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I tried, but it freezes and crashes the game )) Or when launching from SFSE it says the Address Library DLLs are outdated, and yet they are literally the most up-to-date versions?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.
I cannot say for the latest version 1.11.36 from may 15th as I haven't updated my game yet but for the previous version this mod works perfectly. I never have any changes in my power allocations despite having companions that add bonuses and having added perks for myself while having the mod installed.
Sometimes when I'm not piloting the ship some values seem to be changed and when I launch the ship or undock it I'll see some unallocated power that weren't there previously but as soon as the ship has finished launching and is in space the values are correct again.
I suspect bonus points given to power levels from skills and companions aren't included in the way this mod handles calculating available power when restoring allocations. So, I think if you have 3 extra reactor power from bonuses then the restored power levels will be 3 short. Still better than without it though :)
Still seems to do at least something, but isnt fully working. With the mod, I get at most a few points of power unallocated. Without the mod my power levels change drastically.
117 comments
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.
I never have any changes in my power allocations despite having companions that add bonuses and having added perks for myself while having the mod installed.
Sometimes when I'm not piloting the ship some values seem to be changed and when I launch the ship or undock it I'll see some unallocated power that weren't there previously but as soon as the ship has finished launching and is in space the values are correct again.