It seems the Archive Invalidation and file installation can be flawed for some players. To our luck our community members found a whole range of solutions!
Archive Invalidation INI settings aren't working
The easiest way is BethINI. Open it, enable Load Loose Files (which is Archive Invalidation) and save. A few clicks and it simply works!
See this detailed Howto: Archive Invalidation to set the INI values with Windows tools (It also contains a Troubleshooting section)
Target folder for installation
There are multiply completely valid and usable installation folders, depending on your game version and/or OneDrive. Until best practices for Starfield have evolved, use the one which is working for you:
1) Game folder for Steam version:C:\Program Files (x86)\Steam\steamapps\common\Starfield\Data\Interface\ (when your Steam library is on another drive search the Starfield folder there) 2) Game folder for XBox/Game Pass version:C:\XboxGames\Starfield\Content\Data\Interface\ 3) In your user folder: C:\Users\<YOURNAME>\Documents\My Games\Starfield\Data\Interface\ 4) If your user folder in OneDrive: C:\Users\<YOURNAME>\OneDrive\Documents\My Games\Starfield\Data\Interface\
Note: The folder Starfield should already exist at the location. The folders Data and Interface may exist, depending on the used folder and your previous installed mods. If the Data or Interface folder doesn't exist, simply create them.
There was a hint that the upper/lower-casing of the folder names make a difference, so make sure you type all folders exactly as shown
Important note: The game will only use one of those directories. So make sure to put all mods into the same location. Also (when not using [General] bEnableMessageOfTheDay=0) the game create the Data folder into your Documents\My Games\Starfield\, which will then force the game to use only that directory.
I see $ColumnLabelCount This is caused by missing file Data\Interface\Translation\StarUI_Inventory_en.txt. Make sure you have that file installed. For Vortex users: Simply re-installing the mod fixes that problem. (May need to be done several times)
I see columns with "?"... Either you have edited the config ini and entered a invalid column name, or you are using an old version/patch.
Controller support? StarUI Inventory has full controller support since version 2.1. Hold L1 in the item list to access all new StarUI Inventory functions.
Temporary columns not saving when leaving the inventory? That's right, the function only add temporary columns that only lasts until the inventory is closed. To add permanent columns just add them to the categories via StarUI Inventory.ini.
There are colors? Simply select "No Colors" in the installer if you want no colors. (for manual install use the INI preset No Colors)
This is a buggy piece of crap. Not a single mod from the StarUI series, even without any other mods, works properly I could talk about thousands of bugs in general, but I will focus on just one critical bug of this particular mod, and not the others from the series. So, at a completely random moment, the game simply will not let you out of any inventory menu - the purchase menu, the transfer menu, just the inventory... and if this happened once, then if you somehow exit the inventory with console commands, then in the future you will do this constantly, every time you enter the inventory.
100 % agree, these are the ONLY mods I have installed including the archive invalidation, skse, etc. and NONE of the mods from this entire series works. Im over it
I’m not sure what to tell you guys—StarUI mods are working flawlessly on my end, including this one. I’m literally looking at the UI in-game right now just to double-check I’m not imagining things.
UI mods can be finicky because so many other mods love to mess with UI elements, which often leads to conflicts. Depending on your level of modding experience, you should be able to spot those conflicts fairly easily, regardless of which mod manager you're using.
If StarUI isn’t working for you, it’s likely due to one of two reasons: a) it wasn’t installed correctly, or b) another mod is overwriting it.
I've been using the set of mods since they released in 2023 and the only issue that still exists today is StarUI Ship builder, the others should work just fine, I can't imagine playing without these mods at this point.
i cannot use it as it gives me a "StarUI error 'file out of date detected' and points to invitemcard.swf as the outdated file and simply says to disable the mod that has or modifies that file... nothing on the internet seems to know what im experiencing. i am running on 1.14.74.
Works fine for me and Seven hundred thousand other people.
Read the posts - you made a mistake.
Posts like yours - (and all the "Bugs" which are not bugs - but people who did not read the description or sticky post) are why mod authors get burned out.
Sorry if it's already answered somewhere. I'm happy with the mod threr's only thing that bugs me is that when we quit inventory it goes back to game instead of back to wheel menu (is it vanilla way btw?) Anyway is see QOL options in .ini file that seems related (1 or 0 choices) like this one particulary: ; Should the <TAB> key in inventory view go back to the game (instead of it's normal behavior to go to the wheel menu)bTabToGame = 0 (that i must set to 0 right?)But this one (should be it right?) and others just below that seems kinda related doesn't work. Is it something obvious i'm missing or it just doesn't work ? Love this mod anyway, thanks.
Judging from dozens of comments over the years, it's simply an oversight, but does someone have a definitive answer on why some items are classified as "cogwheel/gear" icon, despite being useless? Like personal groomer or fire extinguisher?
For the categories with subcategories (i.e. weapons, misc, aid items, books) the .SWF files are hard-coded line by line, formID by formID, assigning every vanilla item to a subcategory.
The author just missed some. Actually, missed quite a few.
This is also why items added by mods do not have subcategories assigned, and will show up with the generic icon for the main category instead.
If you are up to the challenge of modifying your .SWF files for your loadout, it is possible to fix - just time consuming.
Is it possible to classify (add ?) the following items below (misc items) in the category with the "yellow cogwheel / toothed wheel", where are the quest items and other disposable but notable, personal, non-disposable / not throwable items..., objects that we would not like to transfer to another container using the “transfer all objects in the category” function ???
Using xEdit, I couldn't manage to make these items "special", non-disposable / non-throwable (almost no junk), some items are in the category of quest items, and others not, I couldn't find what differentiates them, so I wonder if StarUI can classify these objects in this category or not ?
EDIT :
And I'm not talking about the "sMassTransferIgnoreFormIDs" function used in StarUI to ignore items when transferring objects into a container (transfer everything...) ! I'm talking about putting these items above in the Quest/Misc category with the "yellow toothed wheel" ! Is it possible ? :)
What is the mechanism by which StarUI assigns icon tags and subcategories?
Weapons added by other mods seem to all default to the pistol tag, even though they are rifles or shotguns. Is there a keyword or other trick to get this to work properly?
And some vanilla items are mis-tagged (looking at you, fire extinguisher) that I cannot figure out how to fix Would love to be able to fix this myself, just need to know how it works
Okay, in case anyone else is at all interested in fixing/adding to subcategory icons, here's the dish.
Subcategory icons are hard-coded, one formID at a time, in this mod's SWF files
For vanilla items:
get a tool like JPEXS Free Flash DECompiler
go to your StarUI mod folder, Interface folder
open bartermenu.swf or bartermenu_lrg.swf depending on which you are using
in the left panel navigate to scripts/script_83/M8r.Starfield.Model/ItemSorterFormIds
click on any of the formID in the middle pane so that the list appears in the right pane
Find the main category for the item in the right pane (i.e. "1stWeap" for WEAPONS)
you will need the decimal version of the Starfield hexadecimal formID (use converter here)
to change the subcategory icon for an item already on the list, find the formID and edit the pushstring value on the line below it
to add a vanilla item missing from the list, insert two rows following the pattern, ex. one row pushstring "113743" and second row pushstring "shotgun"
if you add an item(s) be sure to update the line at the end of the section newobject ### increasing the number by how many items (not lines) you added
save the code on the right pane, and then save the overall .swf file in the upper left
repeat the same steps for both containermenu.swf, containermenu_lrg.swf and/or inventorymenu.swf, inventorymenu_lrg.swf
That will update your inventory, barter, and transfer interface screens. To update your HUD display as well (the roll-over widget, item cards):
go to your StarHUD mod folder, Interface folder, ItemSorter folder
open NamesIndex_en.swf or the file for your language
in the left panel navigate to scripts/M8r.Starfield.ItemSorter.Data/ItemsEN
click on any of the Names in the middle pane so that the list appears in the right pane
Find the main category for the item in the right pane (i.e. "indexWEAP" for WEAPONS)
to change the subcategory icon for an item already on the list, find the name and edit the pushstring value on the line below it
to add an item missing from the list, insert two rows following the pattern, ex. one row pushstring "Solstice" and second row pushstring "shotgun"
if you add an item(s) be sure to update the line at the end of the section newobject ### increasing the number by how many items (not lines) you added
save the code on the right pane, and then save the overall .swf file in the upper left
not sure why the StarHUD approach is different than the StarUI approach but this seems a lot easier than dealing with formID...!!
For mod-added items: Here it gets even trickier because the formID for any given mod-added item will vary from one user to the next depending on their mod loadout. And, any time you change your loadout, the formID will potentially change because the prefix part of the formID that identifies the mod it belongs to will change (even more so thanks to Starfield's wonky plugin indexing...) So I can't make a patch for you, as much as I'd like to.
Nevertheless, it is possible to patch your own loadout, once you have it stable and you don't expect it to change. Once you know the formID and name of the mod-added item you want to assign a subcategory to, you can add it using the same steps as outlined above.
Otherwise, any items added by mods (or vanilla items that are missing from the published .SWF) will default to the icon of the main category instead of the subcategory (i.e. the gear for MISC or the generic pistol for WEAPONS as shown in my screenshots above).
And that's just not acceptable for OCD autists like me :D :D :D
If there's one thing I wish being available in this mod is the ability to lock individual items so that such items are not automatically sold when I press "T" to sell all items belonging to a category.
Right now, all the only option is to designate such items as favourites and we're limited to 12 slots only.
When you're doing it on PC you can "blacklist" formID's using the Configurator:
; Ignore certain items for mass transfer to other inventories (as FormID). Multiple entries separated by comma (Default: Ignore Digipack, Cutter and a mission item which can be sold but shouldn't) ; This list doesn't applies when you mass-transferring into your inventory (So you can still loot everything) sMassTransferIgnoreFormIDs = 0000000A, 00016758, 000ECCED ; Tip: Beside this INI file there is a file StarUI Inventory - FormIDs.txt containing collected FormIDs to ignore certain groups of items.
The configurator: https://www.nexusmods.com/starfield/mods/5467
It's on the Mass Transfer tab, under "Exclusion List"
3726 comments
It seems the Archive Invalidation and file installation can be flawed for some players.
To our luck our community members found a whole range of solutions!
Archive Invalidation INI settings aren't working
Target folder for installation
(when not using [General] bEnableMessageOfTheDay=0) the game create the Data folder into your Documents\My Games\Starfield\, which will then force the game to use only that directory.
I see $ColumnLabelCount
This is caused by missing file Data\Interface\Translation\StarUI_Inventory_en.txt. Make sure you have that file installed.
For Vortex users: Simply re-installing the mod fixes that problem. (May need to be done several times)
I see columns with "?"...
Either you have edited the config ini and entered a invalid column name, or you are using an old version/patch.
Controller support?
StarUI Inventory has full controller support since version 2.1. Hold L1 in the item list to access all new StarUI Inventory functions.
Temporary columns not saving when leaving the inventory?
That's right, the function only add temporary columns that only lasts until the inventory is closed.
To add permanent columns just add them to the categories via StarUI Inventory.ini.
There are colors?
Simply select "No Colors" in the installer if you want no colors. (for manual install use the INI preset No Colors)
Some users can't see the changelog in the files tab, so here it is:
Version 2.4.1
Version 2.4
Version 2.3.2
WORKS FLAWLESSLY - IF YOU READ THE DESCRIPTION and the faq.
Folks - if this does not work for you - you have either installed it wrong - or you have conflict with another ui mod.
Period.
The watch mod and the itemcard mod both conflict.
Get the Starui HUD mod.
Not a single mod from the StarUI series, even without any other mods, works properly
I could talk about thousands of bugs in general, but I will focus on just one critical bug of this particular mod, and not the others from the series. So, at a completely random moment, the game simply will not let you out of any inventory menu - the purchase menu, the transfer menu, just the inventory... and if this happened once, then if you somehow exit the inventory with console commands, then in the future you will do this constantly, every time you enter the inventory.
UI mods can be finicky because so many other mods love to mess with UI elements, which often leads to conflicts. Depending on your level of modding experience, you should be able to spot those conflicts fairly easily, regardless of which mod manager you're using.
If StarUI isn’t working for you, it’s likely due to one of two reasons:
a) it wasn’t installed correctly, or
b) another mod is overwriting it.
Read the posts - you made a mistake.
Posts like yours - (and all the "Bugs" which are not bugs - but people who did not read the description or sticky post) are why mod authors get burned out.
I'm happy with the mod threr's only thing that bugs me is that when we quit inventory it goes back to game instead of back to wheel menu (is it vanilla way btw?)
Anyway is see QOL options in .ini file that seems related (1 or 0 choices) like this one particulary:
; Should the <TAB> key in inventory view go back to the game (instead of it's normal behavior to go to the wheel menu)bTabToGame = 0 (that i must set to 0 right?)But this one (should be it right?) and others just below that seems kinda related doesn't work.
Is it something obvious i'm missing or it just doesn't work ?
Love this mod anyway, thanks.
For the categories with subcategories (i.e. weapons, misc, aid items, books) the .SWF files are hard-coded line by line, formID by formID, assigning every vanilla item to a subcategory.
The author just missed some. Actually, missed quite a few.
This is also why items added by mods do not have subcategories assigned, and will show up with the generic icon for the main category instead.
If you are up to the challenge of modifying your .SWF files for your loadout, it is possible to fix - just time consuming.
0008753C FreeStarDeputyBadge
000DD209 FreeStarRangerBadge
0012E5A4 Exotic_Antique_Lighter01
0011EDD1 ContemporaryCigarettesPack01
0011EE56 ContemporaryCigarettesPack02
00219A7E UC04_PlayerCitizenshipID
Using xEdit, I couldn't manage to make these items "special", non-disposable / non-throwable (almost no junk), some items are in the category of quest items, and others not, I couldn't find what differentiates them, so I wonder if StarUI can classify these objects in this category or not ?
EDIT :
And I'm not talking about the "sMassTransferIgnoreFormIDs" function used in StarUI to ignore items when transferring objects into a container (transfer everything...) !
I'm talking about putting these items above in the Quest/Misc category with the "yellow toothed wheel" !
Is it possible ? :)
Weapons added by other mods seem to all default to the pistol tag, even though they are rifles or shotguns.
Is there a keyword or other trick to get this to work properly?
And some vanilla items are mis-tagged (looking at you, fire extinguisher) that I cannot figure out how to fix
Would love to be able to fix this myself, just need to know how it works
Subcategory icons are hard-coded, one formID at a time, in this mod's SWF files
For vanilla items:
That will update your inventory, barter, and transfer interface screens.
To update your HUD display as well (the roll-over widget, item cards):
For mod-added items:
Here it gets even trickier because the formID for any given mod-added item will vary from one user to the next depending on their mod loadout. And, any time you change your loadout, the formID will potentially change because the prefix part of the formID that identifies the mod it belongs to will change (even more so thanks to Starfield's wonky plugin indexing...) So I can't make a patch for you, as much as I'd like to.
Nevertheless, it is possible to patch your own loadout, once you have it stable and you don't expect it to change. Once you know the formID and name of the mod-added item you want to assign a subcategory to, you can add it using the same steps as outlined above.
Otherwise, any items added by mods (or vanilla items that are missing from the published .SWF) will default to the icon of the main category instead of the subcategory (i.e. the gear for MISC or the generic pistol for WEAPONS as shown in my screenshots above).
And that's just not acceptable for OCD autists like me :D :D :D
Right now, all the only option is to designate such items as favourites and we're limited to 12 slots only.
; Ignore certain items for mass transfer to other inventories (as FormID). Multiple entries separated by comma (Default: Ignore Digipack, Cutter and a mission item which can be sold but shouldn't)
; This list doesn't applies when you mass-transferring into your inventory (So you can still loot everything)
sMassTransferIgnoreFormIDs = 0000000A, 00016758, 000ECCED
; Tip: Beside this INI file there is a file StarUI Inventory - FormIDs.txt containing collected FormIDs to ignore certain groups of items.
The configurator:
https://www.nexusmods.com/starfield/mods/5467
It's on the Mass Transfer tab, under "Exclusion List"