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.
Hello I appreciate the mods you make but I wanted to ask you, is there a possibility to make a no-gravedrive requirement mod ? So for example, lets say for those who want an early challenge, they go and build a ship but because they lack credits they build the ship with only reactor, engines, cockpit, landing gear and bay, no gravdrive. They would be limited to the system they are on until they purchase a grav drive or get a different ship with one.
So you either didn't read the stickied troubleshooting section above, or deliberately chose NOT to give me the requested info therein. If all I get is "it doesn't work", then all I say is "it does, read the stickied comment". (I don't even know what behavior you're expecting to happen when "it doesn't work". I cannot read your mind or see your screen.)
is it this mod that is allowing me to jump anywhere in the game in a single jump? started a new game from scratch and not a single time have i been told the distance is too far, even when I can see the distance is greater than the fuel range. having a hard time figuring out which mod of mine is doing this
any way you could make an all in one version of these no limit mods instead of having to update 20 different mods every time bugthesda updates the game? make like a optional selection fomod thing or whatever its called?
Love all your mods mate, thanks very much. Some of these comments about "Your mod doesn't work because the game updated" must really pi$$ you off. It would me.
Your mods are integral to my gameplay (I like big powerful battleships - compensating maybe? lol !!), so I have stopped playing until you have the time. I don't know why Beth didn't incorporate your (and other similar mods) ideas as realism options in the May update.
Anyway, it's worth waiting for, and I should play less and do some actual work occasionally!
Love the mod it's a must have along with your others. Can't wait for the next one with the creation kit you have any plans? Regardless thank you for your work my friend.
As of May 2024 still no updates for this mod. This user said he would update the mod in March. 2 months later still no update.
This goes for all his mods.
Youve been informed.
EDIT:
Clearly this modder is a little upset. Here i was simply updating the comment section that there had not been an update released cuz it didnt work for so many others including me.
Now that youve updated it, ill try again.
And thanks for finally updating the mod. It looks like it will be fun to use.
As of May 2024, it still didn't need an update... till yesterday.
2 months later still no update.
It takes 10 second to google the patch release dates and see the previous latest stable release was:
And then compare them to here:
Hey, look! It was already updated for that version!
What in the f*#@ are you on about? I've updated this for every stable release within a day or two. Now an update comes out a day ago, and guess what, that's right, you're getting an update. Sorry you have to wait a day (or two depending on timezones) after it came out. (Not sorry.)
Then don't, your loss. You can inspect the source code linked in various places if you wish. Not something I can control. They are also all built with only slight differences in AoB scans so one being different is rather unusual. And Nexus doesn't think they're a virus either. Send them to virus total if you want to see what catches it, but this is just a false positive and not something I have control over.
Sorry I meant it won't let me download the file. Okay I got it now I had to turn off my virus detector download the file then scan it and allow it. It showed it as a Trojan I don't know why.
103 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<----- (YOU ARE HERE)
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
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
all of your mods working perfectley fine but not the grav mod...
If all I get is "it doesn't work", then all I say is "it does, read the stickied comment".
(I don't even know what behavior you're expecting to happen when "it doesn't work". I cannot read your mind or see your screen.)
This is genuinely my favourite part.
You both deserve it
Some of these comments about "Your mod doesn't work because the game updated" must really pi$$ you off. It would me.
Your mods are integral to my gameplay (I like big powerful battleships - compensating maybe? lol !!), so I have stopped playing until you have the time. I don't know why Beth didn't incorporate your (and other similar mods) ideas as realism options in the May update.
Anyway, it's worth waiting for, and I should play less and do some actual work occasionally!
This goes for all his mods.
Youve been informed.
EDIT:
Clearly this modder is a little upset.
Here i was simply updating the comment section that there had not been an update released cuz it didnt work for so many others including me.
Now that youve updated it, ill try again.
And thanks for finally updating the mod.
It looks like it will be fun to use.
And then compare them to here:
Hey, look! It was already updated for that version!
What in the f*#@ are you on about?
I've updated this for every stable release within a day or two. Now an update comes out a day ago, and guess what, that's right, you're getting an update. Sorry you have to wait a day (or two depending on timezones) after it came out. (Not sorry.)
small suggestion, can you implement address library? this way it is not mandatory to update the mod when a new game version/sfse comes
Not something I can control. They are also all built with only slight differences in AoB scans so one being different is rather unusual.
And Nexus doesn't think they're a virus either.
Send them to virus total if you want to see what catches it, but this is just a false positive and not something I have control over.
Okay I got it now I had to turn off my virus detector download the file then scan it and allow it.
It showed it as a Trojan I don't know why.