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h

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h495

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14 comments

  1. CredibleJoe
    CredibleJoe
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    • 5 kudos
    Thanks for this. Any plans to submit it to the community patch?
    1. mercurionio
      mercurionio
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      • 1 kudos
      This.
    2. h495
      h495
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      • 14 kudos
      Anyone is free to submit this to the community patch or include it in any other large-scale patch projects.
    3. Deebz96
      Deebz96
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      • 71 kudos
      I'll take you up on that. We'll credit you for the fix, thank you!
    4. manicpolymath
      manicpolymath
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      • 6 kudos
      For those coming here later, this has been included in v1.0.0 of the community patch.
  2. Ziraxes
    Ziraxes
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    • 0 kudos
    Since this mod opens up the pool of possible legendary drops for astra, does that mean new Var'uun weapons can also be received?
  3. CurbHopper
    CurbHopper
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    • 0 kudos
    Endorsed! Works as intended.

    I had 15 Astras saved up waiting for Bethesda to release an official hotfix, and I'm glad that I gave up and installed this mod. Who knows how long it will take for this to be officially patched.
  4. mistermoai
    mistermoai
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    • 19 kudos
    excellent fix, thank you.
  5. Cenness
    Cenness
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    Sometimes Stache gives named uniques instead of a generic legendary item. Happened twice while rolling with ~500 astras.
    1. h495
      h495
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      • 14 kudos
      This is part of the vanilla drop list and is not a function of this mod.
  6. Elephant42
    Elephant42
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    • 17 kudos
    There's a couple of things wrong with this.
    1. It's an .esp when it should be an .esm
    2. It unnecessarily references several other masters, one of which is sfbgs021.esm the file for the creation Observatory.
    The upshot is that unless you have downloaded the Observatory creation this plugin will not load - either into the game or into the CreationKit.
    I have cleaned up the file by removing all masters except starfield.esm (the only one it needs), loading it into the CK, saving it and finally converting it to a small master.
    This download link contains an .esp file which can be loaded into the CK and an .esm which can be loaded into the game. I made no other changes.
    File Link
    1. h495
      h495
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      • 14 kudos
      Fixed, thank you.
  7. ExoWarlock313
    ExoWarlock313
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    • 42 kudos
    You are not supposed to release the mod in .esp format, it's now strictly an intermideate development format...
    Issues for releasing in .esp:

    • Loading .esp in game with other mods touching the same record may lead to the record being discarded/invisible model
    • .esp cannot be made master of another plugin, so it will be impossible to patch .esp if it has new records
    • Temporary cell references in .esp are always persistent and loaded in memory the whole time, while temporary references in .esm are respected. This consumes reference handle resources and was the reason why many saves with moderate play time cannot be loaded in skyrim or fallout 4 (everyone was using .esp).
    • .esp cannot be edited in xEdit. If you want folks to continue working on the mod with CK, release .esp as optional files.
    • Due to a current bug in CK, .esp can have small/medium flags when the internal Form IDs are not compressed for that, corrupting the game.

    Please convert the .esp to master file in CK and upload the .esm instead.

    Additionally, you are including other creations as masters, which makes it useless for anyone not owning them. When creating an active plugin in CK, *all* loaded plugins will be marked as a master of your active plugin, so only load necessary base game plugins when editing.
    1. h495
      h495
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      • 14 kudos
      Fixed, thank you.