Starfield

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Vex

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vexthecollector

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  1. vexthecollector
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    Thought I'd add a few clarifications directly here too.

    How did I do this? All of the code was already in the game, but a few things were broken and just didn't work. As you can see from how it is currently even with this mod, a few things like docking are still somewhat broken. 

    Why can't I build this alongside my Spaceship Landing Pad? Fixed in the newest version

    Will you fix docking? I hope I can, but I think this is an issue with something deeper in the code I currently can not edit.
  2. jmpz11
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    Howdy intrepid starstation builders!

    I have fixed docking. Basically, only two dockers were configured correctly - they never got around to linking the docking ring to the snapping object. And do you know why docking was so hard? Because of all the dockers lol

    (waits for the applauding cricket to quiet down)

    Stations in the game aren't built from blueprint like (most) ships - they usually only have one functional docker - the others are for show. Not sure if the author is still around.

    I've also found that teleporting to the station is just a bad idea. Just don't do it lol. I'll be removing the option from my update. I also restored the totally useless rocket jet wash (moved the activator so you aren't standing in it)

    I think I might know why the stations aren't torn down along with the outpost - might be a oneliner in the papyrus script.


    For anyone hoping for fixed door placement... no dice so far. Seems the door placement code isn't papyrus, so can't really peek under the covers... much. Most I can do is compare other, similar working things to the broken ones.

    (I also plan to increase the number of defense ships per defense port, cuz they never dock and it wastes space)

    No promises or timeline - I just have a slightly improved Proof-of-concept lol

    1. davidkslack
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      Anyone picking this up is great news!  Good to hear jmpz11
      Sounds like you have a handle on this and can make some headway on making it playable.
      See if the vexthecollector can give access so you don't have to make a patch mod or something, they don't seem to have been able to put any time in for about 6 months now.
      Dockers working would be great, then we need doors, even if we have DIY doors / fillers like derekm17x was able to do.
    2. jmpz11
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      Simply because (AFAIK) this is the only mod out there to enable this, and it looks like bethesda didn't touch the stations in 1.11.33, I plan to release it using the same filename and FormIDs for anything that would break otherwise.

      (Had to fight off my desire to override everything so I can fix a few non-player-facing typos lol)

      My experience thus far is that dockers are unquestionably fixed. I don't plan to test each one individually - there are 20, and you only need one - it works at whatever distance you are normally able to dock. Oh, and the defense bay is basically identical to the plain docker, but with a "defenseships=x" parameter. I tried making one with more defense ships and discovered if there are too many it makes it REALLY hard to find the station lol. Dumped that idea.

      I haven't been able to make much headway on the doors. I stumbled across the unused model for the proper interior station hatch-plug like we have on ships (this one is even nicer).

      I also decided it was too confusing using the same bleeping snap-node artwork everywhere, and fixed that too lol.






      Just gotta figure out what to call it, and how to get everyone else using it. Oh crap, I'll need to update it for 1.11.33 - this time I'll replace (rather than reuse) the meshes...

      Sorry, I'm excited, and I'm pretty glad nothing substantial broke with the forthcoming update :)
    3. jmpz11
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      Regarding doors: I use PDY extensively - would have quit building ships without it. I have a basic understanding of how it works; I don't have a clue _why_. That is, I don't see why the rules he added are always applied, while the vanilla rules do some kind of pathing. I could replicate the logic and just see if the pasta sticks I suppose :D There are far fewer rules than for ships (this is why orientation is so wonky).

      On ships, you can mess up the rules in such a way that ALL swappable items are missing. When it happens, you can't exit the ship so no fun but possibly diagnostic. If I remember, that is.
  3. Kaztuaki
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    HI! your mod is interesting, bravo!could you insert all the components and modules of the ships into the station builder? through another mod it is possible to connect the hubs and components of the ships to the station hubs. (I have an M class ship with starstation hub and ship hub connected and functioning) and then you could use the ship docking modules to solve the docking problem.
  4. john73738
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    Really love what you have done but at this time the game I think is just fighting it. Spent a couple hours trying to get a Starstation that I could use as my outpost to no avail. Will try again later but at this time I just gave up.

    Keep up the great work.
  5. Staggs0226
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    Haven't seen anyone else mention this issue. I have no problem accessing the station builder and building the space station. But when I go into space to view it and dock, it's not there at all. All I get are a couple of Defense Turrets floating around, but my space station is nowhere to be found.
    1. MADMAX1200
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      same here
    2. ArisuSanchez
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      This happens once your starstation starts functioning like a ship, the only fix is to delete the starstation and delete the building module and rebuild the module and the starstation itself
  6. ArisuSanchez
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    ProTip, if you are fully finished building your  starstation, go into your  ships management menu and  REMOVE IT  so that way it stops trying to put itself  as homeship

    use the bridge truss modules to *try* to force doors,  it kinda works for me but  barely
    1. aurreth
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      Have you tried using the Place Doors Yourself mod?
    2. ArisuSanchez
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      it will not work unless someone forces the starstation modules to have snap points for normal ship modules
    3. aurreth
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      Yeah, that's a big problem with this.  The station modules are really only designed as a tool for the devs to build how a station looks from the outside, with the internals handled as a cell completely divorced from the layout of the habs themselves.  To really get this mod to work properly someone would have to edit each station part and bring them inline with how ship habs and parts work.  Big job.
    4. ArisuSanchez
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      tns m class shipbuilder kit adds proper snaps to most class m parts so that they properly snap to normal ship parts, only thing is is that sometimes getting doors/ladders to work is pain due to how class m habs function like normal habs but they have no innards

      but starstations seem to be dlc/creation kit stuffs 
    5. mhelm23
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      also - The bridge trusses have three connection points on each side of a hab.  Top, Mid, Bottom.  I found that I had to use different mount points on various sides of each hab sometimes to get the bridges to work for multiple habs.  I think once you get too many, it won't matter, and a doorway just won't open up at all.

    6. ArisuSanchez
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      so ur saying that  after a  bunch of habs get placed it just stops working?


      are you making sure they connect, i found out that copy and pasting the modules breaks the connection points at some point so you need to add it from the menu instead of copy pasting it in
  7. mhelm23
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    Anyone else having an issue where you are unable to use any of the crafting stations?  "unable / obstructed"

    I've tried save, exit, reload and a couple other tips found online, but I am just unable to use the workbenches.  
  8. dionisiy300
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    it would be nice if you could put residential modules from existing ones in the game at the station, for example, wolf station where there is a bar or deimos station where there are offices and so on sets of residential modules with ready-made residential sections from the quest inability to speak where the hero and the settlers capture the bandits station (residential, cargo, management, combat, trade, port terminal, dining room)
    1. aurreth
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      Those aren't actually station habs.  They are "dungeons", cells which may or may not actually conform to one of the buildable station habs.

      Oh, and they are blessedly hard to move.  I've been trying to clone a station to orbit a custom planet and they really don't want to be placed anywhere new.  Part of this is due to the in-game stations actually being treated as moons, in that they orbit another body.  They require not only the station itself, but location records detailing where in a system they are, what they are orbiting and how far, etc.  And since they would be "new" planetary bodies they will only show up if you start a new game or NG+.

      The buildable starstations are actually space ships, which is why they show up in your ship manager.  If you console in a pilot seat you can actually jump them to another planet.
  9. tyler841
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    i cant seem to get the dockers to work for me i dont see a docker listed as primary docker just listed as docker and ive put up to 7 of those is that the one im supposed to be using
    1. nonbiri69
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      Not sure if this helps, but I had problems docking at first too (no DOCK option), but if I fly around the station, I eventually get close to a docker that works for me and the DOCK option appears. IDK, but it might be a problem of docker placement and ship size...whether there is room for your ship to fit at the docker. For whatever reason, it doesn't work like vanilla docking where you just get within range of the target and you can dock, so try flying around to different docks.
  10. tomomi1922
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    So these large habs don't seem to connect to one another.  I have to "tcl" to pass through.  

    Is it possible to include normal ship parts?  They are at least more usuable than these empty big habs.  There are some nice modules over Derretech that allows to build glass tunnel/passage way.  They would be amazing for a space station. 
    1. nonbiri69
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      Thanks for mentioning. I have the same problem. There are no doors between habs, so yeah, I was TCL'ing through the walls too. Can't seem to find any building parts that add doors and they aren't appearing automatically. I wonder if it was a problem with how I laid it out, since I haven't seen others posting about this.
  11. aurreth
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    I took a stab today at trying to get the Class M ship parts to show up when building/editing the station.  My idea was to build an orbiting battleship or colony ship.  Basically a space station that looks like a ship.  You don't move it (that would break things, believe me, I've done it), but would still be a nice change from the current "bunch of trusses going every which way" we have now.

    Sigh, for the life of me I can't figure out how to make the parts show up.  I've tried matching keywords and conditions, but they never appear.
    1. K23PhX8
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      Try this console command. set 00155F4A to 1
    2. aurreth
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      That enables large modules in the ship builder, but not in the STATION builder.  Some are and some aren't, and there doesn't seem to be any rhyme or reason as to which ones are available.
    3. tomomi1922
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      I am not sure the author still works on this mod anymore, it has been a long time since there is any update.  But I get you, a functional space station.  

      I tried to build a station, it is there, I can dock.  But ... I have no idea what to do.  It has only a few big habs to choose from.  All barebone.  Some of them do not even have a door through, I have to use tcl to get through.  This is fine as a proof of concept.  But other than that it is not functional at all.  Nothing to do there.  

      I am hoping to be able to use ship parts so I can use the normal habs to build up the space station.