UPDATES TO THE GAME WILL STOP SFSE FROM LOADING THE MOD. (ASI MIGHT STILL LOAD. CHECK IT'S LOG AFTER STARTUP.) PLEASE HAVE PATIENCE AND DON'T SPAM COMMENTS/BUGS WITH "THE GAME UPDATED, PLS FIX". You'll also need to wait for SFSE to update so there's that too. Just have patience when the game updates. I'll be able to update this within a day of SFSE updating. Alternatively you can try the ASI version. It will still load, it just may fail to patch what it needs to. ALWAYS CHECK THE LOG!
The plugin will create "<Name of file>.log" in the same directory as the DLL/ASI on startup if it's in the right spot. Meaning "Starfield/Data/SFSE/Plugins/<Name of file>.log" or wherever you put the ASI. This does not log to the SFSE logs!
Troubleshooting:
If you don't get the log at all, you're probably missing the VC++ 2022 redist. (This is an official installer from Microsoft, you can find the link to it here.)
Or maybe you didn't put it in the right location: "Starfield/Data/SFSE/Plugins/<Name of file>.dll" (This and SFSE need to be in the game dir, not the save dir!) CHECK YOUR PATHS!
If you get the log but the last line is "AoB scan returned no results, aborting". This would typically mean the game version changed and the AoB needs updating. You might also see this on GP.
GP is untested. It either works, or it doesn't. If the original script from the CE table does then this probably will as long as you have something that can load it. If it doesn't, oh well. I'm not capable of testing it on GP so won't be supporting it.
Mod Organizer doesn't install it correctly. I believe it incorrectly tries to put it in the save dir 'Data' folder. (This is why one of the steps above says check your paths.... always check to make sure it was placed where it should have been.)
Names/Text disappearing? That's not this mod. Some ESP/ESM mods this like this cause issues like that. (Read the known issues there.)
If you have issues with getting it working, please for the love of Greg read the above steps/description, check your paths, etc, and copy the log contents here. And please provide details on things so I don't have to ask!:
Your game version.
SFSE version.
Whether you're using SFSE or an ASI loader.
What ASI loader if you went that route.
Where you put the file.
THE LOG CONTENTS.
And so on. The more info the easier it is to figure out what went wrong.
-------------------------------------------- --------------------FAQ------------------- -------------------------------------------- Q: What about the CreationKit? This is altering hard-coded limits (error checks) in the exe. The CK being out doesn't really change this. I'm not saying it's impossible, but given how this works, I have little hope there'll be a better way of doing this.
Q: Will you make an All-in-One mod? No. Separate mods does a few things:
Better visibility, cleaner titles, easier to find via searching, etc.
More DP to split with the table author.
Easier for people to granularly enable/disable individual features.
stavanzer has put together a collection here Vortex users can use.
Q: What about grav drives? Multiple drives break the game. Distance drops to 0LY and you get a "you need additional grav thrust" error. You can however ignore the weight limit on them with this mod.
Q: What about max ship modules? Q: What about ship width/length/dimensions? The answer to both is they are already changeable by:setgs fSpaceshipLandableMaxSizeX 5000 setgs fSpaceshipLandableMaxSizeY 5000 setgs fSpaceshipLandableMaxSizeZ 5000 setgs fSpaceshipLandableSmallSize 5000 setgs fSpaceshipBuilderMaxSizeZ 5000 setgs uSpaceshipBuilderMaxModules 5000 setgs uSpaceshipBuilderModuleHardLimit 5000I have no plans to make a mod for something changeable easily via the console. Beware when using these! Your bay/ramp needs to not be too close to the outside else you'll spawn trapped under it. You might will probably run into other issues with huge ships, use at your own risk. I'm not making a mod for them.
I would just ignore the comments about how this stops working everytime there's a new update. Seriously there's a sticky post, and it's pretty common knowledge. Impatient people don't deserve your time.
Just wanna say i cant wait till you update these mods... i cant build ships anymore without them! They are just too good. No rush synthlight thanks for being so quick to update them when an update drops :D
Hi, Kind of new to having to manually mod games (I use vortex cause i know f*ck all about how to do it) But i also don't wanna buy starfield again (Bought it on Xbox before i got a pc) and now I'm trying to mod starfield was just wondering if your mods work on game pass version of starfield or not? (Sorry if this has already been answered a billion times)
Whenever I try to load the game via SFSE, I get an error message for this mod and the No Landing Bay and Docker Limits mod; it says that the dlls for each are incompatible with the current version of the game (I'm on 1.11.36). Yes, I do have v1.14 installed and enabled for both mods. Deleting and reinstalling from the respective mod pages does not fix the problem (I use Vortex). This error does not appear for any other of your "No ... Limit" mods that I have installed (pretty much all of them), only these two. If I load the game anyway, it runs for a short bit, but I haven't gotten past the main menu before it crashes.
Then you still have the old DLLs somewhere. (Whether it be from SFSE or this mod I cannot say.) That log does appear to be from the current version (since target/game versions match). (And I've test ran the game with all of the no-limit DLLs active and know they all work without error.)
Ad always with mod managers, if you're having issues, don't come here, but rather verify the manager is installing what it should where it should. This is not something I can help you with. (Thought the troubleshooting section above might help you.)
Without throwing a hissy fit, that is a based response my good sir. Your response about having patience made my day. You tell em bro! You are a based mod author. I salute you! No sarcasm, really. Sometimes people really don't have patience and that's just sad. And to answer oatmealman0's question, why don't you track the mods? Tracked mods give you a notification on your notifications icon. So... maybe you could track the mods so you can be sure if they get updated whenever the time comes?
I use all of his mods pretty much and none are active. I tried to see what edit would work in the dll files but nothing obviously stood out to edit. Not sure what to do either.
This MOD is the only one not loading. it's got the .log file and .dll in the right place but SFSE says it's not for this version. I'm using SFSE, The .log and .dll files are in the Starfield/data/SFSE/Plugins folder. Everything was working fine until I updated SFSE and the Address library then the game. Now SFSE says this mod isn't the correct version.
Literacy. No matter HOW BIG you put a sticky there are still stupid people. Ungrateful ones too. You know for something they are getting for free that they can't do themselves.
I read the sticky comments and the files are exactly where they are supposed to be. I have the updated SFSE and Address Library and have updated the game. What am I missing?
Oh please spare me. If I have followed the sticky comments and it's still not working what is your expert adivce? And I do appreciate what these guys do with their modding. Don't need your tripe.
when I get the "mod is incompatible" popup while loading the game, what I do is click "no" and load it anyway. still works fine after the minor update. sometimes all it takes is doing what you're not supposed do instead of harassing a mod author. :)
Wow! Great idea. I tried your expert advice and guess what? I get an error that I have multiple reactors. Any more expert advice I can get from you so I can stop "harassing" the mod author? You people kill me. A person asks a legitimate question, read the "The big mclarge huge text at the very start", has everything updated and it still doesn't work but all I get is a bunch of wisecracks.
The dude (Synthlight) has to change things on his mod to make them compatible with the new game version. Obviously he has to first wait for SFSE to update before he can start updating his mods.
You self important entitled brats need to learn some manners, and wait like us adults are doing.
Well anyway, in skyrim a lot of the .dll mods use address library and whenever skyrim gets updated, a lot of these mods don't have to be updated because adress library takes care of the offsets (of course this means address library needs to be constantly updated along with SKSE).
Which is why I brought up the question of linking this with adress library (it's not listed as a requirement on the main page so I assume it doesn't use address library at all). That way you shouldn't have to update this mod for every single freaking starfield patch.
Except this isn't using offsets. And none of the offsets in the lib would help. It's scanning for what it matches in the middle of random functions. I'm not sure how the lib handles the version check, but that would be the *only* reason to add it. You are not the first to ask. And unfortunately, you will not be the last. Yet it still isn't listed as a requirement because it's not that simple.
pebbles, this mod, the one you are crying in the comments of, was literally updated minutes before your last reply... come on man, use the sensors your body came with.
i'm running a newer version and i can't add reactors but i can add the power nodes and the ship i has plenty of places to put them so i'm not complaining just wanted you to know , when they get done updating and get it together everyone will be a lot happier , i try a mod it doesn't work i get rid of it and not b&@*$ at the author
use a standalone reactor mod one that adds reactors. Then you can edit the power output ,hull....everything. You don't need more than one. I have some with outputs of 250+. The only thing is you can add so many weapons and engines, it kind of ruins things. You destroy other ships in a minute and fly too fast. You have to balance things to enjoy it more.
Hey, no problem. I got it working. I removed your mod and the game loads perfectly fine now. You need to work on your ego.
@pebble42day your sense of entitlement to other people's work and time is utterly astounding. The dev needs to check his ego? How on earth do you look at yourself in a mirror. If you are so damned smart, figure out how to do it yourself.
Looking at the LOG, the mod should be working, but it's not. ASI version here, I hate SFSE/SKSE etc with my guts. Ship parts count are still being limited by the game.
352 comments
PLEASE HAVE PATIENCE AND DON'T SPAM COMMENTS/BUGS WITH "THE GAME UPDATED, PLS FIX".
You'll also need to wait for SFSE to update so there's that too. Just have patience when the game updates. I'll be able to update this within a day of SFSE updating.
Alternatively you can try the ASI version. It will still load, it just may fail to patch what it needs to. ALWAYS CHECK THE LOG!
The plugin will create "<Name of file>.log" in the same directory as the DLL/ASI on startup if it's in the right spot.
Meaning "Starfield/Data/SFSE/Plugins/<Name of file>.log" or wherever you put the ASI.
This does not log to the SFSE logs!
Troubleshooting:
If you have issues with getting it working, please for the love of Greg read the above steps/description, check your paths, etc, and copy the log contents here.
And please provide details on things so I don't have to ask!:
Other ship builder tweaks/unlocks:
No Bay or Docker Limits
No Build Below Bay Error
No Cockpit Limit
No Engine Power Limits
No Grav Drive Weight Limit
No Minimum Landing Gear
No Reactor Class Requirement
No Reactor Limit<----- (YOU ARE HERE)
No Shield Limit
No Unattached Module Error
No Weapon Power or Count Limits
--------------------------------------------
--------------------FAQ-------------------
--------------------------------------------
Q: What about the CreationKit?
This is altering hard-coded limits (error checks) in the exe. The CK being out doesn't really change this.
I'm not saying it's impossible, but given how this works, I have little hope there'll be a better way of doing this.
Q: Will you make an All-in-One mod?
No. Separate mods does a few things:
- Better visibility, cleaner titles, easier to find via searching, etc.
- More DP to split with the table author.
- Easier for people to granularly enable/disable individual features.
stavanzer has put together a collection here Vortex users can use.Q: What about grav drives?
Multiple drives break the game. Distance drops to 0LY and you get a "you need additional grav thrust" error.
You can however ignore the weight limit on them with this mod.
Q: What about max ship modules?
Q: What about ship width/length/dimensions?
The answer to both is they are already changeable by:
setgs fSpaceshipLandableMaxSizeX 5000
I have no plans to make a mod for something changeable easily via the console.setgs fSpaceshipLandableMaxSizeY 5000
setgs fSpaceshipLandableMaxSizeZ 5000
setgs fSpaceshipLandableSmallSize 5000
setgs fSpaceshipBuilderMaxSizeZ 5000
setgs uSpaceshipBuilderMaxModules 5000
setgs uSpaceshipBuilderModuleHardLimit 5000
Beware when using these! Your bay/ramp needs to not be too close to the outside else you'll spawn trapped under it.
You
mightwill probably run into other issues with huge ships, use at your own risk. I'm not making a mod for them.Source
2024-05-22 11:10:09Reactor-Count-Mod initializing.
2024-05-22 11:10:09Scan thread spawned.
2024-05-22 11:10:09Reactor-Count-Mod loading.
2024-05-22 11:10:09Target version: 1.11.36.0
2024-05-22 11:10:09Game version: 1.11.36.0
2024-05-22 11:10:09Found module name: Starfield.exe
2024-05-22 11:10:09Module base address: 7FF7C4E10000
2024-05-22 11:10:09Doing AoB scan.
2024-05-22 11:10:15Found 8 match(es).
2024-05-22 11:10:15Target address: 7FF7C6177866 (Starfield.exe + 1367866)
2024-05-22 11:10:15SB_LIMITBODY_MAX_REACTOR patched.
2024-05-22 11:10:15Patched 1 match(es).
That log does appear to be from the current version (since target/game versions match).
(And I've test ran the game with all of the no-limit DLLs active and know they all work without error.)
Ad always with mod managers, if you're having issues, don't come here, but rather verify the manager is installing what it should where it should. This is not something I can help you with. (Thought the troubleshooting section above might help you.)
Of course I'm updating it. As the sticky comment says. HAVE PATIENCE.
Yes, as Commando said, just track the files.
Take your time, perfectly understandable!
It must not be a easy work to update it, but you have done it for those waiting for it.
I can now happily update starfield, thanks to you.
Again, thank you so much for making this mod available.
2024-03-27 14:30:28Reactor-Count-Mod initializing.
2024-03-27 14:30:28Scan thread spawned.
2024-03-27 14:30:28Reactor-Count-Mod loading.
2024-03-27 14:30:28Target version: 1.10.31.0
2024-03-27 14:30:28Game version: 1.10.31.0
2024-03-27 14:30:28Found module name: Starfield.exe
2024-03-27 14:30:28Module base address: 7FF6CED60000
2024-03-27 14:30:28Doing AoB scan.
2024-03-27 14:30:31Found 8 match(es).
2024-03-27 14:30:31Target address: 7FF6D009A8C6 (Starfield.exe + 133A8C6)
2024-03-27 14:30:31SB_LIMITBODY_MAX_REACTOR patched.
2024-03-27 14:30:31Patched 1 match(es).
"Reactor-Count-Mod.dll v1: disabled, incompatible with current version of the game"
That's the message SFSE is giving.
Read the stickied comment!
The big mclarge huge text at the very start:
You self important entitled brats need to learn some manners, and wait like us adults are doing.
Which is why I brought up the question of linking this with adress library (it's not listed as a requirement on the main page so I assume it doesn't use address library at all). That way you shouldn't have to update this mod for every single freaking starfield patch.
I'm not sure how the lib handles the version check, but that would be the *only* reason to add it.
You are not the first to ask. And unfortunately, you will not be the last. Yet it still isn't listed as a requirement because it's not that simple.
There's the example LOG:
2024-03-21 19:09:01 Shield-Count-Mod initializing.
2024-03-21 19:09:01 Scan thread spawned.
2024-03-21 19:09:01 Shield-Count-Mod loading.
2024-03-21 19:09:01 Target version: 10701D0
2024-03-21 19:09:01 Game version: 1090430
2024-03-21 19:09:01 Found module name: Starfield.exe
2024-03-21 19:09:01 Module base address: 7FF7EF110000
2024-03-21 19:09:01 Doing AoB scan.
2024-03-21 19:09:09 Found 8 match(es).
2024-03-21 19:09:09 Target address: 7FF7F04FFDCF (Starfield.exe + 13EFDCF)
2024-03-21 19:09:09 SB_LIMITBODY_MAX_SHIELD patched.
2024-03-21 19:09:09 Patched 1 match(es).