Shade's Vehicle Tuner
By shadedness
Community Rating
== Main Features == This will likely need some further features and tuning based on feedback - vehicles are a brand new feature and likely to evolve. Access the options via the Gameplay Options Menu in the pause menu once loaded into your game. See screenshots.
Nexus mod page commenting here - https://www.nexusmods.com/starfield/mods/11058?tab=posts
= What it does =
- Camping options added - deploy a makeshift camp around your vehicle with a few handy workbenches, OR a campfire and sleeping bag arrangement - also features items for your party to interact with
- Hanging around camp optionally provides environmental protection
- Configurable harvesting options added - automatically harvest minerals, plants, and creature parts whilst driving
- Driving a vehicle optionally provides environmental protection
- New remote control devices added to player inventory
- Optional vehicle lamp when parking
- Adds new secondary weapons accessible via new remote control devices in your inventory
- Scale up the vehicle weapon damage - either scale with player level OR choose your own multiplier
- Enable a cargo storage feature for your vehicle - choose 250KG or 500KG
- Summon your vehicle to you (also fixes the weird occasional "floaty" vehicle game bug)
- Emergency exit your vehicle in any place (also fixes the weird occasional "floaty" vehicle game bug)
- Fully compatible! Works with any vehicles - including modded vehicles as it does not edit or make changes to them
- Tune these settings and read detailed info from the Gameplay Options Menu - you have to be loaded into a save - mod related Gameplay Options (for any mod) are not visible from the main menu / title screen
= This Mod Does not =
- Does not make changes to vehicles, settings, or any form/asset in the game
- Does not change vehicle speed or boost - stats are soft-locked into each individual vehicle and cannot be changed dynamically like character or ship stats - mods can only individually override Rev-8 stats or create new vehicles with different stats
== Detailed Info == This mod is intended to dynamically add or change features relating to vehicles. Only features that can be implemented to apply to any vehicle in a safe way will be implemented in this mod, without the use of the Script Extender (SFSE). This means I will be limited in what I can implement, but it also means it should always work - no matter the game version or patch level. ALL FEATURES ARE OPTIONAL
= Vehicle Cargo Storage = Add cargo storage options to your vehicles. Storage is shared across all vehicles, but does not count towards your ship cargo. Contraband items are blocked and sent back to the player inventory. If removing this mod - be sure to reclaim your stored items first.
= Vehicle Cargo Access = Configure the distance or locations in which you can access your vehicle cargo storage using the vehicle remote control device. Requires vehicle storage to also be enabled.
= Vehicle Summoning = Choose whether you can use the vehicle remote control to summon your vehicle to you.
= Vehicle Primary Weapon Damage Scaling = Change vehicle primary weapon damage scaling options for the default / normal vehicle weapons.
= Vehicle Secondary Weapons System = THIS MAY BE A BIT CLUNKY TO USE VIA CONTROLLER :( Set whether you can fire a set of secondary weapons from your vehicle. Weapons are fired using a 2nd remote control device that is added to your inventory and works best when added to your favorites menu for a single-button press. Secondary weapon choices include:
- Rocket launcher - 40mm XPL Ammo
- Magshot Heavy Calibur Long-range Rifle - 6.5mm MI Ammo
- Short-range Flamethrower - 1.5kV LZR Cartridge Ammo
- Machinegun Balistics Burst - 7.77mm Caseless Ammo
- Laser Energy Weapon Burst - 3kV LZR Cartridge Ammo
- Electro-Magnetic (EM) Burst - Light Particle Fuse Ammo
= Vehicle Secondary Weapon Damage Scaling = Change vehicle weapon damage scaling options for the new SECONDARY weapons added by this mod. Base damage should be roughly in-line with the default / vanilla weapon damage of the Rev-8 Vehicle.
= Harvesting Minerals / Flora / Fauna = Set whether your vehicle will automatically harvest nearby relevant resources from whilst driving.
= Vehicle Camp = Set whether you can unpack a small makeshift camp from your vehicle when parked, which includes a few useful workbenches. NOTE: It is recommended to park on a relatively flat surface with no obstacles in order to avoid "troublesome" camp setups. Camp can be unpacked and deployed from your vehicle when parked via an extra button when approaching your vehicle. Camp is automatically packed-up when getting into your vehicle to drive. If a camp has been set up, it will prevent vehicle summoning via the remote.
= Direct Ship Boarding = Sets the distance at which you can board your ship directly from your vehicle. Drive up to your ship to prompt a menu to board or transfer cargo. You may need to adjust the distance, depending on your ship's size and layout. DISABLED: Camp set up is not available. [Default] 5M - 30M: Choose the distance that the ship boarding menu will trigger when driving near your ship.
== TO DO ==
- Tune any necessary settings based on feedback
- Further Weapon damage tuning - might need a bit more damage on the player level scaling setting?
- Survival mode needing fuel - need a way to detect when vehicle is moving or boosting to do this properly, might have to setting for just being in the vehicle regardless of speed / boost. Solar options could be included, as well as separate fuel types and tracking for different vehicles.
- More damage when hitting stuff - need a way to detect when vehicle is moving or boosting to do this properly
- Something to better handle multiple followers or mission companions
== Can't Do / Won't Do == This could change, depending any new scripting features added to the CK... this is unlikely though.
-
Vehicle speed & boost - this is soft-locked into the individual vehicles (which are technically elaborate furniture items according to the CK and scripting engine. Whilst it is possible for mods to edit the Rev-8 or add new vehicles, it cannot be changed on-the-fly in game like player or spaceship stats. It is statically set / overridden by the respective mod. Best way to achieve this is individual mods that tune the Rev-8 to your liking, or add new vehicles. I will probably release 1 or 2 of these kind of mods
-
Switch vehicle main weapon - similar to other vehicle stats, it is set / soft-locked in the individual vehicle, and vehicles are hard-coded to have 1 weapon. Mods can add new vehicles with new weapons, but not temporarily switch them out. This is why I've implemented an optional secondary weapon system that allows you to have variety on any vehicle, but requires you to bind a new control device "weapon" to a favorite / hotkey and is a bit clunky.
-
Vehicle gravity changes - I thought this would be easy... I was wrong. Some of this is defined inside individual vehicles, other elements are game settings that can be modded, but not dynamically changed on-the-fly - meaning it is set within the mod file and will apply to all planets, you cannot just enable certain vehicle gravity settings on certain planets.
== Compatibility == No compatibility clashes with this mod - it does not edit any forms or assets in the game, only adds some perks and objects. Should work with ALL VEHICLES, included modded ones.
Shout-out to Baka REV-8 Hauler who beat me to the punch on vehicle cargo and has implemented it in a more immersive way! Both mods are compatible with each other, I would suggest disabling my storage options though.
== Uninstallation == Un-install at any time BUT RETRIEVE YOUR ITEMS FROM VEHICLE CARGO STORAGE FIRST
Release notes
Xbox
-
2.16.10- more vehicle summoning bugs fixed, additional search algorithm added
- added a toggleable lamp from vehicle remote that can illuminate around the vehicle when parked
- added options for full environmental protection when driving or at camp
- re-organised Gameplay Options layout - hopefully easier to navigate now
- added more distance options for direct ship boarding
- direct ship boarding menu will now show again after transferring cargo - in case you want to do both
- fixed direct ship boarding sometimes getting players stuck inside the ship frame
- fixed campfire being usable in no-atmosphere planets -
2.10.9.bFixed the issue where Creation Kit was re-arranging FormIDs and Perk script code in the final step when uploading to Bethesda Creations.
Yes - only on upload, not before when everything was saved and vigorously tested - it did it during the last step of release - the upload. Just.... Wow.
I am furious. There's 2 hours of stress I didn't need. Luckily I have backups and enough knowledge to hex edit the flag in the plugin file to stop it. -
2.10.9.aTrying to fix corruption when uploaded to Bethesda Creations
-
2.10.9- added new camp set-up to choose from including a fire, chairs, beds, and even a spot for any accompanying creatures or model-s robots to sleep
- added a bunch of safety checks when camp is set up - fast travelling is disabled, loading doors will trigger a pack-up and if you venture more than 150m from camp it will automatically pack-up... this is to prevent junk building up and reduce bugs
- added new feature to board ship or directly transfer cargo from your vehicle, simply drive up to your ship with the relevant Gameplay Option enabled
- added new feature to specify the rarity of minerals being auto harvested when driving
- added new feature where auto harvested materials will now be sent to vehicle storage (if storage is enabled)
- expanded the camp laptop to have access to all mission boards via a new menu, including the new Trackers Alliance missions - this mod now requires the Trackers Alliance free update (SFBGS003) to be installed
- fixed removal of a perk related to camp crafting when the option is disabled
- fixed vehicle cargo not available via remote when inside a ship with "Nearby" cargo access enabled
- fixed actual weapons getting unequipped when using the vehicle remotes
- added second vehicle search algorithm that fires of when using the remote, hopefully this speeds up and make vehicle summoning more reliable for all users, in some cases you'll need to drive a mod-added vehicle before it can be later summoned
- added descriptions to the vehicle remotes
- auto harvesting is now allowed when in combat
- 20% option added for extra camp crafting materials -
2.4.2- Added environmental resistances whilst driving
- Added options for automatically harvesting minerals, plants, and dead creatures
- Added a basic camping system and camp workbench options
- Overhauled the vehicle summoning mechanism - should be faster and more reliable now
- Added version tracking that will trigger an update when using the remote if needed in future updates
- Fixed more typos and added more info into some Gameplay Options
- Boosted base damage of secondary weapons by around 30-40% -
2.0- Added vehicle remote menu system, enabling various features. Significant code update warranting major version increment.
- Added secondary vehicle weapon system
- Fixed typo details in Gameplay Options menus
- Fixed issue allowing contraband to be stored in vehicle cargo and bypass scans. Now vehicle cargo will block any contraband storage, sending back to the player. -
1.00Initial release
PC
-
2.16.10- more vehicle summoning bugs fixed, additional search algorithm added
- added a toggleable lamp from vehicle remote that can illuminate around the vehicle when parked
- added options for full environmental protection when driving or at camp
- re-organised Gameplay Options layout - hopefully easier to navigate now
- added more distance options for direct ship boarding
- direct ship boarding menu will now show again after transferring cargo - in case you want to do both
- fixed direct ship boarding sometimes getting players stuck inside the ship frame
- fixed campfire being usable in no-atmosphere planets -
2.10.9.bFixed the issue where Creation Kit was re-arranging FormIDs and Perk script code in the final step when uploading to Bethesda Creations.
Yes - only on upload, not before when everything was saved and vigorously tested - it did it during the last step of release - the upload. Just.... Wow.
I am furious. There's 2 hours of stress I didn't need. Luckily I have backups and enough knowledge to hex edit the flag in the plugin file to stop it. -
2.10.9.aTrying to fix corruption when uploaded to Bethesda Creations
-
2.10.9- added new camp set-up to choose from including a fire, chairs, beds, and even a spot for any accompanying creatures or model-s robots to sleep
- added a bunch of safety checks when camp is set up - fast travelling is disabled, loading doors will trigger a pack-up and if you venture more than 150m from camp it will automatically pack-up... this is to prevent junk building up and reduce bugs
- added new feature to board ship or directly transfer cargo from your vehicle, simply drive up to your ship with the relevant Gameplay Option enabled
- added new feature to specify the rarity of minerals being auto harvested when driving
- added new feature where auto harvested materials will now be sent to vehicle storage (if storage is enabled)
- expanded the camp laptop to have access to all mission boards via a new menu, including the new Trackers Alliance missions - this mod now requires the Trackers Alliance free update (SFBGS003) to be installed
- fixed removal of a perk related to camp crafting when the option is disabled
- fixed vehicle cargo not available via remote when inside a ship with "Nearby" cargo access enabled
- fixed actual weapons getting unequipped when using the vehicle remotes
- added second vehicle search algorithm that fires of when using the remote, hopefully this speeds up and make vehicle summoning more reliable for all users, in some cases you'll need to drive a mod-added vehicle before it can be later summoned
- added descriptions to the vehicle remotes
- auto harvesting is now allowed when in combat
- 20% option added for extra camp crafting materials -
2.4.2- Added environmental resistances whilst driving
- Added options for automatically harvesting minerals, plants, and dead creatures
- Added a basic camping system and camp workbench options
- Overhauled the vehicle summoning mechanism - should be faster and more reliable now
- Added version tracking that will trigger an update when using the remote if needed in future updates
- Fixed more typos and added more info into some Gameplay Options
- Boosted base damage of secondary weapons by around 30-40% -
2.0- Added vehicle remote menu system, enabling various features. Significant code update warranting major version increment.
- Added secondary vehicle weapon system
- Fixed typo details in Gameplay Options menus
- Fixed issue allowing contraband to be stored in vehicle cargo and bypass scans. Now vehicle cargo will block any contraband storage, sending back to the player. -
1.00Initial release
Additional Screenshots Available
This mod has 11 additional screenshots available on the official Bethesda.net page.
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Mod Information
- Published
- Aug 21, 2024
- Last Updated
- Sep 27, 2024
- Platforms
- PC, Xbox
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