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The Unofficial Patch Project Team

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Arthmoor

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393 comments

  1. Arthmoor
    Arthmoor
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    Beginning 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.
  2. RayLionheart
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    "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?  
    1. Arthmoor
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      You should make an effort to remove that master from any mod using it since it will cause them to load in an undesirable location.

      It unfortunately may also not be safe to do so without some advanced knowledge of how to work with xedit once the master has been removed.

      It sucks because with every update to the game, Bethesda made it increasingly more difficult to try and use it until finally the last update made it impossible.
    2. RayLionheart
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      Aaaah oh well; I guess one can live without the mods that affect ships in the game where the ship-building is arguably the most (if not only) enjoyable and fleshed-out part. :P

      Thank you very much for the response and of course the Patch!
  3. whiskeyjack9105
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    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?
  4. Dbaiser
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    Thanks for all the work
  5. Jensenci
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    Doesn't seem like this fixes the cant talk to NPCs with bounties bug. Anyone aware of an actual fix?
  6. sparks117cpo
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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.
    1. Arthmoor
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      If you had read the previous posts you'd also realize there's nothing we can do about how the game is handling that file. It's not a mod manager issue. It's a game issue. You'd need to take it up with Bethesda to get it fixed, but it seems with every game update they're making it more and more untenable to even bother with the blueprints.
    2. Arthmoor
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      Given the current situation with this file, we've now removed it from the package. If Bethesda ever fixes it so properly flagged blueprint files work in the game again, we'll add it back in.
    3. mayhew2070
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      I am glad I read this. This was driving me bonkers. LoL.
    4. Arthmoor
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      It drove us bonkers too :P
  7. AndreD
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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..
    1. wysiwyg
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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/
    2. AndreD
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      thank you
    3. Madcat221
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      Well pewp. I've raised the issue in the UPP team private discord, but Arth hasn't been on since last night.

      Alternately, there is a mirror on AFKMods, and there is also simple removal of the Blueprints patch module from the Data folder if you already have the immediately previous USFP version installed as that's the only change from the previous version listed in the change log. You may need to remove it manually anyway if you manually install it or if your mod manager doesn't remove it.
    4. wysiwyg
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      It's up now! Thanks.
    5. Arthmoor
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      Whatever it was must have fixed itself since I wasn't able to get online today until about 30 minutes ago. Thanks power company.
  8. Ahplla
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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. 😅
    1. Ahplla
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      nvm, the patch for Shattered didn't have strings to translate
  9. Ahplla
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    Is it compatible with Starfield Community Patch (SFCP)? Or should I choose one or the other?
    1. daywalker03
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      One or the other. I won't try to tell you which one to choose.
    2. Ahplla
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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?
    3. Madcat221
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      On the description page, there is a link labeled "The complete changelog is posted here."
    4. Ahplla
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      thank you
    5. jion7882
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      Oh I didn't know that. I'll disable that other one.
    6. Ahplla
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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.
    7. Ahplla
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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.
    8. LesserHellspawn
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      I'm running both at the same time and haven't noticed problems.
    9. Krytern
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      LesserHellspawn living life on the edge.
    10. Fireapple
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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' ;)
    11. Madcat221
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      Us, because that's the way it typically is. Misblame is why we shut down general troubleshooting questions real quick now, because as it filters through the Internet, context gets lost and then we get blamed for whatever random bug unrelated to USSEP that they were asking in the wrong place about in our comments pages.
  10. SpikerzZ
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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
    1. LesserHellspawn
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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.
    2. Arthmoor
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      If MO2 is disabling it, that needs to be taken up with the MO2 devs as the blueprints plugin should not be getting disabled by anything if you're using it.
    3. SpikerzZ
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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
    4. Arthmoor
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      This may be one of the only mods that properly sets the blueprints flag on a file intended to modify blueprints. That's not a fault with what we did, it's a fault with any mod manager that assumes it should be disabled for no good reason.
    5. DRAGONJOE69
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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.
    6. renaz
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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 .
    7. Arthmoor
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      Well then that sucks. The behavior must have changed in the intervening time between 1.14.70 and 1.14.74 because the file was working fine until that point. Tired of trying to fight them on it. If the file won't remain enabled then I guess don't use it as you'll have to keep renabling it every time you start the game. Todd, why?
    8. daywalker03
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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.
    9. Madcat221
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      It's not MO2 or any mod manager disabling Blueprints-mastered/flagged modules, the game executable itself is. I use Wrye Bash and distinctly remember re-enabling it when I installed this latest USFP version, and it is now disabled again.
    10. Silarn
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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.
    11. Arthmoor
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      I think that's as bad a solution as manually reenabling it before each game start. It puts the onus of managing the system onto 3rd parties that should not be responsible for handling this sort of thing. There's no valid reason for why the game needs to disable these files. Other than having the blueprint flag (which was their fault too) the files are no different from any other.
    12. LesserHellspawn
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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.
    13. daywalker03
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      Yes, the file referenced by the OP is supposed to override some things in BlueprintShips-Starfield.esm.
    14. Madcat221
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      Yep. There were some ownership issues with clutter in some habs, and the Keplers count against your max ship inventory count even though they're forced into your ship inventory. With this new hassle with Blueprint-mastered modules, those bugs persist.
    15. jion7882
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      This is happening to me as well. I use Vortex. Is there a fix?
    16. Madcat221
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      Nope. This is an engine-level thing.
    17. DRAGONJOE69
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      It's not an engine level thing, reverting to the flag used in the previous version will correct the problem.
    18. Arthmoor
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      No it won't, because without the flag the game won't load it in the proper order. This is a no win scenario.
    19. brown66
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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!
    20. Madcat221
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      It does not solve the problem. Removing that flag makes it act like a normal non-Blueprint-flagged module, all of which are force-loaded before the Blueprints module. The game as it is on 1.14.74 will now force-deactivate any Blueprints-flagged that isn't the base Blueprints module itself. The USFP Blueprints patch module loses load order conflict by the bugs in the original Blueprints module without that Blueprints header flag, and gets force-deactivated by the engine executable itself with the header flag. It is a placebo seeing it stay loaded by removing that blueprints header flag.
    21. Fireapple
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      +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
  11. jion7882
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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.