that its functionality doesn't work.
It's like people google answers but never actually try them. Lmao.
Late to this but the command works, I have used it on a few people. It is finniky, you have to have the BASE ID (Not the ref id you get by clicking them) To get the base ID type "Help {Character name}" and it should give a long list. Each character has different versions of them, the version you talk to during a quest, the one on your ship, and the one out in the wild (Probably more) all have different tags. any id tagged "NPC_****" is a version you find out in the world, any tagged "ACTR" i am unsure about and any tagged "QUST" is different versions that you find in quest locations. I have yet to find the version that is the companion but I can absolutely spawn one or two "NPC" tagged versions and use the set essential on them just fine. so its not an issue of the command not working, its an issue of Beths tagging and base ID system. If they allowed you to use the ref id instated it would be a lot simpler.
You can find NPC's ID by clicking on them I believe while having the console open.
A temp fix would just be to revive your companion(s) everytime they die, I don't remember the command out of my head, but I'm pretty sure what ever command was used for this in skyrim and fallout would work in this game
EDIT: lol, I'm fine but you know these install instructions are gonna leave some people confused. Trust, I know it's super easy but apparently for a lot of people, it's not. I'll try and help ya out with a few tips for those people for changing these .ini files, so that you don't get flooded with questions.
Guys, Starfield.ini goes in your root game /Starfield folder where Starfield.exe is located. The Starfieldprefs.ini and Starfieldcustom.ini go in the MyGames/Starfield folder. You may likely already have changes made to these files-- especially Starfieldprefs and Starfieldcustom-- for other mods you use. The only essential part of the files included in this mod download is the header and line:
[GamePlay] bEssentialTakeNoDamage=0
If you have other mods or enabled ragdoll (havok) physics at any point-- then you will already have a [Gameplay] header in that file. Just copy paste the bEssentialTakeNoDamage=0 line under it in alphabetical order (it optimizes these .ini files if everything is in alpha order, which is why they all have a prefix letter for the first character before the actual setting-- in this case a "b").
I'll show you my Starfieldcustom.ini file here as an example:
[Controls] bDampenFirstPlayerControls=0 bDampenThirdPlayerControls=0 bMouseAcceleration=0 fIronSightsPitchSpeedRatio=1 fMouseHeadingXScale=0.01 fMouseHeadingYScale=0.02 fPitchSpeedRatio=1 # Delay in seconds before the player grabs an interactive object fQCZKeyDelay=0.3 # Delay in seconds before the player grabs a basic object fZKeyDelay=0.15
Any major NPC that gets rendered "invulnerable" in the sense that they become untouchable (you can shoot them but shots will go straight through-- all attacks will behave as if they hit nothing, and the NPC will not react at all)-- is still impossible to kill. I think the most well-known example of this is
Spoiler:
Show
Administrator Bayu on Neon when you complete a certain major sidequest. If you try to shoot him after concluding this dialogue at the very end of the quest, it will not affect him and this lasts forever onward from that point.
This wouldn't be such a bummer, except that Naeva is one such character that this happens to. You have the option to kill her before completing the Crimson Fleet faction questline because she is still "shootable" at that point-- but having completed that questline I can assure you it will be completely broken if Naeva is killed before its completion-- and dialogue with Del and Naeva aside it's definitely one of the better questlines. For whatever reason, Bethesda decided she should become invincible after the quest is completed. I can't lie-- she was THE FIRST PERSON I tried to go kill lmao. Very saddened that I could not end her but I can confirm the mod is working because I was able to kill every other essential NPC on the Key.
I'm in a relationship with Andreja and for role playing purposes, was planning to wait until she "dies" in our adventures before moving onto the Unity. Feels kind of buggered to say, "Hey Babe, I really loved you, but we defeated the Starborn and found all the temples, destroyed the Crimson Fleet, saved the galaxy from the Xenomorph threat, gained status as a Freestar Ranger, and now I'm kind of bored jumping star systems doing fetch quests for settlers. Time to ditch you and move on to a new life, Babe."
Going into the Unity after she is killed to find her again in another universe feels more appropriate for role play.
Apparently it doesn't work. I broke character and tried killing Andreja myself as a test. All she did was crouch until she healed, and then smiled at me in the most creepy way while telling me I'm her favorite person.
BTW, am I one of the few persons who've downloaded this mod that doesn't seem to have psychotic tendencies? After reading through this thread, I'm a tad concerned.
78 comments
For example the cops in neon gang sub quests
Side Note: I really hate how it railroads you into being a pirate in that one quest to get an artifact. I could stealth it the all the way, or even cheat my way in, and if I grab the artifact with no cameras and no one around, instant bounty. It feels stupid.
Any way the companions could still remain essential? It's getting tedious go reload cause Jess insists on running in whenever I throw grenades.
It's the same variable for all characters, companion or otherwise. No way to change it until the CK comes out
For example:
"/help Sarah" should give you the baseID for Sarah
"/help plushie" gives you the baseID for the plushies
But I have also already tried:
0018DB29
00236B2B
0022549C
00025202
Can anyone giveme a solid way to get their baseids or am I doing something wrong? I am using /help Sarah
Thank you!
setessential [npc id] [essential status]
There was always ways make them essential without GECK-CK-CK2.It's like people google answers but never actually try them. Lmao.
A temp fix would just be to revive your companion(s) everytime they die, I don't remember the command out of my head, but I'm pretty sure what ever command was used for this in skyrim and fallout would work in this game
EDIT: lol, I'm fine but you know these install instructions are gonna leave some people confused. Trust, I know it's super easy but apparently for a lot of people, it's not. I'll try and help ya out with a few tips for those people for changing these .ini files, so that you don't get flooded with questions.
Guys, Starfield.ini goes in your root game /Starfield folder where Starfield.exe is located. The Starfieldprefs.ini and Starfieldcustom.ini go in the MyGames/Starfield folder. You may likely already have changes made to these files-- especially Starfieldprefs and Starfieldcustom-- for other mods you use. The only essential part of the files included in this mod download is the header and line:
[GamePlay]
bEssentialTakeNoDamage=0
If you have other mods or enabled ragdoll (havok) physics at any point-- then you will already have a [Gameplay] header in that file. Just copy paste the bEssentialTakeNoDamage=0 line under it in alphabetical order (it optimizes these .ini files if everything is in alpha order, which is why they all have a prefix letter for the first character before the actual setting-- in this case a "b").
I'll show you my Starfieldcustom.ini file here as an example:
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
[Combat]
bAimAssistEnabled=0
bMagnetismEnabled=0
[Controls]
bDampenFirstPlayerControls=0
bDampenThirdPlayerControls=0
bMouseAcceleration=0
fIronSightsPitchSpeedRatio=1
fMouseHeadingXScale=0.01
fMouseHeadingYScale=0.02
fPitchSpeedRatio=1
# Delay in seconds before the player grabs an interactive object
fQCZKeyDelay=0.3
# Delay in seconds before the player grabs a basic object
fZKeyDelay=0.15
[Crafting]
bFreeItemCrafting=1
[Display]
fDecalLifetime=9000.000
fDecalLOD0=90000
fMaxAnisotropy=16
[Decals]
bAllowDecalsOnAlpha=1
bDecalMultithreaded=1
iMaxDecalsPerFrame=25
iMaxSkinDecalsPerFrame=1000
uMaxDecals=5000
uMaxSkinDecals=3000
uMaxSkinDecalsPerActor=100
[GamePlay]
bAllowHavokGrabTheLiving=1
bEssentialTakeNoDamage=0
[General]
bEnableMessageOfTheDay=0
bRenamePropertiesOnMaterialSwap=0
SGPUDefaultQualitySettingsJSON=DefaultGlobalGraphicsSettings.json
sStartingConsoleCommand=bat CenterOfAttentionFix
sStartingConsoleCommand=bat CosmiCarnage
sStartingConsoleCommand=bat gravity
sStartingConsoleCommand=bat LessSpongyEnemies
sStartingConsoleCommand=bat living01
sStartingConsoleCommand=bat mclassunlock
sStartingConsoleCommand=bat shipsize
uExterior Cell Buffer=47
[Menu]
bUseConsoleHotkeys=1
sConsoleINI=StarfieldHotkeys.ini
[ResourceVeins]
fResourceDecalRenderDistance=44.0000
[Spaceship]
fShipBuilderModuleOverlapTolerance=-5.0000
fShipBuilderSnapDistance=1.7500
fShipBuilderEquipmentSnapDistance=1.5000
fShipBuilderFloorChangeDuration=0.3500
fShipBuilderMouseRotationSpeedMultiplier=9.0000
fShipBuilderGamepadPanSpeed=45.0000
fShipBuilderMousePanSpeed=2.2500
fShipBuilderMinFloor=-50.0000
fShipBuilderMaxFloor=50.0000
fShipBuilderZoomMinScale=4.0000
fShipBuilderGamepadZoomSpeedMultiplier=1.2000
fShipBuilderMouseZoomSpeedMultiplier=4.0000
[Wwise]
iDefaultExternalCodecID=4
It should look something like that... although yours may have more or fewer things in it depending on what changes you've made to it.
Hope this helps more people than it confuses.
Any major NPC that gets rendered "invulnerable" in the sense that they become untouchable (you can shoot them but shots will go straight through-- all attacks will behave as if they hit nothing, and the NPC will not react at all)-- is still impossible to kill. I think the most well-known example of this is
This wouldn't be such a bummer, except that Naeva is one such character that this happens to. You have the option to kill her before completing the Crimson Fleet faction questline because she is still "shootable" at that point-- but having completed that questline I can assure you it will be completely broken if Naeva is killed before its completion-- and dialogue with Del and Naeva aside it's definitely one of the better questlines. For whatever reason, Bethesda decided she should become invincible after the quest is completed. I can't lie-- she was THE FIRST PERSON I tried to go kill lmao. Very saddened that I could not end her but I can confirm the mod is working because I was able to kill every other essential NPC on the Key.
I'm in a relationship with Andreja and for role playing purposes, was planning to wait until she "dies" in our adventures before moving onto the Unity. Feels kind of buggered to say, "Hey Babe, I really loved you, but we defeated the Starborn and found all the temples, destroyed the Crimson Fleet, saved the galaxy from the Xenomorph threat, gained status as a Freestar Ranger, and now I'm kind of bored jumping star systems doing fetch quests for settlers. Time to ditch you and move on to a new life, Babe."
Going into the Unity after she is killed to find her again in another universe feels more appropriate for role play.
BTW, am I one of the few persons who've downloaded this mod that doesn't seem to have psychotic tendencies? After reading through this thread, I'm a tad concerned.
when prompted to attack somebody that cant die, i just un installed the game int he first hour.
EVENTUALY modders will fix this. at least dont give a prompt to attack.