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.
Forgive me if I'm misunderstanding anything, is this mod currently working? I read the sticky and saw the date, but it is unclear if you're saying this mod works or if you're in the process of fixing it.
Shield keeps going offline, taking away power and putting it back doesnt help. It does not come back over time. I have even tried to edit ship and take away or add shields. It comes and goes and I cannot figure out why. It mostly goes. It does not regenerate either.
Ok, but, you didn't mention anything about how many shields you are using and that's all that really matters here. If you've got more than one shield then this is working exactly as intended. All this does is let you bypass the error. The game has various issues with ships that go over the limits, which is probably why the limits are there in the first place. I can't fix any of those oddities either.
thanks for these various updates and fpr keep SF modding going :) I see the game update isn't a huge. DO you think most unupdated mods are likely to continue functioning fine unless needing an SFSE realignment? Just wondering how long to give it before plunging into the next update cycle! Realise you can' speak for all mdos of course
85 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
No Shield Limit<----- (YOU ARE HERE)
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
Thanks in advance!
As well as the changelog.
Quick update saves lives, I promise you.
If you've got more than one shield then this is working exactly as intended.
All this does is let you bypass the error. The game has various issues with ships that go over the limits, which is probably why the limits are there in the first place. I can't fix any of those oddities either.
Ive used up to 6-8. You also have to have enough power which means you need the reactor mod aswell.
really looking forward to an update
WAKE UP.
fantastic mod. I personally have x28T shields and its fantastic!
Thank you, Synthlight!!!
- Weapon-Power-Mod - ok
- Reactor-Count-Mod - ok
Engine Power & Shield Count with viruses (windows can't even download, blockes)Either way, out of my control and not something that affects me so....
I see the game update isn't a huge. DO you think most unupdated mods are likely to continue functioning fine unless needing an SFSE realignment? Just wondering how long to give it before plunging into the next update cycle! Realise you can' speak for all mdos of course