BAT MODS
Premade copies of the files mentioned in this article are available for download under Miscellaneous files: Here
A lot of mods are currently installed via bat files, which are called via ini edits.
However, the way I'm seeing people recommend installing multiple of these mods together is bugged.
A lot of instructions say to chain the mod bat files in a manner such as this:
sStartingConsoleC ommand=bat mod1; bat mod2; bat mod3
THIS DOES NOT WORK!!!
The reason this does not work isn't entirely clear. But the issues are easy to reproduce, where commands are seemingly randomly skipped.
Instead, I recommend the following for installing bat mods:
Instead of calling all the bat files at once, we will call a single custom bat file.
This custom bat file will call each mod's bat file on its own line.
1. Find the correct ini
1a. - Steam
Go to:
Documents\My Games\Starfield
Open StarfieldCustom.ini
(Create the file if needed)
1b. - Xbox/Gamepass
Go to:
C:\Xbox Games\Starfield\Content
Open Starfield.ini
2. Add the following to your ini file:
[General]
sStartingConsoleC ommand=bat mods <--- Get rid of the space after the 'C' if you copy this text. (Nexus changes the text if I do not include the space)
3. Now we will create a new file called mods.txt
This new file MUST be in the Starfield root directory(same folder as Starfield.exe)
4. Inside of mods.txt add a line for each of your bat mods, like this:bat super_cool_mod
bat another_mod
bat deadly_difficulty
bat deadly_difficulty_extras
And that's it! This setup will ensure all bat mods load properly!
In the future, when installing additional bat mods, you simply add them on a new line in mods.txt
37 comments
Reduces everything to a simple Vortex install.
Its an SFSE plugin, so no Gamepass support 😔
As an addendum to NotNotloc's sticky comment here, for those interested, I made a place-anywhere Python script to interactively convert all these autorun-on-load batches that everyone seems to be making right now to CCR scripts. No more [excessively annoying] StarfieldCustom.ini editing! Yaaay! All you do is run it, tell it where your mod manager of choice stages your mods, and it scans through all the staged mod folders for .txt files, prints the file contents to the console, and prompts for conversion, skip, or exclusion. Conversion makes a CCR script from it, skip passes over it, and exclusion adds it to an exclusion file to automatically skip it in future scans. For now, it only makes CCR scripts that run when you load the game, but I'm gonna learn more about the syntax of CCR scripts so hopefully I can make it do more EventTypes than just 'DataLoaded'.
For anyone interested, I made a similar script that automatically updates your Plugins.txt file with all the .ESM, .ESP, and .ESL files in the Data folder in staged mod folders, and it also reads your StarfieldCustom.ini to check for any TestFiles listed, and excludes them from the Plugins.txt, so there's no conflicts... at least, if I'm understanding how all these things work properly.
Let me know. If this gains some traction, I'll list them on GitHub, and probably figure out a way to link that to a post here on the Nexus or something.
EDIT: Just read through the posts on Plugins.txt Enabler; didn't know that the Plugins.txt dictated the plugin load order in Starfield. That's a problem, as my script scans through the staged mod folders in alphabetical order... I'll be working on this, but at least it will add all plugins to the file, to be ordered manually from there for now.
Starfield.ini this information.
second.
in starfield carpet, create to mods.txt, in this archive put this bat individually lines of mods.
Tanku!!
and please dont tell me to remove the space in
sStartingConsoleC ommand= did it the first time
Using then the console to run bat mods it will run them. But won't do it automatically i though that was the point of all this.
The other items in my starfieldCustom.ini file are executed (such as skipping the intro).
However, sStartingConsoleCommand=bat mods never gets called.
I can open the console and run bat mods, and it works, just like you.
Sorry if i am dumb asking a dumb question. i cannot get this to work. I have tried a few different configuration of what i think this needs to be like, and i can only get 1 mod at a time to work properly and it is not in the format you mentioned here.
the npc drops their equipment mod.
[General]
sStartingC onsole Command=bat AlwaysDropArmor
starfieldcustom.ini needs to contain
[General]
sStartingConsoleC ommand=bat mods
[REMOVE THE SPACE IN THE WORD "COMMAND"]
then you need another files mods.txt in your starfield directory (next to the starfield.exe)
in that mods.txt:
bat AlwaysDropArmor
bat deadly_difficulty
...etc...
additionally you need those mod files (AlwaysDropArmor.txt etc) in the starfield directory (next to mods.txt)
To compare the steps to a poem rhyme scheme, the article steps were previously formatted:
ABBA
Which is silly and needlessly confusing. I have rewritten it to be:
AABB
1) Once in game, use the console command (to the left of the #1 on your keyboard) and type "bat mods", without the quotes.
"bat data/mod" instead of "bat mod"
I've seen conflicting information on this so not sure if this is required/recommended
[General]
sStartingConsoleC ommand=bat mods
And yet nothing loads when I load the game.
However, once I'm actually in the game, I can open a console and type 'bat mods' and everything loads and runs as expected. So the method of calling batch files from a batch file seems to work, but the .ini is not autorunning. I'm at a loss. Any ideas?
Read the guide closely.
Though I personally am still having issues.