Found a bug in the implementation (likely a CCR thing - I haven't looked into it yet). When initially launching the game, presumably CCR runs the toml file and the values are updated. However, if you, for some reason, back out of a save into the main menu, and load a save from the main menu screen without fully exiting the game, the values are reverted to the default, again, presumably because CCR only fires at startup of SFSE (?). Anyway, the solution, in order to keep the buffed values, is only load saves from a fresh game restart or while currently in a save.
Edit: this limitation is mentioned on the bottom of CCR's page.
Glad I checked the comments cause I was starting to get irritated that this wasn't working for seemingly no reason, which I guess is still the case but at least it's not just me.
you shouldn't even be downloading it as this and other props are causes of slow-downs and CTD's after recent patches. do not download sosuines draw distance mod either can brick ur entire game, and all ur save u go into afterwards.
For those of you who're wondering why the mod isn't working: the .toml files are all missing a comma at the end. If you open them, you'll see that there's a comma after every line, but the last. I added it and now the mod is working. Except it's also crashing my game, and I can't figure out why.
The last line shouldn’t need a comma. Also, since this mod is just a toml script executing commands at runtime, a crash caused by it would be extremely strange.
First, thank you for the mod, I am looking forward to playing with it. If I may put in a feature request for a future release. There is no option to sent strength or duration to normal. Can you put a x1 as an option?
Hi, thank you for the mod, it's really cool! :) I was wondering if you could add a 3x version for the food healing abilities? I'd really appreciate it :)
would like a non SFSE version.. having to really on someone else's time when it comes to MY free time ruins the relaxing vibe I get from having free time..
if you read the description it says this mod is Based on SFSE therefor he would have to make a different one for none SFSE.. also if you have such a problem make your own mods... if you think the mod maker needs to please you he doesnt and probably can care less what you think.. you dont need this mod to play the game you get plenty of health items hell the credits are easy to get ive have over 8M and im 30 hours in... this mod more of just on the fun side so you dont have to use as many items as you normally would.. if the game is hard and you cant relax while playing id suggest to quit gaming and watch a movie
What you're asking isn't possible until the Creation kit releases next year or Xedit is updated before that, so we can actually access the records in the esm. People really need to chill out with their expectations so early on. Proper modding tools are needed before we can start making mods properly, until then, you're stuck with workarounds for even the most simple things like this.
SFSE makes this mod possible... without SFSE this mod is not possible. Therefore, the answer is no. This mod is a script, which you need something that make that script work. You're basically on here saying that you want to take the bus to work, but a bus that operates on your schedule because you have a busy life and don't want to wait on a bus... It comes across as pompous. Which it is.
All those people saying that it is not possible to do non-SFSE version...
There are plenty mods out there both having SFSE version and ASI Ultimate Loader version (witch works with game pass and steam versions). Sadly some mod creators don't care or just cant be bothered to investigate/spare extra time.
While I completely get where you’re coming from, it just isn’t possible. If you’d like a version that isn’t reliant on SKSE, you could look into Better Food and Chems which is a more manual mod based on similar console commands. The way mine differs from theirs, is by formatting commands into a specialized file that loads in Console Command Runner during game startup. This makes the changes automatically without ini edits and without waiting on the menu for those edits to take place. Since automating it this way requires CCR, and CCR requires SFSE, this also requires both. It just isn’t possible yet. If xEdit comes out, this should be easily possible to make without SFSE since we’ll be able to modify the existing game records directly. However since we can’t reliably do that yet, this is the only workaround we can really do.
What they’re saying isn’t a lie. Right now we can’t modify ESM files directly which is the normal way to modify existing content. Any of the current ESP mods on here would be based on the current or old versions of xEdit designed for older versions of Creation Engine or based on the current version which is nowhere near fully complete and a lot of the records aren’t there so we don’t know what exactly we’re messing with yet. Without those tools in full swing, any modifications could irreparably break save files or worse. It’s not spreading fear for no reason, it’s him telling the truth to prevent unrealistic expectations. The dev of xEdit has been doing 20 hour days trying to get these records indexed. It just takes time.
Hey i get all arguments and reasons. It is great mod idea and i would love to use it... but there are lot of game pass players that cannot run SFSE, and you did not bother to make ordinary console bat version for those players (my bad, you did provide link to other mod that does this already). Those comments will will just keep pop on every mod comments, because mod authors ignore big chunk of player base... Peace.
Yeah I completely get it. I would however state, that I don’t think most devs are ignoring the GamePass players. It’s more so that that version just doesn’t have as much functionality yet in terms of what they can and can’t do. It’ll get better as time goes on but, I wouldn’t expect miracles when the GamePass version doesn’t support the tools we need to modify the game yet.
Why is there 2 identical *.dll files for the exact same SFSE folder regardless of whatever option you select? It's a bit confusing.
Example: Doing manual install on picking option 3X folder. Installing all chem/food/drink mod files to the game directory and not the My Documents location as indicated.
Unzipping the 3X folder option has 3 folders: Chems, Drinks & Food.
Using Chem folder as example: Open Chems folder and it has a Data and SFSE folders.
Data folder has this path: Data\SFSE\plugins\ConsoleCommandRunner\ConsoleCommandRunner.dll SFSE folder has this path: SFSE\plugins\ConsoleCommandRunner\ConsoleCommandRunner.dll
Is the SFSE folder at the same directory level as the Data folder? So there is a new/extra SFSE folder containing the contents of this file directory path for the .dll file?
Or is it supposed to be within the Data folder?
Either way, it seems the file i.e. ConsoleCommandRunner.dll is identical. So if the SFSE folder is within the Data folder, then this file will overwrite the original one.
84 comments
Edit: this limitation is mentioned on the bottom of CCR's page.
Edit: nvm see amphibiac's comment
1. Steam/Steamapps/common/Starfield/Data/SFSE/plugins/ConsoleCommandRunner - All Chems 5x.toml, AllFoods5x.toml, AllDrinks 5x.toml and FoodHeal.toml
2. Steam/Steamapps/common/Starfield/Data/SFSE/plugins/ - ConsoleCommandRunner.dll
now its working fine. Method without using Vortex or other Tools.
i want to Customizable skill Duration and Traits Buff Duration but i can't find values anywhere
ps. i can only see a gobal variation with help command but it show like
ChemMag_FortifyStealthNoise_01 = 0.3
ChemMag_FortifyStealthNoise_02 = 0.5
not
002D396D
002D396E
so i can't modify them
I was wondering if you could add a 3x version for the food healing abilities?
I'd really appreciate it :)
please
also if you have such a problem make your own mods... if you think the mod maker needs to please you he doesnt and probably can care less what you think.. you dont need this mod to play the game you get plenty of health items hell the credits are easy to get ive have over 8M and im 30 hours in... this mod more of just on the fun side so you dont have to use as many items as you normally would.. if the game is hard and you cant relax while playing id suggest to quit gaming and watch a movie
There are plenty mods out there both having SFSE version and ASI Ultimate Loader version (witch works with game pass and steam versions). Sadly some mod creators don't care or just cant be bothered to investigate/spare extra time.
and you did not bother to make ordinary console bat version for those players(my bad, you did provide link to other mod that does this already). Those comments will will just keep pop on every mod comments, because mod authors ignore big chunk of player base... Peace.Spot on.
I 1000000000000% agree to everything you said.
Be glad ppl take time out of their own time to make it, newsflash; the world doesn't revolve around you.
Example: Doing manual install on picking option 3X folder. Installing all chem/food/drink mod files to the game directory and not the My Documents location as indicated.
Unzipping the 3X folder option has 3 folders: Chems, Drinks & Food.
Using Chem folder as example: Open Chems folder and it has a Data and SFSE folders.
Data folder has this path: Data\SFSE\plugins\ConsoleCommandRunner\ConsoleCommandRunner.dll
SFSE folder has this path: SFSE\plugins\ConsoleCommandRunner\ConsoleCommandRunner.dll
Is the SFSE folder at the same directory level as the Data folder? So there is a new/extra SFSE folder containing the contents of this file directory path for the .dll file?
Or is it supposed to be within the Data folder?
Either way, it seems the file i.e. ConsoleCommandRunner.dll is identical. So if the SFSE folder is within the Data folder, then this file will overwrite the original one.