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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<----- (YOU ARE HERE)
    No Reactor Limit
    No Shield Limit
    No Unattached Module Error
    No Weapon Power 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. dezzter
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    Thank you very much for this mod.
    PS: Earlier today I forgot I had this mod installed and got very confused for a little while during a ship build 🤣
  3. xOmega240001x
    xOmega240001x
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    Would playing without your no ship limit mods negatively affect anything? Will it be fine to play, as long as we don't go to ship builder?
    1. atomicerection
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      If you built a ship prior with the mods that exceeded limits you can still use it. Just cant edit that ship or will give errors and cannot save it. I tested it while I'm waiting patiently for him to update. You can create a ship or modify others how base game lets you if you wanna build a different one. So either just don't mess with your ship and wait or just wait till he has the update out.
  4. townsgr
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    I think it would be better to make your (much needed) mods compatible with SFSE only as other modders use that type of compatibility too.
    1. Synthlight
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      SFSE being listed as a requirement should make it obvious it already is.
      If you mean for 'updating' purposes, you don't know what you're talking about or how this can't possibly work that way.

      The reason this hasn't been updated yet is because they've completely changed the assembly code this patches, and it takes time to reverse engineer the all the spots involved.
      SFSE isn't going to help with that.
    2. VetGamerBoceifus
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      Most of us that have modded games for a couple decades know the pain, but also developed patience too.  I "think" what he is trying to say is tie your mods into address library, however that is personal choice on what you want to do with your mods.  Even address library took a few days because it had to be rebuilt from scratch with this patch.  The only thing so far I have encountered when I turn it off and keep playing is you cant work on your ships that have all the extra stuff, they still work though as far as I know you just don't bring them up in the ship construction menu until your mods are updated.  Mine still works as long as I dont try to do modify or change out anything to it.
    3. Synthlight
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      Address library isn't going to help (yes, this comes up way too often). This isn't hooking functions, it replacing bytes within them. Where the function is doesn't matter at all. I still have to scan for and find the exact jumps to change.

      I've mostly got it done. At least, everything was tested in CE, then coded in c++ for the plugin, but something went wrong somewhere and the game just CTD when I go to the builder, so one of them didn't patch right and having to check each one is....
      I'll get back to it when I have another 6 hours to throw at it.
  5. InSaN3KiLLerZzonpc
    InSaN3KiLLerZzonpc
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    Latest update to the game has broken the mods
    1. Synthlight
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      Yes. I know. Read the sticklied comment.
  6. BigFAFO
    BigFAFO
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    Greetings. I have all your ship ASI mods. 

    Issue: NONE of my ASI mods work, for the past few days. I have tried reinstalling the Bink dll again.. reinstalled mods, game, etc.. even Vortex... But still even the files Vortex uses wont run the ASI mods. 

    Do you know what it could be?
    1. Synthlight
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      There's a giant troubleshooting section above, as well as instructions on what info to give as a start, and yet people still ask "do you know what's wrong?"................ insert facepalm emote here
      No. No I don't. you haven't given me anything to work with.
  7. AstroGazer
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    was wondering is this an error in the DLL
    [RSP+200] 0x1D02A3E2D40      (char*) "SB_ERRORBODY_REACTOR_CLASS"
  8. FINmnp
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    can this mod be made to work with vortex cause i cant get sfse to work
    1. Synthlight
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      Those are completely separate tools that do completely separate things.
  9. spykerhond
    spykerhond
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    can one fly the  ships after ? how do i get rid of bethesda's banal sentimental retraining of ace pilots ?
  10. Deerbolt2175
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    Will this and your other mods be getting an update for the new patch that was released on the 9th June as Plugins.txt Enabler is no longer needed.

    I mean is it possible to re-create your mods using the Creation Kit and have them as .ESM file's, it's way beyond me so i don't even know if such a thing is possible.
    1. Synthlight
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      It hasn't even been 24 hours.

      HAVE PATIENCE.
    2. Deerbolt2175
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      My bad sorry :)
  11. LisbethSAO
    LisbethSAO
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    THANK YOU for the Update 1.8.86 update! \o/ ♥