Creations / CK Update: Mod has been updated using Creation Kit, and is available (or will be soon) in the creations menu: Hide Empty Ship Habs
6/16 Update: I fear the ship may be sinking. Categories are disappearing as mods get updated via CK - no idea why, probably nothing I can do. We delayed the inevitable I guess :/
(Reminder that StarUI Ship Builder is a completely separate mod; this does not replace or alter it in any way)
Now that there may be other mid-masters, this plugin should probably be last. Note: Creation Kit isn't able to handle creating mid master overrides; it is however fully capable of reading them when manually fixed. The file is valid according to CK so, 👍
I've submitted a bug report.
Notes: * StarUI broke because of the empty habs. * The plugin does one thing and one thing only - hides the empty habs. * You must have StarUI enabled to get StarUI. This is just a workaround. * If you want your habs in separate categories, you will need either TN's Ship Modifications All in One or TN's Separated Categories (or some other mods that categorize the parts).
It was consequential that the older version had categories baked in - the old fix and the categories modified the same record. Rather than trying to make a bunch of patches for a patch, I just baked it in. Definitely less than ideal to be duplicating functionality TN has handled so well, and the new fix doesn't edit recipes anymore.
~~~~ Version 1.0 does exactly the same thing in the same way, only built in CK (then fixed and reimported)
Latest update (0.3-alpha) NERFs the functionality that adds the empty habs. Nothing else. This means there is no more requirement on Ship Builder Categories, nor are the TN Ship stats included, as we are no longer editing anything in starfield.esm. In fact, it loads after all other plugins as a brand new type of plugin tentatatively referred to as "Half". So now Starfield has 4 plugin types (Master, Overlay, ESL and now ESH). This is probably the first ever custom ESH plugin released. *gives self a high 5* *crosses fingers nothing blows up*
Safety is less well-known. This is bleeding edge territory and as such there may be unexpected side-effects - make sure you save! (Note: I tried adding the empty habs the normal way and StarUI still freaked. It may simply be intolerant of FDXXXXXX FormIDs for all I know)
Good news is that I now CAN fix the names of the empty habs, and remove the bits Bethesda missed... it just may not work in StarUI. ~~~~~ I'm going to try to be concise lol:
The only thing this mod does is prevent the new empty habs from being "merged" into the main lists. Otherwise the behavior is unchanged from vanilla.Doesn't conflict with anything, doesn't include anything.
To use: Install
Install / enable StarUI Ship Builder
Install this mod using your favorite mod manager - it is a plugin named '1k_legacy_ui_hotfix.esm'. Order doesn't matter, just make sure it is in the list.
Run Starfield and you should be able to actually build ships again.
No parts will be permanently harmed in the process, but for now maybe avoid the vanilla empty habs...
Known Issues:
It seems the vanilla empty habs actually do disappear with the mod installed. I'm investigating: for now, just avoid them.
OPTIONAL If you would like to use empty habs within StarUI, I have included a cloned copy of them. I added a (TEMP) prefix to the names because not all of them were named correctly. Presently they will show up as a second menu entry - I may look into merging the list instead if it offers a better experience. Sorry if there was any confusion around the preview release - if there is a better way to handle pre-releases let me know. Thanks for trying it out, and sorry if it makes your computer start chewing it's own cord 😂
(My thought processes confuse and befuddle even myself. Many apologies if something is unclear - I can assure you it's probably my fault. Thanks!)
No its no longer needed since the StarUI mod author updated every single mod in that series. However, I would seriously track this mod, in case we ever need something like this again.
Thank you for creating this fix for the StarUI Ship Builders mod. I installed it using Vortex and it fixed the Habs category in the ship building menu right away. Once again, thank you for the effort you invest into making this game better for all of us.
I don't think STARUI stuff is ever gonna be updated or fixed. The author hasn't done anything anywhere for about 9 months. He's not on creations either. So, I guess he's moved on as many other modders have. I really can't blame them. This is exactly what Bethesda wanted for years and it looks like they may have finally managed it with Starfield. Way to go Todd. Talk about "from hero to zero"
I'm guessing you are probably busy clicking away on your keyboard, retyping all of the mod descriptions and getting ready to post an updated comment here. But I have noticed you just dropped a new version 1.0 that is "CK approved" and also being posted to the Creations page.
If it's being posted to the Creations page, does that mean the original StarUI Ship Builder is still required? I don't think the original file is on Creations, and wasn't aware there would be mods posted with required masters that aren't also available on Creations.
I'll give it a try, and keep an eye on your mod page for updated description.
Awesome, thanks. Just fired it up, feels like it did before. Still having the same bug, working on narrowing it down further. Hopefully m8r returns eventually, all of the StarUI series need updates.
No problem, it's an annoyance but it's not game-breaking. Yes, I do have to disable StarUI SB in order to install weapons on my ship, but that's the last step before paint and done. Still works otherwise, so just an extra step (or three) to complete the job. At least it's not like before, we had to disable StarUI SB in order to place habs, which is kind of all over the place. Might need to drop a hab right off the start, or later in the build. And stopping a build half-way through meant you needed to clear any errors first, not always easy. But for now, I can exit SB with a completed weaponless ship, no errors. For now it's still a LOT better than without StarUI SB and your mod.
Get your much-needed and deserved rest. Modding as a hobby means you first, then the mods. Not enough rest or too much stress means you're more likely to make mistakes, or lose motivation.
At some point I'd love to figure this out - at the same time, I think my efforts would be better spent investigating something new. I can't design UIs, but I have some experience replicating them, IDK. All I've done so far is look at what is inside interface.bsa, not even extract. (I have like, 3 other mods that I need to get released before someone else rips it off and charges for it)
Definitely take care of your business first. For now, my game is still playable, just requires me to disable StarUI SB before placing mod-added weapons to my ship. As long as everything else works, I'd consider it a low-priority issue. And since I'm not seeing other people posting about it, I'm guessing it might even have to do with my own system. Things like combination of mods being used, and the load order (which I think might be getting jumbled by SF).
I'd much rather you get your other mods taken care of. And if you're interested in fiddling around more with UI stuff, you might even be able to do a complete re-work of this mod and some of the other StarUI mods that are partially broken. At least until (or if) m8r ever returns and updates everything. In the unfortunate chance m8r never does return, having fixes for the StarUI series of mods would be a big deal for a lot of us.
FWIW, I have the same issue with the weapons in StarUI now. Happened with the last update. It was driving me nuts, thought I had done something wrong or it was a load order thing, but nope. Tried CompactUI shipbuilder and weapons show up, but damn that is painful with no filtering.
Appears to also be happening with the cargo category. I'm going to keep trying to mess around with enable/disable different mods and see if I can get my load order to stick so I can try that as well.
For now though, I just disable StarUI SB while installing those components. At least I can still use the mod to build 98% of my ship, then I just disable the mod to install weapons and fuel tanks and do the final paint.
I've gotta see some load orders - there must be a common denominator...
I did notice after updating Outpost Constructed Expanded, it blew out a bunch of my custom outpost stuff that had worked fine with OCE all along. I don't know what changed - pretty sure OCE is still a full master. It's possible if people are using AddToList that starui doesn't like that... I won't be able to fix that :(
I can't believe how bad the vanilla interface is - I was going to quit the game out of pure frustration until I learned about StarUI. I'm headed back in that direction. The inventory is SO BAD I don't understand why anyone plays the game without starui...
Here is my current load order with StarUI SB and your patch enabled. Both StarUI and your patch are enabled when I start building a ship, but are disabled when I need to add the weapons or cargo, due to above-mentioned issues.
This mod for me causes, that apart from SFBGS006.esm all the other new vanilla masters are being disabled by default (in xEdit and in game. I.e. the new gameplay options are missing), due to SFBGS007 not being loaded. It didn't happen with the prior version of this mod.
Edit: Nope, not your mod! I was able to circumvent this by adding those masters to my plugins.txt. For the time being, I have added them as their own mods to Vortex, so it doesn't remove them all the time from my plugins list. I guess it's an issue with vanilla. I'm still on 1.12.30 until all my mods get updated.
I use Vortex for almost every game that I run mods with, but back when Starfield first came out I kept having problems with SF mods not working properly through Vortex. I decided to give MO2 a try, and it's working great with Starfield. I'll keep using Vortex for FO4, Skyrim, etc but for Starfield Vortex just has too many problems.
After 1.12.30 update was released along with the CK, both Vortex and MO2 users were reporting problems with mods being disabled after launching the game. Likely some kind of conflict between mod managers and the built-in mod manager from Creations. MO2 released an update recently that fixes the problem, and so far I haven't had any issues with mods not loading. There still might be issues with load orders getting scrambled by the game, but if so then I'm sure they'll get that patched soon.
I know having to re-download all of your mods and then install everything is a PITA. But if you're having issues with Vortex, you might want to consider giving MO2 a try for Starfield. Again, I think Vortex is a lot better for other games like FO4, but MO2 works a lot better with Starfield.
As for mod updates between 1.12.30 and the newer 1.12.32, I don't think there are too many mods that aren't compatible. I know I had to update SFSE, Address Library, RTFP, and maybe a couple other "core" mods. But most other mods have been working fine. But you're not missing much if you decide to wait, this latest update was quite minimal.
I'm curious if anyone having issues with the plugin getting disabled wanted to try one of the following:
If not already installed, install the Plugins.txt enabler mod (I heard it still does something to improve the experience)
Install it from the creations menu instead of nexus
See if either of those resolves it. I am currently using the (same as uploaded to nexus) .esm, and I use Vortex. I keep it last in plugins.txt, and I do have the plugins.txt enabler installed.
However before uploading it to Bethesda, as per policy I had to run it by itself with an otherwise unmodified game to get the screenshot -- did not have a problem.
I use MO2 for SF, not Vortex. MO2 does a lot better job at auto-handling the PTE from what I've seen and read. There was a known problem for a while after the latest few updates that was causing some mods to be disabled after launching the game, or people's load orders getting rearranged. It was all due to the in-game mod loader that was added with Creations.
The latest version of MO2 seems to have fixed both of those problems: Mods that are enabled stay enabled after launch, and now my load order stays the way I set it. The in-game mod loader is no longer "allowed" to jack up my mods. So far I haven't had any issues in regards to mods being disabled at launch or mod conflicts due to the game messing up my load order.
The only problem I have is with certain mods not working after I exit to the menu and load a save. I think it's some of the CCR mods that are doing it, as if CCR won't load properly if you've backed out to the main menu and then loaded a save. But that's a different issue, not related to any of this. And I've learned that I need to exit the game completely if I need to load a previous save, safest option.
The Temp empty habs aren't appearing for me, even after a full reinstall, updating everything and... the temp habs still don't work (they don't show at the list at all).
The game always automatically yeets the "SFBGS006patched.esm" to the top of the Plugins.txt, without an asterisk, even though I put it at the very bottom of the list (and then re-tested as second-to-last on the list, same result).
Interesting. I haven't touched it since I made it -- maybe it needs the reference to blueprint ships removed? But I haven't seen that being a problem with other mods that haven't been updated...
Are you also using StarUI or Ship Builder Categories (with tn's mods)?
StarUI, yes, but nothing else (no splitting with categories or anything).
I only installed both parts of this patch because I do use ShipBuilderUI (and as such I couldn't build things after the glitch appeared), but I was also using empty habs on my ship (so I could add crafting stations myself -- heck, the game dares to call an "engineering bay" a place with no crafting stations nor space for one >.>).
So I was still trying to use empty habs to at least add my stations without having to spend an hour using "disable" on clutter every time I worked on my ship, but the temp empty habs don't show up at all.
I have not yet let my game update to the CK/CC version because I don't want it breaking any of my mods. So if I want to use this which file works with the pre CK version. Can I use the old files and which one is best? And thanks, I needed this. Especially now that I'm not really using the empty habs anymore.
how come its "missing masters "in mo2 , with starfield 1.12.30 ? does it work or mnot , what is that file ? Im sure its there , in windows the file is usually there, its a hindu thing.
143 comments
Mod has been updated using Creation Kit, and is available (or will be soon) in the creations menu: Hide Empty Ship Habs
6/16 Update: I fear the ship may be sinking. Categories are disappearing as mods get updated via CK - no idea why, probably nothing I can do. We delayed the inevitable I guess :/
(Reminder that StarUI Ship Builder is a completely separate mod; this does not replace or alter it in any way)
Now that there may be other mid-masters, this plugin should probably be last.
Note: Creation Kit isn't able to handle creating mid master overrides; it is however fully capable of reading them when manually fixed. The file is valid according to CK so, 👍
I've submitted a bug report.
Notes:
* StarUI broke because of the empty habs.
* The plugin does one thing and one thing only - hides the empty habs.
* You must have StarUI enabled to get StarUI. This is just a workaround.
* If you want your habs in separate categories, you will need either TN's Ship Modifications All in One or TN's Separated Categories (or some other mods that categorize the parts).
It was consequential that the older version had categories baked in - the old fix and the categories modified the same record. Rather than trying to make a bunch of patches for a patch, I just baked it in. Definitely less than ideal to be duplicating functionality TN has handled so well, and the new fix doesn't edit recipes anymore.
~~~~
Version 1.0 does exactly the same thing in the same way, only built in CK (then fixed and reimported)
Latest update (0.3-alpha) NERFs the functionality that adds the empty habs. Nothing else.
This means there is no more requirement on Ship Builder Categories, nor are the TN Ship stats included, as we are no longer editing anything in starfield.esm. In fact, it loads after all other plugins as a brand new type of plugin tentatatively referred to as "Half". So now Starfield has 4 plugin types (Master, Overlay, ESL and now ESH). This is probably the first ever custom ESH plugin released. *gives self a high 5* *crosses fingers nothing blows up*
Safety is less well-known. This is bleeding edge territory and as such there may be unexpected side-effects - make sure you save!
(Note: I tried adding the empty habs the normal way and StarUI still freaked. It may simply be intolerant of FDXXXXXX FormIDs for all I know)
Good news is that I now CAN fix the names of the empty habs, and remove the bits Bethesda missed... it just may not work in StarUI.
~~~~~
I'm going to try to be concise lol:
The only thing this mod does is prevent the new empty habs from being "merged" into the main lists. Otherwise the behavior is unchanged from vanilla. Doesn't conflict with anything, doesn't include anything.
To use:
Install
Known Issues:
OPTIONAL
If you would like to use empty habs within StarUI, I have included a cloned copy of them. I added a (TEMP) prefix to the names because not all of them were named correctly. Presently they will show up as a second menu entry - I may look into merging the list instead if it offers a better experience.
Sorry if there was any confusion around the preview release - if there is a better way to handle pre-releases let me know. Thanks for trying it out, and sorry if it makes your computer start chewing it's own cord 😂
(My thought processes confuse and befuddle even myself. Many apologies if something is unclear - I can assure you it's probably my fault. Thanks!)
ist this still needed because StarUI Ship Builder was yesterday updated to a new version?
I installed it using Vortex and it fixed the Habs category in the ship building menu right away.
Once again, thank you for the effort you invest into making this game better for all of us.
If it's being posted to the Creations page, does that mean the original StarUI Ship Builder is still required? I don't think the original file is on Creations, and wasn't aware there would be mods posted with required masters that aren't also available on Creations.
I'll give it a try, and keep an eye on your mod page for updated description.
Get your much-needed and deserved rest. Modding as a hobby means you first, then the mods. Not enough rest or too much stress means you're more likely to make mistakes, or lose motivation.
I'd much rather you get your other mods taken care of. And if you're interested in fiddling around more with UI stuff, you might even be able to do a complete re-work of this mod and some of the other StarUI mods that are partially broken. At least until (or if) m8r ever returns and updates everything. In the unfortunate chance m8r never does return, having fixes for the StarUI series of mods would be a big deal for a lot of us.
Hoping this can get sorted out soon...
For now though, I just disable StarUI SB while installing those components. At least I can still use the mod to build 98% of my ship, then I just disable the mod to install weapons and fuel tanks and do the final paint.
I did notice after updating Outpost Constructed Expanded, it blew out a bunch of my custom outpost stuff that had worked fine with OCE all along. I don't know what changed - pretty sure OCE is still a full master. It's possible if people are using AddToList that starui doesn't like that... I won't be able to fix that :(
I can't believe how bad the vanilla interface is - I was going to quit the game out of pure frustration until I learned about StarUI. I'm headed back in that direction. The inventory is SO BAD I don't understand why anyone plays the game without starui...
# This file was automatically generated by Mod Organizer.
*Shades_Immersive_Looting.esm
*Cargo is Cargo.esm
*Starborn Furniture.esm
*Aurie_ChooseVariantUniverse.esm
*ImprovedFollowerBehavior.esm
*bridger perks fixed.esm
*ProperGravityWave.esm
*Gun Shell Lifetime.esm
*SmarterSpacesuitAutohideOption2.esm
*XPForEMKnockouts.esm
*SKKUniversalStash.esm
*Eclipse.esm
*gnStaggeredSQs.esm
*stovesareforcooking.esm
*MercuryPenthouseFurnished.esm
*MercuryPenthouseFurnished_MixedMannequins.esm
*SmartDoc.esm
*groundpounders mission fix.esm
*JemisonClearWater.esm
*DWN_CoreManorFurnished.esm
*DWN_CoreManorFurnished_MaleMannequins.esm
*MercuryPenthouseFurnished_UC_Themed.esm
*NoSpinUp.esm
*darkstar_astrodynamics.esm
*optionexponlyboost.esm
*DWN_TheWellApartmentFurnished.esm
*vanilla flashlight improved.esm
*BlueprintShips-Starfield.esm
*ShipBuilderCategories.esm
*Jail.esm
*CraftableWeaponSkins.esm
*WSEP_LaserCutter_Constellation.esm
*Worthless_FlexiPorts.esm
*WeaponModFixes.esm
*WeaponModFixes-NoEmberBackfire.esm
*WeaponModFixes-1.12.30Hotfix.esm
*VisibleCompanionAffinity.esm
*UnlimitedMannequins.esm
*UCPilotSpacesuitFix.esm
*TNSupplementalReactors.esm
*TNSeparatedCategories.esm
*TNOutpostStorage.esm
*TNModularStarbornSuits.esm
*TIG_Shipyards.esm
*TaiyoCleanup.esm
*Stingray Standalone.esm
*Stealth Overhaul.esm
*StarfieldCommunityPatch.esm
*Starfield Extended - Shields Rebalanced.esm
*SMSEX_SERIES_AIO.esm
*SkillFixes - No Challenges.esm
*SimpleTempleOverhaul.esm
*ShipCleanup.esm
*SenseStarStuffCompanionEffect.esm
*RyujinXCombatech.esm
*RoninCockpit.esm
*PlayerHomeMapMarkers.esm
*MatilijasAerospace.esm
*LandmarkBooksAllAtSinclair.esm
*Navigate Using City Terminals.esm
*InstantScan.esm
*GymnasticsJump50Percent.esm
*LivedInOutposts.esm
*Infirmary.esm
*Gravdrives.esm
*IncreasedNutritionPerkEffect.esm
*MayhemCrew.esm
*Hope-11_Aft.esm
*EnhancedOutposts.esm
*Enyo BathroomPatch .esm
*Easy UCSim.esm
*Easy Digipick.esm
*MoreVisualizedDocking.esm
*Easier Companion Affinity.esm
*Fast-Planet-Trait-Discovery.esm
*DrumBeatSkins.esm
*DontTouchOnThatMatter.esm
*DarkStar_Manufacturing.esm
*CraftableWeaponSkins-NoRequirements.esm
*Helpful Activity Objectives.esm
*CraftableClothingEffects.esm
*CraftableClothingEffects-StackingWorkaround.esm
*FurnishedStarbornShip.esm
*CraftableClothingEffects-NoUniqueRequirements.esm
*CraftableClothingEffects-Neuroamps.esm
*crafting_updated.esm
*NASALandmark.esm
*ClothingAndSpacesuitFixes.esm
*ChameleonImproved.esm
*Pistol_PAF.esm
*BackgroundDialogueUnlocked.esm
*AndrejaTweaksAndFixes.esm
*Alternate Vasco.esm
*Full Chameleon + Concealment.esm
*Better Food and Chems.esm
*Pistol_Laredo_M2.esm
*Reactors.esm
*ActuallyProtectingSuit.esm
*AccurateADS.esm
*Engines.esm
*onek_noemptyshiphabs.esm
Edit: Nope, not your mod! I was able to circumvent this by adding those masters to my plugins.txt. For the time being, I have added them as their own mods to Vortex, so it doesn't remove them all the time from my plugins list. I guess it's an issue with vanilla. I'm still on 1.12.30 until all my mods get updated.
After 1.12.30 update was released along with the CK, both Vortex and MO2 users were reporting problems with mods being disabled after launching the game. Likely some kind of conflict between mod managers and the built-in mod manager from Creations. MO2 released an update recently that fixes the problem, and so far I haven't had any issues with mods not loading. There still might be issues with load orders getting scrambled by the game, but if so then I'm sure they'll get that patched soon.
I know having to re-download all of your mods and then install everything is a PITA. But if you're having issues with Vortex, you might want to consider giving MO2 a try for Starfield. Again, I think Vortex is a lot better for other games like FO4, but MO2 works a lot better with Starfield.
As for mod updates between 1.12.30 and the newer 1.12.32, I don't think there are too many mods that aren't compatible. I know I had to update SFSE, Address Library, RTFP, and maybe a couple other "core" mods. But most other mods have been working fine. But you're not missing much if you decide to wait, this latest update was quite minimal.
- If not already installed, install the Plugins.txt enabler mod (I heard it still does something to improve the experience)
- Install it from the creations menu instead of nexus
See if either of those resolves it. I am currently using the (same as uploaded to nexus) .esm, and I use Vortex. I keep it last in plugins.txt, and I do have the plugins.txt enabler installed.However before uploading it to Bethesda, as per policy I had to run it by itself with an otherwise unmodified game to get the screenshot -- did not have a problem.
The latest version of MO2 seems to have fixed both of those problems: Mods that are enabled stay enabled after launch, and now my load order stays the way I set it. The in-game mod loader is no longer "allowed" to jack up my mods. So far I haven't had any issues in regards to mods being disabled at launch or mod conflicts due to the game messing up my load order.
The only problem I have is with certain mods not working after I exit to the menu and load a save. I think it's some of the CCR mods that are doing it, as if CCR won't load properly if you've backed out to the main menu and then loaded a save. But that's a different issue, not related to any of this. And I've learned that I need to exit the game completely if I need to load a previous save, safest option.
The game always automatically yeets the "SFBGS006patched.esm" to the top of the Plugins.txt, without an asterisk, even though I put it at the very bottom of the list (and then re-tested as second-to-last on the list, same result).
Are you also using StarUI or Ship Builder Categories (with tn's mods)?
I only installed both parts of this patch because I do use ShipBuilderUI (and as such I couldn't build things after the glitch appeared), but I was also using empty habs on my ship (so I could add crafting stations myself -- heck, the game dares to call an "engineering bay" a place with no crafting stations nor space for one >.>).
So I was still trying to use empty habs to at least add my stations without having to spend an hour using "disable" on clutter every time I worked on my ship, but the temp empty habs don't show up at all.
It sounds like the cloned empty habs may not be working right - I'll need to investigate.