Advice for enabling plugin mods: Always copy the plugin name from the plugin, don't trust your typing skills and reading comprehension, that has tripped up people. In your StarfieldCustom.ini remove all entries for stestfile (it will break your s#*!) or sStartingConsoleCommand (it breaks some peoples' s#*!). Here's what my StarfieldCustom.ini looks like [General] bEnableMessageOfTheDay=0 sPhotoModeFolder=Photos
[Camera] fActorFadeOutBoundMax=0 The General and Archive sections are all that you need. Your plugins.txt should be named that, not plugin.txt, not plugins.txt.txt Here's what my plugins.txt looks like # This file is used by Starfield to keep track of your downloaded content. *StarfieldCommunityPatch.esm *Wellness Fix.esm *2XEnemies.esm *Astroneer.esm *BASE.esm *Banshee.esm *Batman.esm *BooksRevamped.esm *ConstellationFleetUniform.esm *VenpiCore.esm *CoraCanRead.esm *Dead Body Collision.esm *dmLegendaryRecycler.esm *dmLegendaryRecyclerHabs.esm *dmLegendaryRecycler - Legendary Clothing Enabled Patch.esm *Exile.esm *Followers Mod.esm *Following Asteroid Fix.esm *Habz.esm *Habz_HopeTech.esm *Health Increase After Level 100.esm *Infirmary.esm *Jail.esm *LevelScaling.esm *Leveled Mission Rewards.esm *MarkM.esm *Mission Boards Anywhere.esm *Navigate Using City Terminals.esm *Pathfinder_f.esm *PEAK Enemy AI.esm *SeeYourselfSleep.esm *ShipColorize.esm *Ship Power Fix.esm *Sit To Add Ship.esm *SKKUniversalStash.esm *SML_EatSleepDrink.esm *Starfield Extended - Aggressive Leveled NPCs.esm *Starfield Extended - Craftable Quality.esm *Starfield Extended - Craftable Quality Extended.esm *Banshee - Starfield Extended Patch.esm *Exile - Starfield Extended Patch.esm *MarkM - Starfield Extended Patch.esm *Pathfinder - Starfield Extended Patch.esm *Starfield Extended - Armor Naming for Craftable Quality Extended.esm *Starfield Extended - Weapon Naming For Craftable Quality Extended.esm *Starfield Extended - Craftable Quality Extended - LMR Legendary Qualities.esm *Starfield Extended - Craftable Quality - Legendary Clothing Enabled.esm *Starfield Extended - Armor & Clothing Crafting.esm *Starfield Extended - Armor & Clothing Crafting - Legendary Clothing Enabled - Craftable Quality Patch.esm *Starfield Extended - Weapon Crafting.esm *Starfield Extended - New Outfits.esm *Starfield Extended - New Outfits - Legendary Clothing Enabled - Craftable Quality Patch.esm *Starfield Extended - Plainclothes Rangers.esm *Starfield Extended - Painclothes Rangers - Legendary Clothing Enabled - Craftable Quality Patch.esm *Starfield Extended - Mod Armor Distribution.esm *Starfield Extended - More Medpacks For Sale.esm *Starfield Extended - More Engines Rebalanced.esm *Starfield Extended - Reactors Rebalanced.esm *Starfield Extended - Shields Rebalanced.esm *Starfield Extended - More Shielded Cargo Bays Rebalanced.esm *Starfield Extended - Game Settings.esm *Starfield Extended - Enemy Ships Un-Nerfed.esm *Starfield Extended - Leveled Vendor Credits.esm *Starfield Extended - Craftable Color Swaps.esm *Starfield Extended - Rolling Deep.esm *Straw_BossChestsContainLegendary.esm *Legendary Module Recycler - Boss Chests Always Contain Legendaries Patch.esm *TheencoGlasses.esm *TNHabTweaks.esm *Starfield Extended - Rolling Deep - TNHabTweaks Patch.esm *TNOutpostStorage.esm *TNUsefulShipStructure.esm If you have an .esp or .esl plugins get rid of them. You never should have used them in the first place, but you were thirsty. The people making them knew they were trouble, and kinda warned you. Also problems from those may be baked into your save files, so you should probably start new games. Also some of those same people took those broken .esp and .esl plugins, opened them in xEdit and resaved them as .esm plugins. Those are still broken. They have to remake the mod from scratch in xEdit for them to be safe. Do you trust that they did that? If following this advice on avoiding the most common mistakes, doesn't fix all your problems then read the comments on the Plugins.txt Enabler page. There is a wealth of information there from other mod users that had issues and had to figure it out. Content mod authors pages aren't here for you to figure out how to properly use Tool mods. That's what their pages are for. Good luck on your journey to learning the art and science of mod using.
I see you update this mod on June 12th whichwas after the last game update (1.12.32) so since plugin txt enabler is no longer needed this mod will work fine without it?
The description section still has the info regarding esm's made with xEdit so I need to ask.
Appreciate it. Also I take it you updated this mod with the Creation Kit as opossed to xEdit wich would be excellent. Many of us are seeking out mods made or updated with the CK until xEdit also gest updated. I hope that's the case.
Yes, it's updated with the CK. But that doesn't make it any better than when it was made with xEdit, as xEdit was already able to handle fully the record types in this mod. The only difference is CK could make it into a light master (ESL flagged). CK is better or the only way to do some things, but xEdit is actually better at more things.
xEdit is usually just as good yes. Problem is xEdit still needs an update. Elminster placed a warning/caution on the current version until he can update it once the official tools came out which of course they now have.
I love your rebalance mods for ship components. I also love the StarUI Shipbuilder mod for a better shipbuilder interface. Unfortunately, StarUI Shipbuilder displays the vanilla stats of the various ship components, not your modified stats. So, I am wondering if a patch has been made, or could be made, to make StarUI Shipbuilder display the correct stats of your rebalanced ship components.
iirc, I asked him about it at the time it was released is that StarUI isn't actually pulling the data from the parts but from a pre-made list. I think he mentioned a setting to have StarUI pull the data from the actual parts instead, but that it's not the default because it adds load time lag to the shipbuilder menu. It's been months since the discussion so I'm not sure on the exact details, but I think it's something you can change at the user level. You should ask him for the details on changing that setting. I myself stopped using it because of the lag and went back to vanilla UI for shipbuilder.
not sure if this is working for me since I didn't see the changes on my existing ships. I will jack another ship from ecliptic strip it down and build a new ride to see if the parts are updated (it is the same issue with your shield & game settings mod as well) everything loaded up fine through Plugin Manager so no hiccups with game running I don't use the bloatware mod managers like MO2 or Vortex (I did at first but was experiencing so many CTDs went entering a new area and with dialog that my gameplay was frustrating) so I nixxed them before Steam updated my game to 1886 and my game is running better than ever.
thanx for the post above, some of my mods don't work as I need to do it this way. however were do I place the plugins.txt file once i have created it. i already have my custom ini linking to it but sure were i should place it.
17 comments
Always copy the plugin name from the plugin, don't trust your typing skills and reading comprehension, that has tripped up people.
In your StarfieldCustom.ini remove all entries for stestfile (it will break your s#*!) or sStartingConsoleCommand (it breaks some peoples' s#*!).
Here's what my StarfieldCustom.ini looks like
[General]
The General and Archive sections are all that you need.bEnableMessageOfTheDay=0
sPhotoModeFolder=Photos
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
[Spaceship]
fShipBuilderModuleOverlapTolerance=-5.0000
[Display]
fSpaceGlowBackgroundScale=0.0
fStarfieldBackgroundScale=1500.0
sPhotoModeFolder=Photos
[Camera]
fActorFadeOutBoundMax=0
Your plugins.txt should be named that, not plugin.txt, not plugins.txt.txt
Here's what my plugins.txt looks like
# This file is used by Starfield to keep track of your downloaded content.
If you have an .esp or .esl plugins get rid of them. You never should have used them in the first place, but you were thirsty. The people making them knew they were trouble, and kinda warned you. Also problems from those may be baked into your save files, so you should probably start new games.*StarfieldCommunityPatch.esm
*Wellness Fix.esm
*2XEnemies.esm
*Astroneer.esm
*BASE.esm
*Banshee.esm
*Batman.esm
*BooksRevamped.esm
*ConstellationFleetUniform.esm
*VenpiCore.esm
*CoraCanRead.esm
*Dead Body Collision.esm
*dmLegendaryRecycler.esm
*dmLegendaryRecyclerHabs.esm
*dmLegendaryRecycler - Legendary Clothing Enabled Patch.esm
*Exile.esm
*Followers Mod.esm
*Following Asteroid Fix.esm
*Habz.esm
*Habz_HopeTech.esm
*Health Increase After Level 100.esm
*Infirmary.esm
*Jail.esm
*LevelScaling.esm
*Leveled Mission Rewards.esm
*MarkM.esm
*Mission Boards Anywhere.esm
*Navigate Using City Terminals.esm
*Pathfinder_f.esm
*PEAK Enemy AI.esm
*SeeYourselfSleep.esm
*ShipColorize.esm
*Ship Power Fix.esm
*Sit To Add Ship.esm
*SKKUniversalStash.esm
*SML_EatSleepDrink.esm
*Starfield Extended - Aggressive Leveled NPCs.esm
*Starfield Extended - Craftable Quality.esm
*Starfield Extended - Craftable Quality Extended.esm
*Banshee - Starfield Extended Patch.esm
*Exile - Starfield Extended Patch.esm
*MarkM - Starfield Extended Patch.esm
*Pathfinder - Starfield Extended Patch.esm
*Starfield Extended - Armor Naming for Craftable Quality Extended.esm
*Starfield Extended - Weapon Naming For Craftable Quality Extended.esm
*Starfield Extended - Craftable Quality Extended - LMR Legendary Qualities.esm
*Starfield Extended - Craftable Quality - Legendary Clothing Enabled.esm
*Starfield Extended - Armor & Clothing Crafting.esm
*Starfield Extended - Armor & Clothing Crafting - Legendary Clothing Enabled - Craftable Quality Patch.esm
*Starfield Extended - Weapon Crafting.esm
*Starfield Extended - New Outfits.esm
*Starfield Extended - New Outfits - Legendary Clothing Enabled - Craftable Quality Patch.esm
*Starfield Extended - Plainclothes Rangers.esm
*Starfield Extended - Painclothes Rangers - Legendary Clothing Enabled - Craftable Quality Patch.esm
*Starfield Extended - Mod Armor Distribution.esm
*Starfield Extended - More Medpacks For Sale.esm
*Starfield Extended - More Engines Rebalanced.esm
*Starfield Extended - Reactors Rebalanced.esm
*Starfield Extended - Shields Rebalanced.esm
*Starfield Extended - More Shielded Cargo Bays Rebalanced.esm
*Starfield Extended - Game Settings.esm
*Starfield Extended - Enemy Ships Un-Nerfed.esm
*Starfield Extended - Leveled Vendor Credits.esm
*Starfield Extended - Craftable Color Swaps.esm
*Starfield Extended - Rolling Deep.esm
*Straw_BossChestsContainLegendary.esm
*Legendary Module Recycler - Boss Chests Always Contain Legendaries Patch.esm
*TheencoGlasses.esm
*TNHabTweaks.esm
*Starfield Extended - Rolling Deep - TNHabTweaks Patch.esm
*TNOutpostStorage.esm
*TNUsefulShipStructure.esm
Also some of those same people took those broken .esp and .esl plugins, opened them in xEdit and resaved them as .esm plugins. Those are still broken. They have to remake the mod from scratch in xEdit for them to be safe. Do you trust that they did that?
If following this advice on avoiding the most common mistakes, doesn't fix all your problems then read the comments on the Plugins.txt Enabler page. There is a wealth of information there from other mod users that had issues and had to figure it out. Content mod authors pages aren't here for you to figure out how to properly use Tool mods. That's what their pages are for.
Good luck on your journey to learning the art and science of mod using.
The description section still has the info regarding esm's made with xEdit so I need to ask.
Thanks again for the reply.
however were do I place the plugins.txt file once i have created it.
i already have my custom ini linking to it but sure were i should place it.
regards
C:\Users\<Your Username>\AppData\Local\Starfield\Plugins.txt