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.
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.
Does this mod fix the "Docker must be on the outside edge of the ship" error? I have a ship where an engine 5 tiles back protrudes just slightly above the level of the surface the docker extends from and it is very frustrating
There's zero chance in hell xbox will allow code injection in a running exe. And even then, I don't have a dump of the game assembly for xbox and it would surely need to be rebuilt for the different architecture. (Nor would I have any way of testing it, not owning anything past a 360 that I haven't turned on in over 10 years.)
Bottom line: Either you use the ASI loader or SFSE. If whatever platform you're using doesn't support that, there's not a chance It'll work. Nothing I can do beyond that. (And if you're gonna ask about CK, read the FAQ above first.)
If it's not working for you that's not a fault of the mod, it's an issue with whatever ASI loader you're using. You also skipped the troubleshooting section above, or deliberately chose not to include the information requested at the end if you still needed help.
My friend, you are amazing! health to your hands ! The mods are incredibly beneficial. Thank you for everything. I apologize again for my previous behavior.
Thank you for the updates. When you have popular mods, people sometimes expect you to keep updating constantly as if you were a dev. You don't have too..but you do. Thanks
This (and its sister plugins) no longer seems to work on Game Pass version, it was working fine last time I played back in like December or something. The logs are all saying game version doesn't match target version, reporting the game version as "1090470" and the target version as "1080560". EDIT: Even though it goes without saying since I'm on Game Pass and therefore SFSE doesn't work for me, I'm using Ultimate ASI Loader (bink2w64 version, if that makes any difference), the version that Vortex auto-installs when you tell it to turn on load order management..
For now I may have to just use the hacky method using a Cheat Engine pre-compiled trainer app, if that method still works, until/unless this gets fixed.
There's nothing for me to fix here. These work. At least for the Steam version. I cannot test the GP version but as long as the bytes this scans for are found, it'll work. Except I can't tell if they are found without the contents of the log.
The logs are all saying game version doesn't match target version, reporting the game version as "1090470" and the target version as "1080560".
This is just a warning and ignorable. What's important is the bit after where it scans finds and patches things. Delete the log and run the game. If the log doesn't come back your loader isn't working. See the troubleshooting section above. (Which covers what I just said and more.) The ASI version doesn't need updating, the bytes this scans for have not been changed so it'll work no matter which game version you're on.
Read the stickied troubleshooting and post the log if you still can't get it. (Yes, the log. I've had people using the wrong "no limit" mod/dll expecting the behavior of a different one. The log will show this.)
2024-03-17 23:33:06BayAndDocker-Count-Mod initializing. 2024-03-17 23:33:06Scan thread spawned. 2024-03-17 23:33:06BayAndDocker-Count-Mod loading. 2024-03-17 23:33:06Target version: 1070240 2024-03-17 23:33:06Game version: 1090470 2024-03-17 23:33:06WARNING: TARGET VERSION DOES NOT MATCH DETECTED GAME VERSION! Patching may or may not work. 2024-03-17 23:33:06If you're deliberately running this on an older release expect zero support and do not open bug reports about it not working. 2024-03-17 23:33:06Found module name: Starfield.exe 2024-03-17 23:33:06Module base address: 7FF72BF90000 2024-03-17 23:33:06Doing AoB scan. 2024-03-17 23:33:16Found 8 match(es). 2024-03-17 23:33:16Target address: 7FF72D37E3A5 (Starfield.exe + 13EE3A5) 2024-03-17 23:33:16SB_LIMITBODY_MAX_DOCKER patched. 2024-03-17 23:33:16Target address: 7FF72D37E586 (Starfield.exe + 13EE586) 2024-03-17 23:33:16SB_LIMITBODY_MAX_LANDING_BAY patched. 2024-03-17 23:33:16Patched 2 match(es).
That's the log from this mod, it says it's patching, but it's still throwing errors and not letting me save my ship. EDIT: The logs for the other mods are similar but relevant to their specific functions.
I'm talking about the errors on flight check. It's the normal ones that prevent you from saving changes (no cockpit, no cargo, no landing gear, etc), depending on what's actually not present on the ship (I'm using TN's M-Class and Starborn Ship Customization, and when I try to edit my Starborn ship it throws 'no cockpit', 'no landing bay', 'no docker', 'no engine', 'no grav drive', 'no fuel', 'no reactor' (and 'no shield' and 'no weapon' warnings). EDIT: I also tried it on the Frontier, everything was nominal but when I removed the cockpit it gave the 'no cockpit' error and wouldn't save, and same when I undid that and tried removing the landing bay. EDIT 2: Going to try again but this time add more of limited things (like cockpits) instead of deleting the ones that are already there, and will report back.
OK, I thought I remembered not getting errors when removing the bay or the cockpit with this mod before (not that I ever tried to save without one, I know it's pointless, I just thought I remembered seeing 'Nominal' without one), but my memory is not the best, so maybe I'm wrong. Still, though, the point stands, the Starborn ship has all of those parts built in, so if possible either you or TheOGTennessee should figure out how to make this mod and the M-Class/Starborn Ship Building mod work together, I'm sure I'm not the only one using that mod who would like to be able to save a Starborn ship without having to jam an extra cockpit, landing bay, fuel, etc onto it. EDIT: That, or TN or someone else should make a mod that adds invisible versions of those parts, so you can add them without ruining the aesthetic, I'd do it if I knew anything about modding.
62 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<----- (YOU ARE HERE)
No Build Below Bay Error
No Cockpit Limit
No Engine Power Limits
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.
- 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
No Build Below Bay or Invalid Docker Position or Misaligned Landing Gear Errors
please say you do because id love to have this mod
Bottom line: Either you use the ASI loader or SFSE. If whatever platform you're using doesn't support that, there's not a chance It'll work. Nothing I can do beyond that. (And if you're gonna ask about CK, read the FAQ above first.)
This is one of the few mod's that isn't working for me after the CK update and I really miss it!
Thanks for your work, it's appreciated!
If it's not working for you that's not a fault of the mod, it's an issue with whatever ASI loader you're using.
You also skipped the troubleshooting section above, or deliberately chose not to include the information requested at the end if you still needed help.
HAVE PATIENCE.
EDIT: Even though it goes without saying since I'm on Game Pass and therefore SFSE doesn't work for me, I'm using Ultimate ASI Loader (bink2w64 version, if that makes any difference), the version that Vortex auto-installs when you tell it to turn on load order management..
I cannot test the GP version but as long as the bytes this scans for are found, it'll work.
Except I can't tell if they are found without the contents of the log.
The ASI version doesn't need updating, the bytes this scans for have not been changed so it'll work no matter which game version you're on.
Read the stickied troubleshooting and post the log if you still can't get it.
(Yes, the log. I've had people using the wrong "no limit" mod/dll expecting the behavior of a different one. The log will show this.)
2024-03-17 23:33:06BayAndDocker-Count-Mod initializing.
2024-03-17 23:33:06Scan thread spawned.
2024-03-17 23:33:06BayAndDocker-Count-Mod loading.
2024-03-17 23:33:06Target version: 1070240
2024-03-17 23:33:06Game version: 1090470
2024-03-17 23:33:06WARNING: TARGET VERSION DOES NOT MATCH DETECTED GAME VERSION! Patching may or may not work.
2024-03-17 23:33:06If you're deliberately running this on an older release expect zero support and do not open bug reports about it not working.
2024-03-17 23:33:06Found module name: Starfield.exe
2024-03-17 23:33:06Module base address: 7FF72BF90000
2024-03-17 23:33:06Doing AoB scan.
2024-03-17 23:33:16Found 8 match(es).
2024-03-17 23:33:16Target address: 7FF72D37E3A5 (Starfield.exe + 13EE3A5)
2024-03-17 23:33:16SB_LIMITBODY_MAX_DOCKER patched.
2024-03-17 23:33:16Target address: 7FF72D37E586 (Starfield.exe + 13EE586)
2024-03-17 23:33:16SB_LIMITBODY_MAX_LANDING_BAY patched.
2024-03-17 23:33:16Patched 2 match(es).
That's the log from this mod, it says it's patching, but it's still throwing errors and not letting me save my ship.
EDIT: The logs for the other mods are similar but relevant to their specific functions.
EDIT: I also tried it on the Frontier, everything was nominal but when I removed the cockpit it gave the 'no cockpit' error and wouldn't save, and same when I undid that and tried removing the landing bay.
EDIT 2: Going to try again but this time add more of limited things (like cockpits) instead of deleting the ones that are already there, and will report back.
Working as intended, not a bug.
EDIT: That, or TN or someone else should make a mod that adds invisible versions of those parts, so you can add them without ruining the aesthetic, I'd do it if I knew anything about modding.