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Does this fix my issue?
You can check the changelog to see what's included.
You can check the issue list to see what has been reported.
Ship Encounter Script Fixes It seems to be deleted. https://www.nexusmods.com/starfield/mods/5668
I contacted the author and got no reply. The authors other similar mod is still up. https://www.nexusmods.com/starfield/mods/4848 and has this "This mod is now redundant and included in Ship Encounter Script Fixes"
Anyone know why Ship Encounter Script Fixes is deleted? And are they needed anymore, or are they both included in the community patch?
The new patch introduce some bugs for me. Some text in Italian is not translated, so I see "LOOK UP FAIL" in some quests title. But this update activate some quest that are in bad storyline. I complete a companion quest of Erwin with Barret but now is active a stage of it. There are others wrong quest active but dont know what they are due to the "LOOK UP FAIL" text.
This is usually caused by extracting the BA2 archives. Apparently MO2 is known to do this on its own. See if you can ensure that the community patch's BA2 archive is also in the data folder.
If you installed manually you probably forgot to extract/replace the BA2. Given you're the only one reporting it this must be a you problem (i.e. your setup). You might want to use Vortex or MO2 to prevent user error installing or updating content
This can also happen if you edit a mod in SFEdit marked as translated in its header (like this mod). Basically it tries to create new loose file strings and fails. So those non-functional loose Strings folder files cause all sorts of lookup fails.
It was driving me bananas seeing this on tons of skill magazines and quests. Lookup failed everywhere. But this comment made me think to check my Strings folder and sure enough deleting the loose files there from editing this mod fixed everything. :)
Go back to the last patch, I couldn't do one mission with this update, it is unnecessary and will ruin your game. I started a new game. deleted everything and it still persisted. Went back to old patch and it is fine. Lookup failed on everything until I restored the last patch.
As noted in basically every comment chain here. "LOOKUP FAILED" is caused by you having loose translation strings in your game folder. Usually put there by xEdit if you modified the plugin.
wouldn't use this update on existing game, it ruined my game after about 4 play throughs. Couldn't understand what was wrong, deleted saves and started over, kept getting message even on new game, lookup failed or something like that. Finally figured it out, reinstalled last one and it is fine. On an edited game, this is a bad thing to install. Why the name changes? I thought this was some kind of a bad joke. Well, here I go again from scratch. Not knocking what you are trying to do, but even fallout 4 , after you have so any mods and it is edited, this is a useless patch that you have to conform to almost every mod. The weird name changes are not a bug. they were put in there. I basically use this mod to edit things to better stats or whatever I can find to improve. This is a patch that people should understand, that with almost every mod they install, needs to be edited. mod makers do not mod from this patch.
Awesome! Whether intentionally or unintentionally, this latest update fixed the "land the Narwhal at your first landing spot and the cockpit becomes invisible and you can't exit the ship... and the ship is forever borked" bug. This from "new as in new in the menu" game. I've been testing this out for the last... 5 hours and I haven't had that bug again. Whereas I had it every time before today's update. I didn't see "Narwhal" or "invisible ship on landing bug" in the changelog, but thank you anyway.
Spoke too soon. Unity pass #4 and the bug re-emerged. So now I have to settle far a far inferior ship again, as the Narwhal is forever bugged once it happens the first time. No console cheat. No fix. Oh well. That's what I get for being too optimistic.
Hi, good to see you. I'm HaiTan95, author of the Collection God of Space: Prepaire to Die Edition. Just wanted to take a note that version 0.1.1 and 0.1.2 of the mod did not work with my collection. CTD every time I load a save or a new game. Revert to version 0.1.0 fixed the issue. Thank you, and wish you a wonderful day.
To be fair I understand the initial assumption that it was a bug. Particle weapons are separate from the other weapon types and the ballistic skill doesn't make particle beams better. But then Bethesda made a patch note that apparently it's intended? Should the ship weapons also be reverted to have particle weapons benefit from lasers since I guess that's what Bethesda intended?
Also if Pickysaurus is reading this, are these things I would submit as issues on the patch's site?
I don't mean to necro this but is this still being worked on? No rush if you guys are just testing it and it hasn't gotten through the pipeline yet, I get that and appreciate your work.
It’s on the list, and it’s really just a matter of deleting one data record. Will probably be in the next version. 0.1.3 was mostly intended as a compatibility update.
Looks like the April update has a bug - causes the game to go white screen with a bunch of black floating people, chair etc -once loaded ... went back to the earlier October update (which works fine) - on testing game works fine if I don't activate April SCP so there something not happy with the update......
Explain this to me - I have used LOOT to set load order - run SCP from the beginning - have not had any issues - have merged ( and clean SPC install ) and it is ONLY this SPC update to give me this problem ... if I go back to Oct. SPC no problem..... So it would seem to me that the problem is with the NEW SPC update .....
OK I will spend a few hours with the change log to see if the changes made NOW conflicts with an existing MOD I have to see it the change killed me .... Thanks for the suggestion that it is most likely my problem... I will report my findings back to you - if that's OK
OK - CoraCoeMultiversalBookHunter seems to be the issue ( after review of the SPC change log ) so I moved this mod down to the bottom of the load order and this appears to solve the issue ... I still find it strange that this mod in my load order was unchanged and worked fine with earlier SCP but the April SPC update meant I had to find and correct a NEW issue that SPC created - just saying .. but thanks I will be MORE investigative in the future - My Bad :-)
That mod is outdated, and has been hidden from Nexus by the author (meaning it is no longer supported either). It is unsurprising that it would conflict in this way.
Hey, having an issue, but not sure if it's an "issue". For some reason, when I have the SCP esm active, mods after a certain point stop working. That is to say no strings or meshes at least are being loaded, i.e an armor mod just shows my character naked. Removing the SCP restores things to how they should work. I've noted a few other mods cause similar effects, reducing the number of mods I can load any where from 2 to 10 for each one.
As a test I deleted everything in the SCP esm and as if it wasn't there, meshes were loading again for the affected mod slots. I have no idea what's going on, or why this is happening, but I thought I'd mention it.
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Report an issue
If you would like to report a bug for the team to look into or contribute a fix for a future update to the patch, please create an issue here. Posts in the comments may get buried and the content lost.
Does this fix my issue?
You can check the changelog to see what's included.
You can check the issue list to see what has been reported.
You can report an issue to add your issue to the tracker.
Does SFCP work with mod x?
Your should consult the mod page. SFCP uses a BA2 archive, so any mod that includes loose files will override the fixes we supply.
It seems to be deleted. https://www.nexusmods.com/starfield/mods/5668
I contacted the author and got no reply. The authors other similar mod is still up.
https://www.nexusmods.com/starfield/mods/4848
and has this "This mod is now redundant and included in Ship Encounter Script Fixes"
Anyone know why Ship Encounter Script Fixes is deleted? And are they needed anymore, or are they both included in the community patch?
Thanks!
But this update activate some quest that are in bad storyline. I complete a companion quest of Erwin with Barret but now is active a stage of it.
There are others wrong quest active but dont know what they are due to the "LOOK UP FAIL" text.
It was driving me bananas seeing this on tons of skill magazines and quests. Lookup failed everywhere. But this comment made me think to check my Strings folder and sure enough deleting the loose files there from editing this mod fixed everything. :)
That puts that discussion to rest
Also if Pickysaurus is reading this, are these things I would submit as issues on the patch's site?
Also, it's expected to be resolved in 5-7 years, as it is the standard here
OK I will spend a few hours with the change log to see if the changes made NOW conflicts with an existing MOD I have to see it the change killed me .... Thanks for the suggestion that it is most likely my problem... I will report my findings back to you - if that's OK
That is to say no strings or meshes at least are being loaded, i.e an armor mod just shows my character naked.
Removing the SCP restores things to how they should work. I've noted a few other mods cause similar effects, reducing the number of mods I can load any where from 2 to 10 for each one.
As a test I deleted everything in the SCP esm and as if it wasn't there, meshes were loading again for the affected mod slots.
I have no idea what's going on, or why this is happening, but I thought I'd mention it.