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Traveling to other planets/moons/sytems without a loading screen, if desired, with the Impulse drive. Inkl. Starvival Patch.
It always felt to me like I was stuck to the planet in space, there was no way to move away quickly and experience the size of space.Or to travel to another planet with a reasonable speed. With the Impulse Drive you can

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*** New: Now with Starvival Compability Patch ***

Traveling to other planets or moons without a loading screen, if desired, with the switchable impulse drive.

It always felt to me like I was stuck to the planet in space, there was no way to move away quickly and experience the size of space. Or to travel to another planet with a reasonable speed.

Now it is possible to travel at very high speed by switching on the impulse drive
to other planets, moons or even systems (theoretically).

By switching on the booster, extremely high speeds can also be achieved.
The impulse drive can be switched off or the speed adjusted at any time during flight.

The higher the speed, the longer it takes to slow down. So hit the brakes in good time, otherwise you will miss the planet.
New Brakesystem in V1.4 (and Starvival Patch V1.2). Braking now only takes a few seconds.

How it works

The impulse drive is switched on via a configurable hotkey (CTRL-T). At that moment, via a script
the ship values:

spaceshipenginepartmaxforwardspeed  
spaceshipforwardspeedmult
spaceshipboostspeed

are set to 10000000. Before this, however, the default values are temporarily stored in the ship variables Variable02-Variable04. In order to restore the ship's own values when the drive is switched off. This ensures that each ship can be reset to its default values.
These variables are currently not used by the vanilla game, so I misused them for this purpose.

Additionally the GodMode is activated to be able to use the booster during the flight without consuming its energy, therefore the speed can be increased more and more. (And accidents due to collisions are avoided)

Without using the booster, the impulse speed is limited, depending on the ship values.

When the impulse drive is switched off, everything is of course reversed.  

Note: If you are flying very fast to a distant planet or moon, the objects you are approaching may not be loaded. You have the marker, but the object is not there. I have been looking for a long time for a way to reload the objects with a command, unfortunately the only possibility at the moment is a save/reload.
However, as you may switch the drive on and off more frequently during a flight, it seemed to me that the best option would be not to include an automatic save/reload cycle when the drive is switched off, but to initiate a save/reload via a configurable hotkey (CTRL-S) if required.
However, this only works if the impulse drive is switched off and you are flying the ship yourself.

Save/reload no longer necessary with V1.1. Instead objects in space can be reloaded with Ctrl-R. However, the save/reload code is still available and a save/reload can still be carried out with Ctrl-S. Removed in V1.3


Configure hotkey:

The default is CTRL-T for impulse drive on/off and Ctrl-R (CTRL-S for save/reload) for Reload Space if the objects have not been loaded.

Up to V1.2:
In the file SFSE\Plugins\ConsoleCommandRunner\Impulsedrive.toml
the hotkeys can be changed.

From V1.3:
Edit the hotkeys.ini (see below)


Installation up to version V1.2:
Either install via a mod manager or manually copy the unzipped files into the Starfield Data folder.

Installation from version V1.3 onwards (and SV Patch):

1.Either install via a mod manager or manually copy the unzipped files into the Starfield Data folder.

2.Edit your StarfieldCustom.ini and add the lines below:

[Menu]
bUseConsoleHotkeys=1
sConsoleINI=Hotkeys.ini



3. Create a Hotkeys.ini file with the following content:

[Hotkeys]
Ctrl-R=cgf "Impulsdrive.ReloadCell"
Ctrl-T=cgf "Impulsdrive.PickCurrentShip"



4. Copy the created hotkeys.ini in this Folder:
C:\Your PC Name\Documents\My Games\Starfield


or you use Starfield Hotkeys which accomplishes points 2-4 for you. (Of course you still have to enter your desired hotkeys in the Hotkeys.ini file.)

Deinstallation:

Before uninstalling the mod, be sure to switch off the Impulse Drive, otherwise the Impulse Drive values will be in your save and not the default values.


Compatibility:


The ActorValue variables 02-04 are attached to the respective ship. As long as these variables are not used by another mod or by an update from Bethesda, there should be no incompatibilities.


*** Starvival Compability Patch ***

I've only had a very brief look at Starvival, maybe there's more to do.
As soon as the Impulse Drive is started, the fuel consumption is set to 60 seconds per 0.1 fuel point in normal flight and 30 seconds per 0.1 fuel point in boost mode.

The damage that could occur to the ship due to continuous flight operation is switched off for the duration the Impulse Drive is on
As soon as the Impulse Drive is deactivated, the default values apply again.

One more note regarding SmallMaster. I know that for a small patch it should be a SmallMaster and not a FullMaster so as not to take up the valuable MasterSlot.

But due to this bug: A Vanilla 'bug that causes native Papyrus function Game.GetFormFromFile() to return None or a wrong Form if parameter asFilename is a Small or Medium master plugin file' there is only a FullMaster at the moment.

There is a fix, but it only works with Starfield ScriptExtender. And since Starvival has no requirements, I wanted to avoid this in any case. So I was spoiled for choice: either use one master slot or several requirements. And I didn't want to completely rebuild the mod either.But as soon as I have a solution for this annoying thing,  I'll build it in. I don't like FullMaster.

The Starvival patch also works without Starvival, there are corresponding queries in the mod. I would still install the normal mod if Starvival is not installed, as it comes without .esm and only consists of one script.


FAQ

Why do no debris/asteroids/ship traffic appear when I manually approach a planet/moon?

Example ship traffic:
There are arrival markers in the game, which are objects that, when
activated, spawn ships. There is, for example, the MarsArrivalMarker.
When this is activated, ships spawn, your ship is scanned for
contraband, etc., and it is activated when the vanilla fast travel to
Mars is activated. The marker is of course not activated if, for
example, you warp into Mercury Orbit and then fly to Mars manually. This
is why the ship traffic is not available. You can easily check this by
opening the console and entering 'player.moveto 24e1d7'. Then you are
immediately taken into Mars orbit and the ship traffic with all the
associated features is available.  And that's what the vanilla fast
travel does: Player.moveto marker.

Therefore it is not possible to create these special things like debris/asteroids/ship traffic by
flying manually. These objects are only activated by fast travel and are
not permanently present, such as the stations. Bethesda has not planned
for you to fly manually from planet to planet.

Why is my ship marker not being updated on the map?

When you warp into the system and then manually fly into the orbit of a
planet, the marker is updated, but as soon as you land on a
planet/moon/station, take off again and fly to another planet manually,
the marker is not updated and is stuck to the previous planet. SF does
not recognize that you are in a different orbit. This seems to be a
vanilla problem, shall we say a vanilla bug? Hmm, Bethesda did not
intend for the player to travel this way. So I'm not surprised that
there are unwanted side effects.  I tried several things to update the
marker (FastTrave(), Save/Reload,ReloadCell() etc.), nothing could make
the SF engine update the marker.


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My thanks go to LeastDegenAzuraEnjoyer ,whose mod Super Cruise Standalone - CCR inspired me to create this mod.


-----------------------------------------------

My other Mods:

Starfield:

Deadly Hazards Hud Patch
Deadly Hazards - All Settings added
Deadly Hazards V1.2.3.0 - German Translation
Deadly Hazards Oxygen - Settings added - German Translation
Notifications Number and display duration increased and 60 120FPS Hud Fix
Deadly Hazards Oxygen - Settings added
Starvival - Immersives ueberlebens -Addon - Deutsch
Impulse Drive <--- You are here
Autosave
Helpful Activity Objectives - German Translation
Mission Control - German Translation


Fallout 4

Companions also need to eat and sleep - advanced- Voice and Workshop Plus Heather Casdin Custom NPCs Compability Patch and more
Pack Attack (PanPC) Patch Weather Nac.X
Fallout 2287 - Nuclear Winter - NPC Patch
Companion Radio Patch
Cade and Kelan - A Tale Of Two Twins - Voice Patch
Cade and Kelan - A Tale Of Two Twins - German Translation
Outlaws Of The Commonwealth - German Translation
Outlaws Of The Commonwealth Voice Patch
James' Journey Voice Patch
James' Journey - German Translation
Sim Settlements 2 - German Translation
Sim Settlements 2 Kapitel 2 - Gunner Outbreak - German Translation
Outcasts and Remnants - Quest Mod Plus - German Translation
Depravity - A Harmless Bit of Fun - German Translation
Project Valkyrie - German Translation
Fusion City Rising - Quest Mod Plus - German Translation

X4 Foundations

Kill and Attack Notifications Extended
UI BackgroundColor Change
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