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phinix

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  1. phinix
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    IMPORTANT:

    Starfield is broken right now. There is a known bug that causes the game engine to stop loading records once you reach a mod index greater than 254. This is separate from the individual mod type limits and will completely break your game at a number of mods far lower than 254 (often only 40-100 mods depending on content and dependency/patches).

    To determine if your problems are caused by this game breaking bug until Bethesda fixes it, you can follow these instructions:
    What mods are impacting the mod limit the most?

    The last line of the file generated by the above process should look something like this:
    Process completed in 1318 milliseconds; found 106 active plugins; highest mod index is 236.
    If the highest mod index listed is greater than 254 your game is unstable and things like broken functionality or missing/invisible content is likely related to that and not any specific mod. The only fix currently is to remove mods until the above process shows your last loaded index to be less than or equal to 254.


    If the Aurora tooltip in-game shows the changes but the visual effect is still ending early, then you likely have not installed the Scripts folder in the correct location. Make sure you see defaultplaysoundandimodoneffectstart.pex in your \Starfield\Data\Scripts folder.

    If you don't see ANY of the changes in-game (the tooltip is unchanged and the effect isn't modified) you likely either don't have the plugin in the right place, don't have it enabled (see Plugins.txt Enabler for details and make sure to add *AuroraDurationAndEffects.esm to your %LOCALAPPDATA%\Starfield\Plugins.txt file preferably near the bottom) or else some other mod (probably one that changes contraband prices) is loading after this one.

    To fix the last problem with load order just make sure this mod loads after any other that edit Aurora in any way and they will work together fine.

    NEW: Version 1.02 includes the option to also effect S.T.E.V.E. and Blend, which both contain Aurora. While S.T.E.V.E. time dilation strength will be the same as Aurora according to your chosen option, Blend will be 1/2 the strength of your chosen option since it contains diluted Aurora, to stay consistent with the base game which also has Blend time dilation at 1/2 Aurora strength. All other effects of these two substances remain the same.
  2. OmarAlidrisi
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    I'm having trouble enabling this mod. I installed it with MO2 and it shows up on the left side but not on the right. There is an icon on the left that says no valid game data... any ideas why?
    1. wetdogel
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      I moved AuroraDurationAndEffects.esm from data to the main file where meta.ini is.
  3. Pixelfriend02
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    Hi
    you told ColinBT1994 that you will
    create an optional file that contains the same FOMOD installer only applies the effects to all three Aurora-based items, and those who wish to use that version are free to do so.

    the only problem is, im to stupid to find the optional FOMOD file.
    i woud like to extend the duration, but use STEVE since it no contraband. (sparing myself the hassle of Smugeling)

    Thanks in advance and again im probably just stupid / blind
    1. phinix
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      You're not stupid, you had the presence of mind to ask! Also you're not blind. I actually haven't uploaded the optional version yet.

      It will be posted in the next day or two once some other updates are finished. :)
    2. Pixelfriend02
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      ah thank you i lookd through all the file and was confused .
      gonnna come check in a few day again

      p. the hole blind/stupid thing was purely a joke but thanks for the nice and encouraging words!
    3. phinix
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      New version is up! Let me know if there are any issues. :)
    4. Pixelfriend02
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      HI love the mod 
      sometimes the Time dillation just dosnt take effect (most likely a problem on bethesdas side) but other than that it working flawlessly
      and thanks for your response been playing with it, as sort of a poor man Sandevistan :) (i know theres a mod for that)
  4. ludachris
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    I also really like Aurora, very cool lore-wise. Thank you for this! This isn't in the scope of your mod, but I figured I'd ask since we both love Aurora lol: Is there anything you could do about Chasmbass never respawning under Neon? I'd love to be able to farm some Chasmbass oil myself but the cell appears bugged and Bethesda has yet to patch it and I wouldn't know where to begin without the CK : /
  5. Azhtral
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    Heyyyy so I don't know if it's me but I tried both the 5m and 10m allchems visuals only, reinstalled, uninstalled and reinstalled, triple checked the file locations manually (I use Vortex), and doing your open menu/save/reload method, but both versions always resulted in no tooltip for the effect/duration, taking it showed 3m duration in my status menu, and the visuals also stop after about 10s, but the status and sound keeps going until the 3m is up. 
    I chose 60s, 40%, 25%, 10x
    Could one of these be conflicting somehow maybe? I removed "Increased Contraband Prices - x2 x5 x10" in favor of this one seeing that it could conflict. 
    *SKKUniversalStash.esm
    *Piloting4ForMClassShips.esm
    *BetterNPCs.esm
    *HSIBA.esm
    *Helpful Activity Objectives.esm
    *Navigate Using City Terminals.esm
    *Naked Guards Fix.esm
    *dmLegendaryRecycler.esm
    *dmLegendaryRecycler - Legendary Clothing Enabled Patch.esm
    *Ship Remote Control.esm
    *FirstPersonLoweredWeapons.esm
    *Item Sorter.esm
    *AuroraDurationAndEffects.esm
    *xatmosLegendaryDrip.esp

    Edit: I tried the "Aurora Duration And Effects - Vortex" download, all the same settings at 10m. Now the effect at least says "Hallicunations for 3m", but... still 3m not 10m, and still the same other issues with 10s visuals but 3m duration after taking it.
    1. Azhtral
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      I installed it on my other computer just to see, same exact results. 3m minute duration and audio, 10s visual effects.
      https://prnt.sc/-xu37oy0HBFw
    2. phinix
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      Thanks for the report. Check the change log... All of the issues you described should be resolved.

      There was definitely an issue in the ALL CHEMS version that prevented the "Hallucinations" effect showing on the Aurora items. I also discovered the update script was setting the wrong duration value for a few of the trippingbass versions, including the one you were attempting to use.

      Finally there was an issue with the Blend effects not lasting the full duration of the visual only option.

      Make sure when updating that the DefaultPlaySoundAndImodOnEffectStart.pex, phiAuroraGlobalResetScript.pex, and phiAuroraPlayerAliasScript.pex files are all located in your Starfield\Data\Scripts directory, overwriting any existing versions.
  6. plainta
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    Oh nice mod, did you think that's possible to modify for not have the time dilatation (so 0%) and just the visual effect for something like 5-10min ? That's would be very great ^^ thx for your work ^^
    1. ColinBT1994
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      Seconded, I'd love to have the visual filter by itself last like 5 mins, otherwise Aurora feels like space whippets with how short the duration is.
    2. AufXDieX12
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      This is a fantastic idea. 
    3. phinix
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      Definitely possible. So just to clarify, what you guys are looking for is a version that doesn't slow time or slow the character, and just adds the visual effects? I'm assuming you want to keep the trippy sound effect as well? :)
    4. plainta
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      Exactly, like a drug IRL, you see some pink elephant and rainbow but the time stay the same xD So you can fight, fly and so while under the effect of aurora. The best outcome would be no time dilatation, the visual effect, trippy sound (all the package when you inject the aurora) last for 10min or so and of course keep the addict, after all, that's one drug :p Thanks again <3
    5. WanElMask
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      Well, more logically, the best would be time dilatation for a bit (X sec.) AND visual effects and sounds for longer.
      Like the time dilation is part of the rush of when you drop the dose, and the sound and visual effects are the overall trip

      If you want trip reports, just ask me lmao


      Anyway, I'm tracking this, nice job phinix !!
    6. ColinBT1994
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      I second what WanElMask described, for RP purposes I think that hits the nail on the head and it'd still have rgeat uses in-game, my "neon druggie" character is a melee Ronin and that short burst of slow time is actually incredibly handy!
    7. plainta
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      Ohh i don't have think to that, so yeah, some second of time dilatation and 10min or so of visual effects and sounds ^^
    8. WanElMask
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      He made exactly that avaible in the fomod option, instant download !
    9. Azhtral
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      Did you guys get it working? No matter which version I download, it's always a 3m duration for me at most.
  7. WanElMask
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    Hey, just to let you know that the architecture of your mod isn't right, the mod install itself to the game root and not into the Data folder
    1. phinix
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      Hi. I think this might depend on which mod manager you use and how you have configured your paths. Also, it is possible to tell the FOMOD scripts to put everything in a /Data subdirectory, but that would mess it up for anyone who has set their install path in MO settings (or whatever mod manager's settings) to the Data folder, as it would make another Data folder inside the Data folder to put it in.

      If you look at other mods such as More Dramatic Grav Jumps, it seems no one builds FOMODS this way. It seems like either way it would not be right for people who set their mod manager install path to the game root, or those who set it to Data.

      I'm not sure if it is an option with Vortex, but for Mod Manager this is why I always use a custom install path to a backup drive so that Mod Organizer installs mods to their own folder inside my backup folder, and I can then just go in there and manually copy things where they need to be.

      I'm honestly not sure if changing this would do more harm than good since as I said it looks like not many do it this way. I appreciate the report though.
    2. WanElMask
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      Thanks for the heads up. I'm gonna take a look at my Vortex parameters and report back to you

      Edit : well, I didn't find any option to configure that.
      I tweaked the folders manually and solved the issue that way
    3. phinix
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      Apparently Vortex needs the data folder explicitly defined as a destination. I created a second version of the main file for use with Vortex. It would be helpful if you could give it a try and confirm it works as expected.
    4. WanElMask
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      Tested and approved, the Vortex friendly version deploys properly.
  8. noirpocs
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    hey i downloaded it manually and followed each steps carefully
    got the .pex and the .esm at the right spots (.pex in scripts) (.esm in both my documents and steammaps's data folder )
    it is listed in the plugins.txt and in the starfield custom.ini (in the right order using LOOT: auroraeffects is below contraband prices modifier .esm)
    ( the game detects the .esm because if i try to remove it and load a save i get the message that a mod is missing)but it does not work i only changed the time to be extended to 30 sec and the slow mo to 80% i kept the rest to default values (25% addiction and default sell value)
    it is not working :/
    here is the list :
    # This file is used by Starfield to keep track of your downloaded content. (You HAVE to keep a # on the first line here)
    *BlueprintShips-Starfield.esm
    *xatmosOutpostTrader.esp
    *UCNavyFatigueGloves.esm
    *more_missions_same_rewards.esm
    *Old Earth Hunting Rifle FullAuto Unlock.esm
    *RecycleScum.esm
    *IncreasedContrabandPrices.esp
    *AuroraDurationAndEffects.esm
    *RicherMerchants.esp

    any ideas ?
    1. phinix
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      I'm not sure if having plugins in two places could possibly break things. You really only want them in one or the other. Did you add the lines to StarfieldCustom.ini to disable MoD and redirect screenshots to your Documents\Photos? If you do that you don't need to have duplicates in the My Documents Starfield Data folder, just the Data folder in the actual game directory.
    2. noirpocs
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      yes i did disable mod and etc

      i am gonna try to remove the pluginsfrom my documents

      EDIT : did not work unfortunately
    3. phinix
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      With the new version there is an option to update the Aurora values internally, which could previously fail if you installed one version of the mod then changed some options on an existing save. To fix this just install the new version with any configuration, load your game, and open your inventory to the Aid section. You don't have to do anything there just open it to the section where meds and Aurora normally would be.

      After that create a new save, then load that save, and the values should all be properly initialized in the game. This is only needed when changing options or installing a different version of the mod. It is a better fix than creating a clean save and the best I can do with current modding limitations. I hope it will get the mod working for you too!
    4. noirpocs
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      thank you
      well now the visuals stays for the duration i want > 60 secs but the slow mo only stays 10 seconds and is still at 40% instead of the 80% i am choosing the .esm from.
      it is a progress just need the slow mo to follow now :)
    5. phinix
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      Are you trying to install manually? I made an article for that but it is complicated because there are so many versions all packed in one file. You should end up with a version of the main mod AuroraDurationAndEffects.esm as well as two scripts installed, defaultplaysoundandimodoneffectstart.pex and phiAuroraGlobalResetScript.pex. The second one has many versions included and you need to pick the right one for the version of the mod you want installed, or the behavior won't match and things will seem weird.

      If you tell me the setting you want to use (you can look at the screenshots) I can probably tell you what specific files to copy.
    6. noirpocs
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      EDIT: thank you
      well now the visuals stays for the duration i want > 60 secs but the slow mo only stays 10 seconds and is still at 40% instead of the 80% i am choosing the .esm from.
      it is a progress just need the slow mo to follow now :)

      to be fair i am happy like this don't bother too much on my case ;)
    7. phinix
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      Make sure you open your inventory to where your meds and Aurora are, close it, and save. Then load that save (you don't even have to exit the game) to update the values Aurora uses. If you got the right .esm it should now be 80%.
  9. ColinBT1994
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    I was thinking while playing with your mod earlier; does the script you made automatically affect the other aurora-effect-producing items like Blend and STEVE? If not, any chance youd be willing to release an update that either sets them the same as aurora values or allows them to be set independently?
    1. phinix
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      EDIT: New version is now up with the visual only and afterglow options. Since the S.T.E.V.E. and Blend items have their own buffs/debuffs it may not be to everyone's liking to have those options extended with the normal Aurora extension options of this mod. However, I decided I will just create an optional file that contains the same FOMOD installer only applies the effects to all three Aurora-based items, and those who wish to use that version are free to do so.

      Due to the sheer magnitude of combinations however, I do not currently plan on a separate version for each item, so it will be "works for all of them or just aurora" deal for now. :)
  10. ColinBT1994
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    Hallelujah! Spent like 3 days trying to get the visual effects of Aurora to extend and couldnt, howd you end up getting it to work?? Any chance you could do the visuals even longer, like 2-3 mins?
    1. phinix
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      Just needed to use a little (script) magic. ;)

      Basically there is a check that runs for a single frame when you activate Aurora (or anything that gives an imod/sound effect) after you exit any menus. In that frame it looks to see if the effect has been applied yet and enables it if not. I basically added a tiny hook there to check if the effect being added was Aurora, then initialized a second timer with a unique ID so it doesn't effect the base game timers or functions in any way.

      This second timer handles refreshing the Aurora imod to prevent it ending early, since the imod would normally only play one full duration when started and it is hard coded to 10 seconds. It is coded to have basically zero processing overhead and be completely safe to add/remove. The data block that defines imod properties is currently unknown by Xedit so this is the only method that could work likely until the CK is available to edit imod properties directly.
    2. ColinBT1994
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      I KNEW that the imod msut've been hardcoded to 10s or something like that, I was scratching my head looking at xedit after I had changed up everything I could and scripting is something I havent ever delved into, youre doin gods work!