Version 1.2.0 is released. The biggest change is an update to the base library, to now use a NG branch of CommonLibSSE. This means that the dll is now version independent. The same file will work for every version of the game as long as you have the correct version of address libraries installed. This is probably the biggest change I've made to the code base in a while so it's possible there is an error I've missed, but I've done testing in version 1.5.97 1.6.640, 1.6.1170 and in VR and everything appears to be working.
Other then that I've thrown in a number of additional minor bits of information that I've needed while modding my own game. NPCs now display information on whether or not they respawn, as well as their classes and combat styles. Cells show their lighting templates and acoustic spaces. The world space mode now also shows a list of all active image spaces, which should be helpful for debugging saves with stuck image spaces.
The world data mode can also show information about landscape textures when you are in an exterior. The cell entry will show a list of all landscape textures in the current cell. Additionally if you have an object selected the main world view data will show what landscape texture is placed under said object. This specific feature is a little bit finicky at the moment, but it should still be useful.
Unfortunately there is not. The control key is actually programmed to function the same as the shift key, but Bethesda made a change to the engine in the most recent version that broke that, so assuming you are running the most recent release, shift is the only key that works at the moment.
Is there any particular reason you want to change the keybinding?
Yes, the Windows Experience pops up everytime you use the SHIFT key too fast and like to support your to advance your supporting experience ... but, to be honest, this is contraproductive ...
That's really easy to fix. Just do a quick google search for how to disable sticky keys. You just need to change a single setting and it will stop the pop up from ever occurring again.
If it says unknown that means the npcs were spawned after the game started usually by some sort of script. Unfortunately the game doesn't actually keep track of the source of such NPCs, and just groups them all in the FF formid space, so there really isn't anything the mod can do to show the source.
Awesome mod! Really helping me pinpoint the last few issues in my modlist, or whether or not they are actually issues at all or just things acting as normal!
That would require a massive rewrite of pretty much all of the code of this mod, assuming that enough reverse engineering has even been done to find the memory locations necessary for all of the different parts of this mods functionality. I personally have no interest in Starfield, so I'm not going to devote a large chunk of my time to try and create a port, but this mod is open source so anyone interested in creating a similar mod for starfield that has the necessary experience in developing skse type plugins is welcome to use the code as a starting point.
Yes a patch would be needed, and it would not be a simple patch to make. Both of the mods make edits to the scripts for the console menu, so you would need to merge the changes to the script together then recompile the file.
What functionality specifically do you want to use from Extended UI? Checking the mod page for that mod there is a few bits of functionality that are unique to that mod, but those bits seem very niche. The most useful changes like the ability to make the fullscreen mode for the console or getting the name of the cell the player is in, are stuff my mod already covers.
I'm mostly using it for the skills menu and all the features that comes bundled with that particular aspect of the mod. So do I just overwrite that file with your mod then?
Yes, if all you care about is the skill menu then just overwrite Extended UI with my mod. This mod doesn't touch the skill menu so you'll still have all of the changes for that added by Extended UI. The only thing you will really be missing are a few very specific console commands added by Extended UI, and as I already mentioned in my first post, they are all pretty niche, so you're unlikely to have a need for them in the first place.
Amazing mod. Helps me make sure my own mods are working, and lets me see what the culprit is when see something wrong. Why doesn't the game come like this?
It should work with v1.6.353 in theory. The mod does now use CommonLibSE-NG and 1.6.353 should be similar enough to 1.6.640 that the code handling the later can handle the former as well. But I'm not going to offer any official support for that version. I already need to put a lot of time into testing and fixing issues across the four most commonly used versions. I just don't have the free time to try and fully support every single version of the game.
Hi, idk if you're taking requests (if you aren't, feel free to ignore this), but would it be possible to show the encounter zone an actor/container reference is linked to ? Thank you.
Incompatible with Playstation 4 Button Icons for SkyUI https://www.nexusmods.com/skyrimspecialedition/mods/28825 as both mods use console.swf and it won't allow you to use tab to get more info from the console. If you use EDGE UI, it has its own Playstation button integration anyway so it's unneeded.
You should be safe just overwriting that mod with mine. I'm not sure why it even includes a copy of console.swf. The console doesn't have any button prompts to replace, so you wouldn't be missing out on anything by overwriting that mod with mine.
Is the alias function from the better console mod no longer compatible? I added the config file from that mod and tried it and have no luck. Not sure if it isn't compatible or if its something I am doing.
Edit: Nevermind, was a conflict with one of my other console mods.
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Other then that I've thrown in a number of additional minor bits of information that I've needed while modding my own game. NPCs now display information on whether or not they respawn, as well as their classes and combat styles. Cells show their lighting templates and acoustic spaces. The world space mode now also shows a list of all active image spaces, which should be helpful for debugging saves with stuck image spaces.
The world data mode can also show information about landscape textures when you are in an exterior. The cell entry will show a list of all landscape textures in the current cell. Additionally if you have an object selected the main world view data will show what landscape texture is placed under said object. This specific feature is a little bit finicky at the moment, but it should still be useful.
Is there any particular reason you want to change the keybinding?
What functionality specifically do you want to use from Extended UI? Checking the mod page for that mod there is a few bits of functionality that are unique to that mod, but those bits seem very niche. The most useful changes like the ability to make the fullscreen mode for the console or getting the name of the cell the player is in, are stuff my mod already covers.
The new file description says:
So I'm wondering if I can use the new update with my v1.6.353 ? 🤔
as both mods use console.swf and it won't allow you to use tab to get more info from the console.
If you use EDGE UI, it has its own Playstation button integration anyway so it's unneeded.
Edit: Nevermind, was a conflict with one of my other console mods.