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  1. Dialectric
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    READ THIS, READ IT!!! AND GO OVER IT BEFORE POSTING ABOUT ISSUES!!!

    If the mod isn't appearing or you claim there is a bug with this mod in your game or you're having some kind of issue start with this: DO NOT POST ABOUT A PROBLEM BEFORE DOING THIS, REGARDLESS OF WHAT THE PROBLEM IS:
    Please check your mods before reporting issues! When ever you install mods this should be your default process to fixing things.


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    ~ Start a new game with only this mod installed no matter what, even if you never installed mods on the save before, if everything is fine, then try to fresh enter New Game Plus, your game may need a CELL refresh to make things function, adding mods in to a currently played on save doesn't always magically work, nor do all mods magically work well together.
    ~ Uninstall every mod you have except this one, load this mod on a Clean Un-Modded Save or preferably a New Game with absolutely no other mods installed beyond the Midas Manor, now or previously if loading a saved game.
    ~ Having 30-100 mods starts causing problems, you may need to delete some of your mods, amount of mods varies based on how many plug-ins they use.
    ~ Deleting a mod doesn't suddenly mean it's not still effecting your game, when deleting a mod mid run, it corrupts the game, it doesn't fix it.
    ~ If this fixed your issue, re-enable your mods one by one until you find the conflict.
    ~ If having an issue with ships in any way, start with DELETING ALL MODS EXCEPT THE MIDAS MANOR, START A NEW GAME.

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    ~ If you saved on the ship and load in the next day or later on and find it invisible, load that exact same save again and it'll be back and everything will be fine.
    (It's an issue I've encountered since the launch of the game.)


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    For those that ask what my Load Order is: The Midas Manor is at the bottom, I only have my mod installed and Bethesda's Official Created Creation Club Mods, I have no mods from other people or sources installed.

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    I CAN'T FIX OTHER PEOPLES MODS, I CAN'T FIX WHAT YOU CHOOSE TO INSTALL, I CAN'T FIX YOUR LOAD ORDER.
    Please be thorough with checking YOUR MODS before telling me this mod is broken, do checks, test your installed mods, make sure all installed mods are actually made with the Starfield Creation Kit if you want to help avoid problems, my first and foremost answer to "Game broken" is "Disable your other mods, play this mod on a clean un-modded, as in never had a mod installed on it before save file or delete some of your many many mods."

    If reporting a bug with the mod, make sure the bug is with THIS MOD, meaning you are absolutely sure it's this mod and you have no other mods installed on a vanilla game and started a fresh new game to check for the problem.
    You only have this mod installed on a clean, fresh save file that has never had a mod on it at any given time and it's creating an issue, I will fix that as fast as possible and I appreciate the extremely helpful feedback!
    A conflict with someone else's mod is not a bug with this mod, I am not fixing other peoples mods to work with this one, unless I choose to because I'm using said mod.
    A bug by Bethesda that is a part of the default base game, is not my responsibility to fix... Please contact Bethesda Support and make a bug report with them to help make them aware of any existing issues so their teams can address them.


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    SHIP:
    Most mods that effected ships modify a lot of their CELLS which seems to be the leading problem of the crashes and infinite loading...
    If you installed any ship mods that modify form lists (as in adding new parts or ships that are not part of the default game or made/re-made properly in the Starfield Creation Kit or made with third party tools) then that would've corrupted the games CELLS making it so you can't enter the ships interior.
    Deleting a mod doesn't fully remove the custom scripts and form changes that author added in, it just corrupts CELLS and I deliberately avoided using custom scripts in my mod to not cause significant problems for the user, the only real conflict it would have with another mod would be one allowing you to edit Starborn ships specifically.
    So the only thing I can really suggest is to remove any mods that would effect ship building, other than that I'd say to enter New Game Plus with only the mods installed you want to continue playing with that you know won't cause problems or break anything, or make a completely new character to help guarantee avoiding problems.
    You can enter New Game Plus via the Midas Manor, in the Secret Room there is a button to The Unity.

    TLDR:
    ~ Try removing every mod except the Midas Manor, make a new game and see if the problems still persist, then add mods back one by one.
    ~ You may have too many mods installed (30+) delete some.
    ~ Deleting a mod doesn't suddenly mean it's not still effecting your game, when deleting a mod mid run, it corrupts the game, it doesn't fix it.
    ~ I have not been able to replicate any infinite loading screens or crashes or disappearing cities on a save that only ever had this one mod installed on it.
    ~ If having any issue relating to ships, delete all mods except the Midas Manor, start a New Game first, then try New Game Plus if all is fine.
    ~ If this all fails, as a last resort, I'd then suggest to uninstall the game, delete the Data Folder and then reinstall the game to completely flush out any files from heavily script based mods and remnants from varying files.

    ARMOR:
    Because the Captains and Monster Boost-packs and the Monster Helmet were made invisible, the texture was removed from them to make them work for the suits on the Player Character, due to this, companions don't like equipping gear that has no appearance markers.

    The only way it seems to fix this issue would be to edit the .nif file themselves to make the object invisible, but still equip-able for the companion, doing so would make said gear piece invisible across the board for anything that uses the .nif file.
    I am NOT going to do this, it's not worth it for the user in the long run and would diminish ones playing experience... You can use a console command to force equip the gear piece on any companion/NPC, or just use the Midas Mantis set for companions, sorry for the inconvenience, but it was primarily done so the player character could have a better experience with the armor pieces, not companions.

    VENDORS:
    Vendors respawn/refresh after 7+ days of in-game time, you need to not be in the same "Instance" as the Vendors to make them respawn/refresh their inventories.
    Example: Do not be on/inside the Ship for 7+ days to make them respawn/refresh. - Do not be inside the House for 7+ days to make them respawn/refresh.
  2. RobereStarkk
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    Man this mod is so cool!
    It feels like having at least one overpowered player residence with a bunch of neat features is a staple of Bethesda game modding, and I am so thankful for that lmao!

    I only really have one request.
    I'd love the weaponry on the ship to include something that's *really* good at EM ship-capture style combat.
    I have to really try hard not to blow ships up when I'm fighting them, and I fail like half the time and they blow up anyway.

    It's possible once I accumulate enough levels, that I'll start seeing ships tough enough to where the current weapons aren't walking over them too hard, but in the spirit of overkill is underrated, I would love something I can just HAMMER into a ship and have it be fine except now I can board it!

    NB: I read your post below about requests, but I think this one is minor enough (Assuming all that's required is something like making the Laser or the Nova do Shield + EM Damage, instead of Shield + Hull) and broadly applicable to enough people to be worthwhile (capturing ships is part of a couple of missions at least, and I've not even started the pirate quests yet, plus collecting them for fun and profit), even if it only comes with the next project.
    1. Dialectric
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      A lot of people have requested that the ship be nerfed and given a EM weapon... It's a very slow and time consuming process to work on that ship in particular, because Starborn ship weapons require a lot of tweaking to have the same damage, armor penetrations and the like that normal ship weapons would have.

      Ships are only allowed three weapons, I'll have to remove one of the existing weapons.
      The one I'll most likely remove is the AOE burst one, the one that isn't normally available to the player and I'll replace it with an EM weapon, either one pre-set by the default game or re-balanced by me. (Stating this for transparency and clarity.)

      As for Balancing the ships weapons, not saying you were asking for this or not... But just stating incase of anyone reading this that may be curious on the matter.
      It took many hours just to get the ships damage to where it is now, it was surprisingly difficult to get the damage to be anywhere near weapons you could get on any other ship... I eventually got tired of attempting to balance the ships weapons and just increased their damage by 800% of the default roughly and gave the one weapon four additional projectiles along with a lot of other tweaks to them.
      To balance the ship it requires me to open the kit, slowly wait for it to start, modify the damage numbers on each of the weapons along with their ability to penetrate certain resistances and so on, launch the game and test the varying weapons in combat along with constantly having the kit crashing on me while going back and forth, then repeat that a couple hundred times until your head is completely done in and you give up. Haha.

      TLDR:
      All in all I haven't decided on if I'm going to continue trying to balance it or leave it as it is... I will look in to adding a EM weapon eventually along with a couple other tweaks that will improve the quality of the ship.
      But that is going to be a while before I have the time to tackle that, I'm currently working on another project and that is taking priority for the moment as I would like to get that finished and released to the public, but as soon as it's finished I'll take on the few minor changes I'd like to make with the Midas Manor.
    2. RobereStarkk
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      Ah thanks for the reply! Damn shame about all the hassle with that ship specifically.
      I'm actually considering getting a different ship anyway for exterior aesthetic reasons lmao.
      That tall fin that clips the ground when taking off... Why'd they not make it the same size as or shorter than the other one? Madness!

      Anyways, I look forward to your changes and new project, in no particular order!
  3. ricksasha
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    Hi, I downloaded your fantastic home and ship mod a few days ago, and am amazed at how great it is !! Thank you - the buildable bars are wonderful. Question for you - I enjoy having people in my home, so I was using the placeatme commands to add my favorite npc's there. Well ha ha, the turrents started firing on them, along with all of the guards. Ouch. So I updated the settings on the turrents, they don't fire on my guests anymore. I typed "disable" on all the guards, so I could have my friendly npc's not get shot. I slept on Venus for 6 hours and when I came back - no guards returned. I imagine I am setting myself up for a fall here, because the next time you update the mod, I will probably be screwed right? lol. I hope I haven't broken your beautiful mod - but I love having npc guests in my home. Would you please do an update to all of the guards - to not fire upon added guests (using the placeatme commands). Thank you !!
    1. Dialectric
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      I'm going to start off with that I don't do special requests for individuals.
      I'm happy to work on requests that people have, that benefit majority of the users and the mod itself, not specific individuals.

      Many people make requests that generally don't benefit majority of the users or the mod itself as a whole, things that are very specific to those individuals and generally those requests are quite time consuming if they were to be done...
      Catering to individuals is not a bad habit I wish to take on, if I did, I'd be digging a hole so deep for myself I'd never be able to escape! I'd never work on anything else and my life would be dedicated to one project... Because the very personal, very specific requests, don't ever come to an end!

      You're asking me to re-code all the NPCs in the mod to accommodate random varying NPCs you are using console commands to forcefully spawn in to the location...
      That's asking me to go back in, re-code every NPC I created, spend hours doing it and take time away from what I would use to develop a new project or improve this one, just for you... To remove any intended capabilities of said NPCs so it's more acclimatizing for you.

      I coded those NPCs very particularly... No random NPCs are intended to ever enter the building let alone be forcefully spawned inside with console commands; They're meant to represent that they're defending the premises from any and all invaders, that it's a private secure location, hence the functional alarm, security system and so on, even if there never are any enemies in there.

      The only NPCs that are intended and allowed to enter the Midas Manor are all Companion based ones and in the future, if I were to allow players to send NPCs to and assign them to the Midas Manor would still be Companions only... The same Companions you can assign to Ships, as those are the only NPCs intended by Bethesda to be moved around and assigned to varying locations.
      The Midas Manor NPCs are all coded to be friendly specifically toward Companion based NPCs new and old, it is not necessary to make them friendly to any others because no others are even capable of entering the location.

      Future projects I do will come with a empty version of the Player Home I created, to give the user more creative freedom of their own if they so please.

      So my suggestion for you would be to spawn your NPCs in specifically the empty building chunk of the Midas Manor and not within the main complex, as that is intended for players to do with as they please; The main complex is not for the most part, at least in the context of when it comes to forcefully spawning in stuff like that.
      Or you could enter the Starfield Creation Kit yourself and change their code yourself to make them behave in what ever way you please to accommodate what ever NPCs you wish to spawn in or you could just remove the NPCs all together and place what ever you like through the kit.
    2. ricksasha
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      Thank you for your response, and I had no idea what I was asking was something that would take hours to do, or I would never have bothered you with my request. This is your fantastic mod, and you have every right to design it the way you choose. Just because there are other mods out there that let a player spawn an NPC where ever they choose, does not mean you have to accommodate them. After reading your response, I will think long and hard before I ever ask a mod creator to do something again.
  4. ShivasBane
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    Can the Conduction grid and the comspike be installed on the ship? The shipbuilder won't let me do any modifications to it at all. I'm wondering if I have a mod that's blocking it or if the ship can't be modified. If the answer to my question is yes then I'll have to go through my modlist to find the offending mod.
    1. Dialectric
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      They are installed already, the ship was released with them.
      The ship can't be modified by the player because it's a Starborn Ship so it follows those default procedures.
      I have all that information written out in the description.
    2. ShivasBane
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      So I guess at the point in the Crimson Fleet quest where I have to install them I'll put them on a different ship then switch back to continue.
    3. Dialectric
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      Yep, that will do it.
  5. Typhonite
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    First of all, thanks! It's a great mod!
    For some reason I thought I'd be able to sell contraband to the NPC vendors in the manor, but I searched everywhere and it's not there.
    So here I leave the suggestion, anyway it's a really nice mod and saves a ton of time for a lot of stuff, brings a lot of QoL!
    1. Dialectric
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      I tried to have that before launch, but for some reason and I couldn't figure it out in the moment and kinda gave up on the idea...
      The merchants were originally able to have contraband sold to them, but the moment the .esp was made in to an .esm ready for release... Well for some really dumb reason that I can't fathom, the merchants didn't work anymore... So I had to re-code them all to be terminals and you can't sell stolen goods to a terminal.

      So the only way NPC merchants will be NPCs again is if someone can explain to me or I manage to figure out why going from a .esp to a .esm makes it so Human NPC merchants don't work, but terminals do, if nobody can explain it and I continue being unable to figure it out, then they'll remain terminals with a human face.

      There's just no logical reasoning for them not to work when the file is made a .esm, it's frustrating but something I had to move past, at least for the time being, if I figure it out in the future, I'll come back and patch it in immediately
      It may have been a bug with that version of the Starfield Creation Kit I was using, I don't know as of this moment, I'll find out eventually... Hopefully.
  6. Phantomtrkr
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    Great mod!!! However, I have an issue that popped up after SFSE updated. I use your all 5 in one workbench in my ships. I can use all of them except the weapons workbench. I tried to remove it and even built a second one with the same effect. I keep getting a message saying that it is blocked. i find it just strange. It worked perfect before the update. shrug. Thanks again for a great mod!!!!
    1. Dialectric
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      I just went on to the game to test and see if I could replicate this, I can't...
      So I would say it's just a weird bug or CELL issue, the only suggestion I can give you to try and help would be to Save before trying this... Open the Console, click on the workstation and type "Disable" without quotation marks to delete it from your game.
      Aside from doing that, you could try entering New Game Plus and that will reset the games CELLs and should have that issue sorted out for you.
  7. HuzzZeKing
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    I would like to use another ship from time to time but I can't because yours is simply the best...irritating :)
    1. Dialectric
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      Haha. Well I'll have better/more ship options with the next project so people can have more creative freedom in the long run.
  8. brettkeaneyoutube
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    I want to send my companions to the mansion to live.
    1. Dialectric
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      We'll see in the future... Many people have requested this.
      I'll be working on this feature with the next mod, if I successfully implement it with no problems in the long run... I'll implement it to this mod as well, but I can't guarantee anything as of yet.
    2. brettkeaneyoutube
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      In Fallout 4 and Skyrim, people made mods where you could click dialogue and tell npc "This is your home...stay here". The NPC would relax and do its thing. Seems like making a small beacon that can be used like a settlement beacon would I assume create a place to assign where ever you place it.
    3. Dialectric
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      Code is more complicated than that.
    4. brettkeaneyoutube
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      I would make it myself but my PC video card blew up so I'm stuck using xbox for now. I've read your description and understand you're still learning. Keep up the good work.
  9. dante501
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    your mod is great ... i just had an issue with the "Terrabrew Authority Kiosk" , i placed it in my ship and the first time i changed a ship part for some reason everything transferred to my cargo hall , we talk about 6 mil of credits and 220k of weight !!  the one on the outpost works fine (except that i cant delete cause the game crashes) but DONT place it in a ship without save and testing , at least didnt worked for me ...
    1. Dialectric
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      I can't manage to replicate this, I tried every shop I made and every other kiosk and terminal, I modded the ship, swapped parts and went through several scenarios attempting to replicate this, I still have my credits on me and any that were used to build were sent to the storage as intended.
      Unless you have more details for me to go off of, specific parts you used and so on... Every little detail to allow me to attempt to replicate this, there isn't much I can do beyond suggest trying the mod on a clean save.
      Uninstall every mod you have except this one, load this mod on a Clean Un-Modded Save with absolutely no other mods installed or make a completely new game with no mods installed except the Midas Manor to test the issues you're having.
      If this fixed your issue, re-enable your mods one by one until you find the conflict.
    2. Eiadios
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      I had a similar problem. I built a TerraBrew Authority Kiosk Alt on my ship, then went to edit the weapons on my ship and when I backed out my cargo hold was filled with random items. It doesn't mater if you build it or delete the kiosk from your ship, once it's been placed, when ever you edit that ship the cargo hold is filled with random items and hundreds of each just like vendors inside the Midas Manor.
    3. Dialectric
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      @Eiadios Check your mods first before trying to report a bug, ensure your issue is with this mod and not tied in to one of your other mods... Meaning you have every single mod un-installed, it's a fresh new game and only this mod is installed and you are still having the problem...
      If you are no longer having problems after doing exactly this, then re-enable your mods one by one until you find out what mod is causing the issue.


      I am NOT able to replicate this issue, I have tried multiple times on a CLEAN, BRAND NEW SAVE WITH ONLY THIS MOD INSTALLED.

      If you can provide extensive details on the issue, how it happened, what it happened with, everything... Then I can attempt to replicate it to fix it if it is replicable.

      Read the Pinned Sticky Post going over how to run a clean save to properly test a mod to see if it's broken before posting claiming it's broken.
    4. Peanutstarsky
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      I have the same issue where I had 3 Terrabrew Trade authority terminals on my ship. I changed ship to modify another ship (used Majilja weapons). Jumped back into my original ship and like the others the entire stock of the Terrabrew terminal had transferred to my cargo hold. 
      Love your mod, so many great options with it but I will look to put it at the bottom of the load order as suggested but please keep up the excellent work 👍🏻
    5. Dialectric
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      @Paulmcc1660 I suggest going over your mod list and check the Pinned Sticky Post on how to do so!
      The mod works fine and that doesn't actually happen when using the mod with absolutely ZERO other mods installed, so you are having a mod conflict or CELL Corruption and ONLY you can fix that!

      Please PLEASE! I beg any people in the future to READ posts, the Pinned Sticky Post and responses to posts first! Then TEST the mods for conflicts YOU choose to install! BEFORE commenting you have issues with this mod, because you have conflicts with other peoples mods and don't wanna fix or find them... I only fix bugs with my mod, actual issues with my mods... I do not fix other peoples mods or your conflicts with other peoples mods!
      Please just test to begin with! Go through the proper steps on how to test mods!


      So once again as we keep ignoring the Pinned Sticky Post but can manage to search for a several week old post!
      BEFORE POSTING TRY FIXING YOUR OWN LOAD ORDER, CHECK YOUR MODS YOU INSTALLED, TRY PLAYING THE GAME WITH NO OTHER MODS INSTALLED BEYOND THIS ONE, MAKE A NEW GAME AND TEST YOUR MODS FOR CONFLCTS.
      YOU CHOOSE TO INSTALL MODS, CHOOSE TO TEST FOR CONFLICTS WITH SAID INSTALLED MODS!!!

      It's fine to place the merchants in/on any ship, it's fine to modify any ship with the merchants in/on it, it's fine to swap ships with the merchants placed on any ship, I've done it, I've tested it and it works fine, all credits remain on the player character, no problems what-so-ever! IF ONLY USING THIS MOD AND NO OTHERS ON A UNMODDED SAVE, NEW GAME!
      So test your mods for conflicts, it's not hard to do and only you can test the mods together that you install...
      This is not a replicable issue because I only use this mod and ABOLSUTELY NO others! Meaning that you have a mod conflict or CELL corruption!


      Also just for posterity, I literally just went on the game to test this again, just to be super extra sure that the Shattered Space DLC release didn't break anything... It didn't.
      The mod works fine and this isn't an actual issue with this mod...
      It's a mod conflict that you're having with another mod while having this one also installed, meaning it's something only you can find and fix, as I have ZERO control over what you install and have installed, or you have CELL Corruption, also something only you can fix.
  10. LjTiger69
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    I don't know if it depends on the mod or is just a coincidence, but during the quest where there is the Terrormorph attack in New Atlantis, when I approach the Terrormorph on the right, which is right above the location, the game freezes.
    I deactivated the mod and the problem does not occur and the game continues.
    1. Dialectric
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      It's not this mod, I recently, as in a few days ago went and tested that very quest! It works fine with no issues on a game with ONLY this mod installed.
      I'd suggest going over the Pinned Sticky Post to test the mods you have installed.

      10 October 2024, 4:18PM
      I just went on, did that quest to check and see if there was anything wrong after the Shattered Space release, having just now completed the entire quest relating to New Atlantis, specifically the Terrormorph attack scene...
      Everything was fine, all quest and location markers are working fine, absolutely nothing is wrong during my testing.
      To add, I was also using my ship, the Midas Destroyer, it was at the New Atlantis Port as well, to confirm that the ship is not causing problems either.
      I suggest following the Pinned Sticky Post and go over that on how to test your game, check your mods and find what is conflicting with this mod or perhaps you just need a CELL refresh.
  11. GIJhen
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    premium I have a question real quick. Does your manor mod give you human robots you can place like furniture?

    I have those and I have been trying to figure out which mod they come from. Thought I would ask here since you mentioned yesterday that your mod comes with vendors you can place?
    1. Dialectric
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      There are no robots in the buildable objects I created.
      Look in the crafting section of the build menu to know what vendors and workstations I created for players.
    2. GIJhen
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      OK thanks.