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The Unofficial Patch Project TeamUploaded by
ArthmoorVirus scan
393 comments
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LockedStickyBeginning with USFP 1.0.5, all fixes for ship blueprints will be contained in a separate file: unofficial starfield patch - blueprint edits.esm
This was due to engine changes in 1.14.70 that force the main blueprint master file to load last of all, and anything using it as a master to do the same. -
"This was due to engine changes in 1.14.70 that force the main blueprint master file to load last of all, and anything using it as a master to do
the same".
So does that mean that mods that require the blueprint master can/need be loaded after the esm? Is it possible or save to do so? -
Looks like Companions Conversations Fix is aiming to fix the current issue of crewmembers not conversing on your ships/outposts.
Any chance something like this will be rolled into this patch? -
Thanks for all the work
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Doesn't seem like this fixes the cant talk to NPCs with bounties bug. Anyone aware of an actual fix?
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I see in the comments that people have been having issues with the "unofficial starfield patch - blueprint edits.esm" when using MO2. I am also having issues using Vortex with "unofficial starfield patch - blueprint edits.esm". Vortex places this last in the load order no matter what, but that is not really a problem. The problem is that every time I initially load a save, I receive a notice that "unofficial starfield patch - blueprint edits.esm" is no longer in the load order, even though it is. I have to manually move it in the LO (Vortex puts it back in the last position) and then the save will load normally. While this will fix the problem, doing it EVERY time I load a save kind of gets annoying.
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5 hrs later, I'm still waiting for this to be uploaded, before starting a NG+ run. Cannot download prior versions. Want to use this patch since it's been updated and SFCP hasn't seen a update for awhile..
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There was an open issue for any updates made in a certain time period being "stuck" and Nexus had asked that authors not re-upload in the mean time. However, it does appear to have been resolved but this mod's new upload is still incomplete so Arthmoor may need to ask Nexus to look at it. Because dammit.
https://status.nexusmods.com/ -
thank you
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It's up now! Thanks.
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I just finished the tests for the translation/localization to pt-br and validated all the texts, I was uploading the files when an update came out. 😅
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Is it compatible with Starfield Community Patch (SFCP)? Or should I choose one or the other?
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One or the other. I won't try to tell you which one to choose.
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One thing I don't like about SFCP is the lack of transparency in what has been improved/fixed. In this one, USFP, it seems that there is more clarity on this, but I'm dumb enough and I couldn't find the list. Where is it? -
thank you
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Oh I didn't know that. I'll disable that other one.
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I found the SFCP Changelog, in fact, it's quite easy to see, and I was able to compare the two. The fact is that SFCP is more widely supported, backed, and much more comprehensive than this one regarding fixes. I chose SFCP in the end, for use and for localization into Portuguese.
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That said, it is worth noting that the SFCP is very delayed in releasing a new version. If you are looking for something faster in updating, and service with better attention to your needs, perhaps here at USFP is better.
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I'm running both at the same time and haven't noticed problems.
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LesserHellspawn living life on the edge.
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I'm running both at the same time and haven't noticed problems.
Plants palm firmly on face! Wondering which one gets blamed when they finally 'notice problems' ;)
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For some reason, when I play the game, MO2 disables "unofficial starfield patch - blueprint edits.esm" when I quit, not sure what's going on
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Same here. But I seem to have worse problems, not necessarily coming from this mod. I was playing happily yesterday, today all my saves crash on load.
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Funny, it's only this mod that does it, I had this issue before but getting the dll from mo2 discord, worked, this time, nothings working
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This is also happening with the community edition of NMM, never happened with prior versions of this plugin, another note, my load order is normal, blueprintships.esm is indexed at 02 right after starfield.esm, which is indexed at 01, it has always been in this position since I installed the game, never has it been moved to the bottom of my load order, the only time I've experienced this "bug" was when beth released new base game .esm files, and was fixed by updating NMM, I never had problems with mod added files disabling until now.
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Manual install here, same problem. Even edit my Plugins.txt to match the recommended load order. Play the game, close game and restart. Then get complaint that unofficial starfield patch - blueprint edits.esm is missing. Check Plugins.txt and it is missing. Went back 1 version and no problems .
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@Arthmoor, I will need to check if MO2 is indeed disabling your patch, but the BlueprintShips-Starfield.esm is properly loading at the bottom of the load order in MO2 for me and your patch is showing up beneath that like it should.
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Placing blueprint plugins in a Starfield.ccc file should allow them to load and doesn't get deleted. That's the best workaround that exists at the moment.
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Just guessing here: Bethesda made sure that the base ship blueprints always loads last. Your newest patch version overrides that, the previous version didn't.
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Yes, the file referenced by the OP is supposed to override some things in BlueprintShips-Starfield.esm.
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This is happening to me as well. I use Vortex. Is there a fix?
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It's not an engine level thing, reverting to the flag used in the previous version will correct the problem.
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Arthmoor
It's your mod and you do it as you see fit, but considering that the solution presented by Silarn works, I think you should put this message as a sticky, as long as Bethesda doesn't change the game's behavior.
It really sucks every time we want to change the order of mods or remove or add a new mod, we have to manually change the Starfield.ccc, when we use mod managers for this (I use Mod Organizer), but it's always better than every time we exit the game, we have to remember to activate your mod again.
My opinion, of course! -
+1 to the game disabling this after every session. As long as the game actually loads the plugin (which it seems to be doing) and is functional at game start, I am not too worried about it. It is definitely in the 'inconvenience' category to have to double check load order every time, which wouldn't even be all that inconvenient if this game didn't take so damn long (4+ minutes here) to load before finding out "s#*!, forgot to enable that again".
*Update - It's now upgraded to the really really f-*#@ annoying category. Lol
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I was just wondering if a certain bug could be looked into by you. I doubt Bethesda is going to fix it. It was introduced with SS. Andreja constantly floats or gets stuck in the ground. She'll phase right through stairs and solid ground as well.