LOOT is now giving a warning about this mod having the blueprints esm as a master, and it's not easily fixable in xedit as it's flagged as a small plugin. I will get around to fixing this for myself at some point, just wanted to make you aware if you weren't already.
# SkillFixes.esm - CRC: C1C5348F - Load Order Index: FE 010 - Attributes: Active, Master Plugin, Small Plugin ## Messages - Warning: This plugin is not a blueprint master and requires the blueprint master \"BlueprintShips\-Starfield\.esm\"\. This can cause issues in\-game\, as this plugin will always load before \"BlueprintShips\-Starfield\.esm\"\.
It shouldn't cause any major issues with this particular mod (I have been testing it on the latest version) but I will fix it for the next update with the updated modding tools that are now available. Unfortunately what should've been a fast update can take many work hours with the insane workflow between xEdit and the CK for small masters, but I'll try to have the update out soon.
You will need the Starfield Plugin Bridge mod for this.
IF you're starting from an .esp file... (if you're starting from .esm you can skip this step.) Convert from .esp to .x.esm - simply drag the esp file directly onto the bridge's .exe file, and it will convert automatically.
Once you have an .esm OR a .x.esm file... (this mod is provided as an .esm file, so you probably want to start HERE.) Open the esm file in xEdit, make changes as desired. Save the file when you're done. NOTE: this will create a link to the bad master "blueprints-ship.esm" which should not be there, and "Clean Masters" will not remove it. Close xEdit and save your file.
Make a separate shortcut for: "xSF1Edit.exe" -quickautoclean Open the .x.esm file using that Quick Auto Clean version of xEdit. It will run an error check, clean, and save automatically.
Now you'll want to remove that stupid "blueprints-ship.esm" as master for your plugin... 1. Ensure the file 'A1_EMPTY_STUB_XXXXXXXXXX.esm' (provided with the Plugin Bridge) is present in your Starfield\Data folder, and the Plugin Bridge's .exe file is located in Starfield\Data\Starfield Plugin Bridge. 2. Drop YOURMOD.esm (or YOURMOD.x.esm) on the tool 3. If there is an incompatible reference to BlueprintShips-Starfield.esm: (note: xEdit 4.1.5g and earlier added this reference and can't remove it normally) A new file named YOURMOD.stubbed.esm will be created. 4. Open this plugin in xEdit, clean masters and save. 5. You can now drop the stubbed.esm file on the plugin bridge's .exe to be convert to .esp and that "blueprints-ship.esm" master will be GONE.
Convert from .x.esm back to .esp for use in CK... drag the YOURMOD.stubbed.esm file directly onto the bridge's .exe file, and it will convert automatically.
Now you just need to delete the original .esm file (the one you started with), then open the new .esp in CK, and export it as a NEW .esm from there. And now your mod should be ready to play. Just remember to activate it on your load order in the Starfield Creations menu.
hey i know im late to the party but i had noticed that melee didnt seem to gain any benefit from penetrator so i looked for a mod to resolve that.. i found yours! ............however. it still doesnt seem to resolve the issue. any advice ?
Looking over the fixes for Concealment perk and hoping for some clarification.
Vanilla Concealment hard sets Stealth damage multipliers at each tier, example Rank 1 sets Melee to 2.5 and Ranged to 4.0 This causes problems when interacting with other Stealth bonuses, so SCP improves on this by replacing the hard number with a multiplier
Looks like the multiplier for Melee is 1.25 (so base damage 2.0 would become 2.5 as in vanilla) Looks like the multiplier for Ranged is 1.33 (so base damage 2.0 would become 2.666666 ---- not 4.0!)
Shouldn't the multiplier for Ranged at Rank 1 be 2.00...?
Hi, I'm using this mod alongside the 100% variant of the Persuasion Perk Increase mod. But it looks like the skill description got reverted back to only 50% like in Vanilla. Is this just a description thing due to that mod being a Full Master and always load first while this mod loaded later because of small master but it doesn't impact the actual persuasion chance that mod provides. Or does is Skill Fixes not compatible with that mod and will always override the persuasion chance back to 50%?
Overrides are processed like normally regardless of whether it's a small master. Place Persuasion Perk Increase below Skill Fixes in your load order and it should work.
Ahh thanks for that. I took your advice and it works. Looks like I misunderstood how BGS plugins work. I was under the assumption that Full master always gets loaded first regardless of where they are in the load order, then Medium, then small due to them taking up the last FormID slots.
Note to self: Trust in the LOOT ordering. Hahaha. I appreciate the reply.
Using Royal Galaxy (loaded after this of course) and starting as a Ronin, it seems the melee skills may be bugged. I was unable to progress through the challenges for ranking up Neurostrikes, Fisticuffs, and Martial Artist.
Dueling progression seemed to work fine. I couldn't find any obvious culprits after testing by disabling a bunch of mods like TN's suite (Textile Perk restored, melee mods), or stuff like Xeno Master. My gut is that it's this or the Starfield Community Patch, but I'm not sure and could easily be super wrong.
Regardless, thank you for working on this. Fun mod.
Class M never did anything on its own anyway, it needed other mods who might as well go the whole way themselves. It was basically useless. But I removed them because working with both xEdit, the CK and a hex editor just to update them wasn't worth the time investment. I could recreate them from scratch if people really want them, but I presume that people are fine with the way things are.
Idk if it's just me but the void form chameleon bug is back. If you use void form, immediately pick something up and then use void form again, the bug is pretty much guaranteed to happen because void form takes a couple seconds to go away visually.
544 comments
# SkillFixes.esm
- CRC: C1C5348F
- Load Order Index: FE 010
- Attributes: Active, Master Plugin, Small Plugin
## Messages
- Warning: This plugin is not a blueprint master and requires the blueprint master \"BlueprintShips\-Starfield\.esm\"\. This can cause issues in\-game\, as this plugin will always load before \"BlueprintShips\-Starfield\.esm\"\.
*Fixed in version 2.1.
IF you're starting from an .esp file... (if you're starting from .esm you can skip this step.)
Convert from .esp to .x.esm - simply drag the esp file directly onto the bridge's .exe file, and it will convert automatically.
Once you have an .esm OR a .x.esm file... (this mod is provided as an .esm file, so you probably want to start HERE.)
Open the esm file in xEdit, make changes as desired. Save the file when you're done.
NOTE: this will create a link to the bad master "blueprints-ship.esm" which should not be there, and "Clean Masters" will not remove it.
Close xEdit and save your file.
Make a separate shortcut for: "xSF1Edit.exe" -quickautoclean
Open the .x.esm file using that Quick Auto Clean version of xEdit. It will run an error check, clean, and save automatically.
Now you'll want to remove that stupid "blueprints-ship.esm" as master for your plugin...
1. Ensure the file 'A1_EMPTY_STUB_XXXXXXXXXX.esm' (provided with the Plugin Bridge) is present in your Starfield\Data folder, and the Plugin Bridge's .exe file is located in Starfield\Data\Starfield Plugin Bridge.
2. Drop YOURMOD.esm (or YOURMOD.x.esm) on the tool
3. If there is an incompatible reference to BlueprintShips-Starfield.esm:
(note: xEdit 4.1.5g and earlier added this reference and can't remove it normally)
A new file named YOURMOD.stubbed.esm will be created.
4. Open this plugin in xEdit, clean masters and save.
5. You can now drop the stubbed.esm file on the plugin bridge's .exe to be convert to .esp and that "blueprints-ship.esm" master will be GONE.
Convert from .x.esm back to .esp for use in CK... drag the YOURMOD.stubbed.esm file directly onto the bridge's .exe file, and it will convert automatically.
Now you just need to delete the original .esm file (the one you started with), then open the new .esp in CK, and export it as a NEW .esm from there.
And now your mod should be ready to play. Just remember to activate it on your load order in the Starfield Creations menu.
Like a load order :
Perkfix
Ascension for exemple ?
Vanilla Concealment hard sets Stealth damage multipliers at each tier, example Rank 1 sets Melee to 2.5 and Ranged to 4.0
This causes problems when interacting with other Stealth bonuses, so SCP improves on this by replacing the hard number with a multiplier
Looks like the multiplier for Melee is 1.25 (so base damage 2.0 would become 2.5 as in vanilla)
Looks like the multiplier for Ranged is 1.33 (so base damage 2.0 would become 2.666666 ---- not 4.0!)
Shouldn't the multiplier for Ranged at Rank 1 be 2.00...?
Maybe I am not looking at it properly.
Thanks for the reply!
Note to self: Trust in the LOOT ordering. Hahaha. I appreciate the reply.
Dueling progression seemed to work fine. I couldn't find any obvious culprits after testing by disabling a bunch of mods like TN's suite (Textile Perk restored, melee mods), or stuff like Xeno Master. My gut is that it's this or the Starfield Community Patch, but I'm not sure and could easily be super wrong.
Regardless, thank you for working on this. Fun mod.