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.
Hey I was wondering when it comes to updating these mods, is it just SFSE having to update that breaks them or is it the game itself being updated? Obviously, updates like this one that have you get new the rover at the ship technician have some overlap with your mods but do updates that don't affect ships also break these mods? I love your work and I was just wondering how they all work with updates.
these mods are so helpful, and i almost refuse to play this game without them -
unfortunately its almost like Bethesda patches these mods out almost immediately - the mods updated yesterday (bless~) and then Bethesda updated the game (600mb update) hours later the waiting game again~
8 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
No Build Below Bay Error
No Cockpit Limit<----- (YOU ARE HERE)
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
unfortunately its almost like Bethesda patches these mods out almost immediately -
the mods updated yesterday (bless~)
and then Bethesda updated the game (600mb update) hours later
the waiting game again~
but these mods are worth it and ill happily wait
10/10
TNX Man.