Oh, wow! Thank you, I uninstalled this and it worked which made me sad because I love this mod. Will have to dig into it and do more testing. Thanks so much for the fast reply!
Filter your mods by those that require SBC, the start testing them by half. For example, let's say you have 8 mods that use SBC as a master. You would disable the first half of them and check ingame to see if the decorative categories disappeared. If they did not, that means whichever mod was adding them was in the second half. You would then repeat the "disable half" process until you've figured it out.
It was multiple, actually. TN's added some, a few other mods did too which was weird. I disabled everything except TN's mod, now I just have like decorative cockpits, engines, and I think shields?
Does anyone else feel like there's too many categories now? For example, I didn't need to have 1 of a kind dockers in their own tab... I visit the dock tab once per build but cycle by it a hundred times per build - so thats one hundred more clicks per build. :)
Every new tab just makes it harder to cycle through.
The only list that's unruly for me is structural items, but that's ok, since sometimes I'm browsing for stuff and don't know what will work best.
All the 3rd party habs are better off in one list in my opinion as I forget who has what.
And ideally things like weapon, grav drives and reactors should be sorted by class - not manufacturer. I don't give a rats ass who made the reactor, I just want the most poweful class-B (or whatever) I can afford.
Does anyone else feel like there's too many categories now? For example, I didn't need to have 1 of a kind dockers in their own tab... I visit the dock tab once per build but cycle by it a hundred times per build - so thats one hundred more clicks per build. :)
Every new tab just makes it harder to cycle through
Categories only show up if they've got something in them.
And ideally things like weapon, grav drives and reactors should be sorted by class - not manufacturer. I don't give a rats ass who made the reactor, I just want the most poweful class-B (or whatever) I can afford.
The default ship builder UI leaves much to be desired. Use StarUI Ship Builder instead. It has a filter for module class and is just better all around.
All the 3rd party habs are better off in one list in my opinion as I forget who has what.
Sounds like you have some ideas on where things should live. I'm certain there are other that would agree with you, so I would invite you to actually make a mod with those ideas realized and share it! Making patch plugins is pretty simple. I can even add some "<module_type> [3rd Party]" categories for you to utilize if you'd like.
Hey I think your mod is great... but 1.14 has just enough categorization for me without going overboard. Perfectly happy with it... and appreciate. Sorry if I came across as unappreciative. I just felt like the new categories were hindering more than helping. And StarUI looks good but it takes up half the screen and if I recall, isn't there some serious issues with that being maintained or the original author abandoning it? I don't need that kind of headache. :)
You can adjust the column width for the StarUI Ship Builder stuff. Plus, the mod is current and works fine with this build of Starfield.
Also, just to be clear, I wasn't being snarky with my comment about you making a mod and categorizing things as you see fit; it really is a good idea, and like I said, I'm sure there are others out there who would appreciate something like that if you chose to do it.
Randomly this mod stopped working and now for the life of me I can not get it to work again. I've uninstalled Starfield, the mod, everything I can think of and it will not do anything. Any thoughts on something I could be doing wrong?
After diving deeply into what I don't understand (Had to look up a lot) I found the problem I think. Both the mod TLMS 4x3x1 (https://www.nexusmods.com/starfield/mods/12932) and SBC were running the same form id. So after disabling it that fixed my whole problem with several mods. Thanks you have now taught me a new trick to find conflicts
Yeah, looks like that TLMS mod alters the central form list that the ship builder uses. I've sent a message to the author, but for now I'd make sure that SBC loads after the TLMS mod, and create a patch to make sure the constructable object for that ship module is set to the generic "Habs" keyword instead.
If it's not working for you, you either have an installation error, and/or mod(s) conflicts, and/or game version vs mod(s) versions incompatibilities. If you use Vortex/MO2, be aware that they are known to sometimes mess up installs/uninstalls. If you do Manual installs, then you need to be extra diligent that you're placing files and/or configuring things correctly. Always keep your game updated to latest/current official game version/build. Always keep your mods updated to latest/current versions. Never use outdated mods that have no solid confirmation that they are still compatible with the newest/latest game version (or at the very least with what ever game version you are using). And last to check is keep your Visual C++ Redistributable updated to the latest version.
I ran into the same issue, its a pattern stutter happening every 3-4 seconds. I did narrow it down to this mod but after disabling it, it still came back and began to stutter again. It seems like this type of stutter is tied to the engine/ Some sort of mod scripting limit but thats just a guess...
The stuttering is a vanilla issue, sadly, but is exacerbated by some mods. It's been reported to Bethesda here and here on their Discord server so now all we can do is wait for them to fix it. If you want to help out, maybe go put a star on the linked bug reports.
Ugh, this is such an annoying trade-off. This mod is pretty much essential in my game because of the mods that rely on it as a dependency, but the stuttering really, really sucks. Thankfully, it doesn't seem to occur in every area, but it affects quite a few cities/settlements without your ship present. Hopefully Bethesda can figure out what the issue is. If it is in-deed a vanilla problem, some mods clearly exacerbate the problem.
not sure what happened. the category for ship decorations was there then it disappeared. not sure what MOD added them. It had decorative fuel tanks and engines.
Hello! I downloaded this mod because the better flips and snaps mods required it. After the latest update (1.14.0), it caused some non-ship related models to become transparent. I saved my game at the beginning of the Nishina main mission, updated this mod, and then the security guy was just a floating head, and my Hard Target was invisible. This was the only mod I updated, and when I disabled it in Nexus, this was fixed. I don't know if anyone else has this issue, but I wanted to bring it to your attention.
I have no idea why that is happening, but I can guarantee you that it's not because of SBC. This mod touches a single vanilla record, which is the form ID list that contains the ship module categories.
327 comments
It must be paired with other mods that actually utilize the added category keywords.
( haven't played Starfield in a while, hehe xP )
As well as "1-of-a-kind Ships (formerly WT Flexible Dockers)" categories , Cob's Starship Customs categories and Derretech Legacy Redux categories.
And maybe a couple for Glowing Ship Modules - Project by Inquisitor.
Remember, these categories do nothing by themselves. Another mod is needed to actually move the parts to said categories.
Every new tab just makes it harder to cycle through.
The only list that's unruly for me is structural items, but that's ok, since sometimes I'm browsing for stuff and don't know what will work best.
All the 3rd party habs are better off in one list in my opinion as I forget who has what.
And ideally things like weapon, grav drives and reactors should be sorted by class - not manufacturer. I don't give a rats ass who made the reactor, I just want the most poweful class-B (or whatever) I can afford.
I think I'm sticking with 1.14
Categories only show up if they've got something in them.
The default ship builder UI leaves much to be desired. Use StarUI Ship Builder instead. It has a filter for module class and is just better all around.
Sounds like you have some ideas on where things should live. I'm certain there are other that would agree with you, so I would invite you to actually make a mod with those ideas realized and share it! Making patch plugins is pretty simple. I can even add some "<module_type> [3rd Party]" categories for you to utilize if you'd like.
Also, just to be clear, I wasn't being snarky with my comment about you making a mod and categorizing things as you see fit; it really is a good idea, and like I said, I'm sure there are others out there who would appreciate something like that if you chose to do it.
...seems this mod is still working as advertised, with the recent/new Starfield Update 1.14.74, hella nice! o7 ♥
If it's not working for you, you either have an installation error, and/or mod(s) conflicts, and/or game version vs mod(s) versions incompatibilities. If you use Vortex/MO2, be aware that they are known to sometimes mess up installs/uninstalls. If you do Manual installs, then you need to be extra diligent that you're placing files and/or configuring things correctly. Always keep your game updated to latest/current official game version/build. Always keep your mods updated to latest/current versions. Never use outdated mods that have no solid confirmation that they are still compatible with the newest/latest game version (or at the very least with what ever game version you are using). And last to check is keep your Visual C++ Redistributable updated to the latest version.
loading a save without the mod then enabling it and reloading seems to fix it but idk why it happens in the first place
It seems like this type of stutter is tied to the engine/ Some sort of mod scripting limit but thats just a guess...
not sure what happened. the category for ship decorations was there then it disappeared. not sure what MOD added them. It had decorative fuel tanks and engines.
never mind i found itJunk In Your (Ship's) Trunk - Additional Cargo-Shield-Fuel Tank-Grav Drive-Reactor-Weapon Flips and Decoratives at Starfield Nexus - Mods and Community
I downloaded this mod because the better flips and snaps mods required it. After the latest update (1.14.0), it caused some non-ship related models to become transparent. I saved my game at the beginning of the Nishina main mission, updated this mod, and then the security guy was just a floating head, and my Hard Target was invisible. This was the only mod I updated, and when I disabled it in Nexus, this was fixed. I don't know if anyone else has this issue, but I wanted to bring it to your attention.