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  1. Synthlight
    Synthlight
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    Locked
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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<----- (YOU ARE HERE)
    No Grav Drive Weight Limit
    No Minimum Landing Gear
    No Reactor Class Requirement
    No Reactor Limit
    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
    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. Sombra47
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    Forget what i say, i achieved , have a tutorial on Reddit ;)
  3. pebble42day
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    I haven't played in about a month but now loading the game I'm getting an error in the shipbuilder for too many engines and reactors. Everything worked fine the last time I played. Everything is updated. I even re-downloaded the two mods today and installed them and still not working. The logs mentioned in the sticky aren't being created. I installed the VC++2022 redist also. And yes they are in the "Starfield/Data/SFSE/Plugins/" folder. Any idea? Using SFSE and the latest versions of the game and everything else.
    1. Synthlight
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      Any idea?
      Same idea as what's already mentioned above: If the logs aren't being made then they aren't in the right location or you aren't running through SFSE.
      The partial path seems fine, assuming that's in the game dir and not the save dir.
    2. pebble42day
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      But I am using SFSE and they are loaded in the game directory and not the save directory. Like I said they were working perfectly fine the last time I played on Feb 2nd.
      
    3. pebble42day
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      Oh for God's sake. Never mind. I was starting the game using the game exe and not the SFSE shortcut. I'm an idiot.
    4. Synthlight
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      If logs aren't being made, then there's only two options:

      • The files aren't where they should be.
      • SFSE isn't being used.

      Making me repeat myself isn't going to change the facts here.
  4. Reaver2815
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    Quick question good sir, just after this last update to SF, had a ship build with more than 4 engines and ship builder gave me no errors.  Logged in today and now I cant exit ship builder without reducing engine count to 4 due to too much power required for engines.  The tool tip in top left used to reduce the size of the power bars for the indicated selection (engines, shield, grav) but now it doesnt.  Any idea where I might to start looking?  Have made sure all mods related are up to date, but obviously I am missing something (probably really small knowing me).  Thank you in advance for your time and your work on this mod for the community.
    1. Synthlight
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      Read the stickied comment / troubleshooting section.
  5. Klavdii77
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    Thank you as always for your quick updates good sir!
  6. Tatejr22
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    Do you have any plans to release this mod on console? And does this affect mod engines as well or just vanilla assets? 
    1. Synthlight
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      I'll release it on console when:

      • Someone buys me the console dev kit and the game so I can test it. (Assuming the game will run on a dev kit since I obviously don't have access to dev builds of the game.)
      • When Microsoft allows DLL injection to run on consoles. (And thus SFSE and/or ASI loaders work.) (There's zero chance in hell that'll ever happen.)

      affect mod engines as well or just vanilla assets?
      Irrelevant. It alters the exe code to jump past the ship builder error.
    2. Tatejr22
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      OK. Well thank you for the quick response. Appreciate ya. 
  7. arhenix
    arhenix
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    Can you make it compatible with 1.14 version? It's the best mode ever
    1. Synthlight
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      You need to read the file descriptions again. It already is.
  8. InvictusVivus
    InvictusVivus
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    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.

    Now that nexus has changed how donation points work will there be any interest in an AIO?
    1. Synthlight
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      No. I have no desire to deal with uploading an additional 24 files on each mod for AiO copies; whenever the game updates.
      And making a completely separate mod page is the kind of redundancy Nexus doesn't want.
      The answer doesn't change for the individual mods; separate mods are easier to title and search for.
    2. InvictusVivus
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      Fair enough I am confused why you would have to upload an additional 24 files wouldn't it be just one DLL mod called shipbuilder remove all limits on its own mod page? Also, that wouldn't be redundant it would be its own thing. To be clear I am not trying to attack you I am genuinely confused, and you don't have to answer if you don't want to I'm sorry if I am being annoying.
    3. Synthlight
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      https://help.nexusmods.com/article/136-best-practices-for-mod-authors

      This is sort of a grey area, and I'm honestly not sure whether the new system would like me making a AiO page or not.
      I know I've read about it more in the past, and I don't want to go digging through it all right now but here's a line from the above link:
      Keeping a mod and its variants/patches in one place.

      I was under the impression making some AiO variant counts for that, and it shouldn't get it's own mod page.
      It may seem fine from this direction, but once made, think about it from the reverse. You find an AiO page, and if you only want one part of it, you can't get it there as each piece now has it's own mod page.
      Look at it from a clothing perspective. Imagine I made a clothing bundle and then made individual mod pages for each individual piece. You couldn't DL each one separately from the bundle page, you'd have to go to and track each separate mod page.

      Now maybe it's just how I interpret it, but stuff like that is what I see the new rules trying to discourage.

      This leaves me with the option of putting the AiO variants on each individual mod page. This works great for the user, but is hell to manage for me as that's 2 additional files (SFSE / ASI) for each mod, and it already takes forever to manage/rename and upload newer versions each update.

      I suppose I could just ask Nexus support whether it would be a good thing or not.
    4. InvictusVivus
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      Hmm, yeah definite seems like a bit of a gray area that they should clarify in the new rules. I had always thought the common practice was to say have a single AIO page and on the page just to say what mods are included in the AIO and link to them in the description like how this Skyrim mod does it, or just a list of links like you have in the comments already here. https://www.nexusmods.com/skyrimspecialedition/mods/80209
  9. Menellaus
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    THANK YOU FOR ALL OF YOUR WORK
  10. Brutetomb2531
    Brutetomb2531
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    I shall wait patiently for this godly mods update.
    1. degreaser
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      And I have but one kudo to give the mod author.
    2. vengeance4070
      vengeance4070
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      Same. Fortunately in the mean time, the ship you've built using it still work. You just cant change anything. 
  11. SirOminos
    SirOminos
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    Would it be possible to have a "no limit AIO" pack that combines all your ship mods?
    I just re-read the FAQ 
    Thank you.