UPDATES TO THE GAME WILL STOP SFSE FROM LOADING THE MOD. (ASI MIGHT STILL LOAD. CHECK IT'S LOG AFTER STARTUP.) PLEASE HAVE PATIENCE AND STOP TELLING ME "THE GAME UPDATED, PLS FIX". I KNOW IT UPDATED. JUST HAVE PATIENCE AND WAIT. You'll also need to wait for SFSE to update so there's that too. Just have patience when the game updates. I'll be able to update this within a day of SFSE updating. Alternatively you can try the ASI version. It will still load, it just may fail to patch what it needs to. ALWAYS CHECK THE LOG!
The plugin will create "<Name of file>.log" in the same directory as the DLL/ASI on startup if it's in the right spot. Meaning "Starfield/Data/SFSE/Plugins/<Name of file>.log" or wherever you put the ASI. This does not log to the SFSE logs!
Troubleshooting:
If you don't get the log at all, you're probably missing the VC++ 2022 redist. (This is an official installer from Microsoft, you can find the link to it here.)
Or maybe you didn't put it in the right location: "Starfield/Data/SFSE/Plugins/<Name of file>.dll" (This and SFSE need to be in the game dir, not the save dir!) CHECK YOUR PATHS!
If you get the log but the last line is "AoB scan returned no results, aborting". This would typically mean the game version changed and the AoB needs updating. You might also see this on GP.
GP is untested. It either works, or it doesn't. If the original script from the CE table does then this probably will as long as you have something that can load it. If it doesn't, oh well. I'm not capable of testing it on GP so won't be supporting it.
Mod Organizer doesn't install it correctly. I believe it incorrectly tries to put it in the save dir 'Data' folder. (This is why one of the steps above says check your paths.... always check to make sure it was placed where it should have been.)
Names/Text disappearing? That's not this mod. Some ESP/ESM mods this like this cause issues like that. (Read the known issues there.)
If you have issues with getting it working, please for the love of Greg read the above steps/description, check your paths, etc, and copy the log contents here. And please provide details on things so I don't have to ask!:
Your game version.
SFSE version.
Whether you're using SFSE or an ASI loader.
What ASI loader if you went that route.
Where you put the file.
THE LOG CONTENTS.
And so on. The more info the easier it is to figure out what went wrong.
-------------------------------------------- --------------------FAQ------------------- -------------------------------------------- Q: What about the CreationKit? This is altering hard-coded limits (error checks) in the exe. The CK being out doesn't really change this. I'm not saying it's impossible, but given how this works, I have little hope there'll be a better way of doing this.
Q: Will you make an All-in-One mod? No. Separate mods does a few things:
Better visibility, cleaner titles, easier to find via searching, etc.
More DP to split with the table author.
Easier for people to granularly enable/disable individual features.
stavanzer has put together a collection here Vortex users can use.
Q: What about grav drives? Multiple drives break the game. Distance drops to 0LY and you get a "you need additional grav thrust" error. You can however ignore the weight limit on them with this mod.
Q: What about max ship modules? Q: What about ship width/length/dimensions? The answer to both is they are already changeable by:setgs fSpaceshipLandableMaxSizeX 5000 setgs fSpaceshipLandableMaxSizeY 5000 setgs fSpaceshipLandableMaxSizeZ 5000 setgs fSpaceshipLandableSmallSize 5000 setgs fSpaceshipBuilderMaxSizeZ 5000 setgs uSpaceshipBuilderMaxModules 5000 setgs uSpaceshipBuilderModuleHardLimit 5000I have no plans to make a mod for something changeable easily via the console. Beware when using these! Your bay/ramp needs to not be too close to the outside else you'll spawn trapped under it. You might will probably run into other issues with huge ships, use at your own risk. I'm not making a mod for them.
even if they are not out dated none of them work just so you know not single one! might as well remove them if they cannot be fixed?? i have used your mods sense release and have tried everything i cant get them working they are completely broken and while im not a pro im also a mod maker so i'm not a dummy lol when it comes to modding
That is just plain incorrect. Your installation issues does not mean the mod itself is somehow broken.
You giving me no information to work with doesn't help your case either. Read the troubleshooting section above. GIVE ME THE REQUESTED INFO IN IT (AS A START) IF YOU STILL CAN'T GET IT WORKING.
But bottom line? The mod works, this is a you problem.
Been using your mods since they released. Awesome work. But I did a fresh install of windows and redownloaded your mods after installing starfield. Booted up and went to build a ship out and couldn't place multiple reactors. Ofcourse I also checked Engines, Landing gear, and the various others i use from your mods. they all seemed fine. Reactors was the only one not working. Any words of wisdom. checked all paths to ensure i hadn't gone idiot lol.
You need to read the supported version on the files here because there's nothing for me to update to. This is already up-to-date. Any "outdated file" issues are a you problem.
why not make a no limit aio mod that includes every mod you made into single file ? better than dowlanoading all of your mods seperately just for convienence of course but it would be nice also better to update single file.
Update might have caused it to not load. Engine power mod works fine and loads but this one doesn't. Using newest release of the game 1.13.61.0 and Ultimate-ASI-Loader_x64
all your stuff for 1.12.30 suddenly stopped working , no reactor , weapons count etc. can i fix this ? Are my ships instantly rendered permanently damaged as cells or something or how do i handle this , it was working fine.
376 comments
PLEASE HAVE PATIENCE AND STOP TELLING ME "THE GAME UPDATED, PLS FIX".
I KNOW IT UPDATED. JUST HAVE PATIENCE AND WAIT.
You'll also need to wait for SFSE to update so there's that too. Just have patience when the game updates. I'll be able to update this within a day of SFSE updating.
Alternatively you can try the ASI version. It will still load, it just may fail to patch what it needs to. ALWAYS CHECK THE LOG!
The plugin will create "<Name of file>.log" in the same directory as the DLL/ASI on startup if it's in the right spot.
Meaning "Starfield/Data/SFSE/Plugins/<Name of file>.log" or wherever you put the ASI.
This does not log to the SFSE logs!
Troubleshooting:
If you have issues with getting it working, please for the love of Greg read the above steps/description, check your paths, etc, and copy the log contents here.
And please provide details on things so I don't have to ask!:
Other ship builder tweaks/unlocks:
No Bay or Docker Limits
No Build Below Bay Error
No Cockpit Limit
No Engine Power Limits
No Grav Drive Weight Limit
No Minimum Landing Gear
No Reactor Class Requirement
No Reactor Limit<----- (YOU ARE HERE)
No Shield Limit
No Unattached Module Error
No Weapon Power or Count Limits
--------------------------------------------
--------------------FAQ-------------------
--------------------------------------------
Q: What about the CreationKit?
This is altering hard-coded limits (error checks) in the exe. The CK being out doesn't really change this.
I'm not saying it's impossible, but given how this works, I have little hope there'll be a better way of doing this.
Q: Will you make an All-in-One mod?
No. Separate mods does a few things:
- Better visibility, cleaner titles, easier to find via searching, etc.
- More DP to split with the table author.
- Easier for people to granularly enable/disable individual features.
stavanzer has put together a collection here Vortex users can use.Q: What about grav drives?
Multiple drives break the game. Distance drops to 0LY and you get a "you need additional grav thrust" error.
You can however ignore the weight limit on them with this mod.
Q: What about max ship modules?
Q: What about ship width/length/dimensions?
The answer to both is they are already changeable by:
setgs fSpaceshipLandableMaxSizeX 5000
I have no plans to make a mod for something changeable easily via the console.setgs fSpaceshipLandableMaxSizeY 5000
setgs fSpaceshipLandableMaxSizeZ 5000
setgs fSpaceshipLandableSmallSize 5000
setgs fSpaceshipBuilderMaxSizeZ 5000
setgs uSpaceshipBuilderMaxModules 5000
setgs uSpaceshipBuilderModuleHardLimit 5000
Beware when using these! Your bay/ramp needs to not be too close to the outside else you'll spawn trapped under it.
You
mightwill probably run into other issues with huge ships, use at your own risk. I'm not making a mod for them.Source
wierd?
Your installation issues does not mean the mod itself is somehow broken.
You giving me no information to work with doesn't help your case either.
Read the troubleshooting section above. GIVE ME THE REQUESTED INFO IN IT (AS A START) IF YOU STILL CAN'T GET IT WORKING.
But bottom line? The mod works, this is a you problem.
2025-01-09 18:38:34Initializing.
2025-01-09 18:38:34Reactor-Class-Mod initializing.
2025-01-09 18:38:34Scan thread spawned.
2025-01-09 18:38:34Reactor-Class-Mod loading.
2025-01-09 18:38:34Target version: 1.14.74.0
2025-01-09 18:38:34Game version: 1.14.74.0
2025-01-09 18:38:34Found module name: Starfield.exe
2025-01-09 18:38:34Module base address: 7FF6DDC30000
2025-01-09 18:38:34Doing AoB scan.
2025-01-09 18:38:40Found 3 match(es).
2025-01-09 18:38:40Scanning from: +1405129 -> +A615129
2025-01-09 18:38:40Scanning from: +1405276 -> +A615276
2025-01-09 18:38:40Target address: 7FF6DF035276 (Starfield.exe + 1405276)
2025-01-09 18:38:40SB_ERRORBODY_REACTOR_CLASS patched.
2025-01-09 18:38:40Scanning from: +23AC21B -> +B5BC21B
2025-01-09 18:38:40Patched 1 match(es).
Reactor-Class-Mod initializing.
The mod you're using is not the one you're commenting on: No Reactor Class Requirement
And, for that mod at least, it all looks correct.
Thank you again Synthlight for your hard work!
NOBODY HAS ANY PATIENCE ANYMORE.
I took time away from updating the mods to tell you this.
(Do people think I don't know, despite me having updating these mods in a day or so EVERY UPDATE?)
Patience is a rare commodity these days. Don't let them make you rush. Take your time if you need it. :)
better than dowlanoading all of your mods seperately just for convienence of course but it would be nice
also better to update single file.
Here is the log info:
2024-08-21 14:39:36Reactor-Count-Mod initializing.
2024-08-21 14:39:36Scan thread spawned.
2024-08-21 14:39:36Reactor-Count-Mod loading.
2024-08-21 14:39:36Target version: 10701D0
2024-08-21 14:39:36Game version: 10D03D0
2024-08-21 14:39:36Found module name: Starfield.exe
2024-08-21 14:39:36Module base address: 7FF794710000
2024-08-21 14:39:36Doing AoB scan.
2024-08-21 14:39:40AoB scan returned no results, aborting.
Also thanks for this mod, I have been using it for a long time now.
I can't do much to fix any of it (ASI or SFSE) till SFSE is updated.
That also isn't the latest version of the game, and I'm only going to support the latest.