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.
Parts you can attach are still higlighted in green or they are all in red like the unattached ones ? There are parts i want to attach to give the ship a better look and i cant so i need this mod
Hey, sorry if this has already been asked (I didn’t read most of the page lol) but is this updated for the Shattered Space DLC? I just installed it and my game won’t launch so I think this mod might be broken now. If not, can you update it please? thx in advance 🙏
DLC is completely irrelevant. The exe doesn't change whether you have it or not. And you can see exactly which versions this supports in the mod and file descriptions. (No, no update is required, it works.)
It shouldn't even be in your load order to begin with. It's not something the game 'loads'. It's a plugin SFSE either loads, or it doesn't. The game is unaware of its existence.
well I go to the ship builder and it tells me suddenly that I have unattached modules. I just go back to vortex and reinstall it and it works. It has happened six times so far.
....Or, not work at all even though all your other mods still do, and for no apparent reason. Tried redownloading the file and zip. Absolute no go on 1.12.30
Christ alive, man, CHILL. If it works for 90% of other people and not for you, then it's time to double check, triple check, and verify that you have all prerequisites. As a fellow modder, I can imagine what Synthlight's response to your passive-aggressive attitude might be, and let me tell you: it's not "Oh hey, I have a strong desire to help this person!"
"But hey, ego before humanity right?" Bruh get the hell out of here with that crap. That is so unnecessary and hostile to someone making content for people FOR FREE with no expectation of payment.
If you wanna get a hoot, read the bug report they made. They are uh.... banned from the mods now though so don't worry about it too much.
This is the second person I've had to ban due to their refusal to accept it's something on their end. IIRC the first one just started calling me a scammer and that all my mods were lies and were just bait and never intended to work. (And commenting as much on every mod.) ..... yeah.
53 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
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<----- (YOU ARE HERE)
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
And you can see exactly which versions this supports in the mod and file descriptions.
(No, no update is required, it works.)
please say you do because id love to have this mod
Works perfect! Thank you for this mod! Endorsed! ♥
Thanks for the update! I will NOT play without your ship mods. For real.
"But hey, ego before humanity right?" Bruh get the hell out of here with that crap. That is so unnecessary and hostile to someone making content for people FOR FREE with no expectation of payment.
They are uh.... banned from the mods now though so don't worry about it too much.
This is the second person I've had to ban due to their refusal to accept it's something on their end. IIRC the first one just started calling me a scammer and that all my mods were lies and were just bait and never intended to work. (And commenting as much on every mod.)
..... yeah.
Dude has some major issues
Edit:
Also, reported his ass, what the hell is wrong with him