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Created by

Krevil and MrZHDarkstar

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MrZHDarkstar

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About this mod

Picking up where Krevil left off with Starborn Space Suit Visor FX. Added in the NPC functionality missing from the original mod and fixed the Materia being assigned the wrong helmet.

Requirements
Permissions and credits
Translations
  • Mandarin
Changelogs
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Why does this exist?
I'm picking up where Krevil left off with Starborn Space Suit Visor FX. The mod is great, but it lacked NPC functionality and had a minor bug with the Materia being assigned the wrong helmet, as it should have been given the NPC Hunter helmet. The open permissions on the mod page meant I might as well update it myself than hope for an update to appear. Plus, it was my first time learning how to write Papyrus scripts.

Installation and Compatibility
I made sure to use the same filenames as the original mod to mitigate any potential save games issues updating to this version. Existing compatibility patches made for the original mod should work as-is, but any with record overrides that aren't updated to account for the Materia helmet bug will undo this version's fix. To install place the extracted files from the downloaded file (the ESM and Scripts folder) inside of your Starfield\Data folder and append your AppData\Local\Starfield\Plugins.txt file to include:
*StarbornSpacesuitVisorFX.esm
Or use your mod manager of choice to handle installation.

***Version 1.1 Update Instructions***
  • Due to the significant changes made in this version, it is recommended that you load your save file with the previous version disabled and then save again before installing and enabling version 1.1.
  • Toggle aid items control the Auto FX and Manual FX settings, which are controlled separately and can be used interchangeably. Using a toggle item will display a notification of that setting's new status.
  • If Auto FX is toggled on and Manual FX is toggled off (the default setting for both), or vice versa, the mod will behave exactly like the previous Auto or Toggle versions of the mod, respectively.
  • Manual FX will supercede Auto FX if both are turned on.
  • If you are using TN's Modular Starborn Suits, you will need to update your compatibility patch.
  • NPC Reset FX aid item added to mod for use in case NPC functionality stops for some unforeseen reason. Set it to a favorite equipment slot and use after exiting the inventory screen to ensure it applies properly to nearby NPCs. It works by temporarily replacing the cloak ability used to apply the NPC Visor FX magic effect with a cloak ability that removes the magic effect. The replacement lasts for a few seconds, and a notification will appear once the original cloak ability is swapped back in. 
  • Added in Version 1.1.1, mod contains ARMA record overrides to make the ARMAs listed in the compatibility instructions below functionally identical to their NOT_PLAYABLE counterparts. This makes compatibility support easier for mod authors to implement. However, AVM data for skins will still need to point to nodes from the NPC version nifs, as those are the nifs used by these updated ARMA records.

Vortex users need to make sure that they've updated the Starfield Extension to the latest version (0.5.7) and restarted Vortex afterwards before installing this mod, otherwise Vortex will not deploy the files correctly.

Features
  • Auto and Toggle versions are available for individual download, as well as a FOMOD installer with both options.  The functionality of both versions have been merged into a single plugin. 
  • Optional files also include plugins to add compatibility with remesh-only replacer mods like Constellation Replacer - Starborn by bizarrogreg, which I used in the second uploaded image. I really like the look of the mod and it made for easier testing, as I didn't have to give Sam Coe any new gear. Also, it makes a great reference source for use with the next section.
  • Remesh Compat Patches are named with the following structure: Starborn Space Suit Visor FX Plus - (Name of Armor Set, abbreviated if needed)(H or S, depending on which Starborn helmet model is used by the remesh)

I FIGURED OUT HOW TO ADD COMPATIBILITY TO MESH MASHUPS! 
  • Full documentation and instruction on adding Starborn Space Suit Visor FX Plus compatibility to other mods
  • Compatibility patch for Starless Explorer Suit has been added. The record override for the Mantis Helmet may conflict with other mods that override that armor record. However, this compatibility patch won't be updated further, so feel free to copy the changes made by the other mods' overrides in xEdit for your own PERSONAL USE or refer to Q1 of the F.A.Q. below for the inevitable hair clipping if this mod's override gets overwritten by another mod. This patch is small as it is, so there's no need to waste a slot in your plugins.txt for a compatibility patch to a compatibility patch. Plus, learning how to use xEdit will help you figure out why certain mods are incompatible with each other and hopefully inspire you to author your own mods some day. Maintaining my own rolling personal compatibility patch for all of the mods I use is what got me to this point.
F.A.Q.
Q1: The hair is clipping out of the helmet.
A1: The armor is likely missing AA_Spacesuit_FlightCap_01 [ARMA:001E7E74] from its model list. If it's one of the base game Starborn armors, then check if you have a mod that loads after this one that is missing the above ARMA record. A compatibility patch/update might be needed in that case. If it's a Starborn helmet from a standalone armor mod, that mod's author would have to update the mod to include the missing Flight Cap. While there is nothing wrong with making your own PERSONAL USE patches to bridge compatibility between mods, remember that you need to keep the posted permissions in mind before publishing patches for mods you're not the author of.