I LOVE this mod. Makes ship combat MUCH better. Now, when I leave a captured ship, I don't need to reset all my power levels while the remaining enemy ships are pounding away at me.
This mod is a "sanity saver" and works great with the "sit to add to fleet" mod for those of us that like "acquiring" other ships to sell as it remembers the power levels of the home ship every time you have to leave or come back to it.
Great mod! Should be part of community patches and bug fixes as it is a massive quality of life improvement!
Have you or anyone else made a port for Xbox? Saw someone asking on Reddit for this function there, gave them the name of this mod. Hope they find what they need, but thought I'd ask. Thanks for the mod, I appreciate it.
Can you please tell me where exactly I shjould install this mod files for it to work with the latest update ? I don;t use any mod manager etc, jujst manual instalaltion. Thanks in advance !
First install SFSE: https://www.nexusmods.com/starfield/mods/106 Drop the SFSE files wherever the game is installed (e.g. C:\Program Files\Steam\SteamApps\common\Starfield\)
Then install Plugins.txt Enabler: https://www.nexusmods.com/starfield/mods/4157
SFPluginsTxtEnabler.dll in the corresponding Starfield\Data\SFSE\Plugins folder. An example path is C:\steamapps\common\Starfield\Data\SFSE\Plugins\SFPluginsTxtEnabler.dll
Then you can install this mod and dump the files into Data (e.g. C:\Program Files\Steam\SteamApps\common\Starfield\Data)
That's the location you'll want to put the majority of your mods typically. Usually there's some great instructions on the mod's main pages. I would recommend eventually looking into a mod manager if you're going to do this long term as it will be easier to update/disable mods if the game updates.
With the latest update there was apparently a change in the "base class for all forms in the game". This "will require all gameplay plugins to be recompiled." (SFSE stickied post). Just wondering if this will be recompiled or if the author will allow someone else to do it?
if you have Vortex, and enabled plugin management inside Vortex option, Vortex adds "*Ship Power Fix.esm" for you. if not then not.
you happen to be the reason on main page in huge caps lock letters written. just read them. if you are not capable of reading and understanding it, mods are nothing for you. sound harsh but you ended up here yourself with these word of yours
So say someone new to modding asks the same question and wasn't 100% sure and just simply asked a question for clarification, you immediately turn passive aggressive? Great stuff my guy
What about things mod instructions don't account for? Take these latest updates for example, now that we have Creations with its own load order, can we still launch from Mod Organizer 2 (which seems still needing plugins.txt enabler...) ? (( asking because I tried, but it freezes and crashes the game )) Or when launching from SFSE it says the Address Library DLLs are outdated, and yet they are literally the most up-to-date versions?
Back to the topic at hand - there might be those that aren't using a mod management program like MO2 or vortex that are asking these questions. I know moving "Ship Power Fix.esm" to the \Data\.. folder will allow it to show up in the Creations load order (so maybe by moving its "scripts" folder there too and loading it via Creations will work?)
What about reading the stuff, as, you know, it answers your qustion. Bro, Whatever system you use is your choice, the Mod Makers, people answering you, everyone else on the planet, its out of our hands, you decide what system you use to tell the game what plugins you want to use.
It is highly recommended that anyone new to modding use a mod management program. If you're modding this game and you're not using any such tool then anyone is entitled to assume that you are an experienced user and should NOT be asking such questions.
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THANK YOU!!!
Great mod! Should be part of community patches and bug fixes as it is a massive quality of life improvement!
https://www.nexusmods.com/starfield/mods/106
Drop the SFSE files wherever the game is installed (e.g. C:\Program Files\Steam\SteamApps\common\Starfield\)
Then install Plugins.txt Enabler:
https://www.nexusmods.com/starfield/mods/4157
SFPluginsTxtEnabler.dll in the corresponding Starfield\Data\SFSE\Plugins folder. An example path is C:\steamapps\common\Starfield\Data\SFSE\Plugins\SFPluginsTxtEnabler.dll
Then you can install this mod and dump the files into Data
(e.g. C:\Program Files\Steam\SteamApps\common\Starfield\Data)
That's the location you'll want to put the majority of your mods typically. Usually there's some great instructions on the mod's main pages. I would recommend eventually looking into a mod manager if you're going to do this long term as it will be easier to update/disable mods if the game updates.
Recompiling is only needed for sfse based .dll mods
you happen to be the reason on main page in huge caps lock letters written. just read them. if you are not capable of reading and understanding it, mods are nothing for you. sound harsh but you ended up here yourself with these word of yours
Back to the topic at hand - there might be those that aren't using a mod management program like MO2 or vortex that are asking these questions. I know moving "Ship Power Fix.esm" to the \Data\.. folder will allow it to show up in the Creations load order (so maybe by moving its "scripts" folder there too and loading it via Creations will work?)
Bro, Whatever system you use is your choice, the Mod Makers, people answering you, everyone else on the planet, its out of our hands, you decide what system you use to tell the game what plugins you want to use.