Common Issues / F.A.Q. Mod doesn't seem to be working Use the console command in-game help StealthRun The mod has loaded correctly if it returns with: QUST: StealthRun_Quest (XX000801) 'Stealth Run'
The mod hasn't loaded correctly Please follow troubleshooting instructions on the description page.
Anyone else getting a bug with Stealth that they can't move unless/just after stealthing? Also some saves I can ONLY move while stealthing? Super weird.
I removed the Stealth.pex and that fixed it for me atm, I would prefer to use your mod though. It is fantastic. I'm not sure if my Plugin.txt file is working tbh. I've been modding BGS games for twenty years, so I don't THINK I'm doing anything wrong. I'll try reinstalling this mod.
I'll take a look at the mod you two have linked. I don't think it should cause a conflict - in fact, that's the reason I have opted to keep this as a pex file because it will ensure maximum compatibility - but I'll take a look just in case.
EDIT: Nothing obvious there. A save file will still be useful in narrowing down the issue if you have it available.
Could you also type help StealthRun into the console? If the esm file is successfully installed the following line will appear: QUST: StealthRun_Quest (xx000801) 'StealthRun'
I'm going to do a clean reinstall and I'll let you know from there. I'm not sure if the issues is persistent in any of my saves with the .pex file. I'll check back with you shortly.
EDIT: Yeah so I get the bug back INSTANTLY after reactivating this mod : ( man I really love this mod too. Any help would be great. Do you have somewhere I can get you that save?
I think I have determined the cause. If you have an old version of the script which you attached previously with player.aps stealthrun it is unable to read some new properties that are in the esm. This is due to that old script being directly attached to your player instead of being run through the esm. Since it can't read the new movement speed property, it defaults to 0.
I have renamed the script in version 2.0.2 to "StealthRunScript", so you can safely delete any scripts called "StealthRun" which will remove it from your player.
Can confirm it is conflicting with this mod: https://www.nexusmods.com/starfield/mods/3800?tab=files&file_id=18817. The Jetpack Mod. Did a fresh install of both mods, same movement bug.
Not for long, I fixed it on my end. Only required an extra check for crouching so my mod wouldn't overwrite this mod's speed settings. Thanks to souldrinker71 for pointing this out.
I am using v2.0.2 with Starfield v1.12.36. I am also no longer able to move while concealed and using this mod. Confirmed that I have the new version of the script - StealthRunScript.pex and not the older "StealthRun".
Also, I followed your instructions and used the console query. I got the correct response: QUST: StealthRun_Quest (xx000801) 'StealthRun'
Since the quest is running and I have the new script, I can only assume there's a problem with the script and v 1.12.36.
When I disable the mod, I can move normally while crouching/stealth.
So when I first ran this it worked fine, but at some point it stopped working and now if I use the script it tells me could not create papyrus object. I have a StarfieldCustom.ini and the script is installed inthe proper location so I'm not sure what I'm doing wrong. Is there a way to clear it out and try again from scratch?
On my PC there are 2 StarfieldCustom.ini files..one is in Documents/My Games/Starfield , the other in steam/../Starfield One seems to store different info than the other...and some settings will not trigger if placed in the "wrong" one.
I had issues with getting certain things to fire off , even though i had the right entries in one of the SFCustom.ini. Cut/pasting them to the other fixed my issues, so from then on.. I just make sure both of them contain the same info and i don't have to worry what entry should go in which StafieldCustom.ini.
This is an amazing mod... Just wish the mod would autorun upon installing... Sometimes I forget if I have run it in my save game... And since you mentioned that running this multiple times will cause lag I am afraid to run this again... :(
I know it's getting to the point where it's not that big a difference but honestly if it's not too much trouble I would really like something inbetween the 1.5x and 2x versions
moving at full normal movement speed just feels a bit too fast for me while the 1.5x still feels a little slow for my taste, 1.75x would probably be perfect for me
Just as a suggestion, you could include a bat file or CCR option to stop script (maybe stop twice to be safe) and start again.
This could potentially stop people doubling up the command or worse if somebody tried to autoexec it, and it would also be more user friendly; a CCR stop/start script would allow full mod manager install. (I have not tested this BTW)
Full mod manager install will be possible once Creation Kit releases. I will add an ESP with the script running on a quest alias and it will remove the need for a command.
There is no way to stop/start the script. It starts when it attaches to your player, and it stops when it is deleted from your game files or your player no longer has the script (NG+). Hence why I ask people to read the instructions carefully. Attaching a script directly to your player is NOT best practice, but it is what is possible right now.
I remember in Fallout 4 someone did a increase sprint speed mod, I don't think anyone has done that for SF. I think it would be popular because of the amount of running around on planets.
40 comments
Mod doesn't seem to be working
Use the console command in-game help StealthRun
The mod has loaded correctly if it returns with:
QUST: StealthRun_Quest (XX000801) 'Stealth Run'
The mod hasn't loaded correctly
Please follow troubleshooting instructions on the description page.
BTW, i've install the mod "Boostpack to Jetpack (A TRUE Jetpack Experience)"
EDIT: Nothing obvious there. A save file will still be useful in narrowing down the issue if you have it available.
Could you also type help StealthRun into the console? If the esm file is successfully installed the following line will appear:
QUST: StealthRun_Quest (xx000801) 'StealthRun'
EDIT: Yeah so I get the bug back INSTANTLY after reactivating this mod : ( man I really love this mod too. Any help would be great. Do you have somewhere I can get you that save?
I have renamed the script in version 2.0.2 to "StealthRunScript", so you can safely delete any scripts called "StealthRun" which will remove it from your player.
Also cool mod hyyt84!
Also, I followed your instructions and used the console query. I got the correct response: QUST: StealthRun_Quest (xx000801) 'StealthRun'
Since the quest is running and I have the new script, I can only assume there's a problem with the script and v 1.12.36.
When I disable the mod, I can move normally while crouching/stealth.
One seems to store different info than the other...and some settings will not trigger if placed in the "wrong" one.
I had issues with getting certain things to fire off , even though i had the right entries in one of the SFCustom.ini.
Cut/pasting them to the other fixed my issues, so from then on.. I just make sure both of them contain the same info and i don't have to worry what entry should go in which StafieldCustom.ini.
moving at full normal movement speed just feels a bit too fast for me while the 1.5x still feels a little slow for my taste, 1.75x would probably be perfect for me
Any plans for other speeds or a multiplier?
Works well though, thanks! It's a massive improvement. :)
Just as a suggestion, you could include a bat file or CCR option to stop script (maybe stop twice to be safe) and start again.
This could potentially stop people doubling up the command or worse if somebody tried to autoexec it, and it would also be more user friendly; a CCR stop/start script would allow full mod manager install. (I have not tested this BTW)
There is no way to stop/start the script. It starts when it attaches to your player, and it stops when it is deleted from your game files or your player no longer has the script (NG+). Hence why I ask people to read the instructions carefully. Attaching a script directly to your player is NOT best practice, but it is what is possible right now.
I remember in Fallout 4 someone did a increase sprint speed mod, I don't think anyone has done that for SF.
I think it would be popular because of the amount of running around on planets.
*EDIT: Mods where not running needed to do create StarfieldCustom.ini
nvm fixed had too many lines in my ini