USE CACAO This mod is outdated, and only left for users that have not updated Starfield. CaCAO is the successor, updated and rebuilt. Bug/Issues on this mod will NOT be resolved.
A certain percentage of the time I change a companion's inventory, I complete the transaction and exit looking just like them; my appearance is overwritten by their appearance.
Is there a way to disable inventory previewing or reverse my appearance?
Love the mod, btw. Looking forward to the update!
EDIT: Did some research, checking to see if this mod is conflicting with The Gang is All here with my load order.
This is from the bug report. Does anyone have any fixes?
I'm curious if this mod is compatible with Improved Follower Behavior from Beth.net? That mod seems like it really focuses on follower behavior vs how close to you they are. Just curious if anyone has looked at IFB from a compatibility perspective.
I am running both so far. Granted not done a ton but no crashes yet. I think this one is more about stats and such, where other is just follow distance, but both could be using crew type scripts.
The feature I’m currently working on is a menu to allow setting them to essential, protected, or non-essential. In addition to other options like follow distance, chatter, control over their space suit and weapon settings, and a few more things :D
I tried it, with other means, and the result in game i that they die pretty quickly unfortunately when they are not essential, especially with mods making the game a little harder. And you quickly stumble upon the cost problem it represents if playing with limited funds, you need a huge outpost income. So it's cool and real but you quickly stop doing it. So if it doesn't impact too much other things, their optional protection/essentialization could be a a really cool pragmatic feature to assess this in the end. (and an additional feature to have for sure for the superlight hypercompatible version of this mod if it ever comes out !)
The documentation says: "Settings Menu - Displays the stats of the current follower such as current health, affinity, carry, etc. Tweak and disable/enable various aspects of the mod. Items marked with * can be tweaked as described. The menu can be accessed with the displayed hotkey while a crew member is in a command state."
I'd be really grateful if someone could explain how I get them into a 'command state' and what the hotkey might be. Thanks
Edit: I did find this in a hidden 'spoiler': "Orders can be issued to followers now by pressing "R" while looking at them. "
but when I look at one and press 'R' all that happens is that my fists come up.
Great mod, thanks for your work! Normally I wouldn’t ask a modder for something special, but in this case the Enhance! Integration is so good…would it be possible to release that as a stand alone mod?
A favorite combination of features, if one day you ever consider making an optional superlight hypercompatible version of this amazing mod, would be : - dialog interaction with trade option and enhance - spawn number booster - random hat & clothes because that's so cool
This would be just the ideal combination, just that, and you are a hero.
Eagerly awaiting this mod through the creation kit because I definitely love it!
I have a general question about crew categories and what happens to them in certain circumstances. Currently in the game if I have hired a couple of nameless crew members to my ship and then I change to a ship with fewer slots those crew members just go away. Does making them essential prevent this or does that behavior still happen?
Just curious about it, if I missed it in the notes I do apologize. Again really love this mod can't wait for the updated version!
The skills and names for Generic Crew are just THE BEST.... they were so limp wristed and pathetic in vanilla as to be wholly useless. From thee almost the very START of the game, like three missions in, you get the Return to Vectera mission... at which point you unlock Supervisor Lin and Heller as companions, the ultimate Outpost combo for your first Outpost, that if you found on the right planet, choosing wisely, will yield the core materials needed for all other building and modding.
From that same period in the game, you unlock Barret Amundsen, Sam Coe, and Sarah Morgan, AND VASCO, so right there, you have ALL the crew you ship could ever want or need. Andreja is not even that worthy of a crew slot, I only use her for eye candy (thanks to the Enhance features of the his mod lol).
There was literally NOTHING generic crew could offer, AT ALL, through the whole game. I mean, they seemed to wholly exist to give options if you were a total smooth brain too in your head cannon RP for your character, to use the primary and secondary companions because you did like them or think they suited your character for some reason. Maybe they were there as a fallback for the morons so dumb they made the primary and secondary companions hate them so much they refused to work with them?
I do not know, but all in all they were EFFING PATHETIC, to the point it was almost offensive.
This mod makes them feel a lot more real, and actually makes them USEFUL!!!!!!!!!
That is why it is the best mod of its kind you can get.
I'm considering making mercenaries, that have high rank skills by default, and will follow you without an assignment, with the already allowed followers. But you'd have to negotiate a contract for a day, week, or month, and pay that amount each contract end or they'd bail.
Is there a part of this mod that adds crew capacity stat as well? Not stations or the perk from crew command but the actual stat found on certain ship components? Because if there is I am not seeing where, I have crew command and crew stations that would allow me at least 10 members but the stat from parts limits me at 5 which makes the added things to the other perks non-functional effectively.
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The author has locked this comment topic for the time beingThis mod is outdated, and only left for users that have not updated Starfield. CaCAO is the successor, updated and rebuilt.
Bug/Issues on this mod will NOT be resolved.
This is from the bug report. Does anyone have any fixes?
So if it doesn't impact too much other things, their optional protection/essentialization could be a a really cool pragmatic feature to assess this in the end. (and an additional feature to have for sure for the superlight hypercompatible version of this mod if it ever comes out !)
"Settings Menu - Displays the stats of the current follower such as current health, affinity, carry, etc. Tweak and disable/enable various aspects of the mod. Items marked with * can be tweaked as described. The menu can be accessed with the displayed hotkey while a crew member is in a command state."
I'd be really grateful if someone could explain how I get them into a 'command state' and what the hotkey might be.
Thanks
Edit:
I did find this in a hidden 'spoiler':
"Orders can be issued to followers now by pressing "R" while looking at them. "
but when I look at one and press 'R' all that happens is that my fists come up.
- dialog interaction with trade option and enhance
- spawn number booster
- random hat & clothes because that's so cool
This would be just the ideal combination, just that, and you are a hero.
I have a general question about crew categories and what happens to them in certain circumstances. Currently in the game if I have hired a couple of nameless crew members to my ship and then I change to a ship with fewer slots those crew members just go away. Does making them essential prevent this or does that behavior still happen?
Just curious about it, if I missed it in the notes I do apologize. Again really love this mod can't wait for the updated version!
From that same period in the game, you unlock Barret Amundsen, Sam Coe, and Sarah Morgan, AND VASCO, so right there, you have ALL the crew you ship could ever want or need. Andreja is not even that worthy of a crew slot, I only use her for eye candy (thanks to the Enhance features of the his mod lol).
There was literally NOTHING generic crew could offer, AT ALL, through the whole game. I mean, they seemed to wholly exist to give options if you were a total smooth brain too in your head cannon RP for your character, to use the primary and secondary companions because you did like them or think they suited your character for some reason. Maybe they were there as a fallback for the morons so dumb they made the primary and secondary companions hate them so much they refused to work with them?
I do not know, but all in all they were EFFING PATHETIC, to the point it was almost offensive.
This mod makes them feel a lot more real, and actually makes them USEFUL!!!!!!!!!
That is why it is the best mod of its kind you can get.
I am sure this mod will be updated and that issue fixed.
Happens all the time with BGS game updates, mods break and need updating.
Cheers!