I get 30+ Nexus notifications per day along with Discord, etc. I can no longer reasonably reply to every comment or every bug report.
If you are having an issue, please follow the load order advice and continue to share plugins.txt. There are nice people in EVERY Starfield discord who will help you.
The Nexus website is a terrible and inefficient place to seek any kind of support. It is really only great for giving clear, detailed bug reports and casual communication.
I'll still skim everything as much as I am able.
This is not an indication that I'm going to reduce work on my mods, just that some bug reports are going to sit there because I don't have the energy to type the same things again and again.
This mod has gained about 1k users since Shattered Space drop. Lots of new and first time modders.
Anyone able to help me beta test, screenshot, video, etc, my next upcoming mods?
Looking for beta testers, helpers, description-revisers -- anything :) Have some cool treats coming out soon, many available in Discord already under #royal-series-two
I tried using comments for a bit, but it gets impossible to navigate as soon as there's more than one reply. In general, using this website for support of any kind is torture. Go join any discord to ask for help.
The comments here is not the place for general load order management or save game issues. If you can genuinely report an issue using under 10 plugins and one of them is Royal Galaxy, I will drop everything to help you. That is likely to be a genuine issue I can fix.
Once you've installed 70+ mods, the ability of any one person to sort out your situation is severely limited. See if a new game or unity resolves your problem. If it does, the issue is probably save corruption, not a bug or incompatibility. No one can do anything to fix save corruption.
If you decide to install a ton of new mods, large updates to mods, tweak your load order mid-game, uninstall mods mid-game -- doing these things has possibly broken your save. These actions are safe MOST of the time, but the people leaving comments will be all of the rare situations where it isn't safe and breaks a save or causes a weird issue that seems to be a mod.
(If it were not safe 90% of the time, I would not mod because it would break my save every time I tried something new, and that'd be too tedious. But the unlucky 10% will get you sometimes, and you have to new game or unity.)
If an issue is only happening on your save, the issue is save corruption. It is not a bug, a mod incompatibility, or anything else. Save corruption is the most common reported issue by an unfathomable margin.
If you believe a mod caused save corruption, or a mod update caused it, roll back to the save before you made changes to your load order and play from there.
Save corruption does not always mean you can't play anymore. Just that peculiar stuff might happen that no one else can reproduce or fix. I'm sorry.
Please stop loading PEAK after Royal Galaxy. It erases 1000s of NPC edits. Load it before Royal Galaxy.
Please share your full plugins.txt as often as possible. I may not figure out your issue on first sight, but if I see enough plugins.txt I can start to notice patterns.
An incompatibility is different than a bug, and I'd like to solve them both. But I need to know your other mods to have an idea.
I've gotta be honest I am absolutely burning out on providing support for issues that are poorly described and that I cannot replicate.
I cannot support every possible load order. If you are having an issue, disable other mods, test with just Royal Galaxy.
LOOT does not have Royal Galaxy in the right spot. It MUST load after Skill Fixes.
Most other combat and leveled enemy mods are redundant and should not be used alongside R.G.
If you do not mention an approx # of mods you are running, it is probably the reference limit.
Providing support is not particularly fun. It is less fun when the support is for mods I don't even use myself and did not make. Please strive to be polite. I reserve the right to ban you from my mod if I don't like the way you speak to me. Don't worry, you can still download it-- you just won't be able to speak to me any more on Nexus.
This was a lot of work and I hope you enjoy it.
Please only update Royal Galaxy when you are sure you have a stable game and all SFSE plugins updated. That way, you can be sure a report to me (which I will take very seriously and feel very anxious about) is accurate.
To avoid the comments here getting overrun, I created some forum threads for specific topics. You are still welcome to post about these topics here if you prefer. It's not the end of the world. =)
Future plans: Mostly refining what is already in the package rather than any large additions. There is still a lot of dialogue to tweak and restore.
Existing Playthroughs: This mod can be safely added to a vanilla game at any time. Depending on what mods you already have, there might be an issue. Be sure to load this after Starfield Community Patch and Skill Fixes if you have those installed.
Please note that if you encounter issues mid-game, removing mods or changing their load order will most likely only make them worse and potentially permanently doom your save. If you want to start messing with load order to try to solve a problem, I suggest backing up your plugins.txt.
Adding new mods is usually safe, especially if they are added late and do not alter your load order. 1. Design Discussion
A place to discuss if anything included isn't Vanilla + or should be removed
I want this to be a no-brainer install for people who want a better Starfield experience. If you feel I included something highly subjective, let me know in that thread. Obviously, some of us will never fully agree (I like lots of Terrormorph encounters; if you don't, this probably won't be for you). But I can try to meet people in the middle and include optional files to revert specific changes.
Even with LOOT, it can be hard for people to figure out how to organize their mods.
If you're someone enjoying Royal Galaxy and a combination of other mods, it might be a huge help to someone with similar tastes if you share your plugins.txt file here. You can just copy and paste. =)
3. Anything I missed? If there are any obvious QOL tweaks I forgot to include, let me know.
This game has a plugin limit and I want to help alleviate people reaching that.
If you write something and I don't reply to you within a reasonable amount of time, feel free to give me a nudge. It's not my intention to ignore anyone. =)
Bug reports: I test my mods thoroughly. If you are running into a major bug, it is a load order issue. Just because a mod is BIG doesn't mean it is complex. Post your plugins.txt, in a readable format, alongside the report. If Royal Galaxy caused CTD on boot, me and everyone else with the mod would be experiencing the same thing.
If you are running 90+ plugins (.esm, .esl, official) , please consider yourself an advanced user who can solve your own problems. That is a deeply personalized load order that you should be using xEdit yourself (available on the xEdit discord) to confirm load order and to create your own patches, ideally to then share with the community.
Short answer: It should be, especially from versions that aren't extremely different.
Medium answer: I work really hard to make sure the updates are safe, and I always test updates on existing playthroughs. There is a very high chance that if an update needed a new game, I would know and mention it. It hasn't happened yet, nor has Royal Galaxy been broken by any Bethesda updates.
I have learned a few things that are not safe to update mid-game, and go out of my way to not touch those things because I do not want the headache.
The UC campaign seems most sensitive to issues if you update mods midgame. Most correct answer: Updating mods mid-playthrough is not necessarily a best practice unless there is a critical bugfix. To have a long-lasting save, I recommend setting up all your mods, starting a playthrough, and then blocking Nexus on your router until you are about to Unity or start a new game. =)
More Info: I can't resist updating all my mods whenever something goes up. Mods that mostly tweak Vanilla records, like Royal mods, are generally fine.
The most random things WILL break saves though, so always be willing to remove something and roll back.
That will get you every mod I have released. If it is not listed here, it is bundled in Royal Galaxy. I promise. I promise. Do not load other Royal mods after Royal Galaxy. While I appreciate the downloads and endorsements, you do not need the other Royal Mods if you have Royal Galaxy.
Does this mod increase shooting range of enemies? Like every POI with enemies that I visit, they seem to be shooting at me from miles away. They are 1 pixel on my screen and still shooting (and with great precision).
Edit: also I noticed that I am getting stuck a lot between dead enemies, does it give collisions to corpses or is it a different mod? Never mind the second question, it is indeed this mod and I found a patch in the files list.
The enemy range thing really seems to be this mod doing. Sometimes I land a ship for a quest and already getting shot by enemies far away from the quest area. Also I can see nameplates of enemies far away, same goes for animals. I tried to temporarly disable the mod (dunno what it can break in mid playthrough) and suddenly the range was back at normal.
If anyone is curious, this is actually what causes a crash to desktop without any warning or error (easily reproduceable by adding in only the AI improvement parts of the mod to the vanilla game, and then jumping into the Red Mile from above or reloading a save from inside a busy POI interior). It's been an issue forever in Bethesda games, any time the NPC AI detection is improved or distance increased, it causes CTDs. Notorious in Fallout 4 if you touched ANY of the NPC's detection/aggression, and it's the same in Starfield.
I'm working on a patch to remove the NPC AI detection improvements but if the mod author already has something similar that would be helpful. I like the Royal Galaxy mod but the CTDs from the AI trying to do too much are quite annoying.
I'm not getting any CTDs, and have never had an issue with AI mods in previous Bethesda games. This is the first I'm hearing of this as though it's a normal or common occurence.
I wonder if this is a system limitation?
I'd be so happy if you shared that patch as it would save me the trouble of making it or hurting down the specific variables. I would probably roll into into Royal Galaxy (main version) and leave the extended range (If I even consider it necessary from a gameplay standpoint) as part of the separate AI overhaul.
A good example of this is Corvega Assembly plant in FO4 with the older version of the Real.AI mod with the bigger detection radius, you'd CTD entering the area.
7800X3D and 4080Super so it wouldn't be a system limitation.
From a quick glance at Royal Galaxy in xEdit there are a lot of NPC AI variables changed, and coupled with the increased enemy count, it's probably not just a single setting causing the problem but everything overwhelming the archaic game engine. Although, fSneakVisualBaseValue being at -5 is probably adding fuel to the fire, because they start to see through walls at that value and higher. fCombatSearchLocationAttackHeardRadius being changed from 8 to 100 might also be an issue. I'll play with a few tweaks here and there and let you know if it alleviates the issue.
If you want to reproduce the CTD, jetpack out a bit from the top of Red Mile (don't take the elevator down), then drop down and you should CTD almost every time. Another way is quicksaving just after entering a busy POI, and reloading: often it'll CTD (especially if already in combat), and if it does CTD it always will when trying to load it. The cryo lab POI comes to mind as an offender.
As a sidenote, I really enjoyed the handplaced Spacers at the Mantis lair relaxing on the ground in front of the explosive containers lol.
EDIT: Don't want to clutter posts but noticed some errors: RG Commerce rank 4 erroneously sets buy price back to 1.00 instead of 0.80, and description says "sell for 100% more" instead of "sell for 25% more", and RG Ballistics rank 3 says fully auto weapons do 50% more damage, but multiplies by 1.8 instead of 1.5.
Thank you. If you patch any of those, feel free to share. My time and energy available is a lot more limited and hunting down a specific variable and then testing is harder than it used to be. This is at the top of my to do list to test out as I don't think any mod is worth experiencing crashes.
If Royal Galaxy is causing AI based crashes, then so is every other AI mod as I generally used more conservative/closer to vanilla values for everything as I wanted to avoid the exact AI issues you're describing, and had them with other AI overhauls. I feel like this would be a more commonly reported issue if this were still a problem in Starfield, but I'll test it out as soon as I can.
great mod overall, but it makes shattered space enemies incredibly spongey. i had to unload 3 to 4 full clips of big bang shotty at max damage to take out a measly varuun robot. zealots take about an entire clip, even if aimed at the head.
i don't blame you. something about SS and its enemy design that's really putting me off. as for the rest the game, RG's never leaving my load order so thanks for that.
First off I would like to thank you once more for the time and effort you put into this mod and sharing it with us
Okay so I had a question I was wondering if you change the backgrounds and traits at all? I just want to make sure I don't add anything that messes up the compatibility with your mod
Your mods is becoming a "must-have-feature" for this game already. Thank you for continuing pushing it forward!
I have a weird question: Is Scarcity plugin affecting ammo cases? I face literally empty cases at lower levels even with loot perk and i'm wondering - is this normal behavior from Scarcity or there is another mod in my list that accasionaly broke something. Since tes4edit was broken for Starfield i can't check it by myself but maybe you can help me by answer - could this be in theory or not?
Ha, finally restore tes4edit and was able to find out what cause this problem. it was a few mods adding furnitures to houses that removed the “respawn” (Why?) flag from ammo and weapon cases belongings to starfield.esm and also loot from them. Expectedly lol
I am liking this mod but it makes companions pretty useless. They go down so fast they contribute nothing. Same with the summon duplicate Starborn power.
Why am I taking environmental damage while inside? I have no other mods that should be affecting that so I assume it's this mod. Also your discord link is dead.
*I changed the environmental damage in the settings to normal and this fixed it.
The discord links are broken, but does anyone know what mod pack includes the
"New Game (Level One Player) Enhancements:" section, where there is additional loot, weapon tweaks, etc? I wanted to use this in combination with the Royal Combat pack only.
1483 comments
If you are having an issue, please follow the load order advice and continue to share plugins.txt. There are nice people in EVERY Starfield discord who will help you.
Starfield Modding Discord
The Nexus website is a terrible and inefficient place to seek any kind of support. It is really only great for giving clear, detailed bug reports and casual communication.
I'll still skim everything as much as I am able.
This is not an indication that I'm going to reduce work on my mods, just that some bug reports are going to sit there because I don't have the energy to type the same things again and again.
This mod has gained about 1k users since Shattered Space drop. Lots of new and first time modders.
Anyone able to help me beta test, screenshot, video, etc, my next upcoming mods?
Royal Series Two Mods
Looking for beta testers, helpers, description-revisers -- anything :) Have some cool treats coming out soon, many available in Discord already under #royal-series-two
https://discord.gg/BPbFYn6Z
🐛🐛Please report bugs and save issues in bugs. 🐛🐛
I tried using comments for a bit, but it gets impossible to navigate as soon as there's more than one reply. In general, using this website for support of any kind is torture. Go join any discord to ask for help.
The comments here is not the place for general load order management or save game issues. If you can genuinely report an issue using under 10 plugins and one of them is Royal Galaxy, I will drop everything to help you. That is likely to be a genuine issue I can fix.
Once you've installed 70+ mods, the ability of any one person to sort out your situation is severely limited. See if a new game or unity resolves your problem. If it does, the issue is probably save corruption, not a bug or incompatibility. No one can do anything to fix save corruption.
If you decide to install a ton of new mods, large updates to mods, tweak your load order mid-game, uninstall mods mid-game -- doing these things has possibly broken your save. These actions are safe MOST of the time, but the people leaving comments will be all of the rare situations where it isn't safe and breaks a save or causes a weird issue that seems to be a mod.
(If it were not safe 90% of the time, I would not mod because it would break my save every time I tried something new, and that'd be too tedious. But the unlucky 10% will get you sometimes, and you have to new game or unity.)
If an issue is only happening on your save, the issue is save corruption. It is not a bug, a mod incompatibility, or anything else. Save corruption is the most common reported issue by an unfathomable margin.
If you believe a mod caused save corruption, or a mod update caused it, roll back to the save before you made changes to your load order and play from there.
Save corruption does not always mean you can't play anymore. Just that peculiar stuff might happen that no one else can reproduce or fix. I'm sorry.
Please stop loading PEAK after Royal Galaxy. It erases 1000s of NPC edits. Load it before Royal Galaxy.
Please share your full plugins.txt as often as possible. I may not figure out your issue on first sight, but if I see enough plugins.txt I can start to notice patterns.
An incompatibility is different than a bug, and I'd like to solve them both. But I need to know your other mods to have an idea.
I've gotta be honest I am absolutely burning out on providing support for issues that are poorly described and that I cannot replicate.
I cannot support every possible load order. If you are having an issue, disable other mods, test with just Royal Galaxy.
LOOT does not have Royal Galaxy in the right spot. It MUST load after Skill Fixes.
Most other combat and leveled enemy mods are redundant and should not be used alongside R.G.
If you do not mention an approx # of mods you are running, it is probably the reference limit.
Providing support is not particularly fun. It is less fun when the support is for mods I don't even use myself and did not make. Please strive to be polite. I reserve the right to ban you from my mod if I don't like the way you speak to me. Don't worry, you can still download it-- you just won't be able to speak to me any more on Nexus.
This was a lot of work and I hope you enjoy it.
Please only update Royal Galaxy when you are sure you have a stable game and all SFSE plugins updated. That way, you can be sure a report to me (which I will take very seriously and feel very anxious about) is accurate.
To avoid the comments here getting overrun, I created some forum threads for specific topics. You are still welcome to post about these topics here if you prefer. It's not the end of the world. =)
Future plans: Mostly refining what is already in the package rather than any large additions. There is still a lot of dialogue to tweak and restore.
Existing Playthroughs:
This mod can be safely added to a vanilla game at any time. Depending on what mods you already have, there might be an issue. Be sure to load this after Starfield Community Patch and Skill Fixes if you have those installed.
Please note that if you encounter issues mid-game, removing mods or changing their load order will most likely only make them worse and potentially permanently doom your save. If you want to start messing with load order to try to solve a problem, I suggest backing up your plugins.txt.
Adding new mods is usually safe, especially if they are added late and do not alter your load order.
1. Design Discussion
A place to discuss if anything included isn't Vanilla + or should be removed
I want this to be a no-brainer install for people who want a better Starfield experience. If you feel I included something highly subjective, let me know in that thread. Obviously, some of us will never fully agree (I like lots of Terrormorph encounters; if you don't, this probably won't be for you). But I can try to meet people in the middle and include optional files to revert specific changes.
2. Experienced users, share your working load orders/copy and paste your plugins.txt here!
Even with LOOT, it can be hard for people to figure out how to organize their mods.
If you're someone enjoying Royal Galaxy and a combination of other mods, it might be a huge help to someone with similar tastes if you share your plugins.txt file here. You can just copy and paste. =)
3. Anything I missed?
If there are any obvious QOL tweaks I forgot to include, let me know.
This game has a plugin limit and I want to help alleviate people reaching that.
If you write something and I don't reply to you within a reasonable amount of time, feel free to give me a nudge. It's not my intention to ignore anyone. =)
Bug reports:
I test my mods thoroughly. If you are running into a major bug, it is a load order issue. Just because a mod is BIG doesn't mean it is complex. Post your plugins.txt, in a readable format, alongside the report. If Royal Galaxy caused CTD on boot, me and everyone else with the mod would be experiencing the same thing.
If you are running 90+ plugins (.esm, .esl, official) , please consider yourself an advanced user who can solve your own problems. That is a deeply personalized load order that you should be using xEdit yourself (available on the xEdit discord) to confirm load order and to create your own patches, ideally to then share with the community.
Medium answer: I work really hard to make sure the updates are safe, and I always test updates on existing playthroughs. There is a very high chance that if an update needed a new game, I would know and mention it. It hasn't happened yet, nor has Royal Galaxy been broken by any Bethesda updates.
I have learned a few things that are not safe to update mid-game, and go out of my way to not touch those things because I do not want the headache.
The UC campaign seems most sensitive to issues if you update mods midgame.
Most correct answer: Updating mods mid-playthrough is not necessarily a best practice unless there is a critical bugfix. To have a long-lasting save, I recommend setting up all your mods, starting a playthrough, and then blocking Nexus on your router until you are about to Unity or start a new game. =)
More Info: I can't resist updating all my mods whenever something goes up. Mods that mostly tweak Vanilla records, like Royal mods, are generally fine.
The most random things WILL break saves though, so always be willing to remove something and roll back.
To have all of my released mods, you only need:
1.) Royal Galaxy
2. Leveled Enemies - Shattered Space
3. Royal Weathers - Va'Ruun'kai
4. Patch Hub:
Series Two Mods:
Early Access:
1.) Royal Skills - Called by Stars
2. ) Royal Skies
3.) Royal Skies Weapons Module,
4.) Lore Friendly Loading Screens,
5.) Optional Additions: Random Chance Skill Magazines, No Weapon Tiers,
That will get you every mod I have released. If it is not listed here, it is bundled in Royal Galaxy. I promise. I promise. Do not load other Royal mods after Royal Galaxy. While I appreciate the downloads and endorsements, you do not need the other Royal Mods if you have Royal Galaxy.
Edit:
also I noticed that I am getting stuck a lot between dead enemies, does it give collisions to corpses or is it a different mod?Never mind the second question, it is indeed this mod and I found a patch in the files list.
I'm working on a patch to remove the NPC AI detection improvements but if the mod author already has something similar that would be helpful. I like the Royal Galaxy mod but the CTDs from the AI trying to do too much are quite annoying.
I wonder if this is a system limitation?
I'd be so happy if you shared that patch as it would save me the trouble of making it or hurting down the specific variables. I would probably roll into into Royal Galaxy (main version) and leave the extended range (If I even consider it necessary from a gameplay standpoint) as part of the separate AI overhaul.
7800X3D and 4080Super so it wouldn't be a system limitation.
From a quick glance at Royal Galaxy in xEdit there are a lot of NPC AI variables changed, and coupled with the increased enemy count, it's probably not just a single setting causing the problem but everything overwhelming the archaic game engine. Although, fSneakVisualBaseValue being at -5 is probably adding fuel to the fire, because they start to see through walls at that value and higher. fCombatSearchLocationAttackHeardRadius being changed from 8 to 100 might also be an issue. I'll play with a few tweaks here and there and let you know if it alleviates the issue.
If you want to reproduce the CTD, jetpack out a bit from the top of Red Mile (don't take the elevator down), then drop down and you should CTD almost every time. Another way is quicksaving just after entering a busy POI, and reloading: often it'll CTD (especially if already in combat), and if it does CTD it always will when trying to load it. The cryo lab POI comes to mind as an offender.
As a sidenote, I really enjoyed the handplaced Spacers at the Mantis lair relaxing on the ground in front of the explosive containers lol.
EDIT: Don't want to clutter posts but noticed some errors: RG Commerce rank 4 erroneously sets buy price back to 1.00 instead of 0.80, and description says "sell for 100% more" instead of "sell for 25% more", and RG Ballistics rank 3 says fully auto weapons do 50% more damage, but multiplies by 1.8 instead of 1.5.
If Royal Galaxy is causing AI based crashes, then so is every other AI mod as I generally used more conservative/closer to vanilla values for everything as I wanted to avoid the exact AI issues you're describing, and had them with other AI overhauls. I feel like this would be a more commonly reported issue if this were still a problem in Starfield, but I'll test it out as soon as I can.
You can just skip the Royal Leveled Enemies - Shattered Space plugin and it will work fine and use reduced scaling for all of Shattered Space.
I really disliked Shattered Space so its tough to get me to go playtest it again to get the balance exactly right.
Okay so I had a question I was wondering if you change the backgrounds and traits at all? I just want to make sure I don't add anything that messes up the compatibility with your mod
Your mods is becoming a "must-have-feature" for this game already. Thank you for continuing pushing it forward!
I have a weird question:
Is Scarcity plugin affecting ammo cases?
I face literally empty cases at lower levels even with loot perk and i'm wondering - is this normal behavior from Scarcity or there is another mod in my list that accasionaly broke something. Since tes4edit was broken for Starfield i can't check it by myself but maybe you can help me by answer - could this be in theory or not?
*I changed the environmental damage in the settings to normal and this fixed it.
"New Game (Level One Player) Enhancements:" section, where there is additional loot, weapon tweaks, etc? I wanted to use this in combination with the Royal Combat pack only.
Thanks!