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Synthlight

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  1. Synthlight
    Synthlight
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    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!
    • Launch through SFSE. Or use something like SFSE - Launch on Steam with In-Game Overlay if you want to keep going through Steam.
    • 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.


    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
    setgs fSpaceshipLandableMaxSizeY 5000
    setgs fSpaceshipLandableMaxSizeZ 5000
    setgs fSpaceshipLandableSmallSize 5000
    setgs fSpaceshipBuilderMaxSizeZ 5000
    setgs uSpaceshipBuilderMaxModules 5000
    setgs uSpaceshipBuilderModuleHardLimit 5000
    I 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.

    Source
  2. JOHN69JAY
    JOHN69JAY
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    Thank you 
  3. Gravebourne
    Gravebourne
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    Thank you for this! Great QoL improvement so to speak.. 
  4. JOHN69JAY
    JOHN69JAY
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    hello guy, so its been months we dont get news from you
    are you ok ?
    do you plan to comeback ?
    1. Synthlight
      Synthlight
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      I never left. The update will happen when it's ready.
  5. JOHN69JAY
    JOHN69JAY
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    SO SORRY, i borried you so much, i just built my new pc, re installed starfield and then my fantastic ship  BASILISK was broken, based on the @wizeoldwizard huge, awsome video
    i just was on panic
    so, reinstalled starfield to the previous update, 1.14.74
    thank you again and again, take care, see you
  6. JOHN69JAY
    JOHN69JAY
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    hello  super coder man !!!!   :)  
    first of all, thank u so much about your so usefull mods, i used to build my fantastic    Basilisk II - Starfield Class C Destroyer,
    a special ship created by his conceptor,   @wizeoldwizard  on youtube
    secondly,
    are you still thinking about to update your mods ?  we are now at  Starfield.Update.v1.15.216
    take care, .... with the hope to see you here, again with good news  :)
    1. Commando414
      Commando414
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      No need to spam. And yes, Synth is clearly working on the updates for his mods. He is well aware of the Starfield update and is actively working on his mods to be compatible with the new update. I think he would also appreciate it if you would read his sticky notes/comments before asking questions about it.
  7. ForgedEnigma
    ForgedEnigma
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    Hiiii Synthlight :)
    I hope you are still active with your ship mods.
    1. Badchocobo77
      Badchocobo77
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      yeup. Synth is updating mods. just taking time since all the codes to this patch were changed. said on another mod synth makes, that it taking time to reverse engineer so the mods can be updated.
    2. Thlaylie
      Thlaylie
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       Was looking for this. I love his mods and was hoping they were still being supported.
  8. Corocotan
    Corocotan
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    this mod allows you to add as many shields as you want, but do you know if the shield hp aggregates?
  9. MrDuk
    MrDuk
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    Just want to say.   Thanks for the mods and the work you put into them
  10. sabreone
    sabreone
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    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.

    Thanks in advance!
    1. Synthlight
      Synthlight
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      but it is unclear if you're saying this mod works or if you're in the process of fixing it.
      A single glance at the file descriptions and the versions therein should answer that.
      As well as the changelog.
  11. Azamaki
    Azamaki
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    You are absolutely amazing!
    Quick update saves lives, I promise you.